LOST VAULT OF TSATHZAR RHO PDF

LOST VAULT OF TSATHZAR RHO PDF

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May 1, 2020

Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho [Mike Mearls] on *FREE* shipping on qualifying offers. An Adventure for First Level. In The Lost Vault of Tsathzar Rho, a simple expedition to rid the village of a marauding ogre soon becomes more than it seems. A mysterious. The Lost Vault of Tsathzar Rho has 6 ratings and 1 review. Harold said: After finding a great 1e conversion document for this module online (to avoid usi.

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Paperback32 pages. I’d go so far as to say it’s one of the better novice level dungeons I’ve ever perused. Goodreads helps you keep track of books you want to read. Open Preview See a Problem? My players are going to love this. HLF marked it as to-read Oct 08, Posted By Abstruse Thursday, 27th December, I would anticipate that it would take sessions to run it in its entirety, with characters advancing from first to third level in the process.

Robin Edman rated it it was ok Apr 16, This extended dungeon crawl will advance a party of first level characters up to third level. Discover new books on Goodreads. The sheer utilitarian nature of this adventure, and the fact that it does not present a host of new spells or items and does not draw from non-Core books, means that it is a cinch to work into any campaign, or to simply be run as a one-shot.

Until I playtest it, I do not know if this feature of the adventure is a positive or a negative.

After centuries, the tower rematerialized, though the area it once stood had since become occupied by a mountain, and thus it became a dungeon within the mountain. This book is not yet featured on Listopia.

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Take time to read over the hallucination section carefully, and prepare some cards with pre-set hallucinations so you can hand them out on a moment’s notice when you decide to spring one on your group.

However, while some suggestions on how to run this are concisely outlined, I would have liked to have seen more concrete examples on how to handle this. When the characters enter the ogre’s cave, they find a passage behind leading deep into the mountains.

Fail, and their influence will spread, until an army of monstrosities has ripened and is ready to set out and conquer the region. Ronny added it Jul 25, Only flag comments that clearly need our attention.

There are fairly extensive spoilers contained within this review; if you wish to avoid them, simply skip to the Recommendations at the bottom for my final assessment. Lots the other hand, if you can take or leave dungeons then obviously something billed as a “Dungeon Crawl Classic” is not for you.

Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho PDF|Goodman Games Store

David Kahle rated it it was amazing May 22, Wonderfully sinister Lovecraftian scenario that a 1st level group will definitely find challenging but not overwhelmingly loet if they keep their heads screwed on tight We will not remove any content for bad language alone, or being critical of a particular book.

Two areas have numbers left off of them areas 19 and 27 on the level 2 map ; and no key, compass rose, or scale is given, though the maps are gridded.

Kelly marked it as to-read Oct 18, My only complaint is that I wish they had highlighted the actual creatures present in each area, either by giving them a one-line entry listing hit points or else simply by bolding their names in the text.

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Well, those days are back.

Dungeon Crawl Classics #2: The Lost Vault of Tsathzar Rho PDF

This world-neutral, stand-alone adventure is completely new, not a reprint. This makes it an excellent product for DMs and players new to the game as well. Aaron marked it as to-read Apr 03, The most interesting part of the adventure to me is the second half, in the Lost Vault itself. Mike Mearls once again outdoes himself with vivid descriptions of twisted horrors; I particularly liked the shrine with the altar and tsathzr comprised of still-living kobold tsatgzar or body parts; when the adventurers enter the chamber, they come hopping toward them, desperately seeking an end to their horrible existence.

The latter half of the adventure relies on a hallucination effect whereby the DM secretly rolls Will saves, and passes cards to the list describing what they see or don’t see.

PCs will need to cut their way through the kobolds and allied mutated vaklt, eventually coming to the heart of the tower where they have the chance to defeat Tsathzar Rho’s essence and thereby remove the foothold the Outer Gods have in our world. Dane added it Nov 17, Jakk Makk rated it liked it Feb 05, Want to Read Currently Reading Read.

The cover, maps and content all reflect this utilitarian approach.

As a general rule we do not censor any content on the site. John D Payne rated it really liked it Nov 04, Published January 28th by Goodman Games first published