The Halls of Nazir-Thun

New players welcomed!

Updated 10/3/16


Intro

A sorcerer’s quest, map and key in hand

A potion of immortally, an exchange for freedom

Far from civilization, a winding path, not maintained, overrun by vegetation

Horses, released into the wild, for they would travel no further

High into the mountains you go, no signs of life


Chirp of cricket… none

Hoot of owl… none

Howl… of… wolf… none!


Darkness falls, chill in the air, cry of the wind


The Halls of Nazir-Thun


Info

Crypts & Things is a variant of the Swords & Wizardry Core Rules which is a retro-clone of Original D&D from 1974.  The rules are easy to learn especially if you played any version of Dungeons & Dragons and you can expect 8 to 12 encounters in a 4 hour session!


he Halls of Nazir-Thun has been completely mapped in a silhouette, top-down, black and white tile style.  Each tile measures about 8"x10" and as you progress through the palace halls new tiles will be placed.  There are about 50 tiles in all!


The player, monster, and eldritch horror tokens are also done in a top-down black and white style keeping the theme dark.


Everything needed will be provided including jumbo dice, pencils, player tokens, and character tomes and at some venues I even place mats, coasters, and a table cloth.


Scenario

Thousands of years ago Nizar-Thun was a fearsome Sorcerer who lived high in the mountains in his palace. This palace was a complex of rooms and corridors carved into the living rock itself. Here Nizar-Thun did his great works of magic, housed his armies and hid his treasures. Some said he was working on a potion of immortality when a rival brought his reign of terror to an end. Enter The Halls of Nazir-Thun and find and retrieve the potion of immortality in exchange for your freedom!


No Demi-Humans, this is the age of humankind!  Everyone is a thief, it’s just that the thief does it better.  Everyone can backstab and cleave.  Magic is a double-edge sword. Think Conan rather than Tolkien. Sanity Mechanics, eldritch horrors, mad magicians, strange elixirs -need I say more!

Leave your 10 foot pole at home!

Do not skip past the first 2 obvious encounters as they are two of the best in this scenario!

Crypts & Things: http://d101games.com/books/crypts-and-things/

Swords & Wizardry Core Rules: http://www.swordsandwizardry.com