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Beggars Review: Temple Tower and Tomb 2nd Ed AD&D by TSR
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Post Posted: Thu Mar 11, 2010 12:43 pm 
 

An Adventure Product Review: Temple Tower and Tomb

This scenario is a combination of 3 separate adventures tied together with a framing story.
Each of the three dungeon delving adventures is as deadly as the others and each scenario can easily be played as a separate adventure with almost no additional work by the DM.
New (inexperienced) players will probably not be able to survive this adventure and even highly skilled players will find it very hard to succeed without a good measure of skill and even more of luck.
Otherwise make sure the Players have the PCs make final wishes known to surviving family members...

The Autarch's Vizier's  will ask the PCs to sign waiver forms in case of death or dismemberment and will take care of the arrangements for final resting places if the bodies are returned.

TSR Product Code 9448
Designed for 2nd Edition AD&D.
For 4-8 characters of Levels 7-12.
Designers-Writers: Steve Winter (Temple) and Laura Craig (Tower and Tomb)
Editing by: Allison Lassieur
Cover Illustrations by: Paul Jaquays
Interior Illustrations by: Ken Frank
Cartography by: David C. Sutherland III
Topography by: Angelika Lokotz

Fold over Cover with maps on inside of front and rear cover.
Stapled booklet with 32 pages.
Cover Price was $6.95 (US), Published in 1994

Set in any land where chaos and war are eminent and magic items are rare.
The Autarch of the land where the adventure starts is desperate to protect his realm and has entreated his wizard-priests (Viziers) to find magic that will aid him.

The Vizier's find three powerful magical items, but an exceedingly deadly creature guards each one.
The guardians of the magic that they found are too deadly for the Autarch to risk his own heroes, so he gets the Viziers to find a worthy group who are less afraid and greedier that smart.
And that is where the PCs come in as the Viziers have heard of the PCs exploits and bravery and think that the group might be able to succeed.

The Magical Items are:
The Hesper (a Crystal Ball that also acts as a Gem of Seeing), the Fasces (A combination of three powerful Rods; A Rod of Lordly Might, a Rod of Terror and a Rod of Passage), and the Annulus (a Helm of Comprehending Languages and Reading Magic).

This is one powerfully dangerous group of adventures and only the most skilled players using powerful PCs should even try it.

The  PCs will face a few powerful enemies and must also overcome many cunning and deadly traps.
This is most certainly not a hack and slash adventure module and it would be most surprising if no PCs died during this one… perhaps several or even all of them.

After my first read through I thought WOW!
Then I read it again and thought WOWSERS!!
I am going to read it again….
I just hope my eyes don't pop out and fall to the ground… 8O

SPOILER ALERT!
In the last set of scans below.
Note that room 3 on the map of the Upper Level is shown with no apparent means of access, no connecting halls, or tunnels.
Lots of bodies (other adventurers) are found if/when PCs enter this room.

See scans below:
Front Cover:
Image

Rear Cover
Image

Copyright Page
Image

Framing Story Page.
Image

Map of the Temple: Inside Front Cover
Image

Map of the Tower: Inside Rear Cover
Image

Two Maps of the Tomb: Inside the booklet, pages 23 and 28.
Image
Image


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Post Posted: Thu Mar 11, 2010 1:15 pm 
 

Read Room #1 :wink: teleport doorway goes to Room #3

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Post Posted: Thu Mar 11, 2010 1:18 pm 
 

Not only Room 1, but Rooms 6, 7 and two spots at hallway/room 12 also go to room 3.

So... normally the thief checks doorways first, so obviously she/he would be the first to dissapear.  :?  
Then perhaps a fighter...  :?  :? then another fighter... :cry:

If the DM does this right, and the players do not, then the Mage and or Priest would possibly never go there.
And Unless a mage or priest with the correct spell (or spells) goes with them.....
Goodbye guys...  8O

To make things worse, the PCs are Teleported to each site by powerful magic by the Vizier's and the PCs have no clue where in the world they are afterwards.
They do not even know if they are on the same plane, or planet...
They are given a breakable sphere to shatter OUTSIDE ONLY once the specific task for that adventure is completed.
Once outside and done with that specific task, when the sphere is broken (If outside) the PCs are transported back to the castle (The starting area).
If the thief has that Sphere and gets stuck in Room 3 with no way out, then NONE of them will ever return.

That little bit of trapiness is not even close to being the sneakiest or the most deadly one. :twisted:

OK.  Jim Bob, Susie, and Doug, you guys roll up another character for you to use in next weeks session...


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Post Posted: Thu Mar 11, 2010 6:19 pm 
 

I have run this module and did like it.  The party also enjoyed it immensely.  Three separate adventures that can be easily integrated into any world.  I placed it in Greyhawk.  Conversion to 1st edition is easy since it is 2nd edition.  It is quite deadly, with several circumstances where it could be downright impossible, if the adventuring party doesn't think before acting or simply makes a bad decision.  If they can survive, it is also quite rewarding.

  

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Post Posted: Fri Mar 12, 2010 4:24 pm 
 

dbartman wrote:I have run this module and did like it.  The party also enjoyed it immensely.  


I remember our search for the Hesper.  I'll have to go back and check my party history notes to remember more about that adventure.  That was 16 years ago.


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Post Posted: Fri Mar 12, 2010 8:51 pm 
 

An outstanding adventure collection that played a center piece to my 2E campaign...recovery of the jeweled throne was a point of contention and one of the PCs eventually claimed and made the Tower his own...Love this collection!


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Post Posted: Sat Mar 13, 2010 1:47 am 
 

ok, you've sold this to me! Might look at scaling it down a few levels if thats possible, without losing its essence :)


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Post Posted: Sat Mar 13, 2010 10:32 am 
 

SPOILER POST HERE!
If you plan to play this adventure Module then do not read any further!






ashmire13 wrote:ok, you've sold this to me! Might look at scaling it down a few levels if that's possible, without losing its essence :)


I can see how you could scale down a lot of the stuff and monsters in this Module... almost all of it really.

But how do you scale down a lich!
Perhaps make it 16th/16th levels instead of 20th/18th levels?
IIRC they must be at least that level prior to becoming a lich.

Better yet; you could give the party a way of destroying it without it ever knowing they are in the Tower?
IE. They find clues to the location of the phylactery under the throne, or even find that phylactery in a different part of the Tower with instructions for its use?
Maybe have the lich in a semi-permanent hibernation of some sort, but if so, you would need to change a lot of other things about the Tower.
A sleeping lich would automatically eliminate so many of the deadly pitfalls and traps in that scenario since the lich is running it all from its area using the mirror. (Mirror of Mental Prowess)
Who is running the show if the lich is inactive?
Not the Imp, as it does not have the spell casting ability the lich does.

The super genius lich orchestrating everything behind the scenes from the relative safety of its room sitting on that throne; casting spells and moving creatures (including its Familiar the Imp) during the entire time the heroes are in the complex is what makes this adventure such a challenging scenario.
(IMO) That is what gives this module that over the top rating for me.
The Tower and the lich helps to place this module above the level of more average scenarios.

To me; the Tower portion of that module is the toughest scenario in that module and one of the toughest I have seen.
Ever.

And the mental picture of the group finally breaking into the final room, and seeing the lich for the first time.
As it sits on its throne stroking the giggling Imp sitting on the lichs shoulder.
The lich gazing at the party with those cold red spots of light coming from that otherwise very dead skull would be a big loss…

Then it finishes its ready spell to eliminate half the party in one go.

To scale it down you would likely need to replace the lich with a lesser undead critter running the show.
Perhaps a very thirsty and conniving Vampire?
Would a Vampire have a pet Imp?
BTW: I think the Imp is vastly underplayed in this one.
It appears it is simply a (perhaps unseen) very short encounter for one scene... then nothing until the end?


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Post Posted: Mon Mar 15, 2010 2:54 pm 
 

I get the feeling you're going to review Labyrinth of Madness soon :)

  


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Post Posted: Mon Mar 15, 2010 3:20 pm 
 

Maybe a lower level beastie, followed by a 'Return to' stylee..?  8)


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Post Posted: Sun Jul 10, 2016 1:39 pm 
 

Our association recently converted this entire module to v. 3.75 (Pathfinder), and then ran all 3 parts as separate slots at Legacies Game Day 2016.  We documented the playthrough of it, and you can see plenty of photos and maps in their entirety here:

https://www.facebook.com/orderoftheambe ... 6587436488

The photos should prove valuable to any GMs considering running the module, or even anyone interested in seeing an old 2nd edition module converted and brought back to life.  Enjoy!

  
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