Pyramid Review

Chaos Rising (for d20 System)

Published by Necromancer Games

Written by James Collura

Cover by Llyn Hunter

Interior art by Brian LeBlanc

Cartography by Christopher Boll

64-page b&w softcover; $13.95

You'd think the most confusing parts of an RPG adventure that deals with time travel would be trying to keep all the weird causality loops straight in your head and making sure the rubber physics don't bounce too far. In Chaos Rising from Necromancer Games, the time travel may be the easiest thing for the group to work with.

The party is called upon to find an amulet, an artifact that is the soul of a demon lord. Such an item doesn't come along often, and other interests have discovered its existence. Rather than let it fall into their (the wrong) hands, the adventurers are asked to soldier to the Devil's Finger, an impossibly tall promontory. Atop this sits a dwarven citadel, the final resting place of . . . well, all the elements of the adventure.

It's not as simple as going to the old dwarven fortress and collecting the amulet, of course. A small army of men led by the scurrilous Lord Raob Blackenheart work at the site, seeking to clear tons of rubble from a bygone disaster that cover the old outpost. So with all this going on, how are the heroes to get in and get the amulet? They need to travel back to a time before the halls collapsed, find a key to the vault wherein the demon lord is imprisoned, navigate the extradimensional paths . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: July 18, 2003


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