The forgotten temple of tharizdun pdf download






















What starts out as a simple mission to kill a giant will likely turn into a protracted siege unless the PCs are exceptionally skilled and fortunate. For the PCs to advance, they will have to perform some dark rituals hello, alignment checks! This is bloody, creepy, insidious fun for a DM with a flare for the cinematic and atmospheric. After leaving TSR, Gygax continued to author role-playing game titles independently, including another gaming system called Lejendary Adventure.

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Currently you have JavaScript disabled. In order to post comments, please make sure JavaScript and Cookies are enabled, and reload the page. Click here for instructions on how to enable JavaScript in your browser. Alright, some people might be wondering, what is this all about?

Updating the Temple Since the module was originally written, almost a quarter of a century has passed and today we have so much more inspirational material to draw from which we can use to get a lot more bang out of this simple but very intriguing premise.

Now here is my idea how to expand the original module into something much more fleshed out with more story to discover: The second level of the temple is described as a very weird and alien environment with obsidian walls that shimmer and twist with hazy purple reflections and various other bizare decorations and optical effects.

And the goblins, gnolls, and giants chose this as the place where they sleep, only avoiding the central chappel area where several things cause forms of seeming insanity when touched. Instead, I would move the central chappel area to a new third level and make the walls on the second level simply smoth and shiny black with nothing explicitly weird going on.

In addition to seeming more plausible to me as the monsters are concerned, I think it also helps with establishing a more clear progression of increasing strangeness. The first level is made from dull black stone, the second level from shiny black stone, and the third level from slightly translucent dark purple crystal.

When the players reach the hole with the ladder reaching far below the third level, I think there will be a much higher expectation of something even stranger at the bottom. The goblins, gnolls, and ogres are led by a giant of exceptional Intelligence and Wisdom. This guy has the potential to be some sort of mastermind, but all he really does is being the biggest bully in a large gang of bullies.

He clearly has the potential to see the temple as much more than just a convenient roof over the head and recognize it as a place that holds some kind of ancient great power beneath it. And he might also have the capability to make use of it.

He should have come to the temple with a goal, and being too large to climb down the shaft with the ladder, he had to make an alliance with the goblin shamans. Below the temple levels is an additional dungeon level. I think this part of the module is pretty lame and serves little purpse. If the undertemble deep below the surface is the main attraction of the temple, then it makes little sense to make it secret.

There should be at least one obvious door to enter the room with the hole, but it could be made quite difficult for the players to open it. The crypts in the dungeon level might be a good place to put a spare key, or the giant or one of the goblin shamans might have one. Probably best to have more than just one option. At the end of it, we were left with a basically empty dungeon complex at something like 5 in the morning I don't think we found much of the secret Tharizdun stuff, but I think we can be forgiven for missing it.

I think one unlucky PC died three times during the battle. Some months later when I was DMing I bought it and read through it, and I vaguely remember being surprised at some of the stuff we missed. Wasn't there some permanent stat-gain magic in there somewhere? Overall, it was a fun module and a nice example of a dungeon with an organized, intelligent defence, but maybe harder to just chuck into a campaign than most adventures - in order to get to all the secret areas, a group really needs to have some idea of the Tharizdun rituals that show up in a couple of places.

Or a much higher tolerance for trial and error than most of my groups have. I remember this one well. The party was resting with the gnomes during S4 and needed help with some clay golem damage. The DM put a 17th level scroll of healing with the gnomes to solve the problem I don't think it was originally there. The gnomes were not going to turn over the scroll for free, so we were off to hunt some norkers.

We got totally hosed at the temple. Several characters were down to single digits and we all loved that our party was rich in fireballing magic-users as they were called in the day. We fell back from our initial asualt and took a week to heal up. Yes, a week. We were pretty badly damaged and cleric light. In addition, a few new characters we rolled up. When made our second assualt during another session, the DM had taken all the appropriate monsters from under the temple plus a bunch of recruits from the mountain giant and turned the first room of the temple into a blood bath.

We barely won that one and had to retreat again. Third time was a charm against the humanoids and we finally broke into the lower temple. There we found a bunch of stuff we didn't know what to do with as well as a horrible shadow demon that possessed our cleric and then our ranger. The few survivors limped back to the gnomes. Another week or so went by, and the party boosted its ranks with a few more gnomes ie, new PCs.

This time we killed the shadow demon, retrieved the bodies of those we wanted to raise from the dead, and called it good and proceeded back to the caverns of S4. A very good time. We missed a lot of the stuff in the temple because we were too busy dying, but I think the ranger got a 19 Con out of the deal great for 1e.

Of course he then died and was raised, so he ended up at even, and he was the one healed of the golem damage. The rest of us ended up universally worse off. Worst side-trek ever from the characters point of view. The entire party would retire shortly after finishing S4, due mainly to too much character turn over started by the Forgotten Temple.

DarrenGMiller First Post. I ran this one many years ago after running Lost Caverns of Tsojcanth like most did and it went poorly. I don't remember much of it, but remember hating the way it played. The underground stuff was cool and pretty well done, but the lboodbath upstairs was hell. Overall, I think the upper level kind of nullified the enjoyment of the lower level for me as DM. I guess I will go on record and be the only one here who didn't like this one very much.

David Howery Adventurer.



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