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Dungeons & Dragons 5e: Tomb of Tiberesh

Tomb of Tiberesh

This adventure is based around an archaeological project in the Southlands (or indeed any suitable location in your campaign world - somewhere hot and dry with ancient long-dead cultures to explore, basically). There's plenty of background to set the scene, both notes on ancient times and the present-day excavations, including the group of scholars who will hire the party to explore the tomb. Now, you may say that your group wouldn't hire out like that, well, this was originally a convention scenario, but if you don't care for such constraints you'll have to come up with alternate reasons for the tomb to catch the party's attention - there are some suggestions for characters initially unwilling to sign up. On the other hand, hiring out may prove an attractive proposition for a relatively new group of adventurers (this is a 2nd-level adventure after all), and the first part of the adventure covers getting hired in the first place. For reasons made plain in the background information and throughout, even if the party doesn't choose to work for the group - Golden Falcon Antiquities - you will want to have them around.

OK, once they have signed up (or evaded GSA to undertake their own exploration), the next - and main - part of the adventure comprises the visit to the tomb itself, in two stages (above and below ground). It's a fifty-foot high pyramid with an adjacent mortuary temple which provides the entrance to the pyramid. Detailed descriptions and plans let you navigate your way through, although you do need to study the text closely to make sense of the plans.

The challenges to be faced include traps, puzzles, other visitors and undead... and needless to say, the place was constructed with an eye to dealing with tomb robbers in a permanent manner. And of course there is the odd curse or two as well!

Eventually, when the place has been investigated thoroughly (or the party has had enough!), they emerge into the light of day. If they had been hired by GFA they need to report back on their findings and collect their pay - if they choose not to, or were acting independently, they are likely to be hunted down and brought back to do so. Here it gets interesting, there are several alternate endings to pick from: decide which one works best for your campaign. At least one could lead to a whole campaignful of adventures. There's also some details of notable treasures the party might have acquired and a bestiary to introduce some novel monsters in full (their stat block also appear at the relevant point in the adventure).

This is an exciting excavation of the fantasy equivalent of an ancient Egyptian pyramid, with a good mix of standard tropes and novel ideas to maintain the atmosphere and yet surprise the party. A neat low-level adventure which could set the path for your party for a while to come, depending on the options you - and they - choose.

Return to Tomb of Tiberesh page.

Reviewed: 1 November 2016