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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Considering the small size of this adventure and the groups of similar kobolds throughout, it makes sense to organize the module in this fashion.

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

Discover new books on Goodreads. This annihilated him and his tower, but the Outer Gods appreciated the foothold this structure gave them on the prime plane. Open Preview See a Problem? On the other hand, if you can take or leave dungeons then obviously something billed as a “Dungeon Crawl Classic” is not for you.

There is some repetition of creature stats between levels, but I prefer having the level subdivisions rather than a single alphabetical list, as it makes it easier to track down particular stats in a hurry. In fact, it’s the lost vault of Tsathzar Rho, an ancient wizard and prophet of the Outer Gods, who are gathering their foul minions for battle.

The Lost Vault of Tsathzar Rho (Dungeon Crawl Classics #2)

If you prefer adventures where players have many options for proceeding at their disposal, or are free to explore and adventure on their own terms, then they may feel straitjacketed by this adventure-unless you include it as ysathzar of a larger campaign world, anyway.

The most interesting part of the adventure to me is the second half, in the Lost Vault itself.

Doing this is important, because the final encounter can only be won if the PCs accept the hallucination as real, since Tsathzar Rho exists now only as a hallucination. It uses the 3. Lists with This Book. Include it as part of a larger campaign setting, which gives the players a chance to go do tsatnzar things if they get tired of kobolds. Search for a book to add a reference.


The Lost Vault of Tsathzar Rho by Michael Mearls

My players are going to love this. This means there are few opportunities for characters to strike out on their own-at least, not without entering areas that the adventure does not cover, such as following a stream to a derro city. The Lost Vault of Tsathzar Rho Remember the golden days of roleplaying, when adventures were underground, NPCs were there to be killed, and the finale of fo dungeon was the dragon on the 20th level?

The only real conflict among inhabitants occurs between the undead and the kobolds, and it is unlikely that the PCs will be able to capitalize on this. No trivia or quizzes yet.

The adventure is quite well organized, breaking all keyed entries down into a description, list of inhabitants, and development section, which makes the material easy to access, and simplifies the DM’s job. The only content we will consider removing is spam, slanderous attacks on other members, or pf offensive content eg.

Harold’s review of The Lost Vault of Tsathzar Rho

There are a few typos scattered throughout, mostly of the type that a spellcheck program won’t catch, such as llost word “weight” instead of “weighty.

PCs will need to cut their way through the kobolds and allied mutated creatures, 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.

I’d go so far as to say it’s one of the better novice level tsathar I’ve ever perused. Friday, 23rd September, 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. Well, those days are back.

Something in that complex has transformed the ogre and many other local creatures into fiendish marauders. The Lost Vault of Tsathzar Rho doesn’t have time for needless fripperies like a surrounding wilderness area; after a two-page introduction and background, Lost Vault moves straight to the dungeon complex itself. This book is not yet featured on Listopia. Mike Mearls once again outdoes himself with vivid descriptions of twisted horrors; I particularly liked the shrine with the altar and candleholders comprised of still-living kobold bodies or body parts; when the adventurers enter the chamber, they come hopping toward them, desperately seeking an end to their horrible existence.


Compare this with Siege of Durgam’s Follyanother Mike Mearls adventure, where the heart of the adventure consisted of a fort filled with ogres that the PCs could take on any way they wanted. Return to Book Page. This world-neutral, stand-alone adventure is completely new, not a reprint. Wonderfully sinister Lovecraftian scenario that a 1st level group will definitely find challenging but not overwhelmingly so if they keep the After finding a great 1e conversion document for this module online to avoid using all the sloppy 3.

Books by Michael Mearls. Wonderfully sinister Lovecraftian scenario that a 1st level group will definitely find challenging but not overwhelmingly so if they keep their heads screwed on tight If you are looking for a one-shot adventure to occupy a session or three, you should get your money’s worth here as well. Sign in with Facebook Sign in options. Paperback32 pages.

A mysterious force has transformed the ogre and the kobold tribe he once bullied into twisted, demented creatures. This adventure has a tendency to feel stripped-down; there is not a lot of side exploration that can be done mostly just a chest in one area containing a nasty surprise, and a small area filled with eho on another level.

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.