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Temple, Tower, and Tomb - Free

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t 1<br />

- I<br />

Introduction<br />

I<br />

<strong>Temple</strong>, <strong>Tower</strong>, <strong>and</strong><br />

-<br />

<strong>Tomb</strong><br />

Introduction ................................................. ,' .l<br />

The Tmple of Amnisms ................................ 3<br />

The <strong>Tower</strong> of the Lord of Eternal Night ....... ..12<br />

The <strong>Tomb</strong> of the Faceless One.. .............. .22<br />

Credits<br />

<strong>Temple</strong> design: Steve Wmter<br />

T'<strong>and</strong> <strong>Tomb</strong> design: Laura Craig<br />

1 I Editing:AllisonLassieur .<br />

'Cover Illustration: Paul Jaquays 1<br />

Interior Illustrations: Ken Frank<br />

Cartography: Jhvid C. Sutherl<strong>and</strong> HI<br />

m p h y : Angelika Lokot7<br />

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f<br />

<strong>Temple</strong>, Tmm, <strong>and</strong> <strong>Tomb</strong> is a threepart adven-<br />

ture module designed for four to eight clpac-<br />

tem of 7th to 12th level. Each adventure is Ginked<br />

through a framing story, but they can be played<br />

separately with little or no alteration.<br />

Be warned: These adventures are deadly.<br />

Players will need considerable skill to guide<br />

their characters safely through the traps <strong>and</strong><br />

horrors waiting for them, <strong>and</strong> they should be<br />

aware that PCs will die h-these adventum<br />

unlesstheyareverydorveryhdiy. I *-I<br />

The adventures are best suited to a campaign<br />

where magical items are rare. Other than that,<br />

they can be set in any campaign world, whether<br />

it is home grown or one ofTSKs packaged<br />

campaigns<br />

G-,<br />

In the Service of the Autarch<br />

<strong>Temple</strong>, <strong>Tower</strong>, <strong>and</strong> <strong>Tomb</strong> can be set in any l<strong>and</strong><br />

on the b+dt of chaos or war. The AuW is<br />

perate to protect his realm <strong>and</strong> has entreated kis<br />

wizard-priests (viziers) to find magic that will<br />

aid him. They have located three ancient <strong>and</strong><br />

potent magical items: the Hesper (a crystal ball<br />

that is also a gem of seeing), the Fasces (an inseparable<br />

bundle containing a rod of lordly might, rod<br />

of passage, <strong>and</strong> rod of terror), <strong>and</strong> the Annulus (a<br />

helm of telepathy that also functions as a helm of<br />

comprehending languages <strong>and</strong> reading magk). But<br />

his advisers tell him these items are guarded by<br />

extraordinarily dangerous <strong>and</strong> evil forces. The<br />

Autarch, aware that he could be sending many<br />

to their deaths, bids his viziers to disaetely find<br />

heroes willing to mver the items.<br />

The PCs can learn of this job in a number,@<br />

ways: They hear a rumor <strong>and</strong> check it out, they<br />

are contacted by a vizier who has heard of their<br />

past exploits, or they are royally summoned. In<br />

any case, they should voluntarily end up at the<br />

Autarch's palace, where they are met by a distinguished<br />

vizier who ushers them to a lush<br />

. ... ........

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