Temple, Tower, and Tomb - Free
Temple, Tower, and Tomb - Free
Temple, Tower, and Tomb - Free
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
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 />
AwANcBDDu"s&~ADcD.DRAGcI"c&<br />
mRwlTBNI(BA1Ms<strong>and</strong>ud~ue~~o*md~<br />
rsg hr.<br />
l'blSl(b$pb~kdrmukamdbylSR,Inc<br />
0 1994TSR Lr M &4m v.wervd. mJlted in &?USA.<br />
EmimnHarcPldiD~eanpalslnvc~dirtribvtion~in<br />
thebmttndeforEnglioh~~WMbutrdDthebookmdhobby<br />
mae~~~lcigdrtylSl(Ltd.~~tedbothetoyud~~<br />
w-<br />
%<br />
lhb~ispaorclmdslhe~~wad~lhdkdSmesol<br />
Anacr~rrpodumonCUdhsmuumahdt**dhnu*IWWahvaL<br />
eaPirrdhaPnbpoNbiMwllhmtheapermtt*npmaicldlW.h<br />
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 />
. ... ........