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by Philip Niewold

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  [ Haturan's Tomb ] [ Eclipse graysheet_rightcorner.gif (138 bytes)

Death Knight

Trithereon, "The Summoner", is the deity of individuality and the right of self-protection. His symbol, the rune of pursuit, indicates many things, including the need to strive for liberty and to seek to bring an end to those who are bent on abridging life or freedom.
- taken from A Guide to the World of Greyhawk

 

 

 
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Haturan's Tomb

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An AD&D Adventure for 3 to 6 characters of levels 6 through 10.

The adventure revolves around the finding, entering and escaping of the tomb of the former master thief Haturan. The adventure is especially designed with thieves in mind, although other character classes can also participate. A party without even a single thief or multi-classed thief might have a hard time successfully completing the adventure. The adventure takes place in the city of Dyvers (from the Greyhawk setting), although it can be easily adapted to any setting. The adventure is primarily a problem solving adventure, but those enjoying role-playing and combat also get their share of the action. It is formatted to conform to DUNGEON publication guidelines.

The Plot
Finishing some personal business inside the city, the party members come across a clue to the tomb of a master thief of old, named Haturan. Motivated by greed, curiosity or a sense of justice, they work to find out the exact location of the entrance to his tomb. As the PCs enter his tomb, they find that they are faced with a series of obstacles to overcome, like some kind of test. These tests were devised by Haturan to ensure that only those who are worthy thieves in his eyes can succeed in stealing his treasures. These tests take the form of cleverly thought out traps and riddles that can often be solved in several ways, but the most roguish approach will usually reap the most benefits. If the PCs are successful in overcoming the obstacles, they can take what remains of Haturans wealth; some money and a few choice magical items.

Additional Notes
The first part of the adventure is designed to evoke player interest. DMs that run their own specific campaign may tailor this part to suit their needs. In any case, the adventure gives several ways to involve the PCs in the adventure. There are also some possible spin-offs to further adventures, but again, this depends on the willingness of the DM to introduce them. The adventure can usually be played in a single session. If the DM wants to expand upon the first part, two sessions might be required.

Motivation
A number of my players had been asking for some time to play an adventure that was especially suited to thieves. They complained that the possibilities for thieves (or rogues) to excel are hard to find in most regular adventures, and I had to agree with them. Especially at the higher levels, mages, priests and fighters can often do what thieves can, only better. Their rogue-class characters also wanted their turn to stand in the spotlight, so I obliged them and created this adventure. It proved challenging and tested their skills to the fullest. Although I normally do not completely type out my adventures, I did do so with Haturans Tomb.

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Eclipse

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An AD&D Adventure for 4 to 8 characters of levels 8 through 12.

This adventure is situated on Oerth in the Greyhawk Campaign, after the Greyhawk wars but before the timeline of The Adventure Begins. The adventure revolves around a besieged temple of Pelor in the area of what used to be the Prelacy of Almor (Hex S2-76). Inside this temple a great relic of Pelor, the Golden Sun is kept. It is up to the PC's to discover Duke Szeffrin's twisted plans, purge this temple from it's invaders, or at least escape safely with the relic.

I am currently busy in formatting this document, and making a decent map of the temple (sigh...) So you'll have to hold your breath a little while longer....

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