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. |