"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Thursday, August 8, 2024

WG4: The Forgotten Temple of Tharizdun (1982)

From the cover:

"This special module is a combined wilderness and dungeon adventure scenario. It contains background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While it is designed to interface with THE LOST CAVERNS OF TSOJCANTH, this module is capable of standing alone. Likewise, while it is placed within the Greyhawk Campaign, it can easily be adapted to play in any individual campaign which employs the ADVANCED DUNGEONS & DRAGONS game system."

 From the web:

The Forgotten Temple of Tharizdun starts with an incident from S4 The Lost Caverns of Tsojcanth.

[1] The PCs discover the temple while trailing a gang of norkers from the caverns.

[2] The PCs search hazardous mountain passes to find the lair of the monsters inside the temple.

[3] The adventurers are drawn into the story by a gnomish community and travel to the temple.

After battling their way in, the PCs explore the temple chambers, which contain mundane creatures and new monsters from the Fiend Folio (1e).

During their exploration, the characters may reach the chambers of the temple in which religious rituals were performed, and risk insanity and death as they contact remnants of the worship of the imprisoned god Tharizdun. To progress further the characters must enact portions of the rituals of worship of Tharizdun, traveling into a dark and freezing underground sub temple, and magically opening an inner sanctum called the "Black Cyst." Having advanced this far the characters are likely to be driven insane, killed outright, or permanently trapped within the underground temple.



 

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