The Twice-Robbed Tomb is an adventure module written by Perry Fehr and published by Purple Duck Games for the Labyrinth Lord system. The module suggests "4 PCs of 3rd level, or 6 or more of 2nd level." The asking price is an easy $2. And, to get the last of the technical bits out, it comes in at 10 pages, including the front cover and an OGL page. The eight pages in-between are packed full of material, more than enough for a single adventure over one or two play sessions.
So, how is it all? Well, the adventure could fit in easily with any campaign or setting (it uses a desert, but could easily be replaced with anything else). If I would have one slight problem with it, it is that the opening hook for the adventure might be a little too suspect. As a gamer, it would make me highly suspicious – which might be its intent – but it could work for your group, or with just some slight editing. There is also a section on rumors from the villagers near the Tomb, which may help get the PCs curious.
Apart from those two little sections, you have the tomb – the bulk of this adventure. I will note that the module does provide two maps – one for players and one for the GM, both in the module and separate printable copies – which are easy to read and use with or without any battlemats. As I mentioned before, this is an adventure you can play through in about one play session as the tomb is not terribly big. However, it does have a trick or two up its sleeves that may keep the party busy for a bit – or even lead to a really out-of-this-world adventure.
Story-wise, this can be placed into an on-going campaign without interrupting anything, used to help further it (with a tweak or two), or as a starting point for a campaign based off what happens within the tomb. As to the story in the module, on its own, it’s a simple, complete story. Nothing terribly complex, but realistic to a fantasy setting.
The part the party cares most about – loot – is present in decent quantities here. A few magical goodies, though not a massive amount – you may want to add a little more to it, depending on preference.
I will take a moment to touch on the art – there are a few pictures in the module to illustrate the monsters and one of them does feature some nudity. The store page for the module mentions this, as well. So, that could be a positive or a negative for you. Maybe both, somehow.
And, lastly, the part the GMs will care about – how quick and easy would it be to run? The answer: very quick and easy. The module has everything you would need – maps, monster stats, flavor text, and plenty of instructions. The flow of the module is also easy to follow and, since there are not tons of pages, getting to the part you need is quick. The tomb is a little linear, but has the potential for the party to “go off track” and find some interesting things. Overall, the prep-time should be minimal, so it’s a good option to pick up right before game day.
So, how is it all? Well, the adventure could fit in easily with any campaign or setting (it uses a desert, but could easily be replaced with anything else). If I would have one slight problem with it, it is that the opening hook for the adventure might be a little too suspect. As a gamer, it would make me highly suspicious – which might be its intent – but it could work for your group, or with just some slight editing. There is also a section on rumors from the villagers near the Tomb, which may help get the PCs curious.
Apart from those two little sections, you have the tomb – the bulk of this adventure. I will note that the module does provide two maps – one for players and one for the GM, both in the module and separate printable copies – which are easy to read and use with or without any battlemats. As I mentioned before, this is an adventure you can play through in about one play session as the tomb is not terribly big. However, it does have a trick or two up its sleeves that may keep the party busy for a bit – or even lead to a really out-of-this-world adventure.
Story-wise, this can be placed into an on-going campaign without interrupting anything, used to help further it (with a tweak or two), or as a starting point for a campaign based off what happens within the tomb. As to the story in the module, on its own, it’s a simple, complete story. Nothing terribly complex, but realistic to a fantasy setting.
The part the party cares most about – loot – is present in decent quantities here. A few magical goodies, though not a massive amount – you may want to add a little more to it, depending on preference.
I will take a moment to touch on the art – there are a few pictures in the module to illustrate the monsters and one of them does feature some nudity. The store page for the module mentions this, as well. So, that could be a positive or a negative for you. Maybe both, somehow.
And, lastly, the part the GMs will care about – how quick and easy would it be to run? The answer: very quick and easy. The module has everything you would need – maps, monster stats, flavor text, and plenty of instructions. The flow of the module is also easy to follow and, since there are not tons of pages, getting to the part you need is quick. The tomb is a little linear, but has the potential for the party to “go off track” and find some interesting things. Overall, the prep-time should be minimal, so it’s a good option to pick up right before game day.