Friday, November 6, 2026

OSR Module Campaign Commentary - Combining S4 The Lost Caverns of Tsojcanth and W4 The Forgotten Temple of Tharizdun With ACKS II rpg

 





Combining S4 The Lost Caverns of Tsojcanth and W4 The Forgotten Temple of Tharizdun is one of the most natural and rewarding classic D&D module combinations available. Written by Gary Gygax in 1982, W4 was specifically created as an direct sequel to S4. Both modules share the Yatil Mountains setting, an intertwined lore involving the Dark God Tharizdun and the archmage Iggwilv (Tasha), and complementary dungeon styles.



1. Lore & Narrative Integration

The two modules fit together naturally through their shared history:

  • The Historical Link: Centuries ago, the cult of Tharizdun built a dark sanctuary in the Yatils to bring about world destruction. After a coalition of good forces defeated the cult and encased the temple in lead and magical wards, the location faded into obscurity. Later, Iggwilv established her lair in the Lost Caverns nearby, tapping into the lingering dark planar energies of the region to study demonology and write the Demonomicon.

  • The Overarching Plot:

    1. Phase 1 (S4): The party ventures into the Lost Caverns to retrieve Iggwilv’s legendary hoard and neutralize the threat of her daughter, Drelnza.

    2. Phase 2 (The Hook): Inside S4, the party discovers clues revealing that the dark power powering the caverns' defenses originates from an even older, sealed evil deeper in the mountains—the Forgotten Temple.

    3. Phase 3 (W4): The party journeys to the Temple to prevent a resurgence of Tharizdun's cult, who are actively trying to break the ancient seals.

2. Linking the Modules in Gameplay

To seamlessly connect the two adventures, use one of the following transition methods:

Option A: The Direct Cavern Passage (Seamless Dungeon Crawl)

  • Mechanism: Create a hidden lower tunnel or sealed portal in the Lesser Caverns (S4 Level 1) or Greater Caverns (S4 Level 2).

  • Execution: After defeating Drelnza in S4's ultimate vault, the party finds a subterranean passage marked with the symbol of the Spiral of Decay (Tharizdun's holy symbol). Tying S4 directly to W4's lower/sub-basement level allows the party to progress without returning to town first.

Option B: Clues and Overland Journey (Two-Stage Campaign)

  • Mechanism: Place journals, maps, or artifacts in Iggwilv’s hoard detailing the Forgotten Temple.

  • Execution:

    • In Drelnza's tomb or the Treasury, include notes from Iggwilv describing how she siphoned energy from "The Sleeping Dark God."

    • Give the PCs a map showing the hidden valley of the Nchar (W4).

    • The party returns to town to rest and level up, then embarks on an wilderness trek through the dangerous Gnoll-infested valley leading to W4.

3. Structural & Pacing Adjustments

AspectS4 Lost Caverns of TsojcanthW4 The Forgotten Temple of Tharizdun
ToneClassic treasure hunt, magical mystery, high-fantasy monsters.Cosmic horror, attrition, claustrophobic dread, cultic terror.
Primary FoesMagical beasts, giants, Iggwilv's constructs, vampire (Drelnza).Nchar/Gnolls, cultists, aboleths/undead, black cyst horror.
Target LevelsLevels 8–10Levels 9–11 (if played immediately after S4)

Key Adjustments for the Combined Run:

  1. Level Progression:

    • Start S4 at Level 7 or 8.

    • By the end of S4, PCs should reach Level 9 or 10.

    • Adjust W4's difficulty slightly upward if the PCs enter with high-tier magic items looted from S4.

  2. Foreshadowing Tharizdun in S4:

    • Replace minor decorative motifs in S4 with images of black obelisks, jagged spirals, and sanity-warping inscriptions.

    • Give Drelnza or Iggwilv's lingering magic a subtle corrupting edge (e.g., strange nightmare visions during rests in the caverns).

  3. Resource Management:

    • W4 is famous for its grueling siege mechanics and defensive monster positioning (particularly the valley and temple entrance guarded by nchar/gnolls). Ensure PCs have opportunities to rest or purchase supplies between the two modules if they choose Option B.

4. Key Clues & Narrative Seeds to Plant

  • The Black Cyst Fragment: Place a small, unidentifiable black obsidian fragment in Iggwilv's vault that radiates non-school magical aura. It acts as a key to the inner sanctum of W4.

  • Cultist Intercepts: Introduce a wandering band of Tharizdun cultists in the wilderness encounter table of S4 who carry orders to investigate the "neighboring caverns of the witch-mother."

  • The Artifact Link: If using the 333 Gem or other artifacts from S4, tie their creation to the siphoned power of Tharizdun's altar.

Combining S4 The Lost Caverns of Tsojcanth and W4 The Forgotten Temple of Tharizdun under the Adventurer Conqueror King System II (ACKS II) mechanics turns a classic dungeon crawl into a high-stakes campaign sandbox. ACKS II excels at wilderness exploration, domain governance, faction morale, and dynamic economic engines.

Integrating ACKS II shifts the campaign from a simple linear crawl into a strategic race across the Yatil Mountains against rival factions, cults, and local warlords.

1. ACKS II Campaign Framework & Domain Mechanics

Under ACKS II, the Yatil Mountains around the caverns and temple should be mapped as a Borderlands Hex Crawl anchored by a nearby civilization hub (e.g., a border fortress or march barony like Ghyrex or a Highfolk border outpost).

[ Base Town / Border Fort ] 
       │
       ├── (18-24 miles / 3-4 Hexes of Wilderness)
       │
       ├──► [ S4: Lost Caverns of Tsojcanth ] (Level 6-8 Domain Threat)
       │         │
       │         └── Hidden Subterranean Path / Ancient Leyline
       │                   │
       └───────────────────┴──► 
[ W4: Forgotten Temple of Tharizdun ] (Level 9-11 Cosmic Threat)

Domain Tier & Level Calibration

  • PCs Target Level: Levels 7 to 11 (Heroic to Name Tier).

  • Domain Management: At Level 9+, PCs start establishing strongholds, hideouts, or sanctums. Clearing out S4 or W4 gives them prime territory to secure a Mountain March or establish an Arcane Sanctuary.

  • Clearing & Securing Wilderness Hexes: S4 and W4 sit in un-cleared 6-mile wilderness hexes. To claim Iggwilv's former domain, the party must perform clearing operations (ACKS II Wilderness Clearing rules), driving out the wandering monster matrices (gnolls, giants, troglodytes).

2. Dynamic Faction Matrix (ACKS II Faction Rules)

Instead of static monster populations, run the Yatil region using ACKS II domain faction turns between delve sessions:

FactionLeader / ForceDomain GoalsACKS II Alignment / Type
Cult of TharizdunDark Bishop / High PriestUnseal the Black Cyst under W4; capture S4's power nodes.Chaos / Cult
Nchar Gnoll TribesChieftain / Flind WarlordControl the mountain passes; extract tribute from adventurers.Chaos / Monster Horde
Local Barony / MarchBorder MargraveEliminate mountain threats; claim Iggwilv’s legendary hoard for coffers.Law / Realm Domain
Vampire Drelnza's CadreDrelnza (S4 Vault)Maintain dormancy, protect Iggwilv's treasures, corrupt nearby tribes.Chaos / Undead Domain

Faction Turn Actions

  • Cult Expansion: If the PCs delay after clearing S4, the Cult of Tharizdun sends a warband from W4 to occupy the cleared levels of S4 to siphon remaining magical nodes.

  • Troop Morale & Recruitment: The Gnoll tribes in W4 use ACKS II mercenary rules; if their leadership falls or morale breaks during a siege, surviving bands scatter or contract out as mercenaries.

3. ACKS II Mechanical & System Conversions

S4 & W4 Treasure Engine (Gold-to-XP)

ACKS II relies on gold-to-XP conversion ($1\text{ gp} = 1\text{ XP}$) balanced by strict carrying capacity (stone/items) and logistics.

  • S4 Hoard Riches: Iggwilv’s hoard is colossal. Transporting thousands of gold pieces, trade goods, and art objects out of the Yatil peaks requires hirelings, pack mules, and guard escorts.

  • Loot Logistics: Returning to base with 50,000 gp in coin requires 50 stones of capacity, forcing PCs to set up secure supply lines, leave guards at the cavern entrance, or hire mountain guides.

Sanity & Horror (Tharizdun’s Influence)

ACKS II handles dark magic via Mishaps, Curses, and morale checks. In W4:

  • Cosmic Dread: Resting within W4 requires a Hardiness / Saving Throw vs. Spells. Failure inflicts temporary fatigue or chaotic magical quirks (matching ACKS II Sinkhole of Evil rules).

  • Unholy Power Nodes: Cult Altar sites grant bonuses to Chaotic spells but require Lawful characters to make Morale/Loyalty checks if lingering too long.

Spells & Magical Research

Iggwilv’s lab in S4 serves as a functional ACKS II High-Level Laboratory:

  • Rogue mages/Mage-crafting PCs can use the library to research custom spells, manufacture magical items, or perform ritual demon-binding using ACKS II Arbitrary Magical Effects and Ritual Magic frameworks.

4. Combined Campaign Progression Flow

Phase 1: The Wilderness Hex-Crawl (Levels 7-8)
  ├─ Navigate dangerous Yatil Mountain hexes (Weather, Avalanches, Gnoll Patrols).
  └─ Discover rumor hooks regarding Iggwilv's lost domain.

Phase 2: Delving S4 - The Lost Caverns (Levels 8-9)
  ├─ Tactical dungeon crawl through Lesser & Greater Caverns.
  ├─ Defeat Drelnza & secure Iggwilv's Hoard.
  └─ Recover Clues/Key Artifacts to Tharizdun's dormant threat.

Phase 3: Domain Logistics & Warband Mobilization (Level 9-10)
  ├─ Transport loot back to civilization; recruit mercenaries and henchmen.
  └─ Establish a forward camp/fortified outpost in the cleared S4 Hex.

Phase 4: Siege & Descent into W4 - The Forgotten Temple (Levels 10-11)
  ├─ Overcome W4's valley defenses (Gnoll/Nchar military encampment).
  ├─ Penetrate the sealed Temple & Sub-Basement levels.
  └─ Confront the Cult, prevent the unsealing of the Black Cyst.

5. Sample ACKS II Encounter Table (Yatil Hexes)

When PCs travel between S4 and W4 (1d6 per 6-mile hex, encounter on 1-2):

2d6Encounter (ACKS II Format)Notes / Faction Tie
2Demon (Vrock/Hezrou)Lingering guardian bound by Iggwilv; hostile to all.
3-41d4 Tharizdun Zealots & 2d6 CultistsEn route to W4 carrying sacrifice; will attempt ambush.
5-73d6 Gnoll Raiders (Nchar Tribe)Scouting force; roll Morale check if leader killed.
8-91d3 Mountain Giants / Hill GiantsTerritorial neutral force; negotiable with bribe/food.
10-11Rival Adventurer Party / MercenariesSeeking Iggwilv's hoard; potential allies or competitors.
12Cosmic Anomaly / Dark Leyline PortalACKS II Sinkhole of Evil; distorts magic and time.

Thursday, November 5, 2026

PC Class Variations - The Gem-Cutter (Jeweler / Lithomancer) For Baptism of Fire & Other OSR Style games

 Here is a complete, custom character class designed specifically for Baptism of Fire (and fully compatible with Lion & Dragon / OSR systems).



In early medieval Piast Poland, precious stones are not merely luxury items—they are conduits of planetary resonance, signifiers of high aristocratic rank, and essential components in authentic esoteric stone-magic (Lithomancy).

Class: The Gem-Cutter (Jeweler / Lithomancer)

  • Prerequisites: Intelligence 11+, Dexterity 10+

  • Primary Attribute: Intelligence

  • Hit Dice: d6 per level (up to 9th level; +1 HP per level thereafter)

  • Armor Allowed: Padded, Leather, Studded Leather (no shields)

  • Weapons Allowed: Daggers, Stiletto, Light Crossbow, Club, Hammer, Shortsword

  • Social Class Alignment: Tradesman / Craftsman Class (or Townsman). Requires Burghal rights, Guild charter, or royal/noble patronage to practice legally in major castellan towns (e.g., Gniezno, PoznaÅ„, Kraków).

Class Features & Skills

1. Lapidary Evaluation & Valuation (Level 1)

The Gem-Cutter can instantly identify any gemstone, precious metal, or mineral, determining its weight, purity, market value, and origin.

  • Mechanic: A successful Intelligence Check reveals whether a stone is raw, synthetic/glass, or genuine, as well as its precise monetary value in silver denarii or gold solidus. On a Critical Success, the Gem-Cutter identifies any hidden astrological aligned traits or magical potential embedded within the stone.

2. Astrological Gem Attunement (Lithomancy) (Level 1)

In accordance with medieval lapidary lore, every gemstone corresponds to planetary spheres, zodiac signs, and spiritual resonances. A Gem-Cutter can cut, polish, and set stones to channel passive protective or enhancement effects for the wearer.

  • Preparation: Setting a stone into a ring, amulet, or weapon pommel takes 1 day of meticulous work with fine tools and an expenditure of 10% of the gemstone's base value in materials.

  • Attunement Cap: A character can only benefit from a maximum of 2 attuned gems at a time (or 3 if wearing a custom-forged Gem-Cutter's Crown/Pectoral).

Medieval Lapidary Resonances Table
GemstoneAstrological / SymbolAttunement Effect
Amber (Jantar)Sun / Baltic Protection+2 to Saving Throws vs. Sorcery, Evil Spirits, and Disease.
GarnetMars / Courage+1 to Attack Rolls in melee; wearer is immune to Mundane Fear.
SapphireVenus / Purity & Law+2 to Saving Throws vs. Poison; grants Advantage on Social/Negotiation rolls with clergy and nobility.
EmeraldMercury / Sight & Truthwearer gains +2 to Perception rolls; reveals illusions or hidden doors within 10 ft.
RubySun / VitalityIncreases maximum Hit Points by +4 while worn.
Jet / OnyxSaturn / WardReduces all incoming physical damage by 1 (minimum 1).

3. Prism Focus & Light Channeling (Level 3)

By focusing light through a flawlessly cut prism or high-carat diamond using specialized brass focus-mirrors, the Gem-Cutter can direct blinding or burning beams of light.

  • Blinding Flash: Once per encounter, the Gem-Cutter can reflect available torchlight, daylight, or firelight through a gemstone. All enemies within a 15 ft. cone must make a Saving Throw vs. Hazards/Paralyzation or be blinded for 1d4 rounds.

  • Solar Focal Ray (Level 5): When operating in full daylight or near a major open flame, the Gem-Cutter can channel a focused heat beam: Range 30 ft., deals 2d6 Fire damage (Attack roll required using Dex).

4. Socketing & Imbuing Artifacts (Level 6)

At 6th level, the Gem-Cutter learns the secret medieval art of carving binding runes and micro-facets onto precious gems to store magical power or holy blessings.

  • Spell/Miracle Storage: The Gem-Cutter can prepare a gemstone to hold a single 1st–3rd level Christian Miracle or Pagan Spell cast by an allied Cleric/Boginki practitioner. The spell remains trapped within the gem until shattered or activated as an action by anyone holding the gem.

  • Gem Shatter: A character holding an imbued gem can crush it as an instant action to cast the stored spell/miracle immediately without failure checks. The gem is permanently destroyed.

Saving Throws & Progression

LevelXP NeededHDBase Attack BonusSaves (Magic / Hazard / Physical)
101d6+014 / 15 / 13
21,8002d6+114 / 15 / 13
33,6003d6+113 / 14 / 12
47,2004d6+213 / 14 / 12
514,4005d6+212 / 13 / 11
628,8006d6+312 / 13 / 11
757,6007d6+311 / 12 / 10
8115,0008d6+411 / 12 / 10
9230,0009d6+410 / 11 / 9
10350,0009d6+1+510 / 11 / 9

Starting Gear & Kits

  • Padded Armor or Leather Apron (+2 AC)

  • Fine Stiletto / Crafting Dagger (1d4 damage, Piercing)

  • Jeweler's Field Kit: Precision brass loupe, jeweler's loupe, scale weights, touchstone & nitric acid testing vials, fine chisels, chamois cloth.

  • Starting Gem Pouch: Contains 3 raw Baltic Amber stones, 1 unpolished Garnet, and $2d6 \times 10$ silver denarii.

Here is a 1st-level pre-generated character for your Baptism of Fire campaign, fully complete with background, stats, starting gear, and their initial attuned gemstone.

Character Sheet: Mateusz "Oko" Złotnik

Quote: "Peace, brother. Do not rush to bleed. Let me evaluate the purity of this stone first. If the denarii are true, your blood can stay in your veins."

  • Class: Gem-Cutter (Jeweler/Lithomancer)

  • Race: Human (Polish, Burghal / Townsman)

  • Level: 1

  • Alignment: Lawful (Loyal to Guild and Contract)

  • XP: 0 / 1,800

ABILITY SCORES

  • Strength: 9 (+0)

  • Dexterity: 14 (+1)

  • Constitution: 11 (+0)

  • Intelligence: 16 (+2) – Primary Attribute

  • Wisdom: 12 (+0)

  • Charisma: 13 (+1)

DERIVED STATISTICS

  • Hit Points (HP): 6 (Max HD 1d6)

  • Armor Class (AC): 13 (Leather Apron + Dex)

  • Base Attack Bonus (BAB): +0

  • Initiative: +1

  • Movement: 120’ (40’)

SAVING THROWS

  • Magic: 14

  • Hazard: 15

  • Physical: 13

ATTACKS & WEAPONS

WeaponAttackDamageRangeNotes
Crafting Stiletto (Dagger)+1 (Dex)1d410/20/30Finesse (uses Dex for Attack)
Light Crossbow+1 (BAB)1d680/160/240Requires two hands to fire; Load (requires full action)
Pummel (Unarmed)+01 damage—Non-lethal possible

BACKGROUND & SKILLS

Social Class: Townsman (Craftsman). Mateusz holds burghal rights in Gniezno, recognized by the Jeweler’s Guild and the Royal Castellan.

Background: Apprenticed to his aging uncle, Mateusz quickly displayed an "eye" for purity that borderlined on the supernatural. He was tasked with examining a high-value shipment of rough Baltic Amber for the King's own crown when his uncle took ill. Mateusz not only certified the quality but, while polishing the centerpiece, realized he could feel the pulsing resonance of the ancient resin. He had unlocked the art of Lithomancy. Now, his uncle’s debtors are pressing, and Mateusz must use his talents in the field to secure enough silver to save the family workshop.

Class Abilities (Level 1):

  • Lapidary Evaluation & Valuation: Automatically identify gemstones/precious metals and their exact value (in denarii) on a successful Int Check. On a Critical Success, can detect magical or resonance properties.

  • Astrological Gem Attunement (Lithomancy): Can cut and set stones to provide specific passive benefits to the wearer. He can attune up to 2 gems total. (Mateusz starts with one).

CURRENT ATTUNED GEMSTONES

Mateusz is currently benefiting from 1 attuned gem.

1. "The Sun's Eye" – Flawless Baltic Amber (Jantar)

  • Type: Worn as a polished centerpiece in his heavy signet ring.

  • Astrological Resonance: Sun / Baltic Protection.

  • Active Effect: Mateusz gains a +2 bonus to Saving Throws against Sorcery, Evil Spirits, and Disease while this ring is worn.

EQUIPMENT & GEAR

Combat:

  • Leather Apron & Padded Tunic (AC 12)

  • Crafting Stiletto (sheathed at belt)

  • Light Crossbow (slung on back)

  • Quiver (18 bolts)

Kits & Supplies:

  • Jeweler’s Field Kit: Precision brass loupe, touchstone, nitric acid testing vials, scales with iron weights, 5 finely-crafted steel chisels, small polishing wheel, chamois cloth. (Essential for Valuation and Attunement).

  • Merchant’s Scale & Weights

  • Backpack

  • Tinderbox & 6 torches

  • Waterskin

  • Rations (1 week, preserved)

Valuables & Gems:

  • Coin Pouch: 50 silver denarii

  • Starting Gem Pouch:

    • 2 raw Baltic Amber stones (untreated; value ~5 denarii each)

    • 1 unpolished Garnet (value ~15 denarii)