Above a desolate moor broods Orgillion Mansion, home of unspeakable evils. Adventures risk life and sanity when face with the horrors of the estate's past.
Shadow World is the planet Kulthea, a unique fantasy environment for use with both Rolemaster and Fantasy Hero. It is also adaptable to most other fantasy role playing games.
The Orgillion ancestral home housed many unspeakably evil Lords throughut its blood-stained past. All of them died under mysterious circumstances, further testimony to the brooding malevolence of the mansion. Worse is the Orgillion Family Crypt, a labyrinthine mausoleum wherin lies the ancestral wealth of the Orgillion Clan, and many Undead! Surviving adventurers undertake a journey across the mountains into the unforgiving desert, to the Ruins of Nof-Keh, where adventure, terror and madness await!
The Orgillion Horror - "The Legacy" detailing a haunted house full of secrets and mystery. - "The Family Treasures" describing the magic-filled Orgillion Crypt - "The Treasure Seekers of Tytus" who search the desert for a mystical object of awesome power, but instead find mind-numbing horror. - 3 Area Maps & Views. - 5 Detailed Adventure Locations and Layouts. - Fully-developed NPCs complete with Rolemaster and Fantasy Hero statistics. - 3 Races from beyond this world. - An Arcane Society. - A New Spell List.
This claims to be a pick-up and play adventure, but RoleMaster adventures really aren't like that - at least not the way that most D&D adventures are. However, it is closer to being pick-up and play than most RoleMaster or Shadow World adventures. This adventure is supposed to be a mini-campaign of three linked adventures. The adventures are certainly linked, but they will require some side quests for the characters to gain the necessary levels to be powerful enough for the later parts of the adventure.
The adventure idea itself is quite good, and the three adventures present different challenges and each have a different feel to them. Each of the three mini adventures should only take a session, maybe two, but with side quests this adventure has enough material for as many as a dozen sessions, even more with some modifications.
The overall feel of this adventure is closer to a D&D module than most RoleMaster adventures, and much more so than most Shadow World adventures. It could be more easily ported into a different campaign setting than any other Shadow World adventure I am familiar with.
Overall, a good adventure to start a campaign with, as characters can easily start at 1st or 2nd level and be as high as 8th or 9th by the end, depending on how much extra the GM puts into it.