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The Tomb of Abysthor
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<blockquote data-quote="ASEO" data-source="post: 2009543" data-attributes="member: 12224"><p>The Tomb of Abysthor: 5</p><p></p><p>Spoilers...Big Time</p><p></p><p></p><p></p><p></p><p>95 Pages at $11.95 = $.12/ page</p><p></p><p>For levels 2-8. Warning, there are some encounters with ELs of 13-20.  These are usually meant to be encounters to be avoided.  I found this to be a great feature of the module that set it apart from others that are designed for the party to fight and defeat everything in every room.</p><p></p><p></p><p>OGL on last page with advertisement.</p><p></p><p>The Tomb of Abysthor is a fantastic dungeon ecosystem.  As such, it is designed with all levels of the food chain in mind, and the adventurers are definitely on the top of this food chain.</p><p></p><p>The Tomb of Abysthor is a 9 level dungeon crawl that takes characters through natural caves, the tombs of Lawful Good saints, the temples of Evil Orcus worshipers, and the Temple of the Frog. (not the space ship from DA2, or the Blackmoor supplement, but related)</p><p></p><p>In addition to the dungeon crawl there is a brief overland trek with associated encounters that guides the party to the tomb.</p><p></p><p>The beauty of the module is that it is very nonlinear.  Characters that go down the wrong stairs can easily end up WAY over their heads.  I would not recommend running this adventure with a party that doesn't know when to run away.  Like I mentioned above, the ELs in some locations sour way above the 4 levels higher than the party average.</p><p></p><p>While not necessary, a Lawful Good Cleric or a Paladin would be of great assistance in gunning this adventure.</p><p></p><p>The Dungeon is broken up into 9 levels:</p><p></p><p>Entry Level - a 10+/- encounter area with ELs around 2-4.  There is however a stairway to Level 4 that is guarded by an EL12 trap/Demon.  The party will most likely not find this area, but if they do they better run, and run fast.  The entry level is an old tomb area that is now populated by Dire rats and a corrupted fountain that produces Skeletons. There are two passages that lead to Level one.</p><p></p><p>Level 1 - a 19 encounter area network of natural caves and carved tombs.  ELs run from 1-8 with most being around 3.  This area is the home of Giant Frogs, Stirges, Dire Rats, Skeletons  as well as other beasties, and is the hunting ground for both an Ogre EL4 and a Wight EL4. There are exits to levels 2, 3, 4, and 5 as wall as the Entry level.</p><p></p><p>Level 2 - a 26 encounter area which, like level one, is a network of natural caves and the crypts of Lawful Good heroes.  ELs run 2 to 8 with a possible EL11 Stirge Demon, that is listed as to be avoided until the party is of significant strength, and a possible EL13 with a Drow Sor8/Cle5 who lurks on this level.  The level is the home of Spiders, Carrion Crawlers, Stirges, Ghasts, Ghouls and an outpost of the priests of Orcus.  Additionally there is the tomb of a Lawful Good hero that could serve as a haven for the party.  Woe be it to the party that decides to loot this tomb though. This level has exits to Levels 1, 2A, 3, 4, and the surface.</p><p></p><p>Level 2A - a 14 encounter area with an additional 4 rooms listed as unused.  This cave and dungeon level is the lair of a wizard from another dimension.  ELs range from3-5 with a EL12 encounter with a delegation of Orcus Priests and a EL12 with the Wraith/Rune mage Wizard. This level has exits to Level 2 and 6. </p><p></p><p>Level 3 - a 16 encounter cave and tomb area that was used by Lawful Good priests to burry their dead. ELs run 2-8 with most around 5  creatures include a couple of Basilisk, Cave Morays, Mobats and some Su-Monsters.  There is the threat of an EL13 encounter with a Vrock that the party will probably run across. This level can be accessed from level 1, 2 and a couple of sinkholes on upper levels.</p><p></p><p>Level 4 - a 15 encounter dungeon area that serves as the temple for the priests of Orcus. ELs range around 6, but surge up to 12 in a large encounter with the forces of Orcus and 16 in the Temple of Orcus. This area can be accessed from Level 2 and the Entry Level and has an exit to the Underdark. But why you ask are the Priests of Orcus here?  Aaahhh...</p><p></p><p>Level 5 - a 27 encounter area cave complex that houses the Temple of the Frog.  A new race of frog-like creatures, the Tsathar (who are detailed in the back of the adventure) live here under the rule of a Grey Slaad. ELs go from 2 (some Dire Rats) to 20 with the Grey Slaad Cle11/Sor5.  The module states "<the Grey Slaad's Name> is not meant to be killed.  This is a horribly difficult encounter - even for Necromancer Games.".  Most ELs range around 8-10.  The tsanthar control this level.  The module cautions against a head on attack and recommends stealth when navigating these halls.  Exits lead to Levels 1, 5A, 6, and the Underdark.</p><p></p><p>Level 5A - This 13 encounter area is what the module is all about.  It seems that Abysthor came here to try to seal a Black Monolith which is a gate to the Abyss.  The Priests of Orcus are in the complex attempting to gain control over the monolith.  The key to accessing the monolith is also on this level.  A pool of Earth blood, this strange substance is believed to be the very blood of the earth god.  to access the monolith you must be caring some of this substance in a living crystal container which can only be found on this level through a series of role playing encounters.  Once the party gathers the earth blood, a Lawful Good member can enter the monolith and sacrifice 2 levels along with Abysthor's 20 levels to seal the gate.  (to me this seemed to little a sacrifice for the heroes to make in such a heroic quest).  If the priests of Orcus on the other hand get to the monolith, then they can open the gate to the Abyss.  Not a good thing.</p><p></p><p>Level 6 - This 14+/- encounter cave level.  This level was never discovered by the original Lawful Good tomb builders.  The Priests of Orcus (coming from Level 2A) have just discovered it and are beginning to explore it hoping to find the monolith.  ELs run from 2-9 with a EL18 long forgotten Lich. Most ELs are around 6-7.  Su-Monsters and a Behir also dwell on this level.  Exits lead to the surface, Level 2a and Level 5.</p><p></p><p></p><p>I really enjoyed the interlinked levels and the fact that not every room or creature had to do with the main plot.  (Preventing the Priests of Orcus from finding the Monolith, even if the party doesn't know that is their goal when they start.)  By populating a very vast cave network around which the adventure revolves, Necromancer Games provides a great living 3D environment.  The party could easily make several forays into these chambers before stumbling upon the Priests of Orcus' evil plot  It is very probable that when I run this adventure I will have my group play their minor characters in exploring the Entry Level and then report back to the player's main characters and have the main characters investigate the area further.</p><p></p><p>My one very minor gripe is that the font spacing for the room titles OftenRanTogetherAndWereHardToRead</p><p></p><p></p><p>I definitely plan on using this module in my campaign.</p><p></p><p>I give this product a 5. </p><p></p><p>ASEO out</p></blockquote><p></p>
[QUOTE="ASEO, post: 2009543, member: 12224"] The Tomb of Abysthor: 5 Spoilers...Big Time 95 Pages at $11.95 = $.12/ page For levels 2-8. Warning, there are some encounters with ELs of 13-20. These are usually meant to be encounters to be avoided. I found this to be a great feature of the module that set it apart from others that are designed for the party to fight and defeat everything in every room. OGL on last page with advertisement. The Tomb of Abysthor is a fantastic dungeon ecosystem. As such, it is designed with all levels of the food chain in mind, and the adventurers are definitely on the top of this food chain. The Tomb of Abysthor is a 9 level dungeon crawl that takes characters through natural caves, the tombs of Lawful Good saints, the temples of Evil Orcus worshipers, and the Temple of the Frog. (not the space ship from DA2, or the Blackmoor supplement, but related) In addition to the dungeon crawl there is a brief overland trek with associated encounters that guides the party to the tomb. The beauty of the module is that it is very nonlinear. Characters that go down the wrong stairs can easily end up WAY over their heads. I would not recommend running this adventure with a party that doesn't know when to run away. Like I mentioned above, the ELs in some locations sour way above the 4 levels higher than the party average. While not necessary, a Lawful Good Cleric or a Paladin would be of great assistance in gunning this adventure. The Dungeon is broken up into 9 levels: Entry Level - a 10+/- encounter area with ELs around 2-4. There is however a stairway to Level 4 that is guarded by an EL12 trap/Demon. The party will most likely not find this area, but if they do they better run, and run fast. The entry level is an old tomb area that is now populated by Dire rats and a corrupted fountain that produces Skeletons. There are two passages that lead to Level one. Level 1 - a 19 encounter area network of natural caves and carved tombs. ELs run from 1-8 with most being around 3. This area is the home of Giant Frogs, Stirges, Dire Rats, Skeletons as well as other beasties, and is the hunting ground for both an Ogre EL4 and a Wight EL4. There are exits to levels 2, 3, 4, and 5 as wall as the Entry level. Level 2 - a 26 encounter area which, like level one, is a network of natural caves and the crypts of Lawful Good heroes. ELs run 2 to 8 with a possible EL11 Stirge Demon, that is listed as to be avoided until the party is of significant strength, and a possible EL13 with a Drow Sor8/Cle5 who lurks on this level. The level is the home of Spiders, Carrion Crawlers, Stirges, Ghasts, Ghouls and an outpost of the priests of Orcus. Additionally there is the tomb of a Lawful Good hero that could serve as a haven for the party. Woe be it to the party that decides to loot this tomb though. This level has exits to Levels 1, 2A, 3, 4, and the surface. Level 2A - a 14 encounter area with an additional 4 rooms listed as unused. This cave and dungeon level is the lair of a wizard from another dimension. ELs range from3-5 with a EL12 encounter with a delegation of Orcus Priests and a EL12 with the Wraith/Rune mage Wizard. This level has exits to Level 2 and 6. Level 3 - a 16 encounter cave and tomb area that was used by Lawful Good priests to burry their dead. ELs run 2-8 with most around 5 creatures include a couple of Basilisk, Cave Morays, Mobats and some Su-Monsters. There is the threat of an EL13 encounter with a Vrock that the party will probably run across. This level can be accessed from level 1, 2 and a couple of sinkholes on upper levels. Level 4 - a 15 encounter dungeon area that serves as the temple for the priests of Orcus. ELs range around 6, but surge up to 12 in a large encounter with the forces of Orcus and 16 in the Temple of Orcus. This area can be accessed from Level 2 and the Entry Level and has an exit to the Underdark. But why you ask are the Priests of Orcus here? Aaahhh... Level 5 - a 27 encounter area cave complex that houses the Temple of the Frog. A new race of frog-like creatures, the Tsathar (who are detailed in the back of the adventure) live here under the rule of a Grey Slaad. ELs go from 2 (some Dire Rats) to 20 with the Grey Slaad Cle11/Sor5. The module states "<the Grey Slaad's Name> is not meant to be killed. This is a horribly difficult encounter - even for Necromancer Games.". Most ELs range around 8-10. The tsanthar control this level. The module cautions against a head on attack and recommends stealth when navigating these halls. Exits lead to Levels 1, 5A, 6, and the Underdark. Level 5A - This 13 encounter area is what the module is all about. It seems that Abysthor came here to try to seal a Black Monolith which is a gate to the Abyss. The Priests of Orcus are in the complex attempting to gain control over the monolith. The key to accessing the monolith is also on this level. A pool of Earth blood, this strange substance is believed to be the very blood of the earth god. to access the monolith you must be caring some of this substance in a living crystal container which can only be found on this level through a series of role playing encounters. Once the party gathers the earth blood, a Lawful Good member can enter the monolith and sacrifice 2 levels along with Abysthor's 20 levels to seal the gate. (to me this seemed to little a sacrifice for the heroes to make in such a heroic quest). If the priests of Orcus on the other hand get to the monolith, then they can open the gate to the Abyss. Not a good thing. Level 6 - This 14+/- encounter cave level. This level was never discovered by the original Lawful Good tomb builders. The Priests of Orcus (coming from Level 2A) have just discovered it and are beginning to explore it hoping to find the monolith. ELs run from 2-9 with a EL18 long forgotten Lich. Most ELs are around 6-7. Su-Monsters and a Behir also dwell on this level. Exits lead to the surface, Level 2a and Level 5. I really enjoyed the interlinked levels and the fact that not every room or creature had to do with the main plot. (Preventing the Priests of Orcus from finding the Monolith, even if the party doesn't know that is their goal when they start.) By populating a very vast cave network around which the adventure revolves, Necromancer Games provides a great living 3D environment. The party could easily make several forays into these chambers before stumbling upon the Priests of Orcus' evil plot It is very probable that when I run this adventure I will have my group play their minor characters in exploring the Entry Level and then report back to the player's main characters and have the main characters investigate the area further. My one very minor gripe is that the font spacing for the room titles OftenRanTogetherAndWereHardToRead I definitely plan on using this module in my campaign. I give this product a 5. ASEO out [/QUOTE]
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