adventure in the World of Greyhawk series. There are no images of graphic violence or even of psychological disturbance. The Forgotten Temple of Tharizdun (WG4) (1982) by Gary Gygax. In a location-based adventure, however, which is still there years later for the PCs to return to and see what they might have missed, it’s a jackpot which the patient DM can wait for years to see discovered, and he (and his players) can gain all the more satisfaction therefrom. What intrigues me with the whole thing is that it seems designed to force the PCs into taking on the role of worshipers of Tharizdun. I found the effect really gratifying. And so it is to the hidden area that I will now turn my attention. I could imagine running the A-series at a con, I could not imagine running S4 nor WG4 in the same setting. Thought I would pick up the tool set and see if I could have a go at creating a module out of this. now i wanna run it as a LOTFP adventurepossibly ad some corrupting wishes to cement the subversionthen find out you cant enter holy places after"do the devils work and do it well". Many books since have mentioned Tharizdun in some way or another since. It might be useful to read Chapter 8 of the Inform Designer’s Manual, “The Craft Of Adventure” particularly the subsection about room description. It drew the most wicked persons to it, and the cult flourished for generations, sending out its minions … … This design philosophy speaks of a sort of “strategic patience” in dungeon design, which pays off in ongoing campaigns run over the course of years with many players, wherein areas once discounted as “cleared out” are re-explored for things that might possibly have been missed, or moved in since they were first mapped out. Find helpful customer reviews and review ratings for The Forgotten Temple of Tharizdun, Advanced Dungeon and Dragons Module Wg-4 at Amazon.com. Reviews There are no reviews yet. And so it is to the hidden area that I will now turn my attention. The Forgotten Temple of Tharizdun is an old module for AD&D that was written in 1982 by Gary Gygax. That is a great deep dive, very interesting stuff. I think in a campaign game you really have to stick to Rient’s tennent of “keep the main thing the main thing”. Think about it – in the Inset Area, there are robes for them to find, which are required down in the Octagonal Chamber of the Undertemple, or else they’ll start taking damage. And all this in an age when TSR was slowly working its way towards the visual desert of the Elmore and Easley era. Review of the Forgotten Temple of Tharizdun This book is not yet featured on Listopia. Lighting the incense. Plus a wand of force, a cube of force, and a book worth 33,000 gp. Plot summary. It’s hard to call this a sequel, given that the level range for this module (5-10) is actually less than that for S4 (6-10). I think what sets it apart … … In the hemisphere of black needlerock (floating as if by manifestation) a huge form could be seen. He brought two people back … The Forgotten Temple of Tharizdun is an excellent module with an eerie vibe. Heck, this exists in Skull Mountain, a module I’ve already incorporated into my own home campaign. I think in the long run I could imagine incorporating S4 into my home campaign more readily than WG4. The temple itself consists of a two-tiered pyramid with dungeons beneath, and a super-secret mini-level at the bottom containing some very cool items hidden within some really nasty traps. The adventure itself, meant as an adjunct to S4 Lost Caverns of Tsojcanth, starts off similar to its brother with regards to wilderness crawling, but once the Temple is reached, it is more similar to G3 Hall of the Fire Giant King. Re: hidden connections and whatnot in tournament play, perhaps designers could take some cues from writers of (good) text adventures. Once there, the incense is again needed to get the gems and book, and leave. Tsr 09065 WG 4 Forgotten Temple Of Tharizdun Item Preview remove-circle Share or Embed This Item. I’ve got to say, that seems a bit more Kuntzian than Gygaxian in its own right, and let’s not forget that Gygax gives “Special Thanks To” Rob Kuntz at the very end of the adventure. EricNoah Adventurer. Even when he appeared to his followers, he only spoke to them in the form of a shrieking babble that was impossible for mortals to comprehend. The original Castle was like this, and we see it in G1 Steading of the Hill Giant Chief with its secret third level and in S4 the Lost Caverns of Tsojcanth with the underground river and lake, among many other examples. Read … This adventure starts with an incident from The Lost Caverns of Tsojcanth. Gygax had this planned out extremely well, as there are ten random encounters and 22 numbered areas on the small wilderness map. Links to DriveThruRPG are also affiliate links. The player characters (PCs) follow a band of marauding norkers from the caverns, discovering the temple along the way. The most interesting thing in this module though, I think, is Gygax’s attention to the initial assault. Publication history. In fact, there’s very little in the humanoid areas that isn’t completely prosaic and ultimately forgettable as nothing more than a well-organized humanoid lair complex, a la the Caves of Chaos from B1 Keep on the Borderlands. It was published in 1982, so not right on the cusp of Gygax’s removal from TSR, and to my knowledge there was never a hint as to what that later revelation was to have been. I thought I was the only one with weird taste since this module seems to, like its namesake, a forgotten gem. This site uses Akismet to reduce spam. If they already found the secret, then the map will serve as a reminder of how clever they are. And don’t get me wrong – I think that’s a Good Thing. There’s a treasure to be had, sure, but it’s pretty meager; 333 gems, worth about 40,000 gp or so all told. I'll add these links to the my Greyhawk Links page (and eventually a WG4 page whenever I get around to creating one for that module). In the GDQ series, players might end up in the thrall of Blibdoolpoolp, or they might become stranded in one of the alternate worlds they can investigate in Q1. The PCs are able to get to the treasure (using means doubtless used by the ancient priests – more on that in a minute), but the hemisphere of needlerock remains an enigma. I noticed the other day that another conversion of this module exists. The module fascinatingly informs us that this is because “it assumes that there will have been some weakening of power due to adventuring.” Really? TFToT definitely shows the influence of Howard and Lovecraft in Gary's work. That leads us to the biggest enigma about this adventure. A blog about the World of Greyhawk, tabletop RPGs, wargames, and pop culture. The Forgotten Temple of Tharizdun is set in the World of Greyhawk. The Forgotten Temple of Tharizdun. I remember very … The Forgotten. I think this is an aspect of Golden Age dungeon design that is little recognized, let alone appreciated, today. Touching the walls in the Aisle might cause one to subconsciously call on Tharizdun in a time of need. Reply. we respect your privacy and take protecting it seriously. This is at odds with contemporary dungeon design, which regards such “one missed secret door check means you miss the good stuff” as a serious flaw. The following are his assumed teachings, followed by his cults. The Forgotten Temple of Tharizdun est destiné à un groupe d'aventuriers assez expérimentés (niveau 5 à 10), parmi lesquels un ranger et un voleur ne seront pas de trop. I admire how you dissect Gygax's adventures. Delta has mentioned curiosity over what I think about this tendency towards hidden content. It’s the cyst, and the needlerock altar, and the rest. Why on earth would you assume that? But this character makes appearances in books going back as far as First Edition in the module “The Forgotten Temple of Tharizdun” by Gary Gygax in 1982. Replacing these jewels with stones of much less value, the former servants of this deity slipped away with their great wealth to serve other gods and wreak evil elsewhere. The PCs would have to discover one of two secret doors in a very out of the way place to do so, and then more secret doors to get to the really good stuff. In the Lost Caverns of Tsojcanth, they might also be trapped in an alternate universe thanks to the dimensional gateway that sends victims to random places. That said, I don’t think hidden content is as good an idea in a convention setting. In WG4, the path to the hidden treasure is behind some secret doors and layered with traps that requires some real lateral thinking to get past. This is done in a way that we don’t see in other Gygaxian evil temples. Unable to destroy him, they were strong enough to overcome his power and imprison him somewhere…. It’s as close to actual “character horror” as you can get. As for WG4 specifically, I really love the vibe it has. All we have are intimations and suggestions. I’m going to take a break from my ongoing delvings into the inner workings of the Giants, Drow, and Temple of Elemental Evil adventures to venture into new territory. This seems to be a recurring feature in Gygaxian dungeons. In fact, it’s entirely likely that a party will battle the humanoids on behalf of the gnomes, grab their treasure, and not even realize there’s an Undertemple to be explored. The Forgotten Temple of Tharizdun is a dnd 4e campaign, based on Gary Gygax original adventure. Sep 17, 2015 - WG4 The Forgotten Temple of Tharizdun (1e) - This special adventure is a combined wilderness and dungeon adventure scenario. In terms of physical and narrative structure, the most obvious aspect of the module is the fact that the really cool stuff is completely hidden and almost entirely cut off. M odule Conversion. For all its near-inaccessibility, it’s exactly this hidden area of the dungeon that stands out in one’s memory of the adventure.
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