Showing posts with label The Forgotten Temple of Tharizdun. Show all posts
Showing posts with label The Forgotten Temple of Tharizdun. Show all posts

Friday, July 28, 2023

Retro Review WG4 The Forgotten Temple of Tharizdun For AD&D 1st Edition & Your Old School Campaigns

 


 WG4 The Forgotten Temple of Tharizdun is one of my all time favorite modules hands down, there is so much occult bleakness and darkness set within the bounds of Greyhawk. Perhaps the over all sense of menace and dread hanging over the temple itself.  WG4 The Forgotten Temple of Tharizdun is flat out creepy and dangerous even more so then the Tomb of Horrors. I dug out my copy of  WG4 as soon as I had picked up the Hyperborea rpg.  This adventure is basically a prequel to the legendary S4, Lost Caverns of Tsojcanth. This adventure is a grinder in some respects and does a quite nice job of featuring monsters from the Fiend Folio.



 It was designed for characters levels five to ten and there are clear reasons why this logic was used.
GRAB IT RIGHT HERE



Once again according to D&D classics site; "Though "Tharizdun" was labeled as WG4, there were no previous "WG" adventures (and never would be). In the Glossography for the World of Greyhawk boxed set (1983), TSR indicated that T1: "The Village of Hommlet" (1979) was meant to be WG1 and that S4: "The Lost Caverns of Tsojcanth" was meant to be WG3. Meanwhile, in Dragon #71 (March 1983), Gygax revealed that the adventure formerly known as T2: "The Temple of Elemental Evil" was to be WG2 - but he now said it was to be published in two parts.
As it happens, Temple of Elemental Evil would be delayed a few years more and eventually published as the T1-4 supermodule (1985).
In the forward to Dungeons of Dread (2013), Lawrence Schick further underlined the continuity between the modules intended to be WG1-3, writing, "there's evidence that Gary considered Tsojcanth part of a longer Greyhawk campaign, placing the adventure between T1-T4: The Temple of Elemental Evil and WG4: 'The Forgotten Temple oF Tharizdun'." When seen in that light, the four modules do form a nice adventuring continuity: T1 is "introductory to novice level"; T1-4 carries that up as high as level 8 (and possiblly higher); S4 runs levels 6-8; and WG4 goes from levels 8-10.
In his "Greyhawk Grognard" blog, Joseph Bloch suggests that Iuz might have been the lynchpin holding the arc together, since he's involved with the Temple of Elemental Evil and is also the son of Iggwilv from "Caverns."


The over all look and feel of WG4 is completely Weird Tales. From the cover art and interiors all the way to the essence of the adventure. There's a uniformity of Lovecraftian horror about The Forgotten Temple. According to D&D Classics there are several key reasons for this;"Temple of Tharizdun" was reportedly produced very quickly by Gygax himself, rather than the company's design department. Much of the work was done by Gygax's new Greyhawk cadre. Thus Eric Shook drew the maps, while Shook's mother, Karen Nelson, drew the evocative artwork. Gygax later said that he choose Nelson's artwork to highlight the "melodrama and pathos" of the adventure. An adventure being done by someone other than the design department was very unusual by 1982, as was having a single artist illustrate an adventure - that is, rather than the usual teamwork illustration done by TSR's art department"



Gary Gygax borrowed the god Tharizdun from Kuntz's Kalibruhn campaign and you can get more of the back history on that here This is one of the modules that I've DMed and played since the Seventies and it was a gift from a family friend whose now long gone. Because of this module's connections with the Southern Yatil Mountains its been a fairly easy fit to customize the entire module to other campaign settings one of the reasons for this was;" It is a combined wilderness and dungeon adventure set in the Southern Yatil Mountains, focused on a temple dedicated to the evil and insane Greyhawk god Tharizdun" Because of this  WG4 The Forgotten Temple of Tharizdun can easily be used within the confines of AS&SH with a bit of work, this module could be used as a part of the centerpieces of the Spiral Mountains. Gods exist in multiple planar locations enabling a DM to port them into a wide variety of old school campaign setting set pieces. In fact I've connected Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie from Empire Of The Petal Throne to Tharizdun


The battles with the humanoids and the epic uptick in the over all Lovecraftian feel of this adventure piece enables it to be used with other a gaming campaigns including Stormbringer style games with the Deities and Demigods style rules. I've also used this module with both Lamentations of the Flame Princess and as design fodder for the Dark Albion system. It is one of Gygax's most  demonic, sinister, and dangerous Gothic adventure, followed closely only by T1-4.

Over all this is still one of my favorite adventures to customize and play around with because its such a corner stone of a sword and sorcery campaign. There are so many ways that it can be used and go with WG4 The Forgotten Temple of Tharizdun

Sunday, August 25, 2019

Retro Review WG4 The Forgotten Temple of Tharizdun For AD&D 1st Edition & Your Old School Campaigns



 WG4 The Forgotten Temple of Tharizdun is one of my all time favorite modules hands down, there is so much occult bleakness and darkness set within the bounds of Greyhawk. Perhaps the over all sense of menace and dread hanging over the temple itself.  WG4 The Forgotten Temple of Tharizdun is flat out creepy and dangerous even more so then the Tomb of Horrors. I dug out my copy of  WG4 as soon as I had picked up Astonishing Swordsmen and Sorcerers of Hyperborea. This adventure is basically a prequel to the legendary S4, Lost Caverns of Tsojcanth. This adventure is a grinder in some respects and does a quite nice job of featuring monsters from the Fiend Folio. It was designed for characters levels five to ten and there are clear reasons why this logic was used.
GRAB IT RIGHT HERE 



Once again according to D&D classics site; "Though "Tharizdun" was labeled as WG4, there were no previous "WG" adventures (and never would be). In the Glossography for the World of Greyhawk boxed set (1983), TSR indicated that T1: "The Village of Hommlet" (1979) was meant to be WG1 and that S4: "The Lost Caverns of Tsojcanth" was meant to be WG3. Meanwhile, in Dragon #71 (March 1983), Gygax revealed that the adventure formerly known as T2: "The Temple of Elemental Evil" was to be WG2 - but he now said it was to be published in two parts.
As it happens, Temple of Elemental Evil would be delayed a few years more and eventually published as the T1-4 supermodule (1985).
In the forward to Dungeons of Dread (2013), Lawrence Schick further underlined the continuity between the modules intended to be WG1-3, writing, "there's evidence that Gary considered Tsojcanth part of a longer Greyhawk campaign, placing the adventure between T1-T4: The Temple of Elemental Evil and WG4: 'The Forgotten Temple oF Tharizdun'." When seen in that light, the four modules do form a nice adventuring continuity: T1 is "introductory to novice level"; T1-4 carries that up as high as level 8 (and possiblly higher); S4 runs levels 6-8; and WG4 goes from levels 8-10.
In his "Greyhawk Grognard" blog, Joseph Bloch suggests that Iuz might have been the lynchpin holding the arc together, since he's involved with the Temple of Elemental Evil and is also the son of Iggwilv from "Caverns."


The over all look and feel of WG4 is completely Weird Tales. From the cover art and interiors all the way to the essence of the adventure. There's a uniformity of Lovecraftian horror about The Forgotten Temple. According to D&D Classics there are several key reasons for this;"Temple of Tharizdun" was reportedly produced very quickly by Gygax himself, rather than the company's design department. Much of the work was done by Gygax's new Greyhawk cadre. Thus Eric Shook drew the maps, while Shook's mother, Karen Nelson, drew the evocative artwork. Gygax later said that he choose Nelson's artwork to highlight the "melodrama and pathos" of the adventure. An adventure being done by someone other than the design department was very unusual by 1982, as was having a single artist illustrate an adventure - that is, rather than the usual teamwork illustration done by TSR's art department"


Gary Gygax borrowed the god Tharizdun from Kuntz's Kalibruhn campaign and you can get more of the back history on that here This is one of the modules that I've DMed and played since the Seventies and it was a gift from a family friend whose now long gone. Because of this module's connections with the Southern Yatil Mountains its been a fairly easy fit to customize the entire module to other campaign settings one of the reasons for this was;" It is a combined wilderness and dungeon adventure set in the Southern Yatil Mountains, focused on a temple dedicated to the evil and insane Greyhawk god Tharizdun" Because of this  WG4 The Forgotten Temple of Tharizdun can easily be used within the confines of AS&SH with a bit of work, this module could be used as a part of the centerpieces of the Spiral Mountains. Gods exist in multiple planar locations enabling a DM to port them into a wide variety of old school campaign setting set pieces. In fact I've connected Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie from Empire Of The Petal Throne to Tharizdun


The battles with the humanoids and the epic uptick in the over all Lovecraftian feel of this adventure piece enables it to be used with other a gaming campaigns including Stormbringer style games with the Deities and Demigods style rules. I've also used this module with both Lamentations of the Flame Princess and as design fodder for the Dark Albion system. It is one of Gygax's most  demonic, sinister, and dangerous Gothic adventure, followed closely only by T1-4.

Over all this is still one of my favorite adventures to customize and play around with because its such a corner stone of a sword and sorcery campaign. There are so many ways that it can be used and go with WG4 The Forgotten Temple of Tharizdun

Friday, March 15, 2019

Retro Review WG4 The Forgotten Temple of Tharizdun For AD&D 1st Edition & Your Old School Campaigns

 WG4 The Forgotten Temple of Tharizdun is one of my all time favorite modules hands down, there is so much occult bleakness and darkness set within the bounds of Greyhawk. Perhaps the over all sense of menace and dread hanging over the temple itself.  WG4 The Forgotten Temple of Tharizdun is flat out creepy and dangerous even more so then the Tomb of Horrors. I dug out my copy of  WG4 as soon as I had picked up Astonishing Swordsmen and Sorcerers of Hyperborea. This adventure is basically a prequel to the legendary S4, Lost Caverns of Tsojcanth. This adventure is a grinder in some respects and does a quite nice job of featuring monsters from the Fiend Folio. It was designed for characters levels five to ten and there are clear reasons why this logic was used.
GRAB IT RIGHT HERE 



Once again according to D&D classics site; "Though "Tharizdun" was labeled as WG4, there were no previous "WG" adventures (and never would be). In the Glossography for the World of Greyhawk boxed set (1983), TSR indicated that T1: "The Village of Hommlet" (1979) was meant to be WG1 and that S4: "The Lost Caverns of Tsojcanth" was meant to be WG3. Meanwhile, in Dragon #71 (March 1983), Gygax revealed that the adventure formerly known as T2: "The Temple of Elemental Evil" was to be WG2 - but he now said it was to be published in two parts.
As it happens, Temple of Elemental Evil would be delayed a few years more and eventually published as the T1-4 supermodule (1985).
In the forward to Dungeons of Dread (2013), Lawrence Schick further underlined the continuity between the modules intended to be WG1-3, writing, "there's evidence that Gary considered Tsojcanth part of a longer Greyhawk campaign, placing the adventure between T1-T4: The Temple of Elemental Evil and WG4: 'The Forgotten Temple oF Tharizdun'." When seen in that light, the four modules do form a nice adventuring continuity: T1 is "introductory to novice level"; T1-4 carries that up as high as level 8 (and possiblly higher); S4 runs levels 6-8; and WG4 goes from levels 8-10.
In his "Greyhawk Grognard" blog, Joseph Bloch suggests that Iuz might have been the lynchpin holding the arc together, since he's involved with the Temple of Elemental Evil and is also the son of Iggwilv from "Caverns."


The over all look and feel of WG4 is completely Weird Tales. From the cover art and interiors all the way to the essence of the adventure. There's a uniformity of Lovecraftian horror about The Forgotten Temple. According to D&D Classics there are several key reasons for this;"Temple of Tharizdun" was reportedly produced very quickly by Gygax himself, rather than the company's design department. Much of the work was done by Gygax's new Greyhawk cadre. Thus Eric Shook drew the maps, while Shook's mother, Karen Nelson, drew the evocative artwork. Gygax later said that he choose Nelson's artwork to highlight the "melodrama and pathos" of the adventure. An adventure being done by someone other than the design department was very unusual by 1982, as was having a single artist illustrate an adventure - that is, rather than the usual teamwork illustration done by TSR's art department" 



Gary Gygax borrowed the god Tharizdun from Kuntz's Kalibruhn campaign and you can get more of the back history on that here This is one of the modules that I've DMed and played since the Seventies and it was a gift from a family friend whose now long gone. Because of this module's connections with the Southern Yatil Mountains its been a fairly easy fit to customize the entire module to other campaign settings one of the reasons for this was;" It is a combined wilderness and dungeon adventure set in the Southern Yatil Mountains, focused on a temple dedicated to the evil and insane Greyhawk god Tharizdun" Because of this  WG4 The Forgotten Temple of Tharizdun can easily be used within the confines of AS&SH with a bit of work, this module could be used as a part of the centerpieces of the Spiral Mountains. Gods exist in multiple planar locations enabling a DM to port them into a wide variety of old school campaign setting set pieces. In fact I've connected Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie from Empire Of The Petal Throne to Tharizdun


The battles with the humanoids and the epic uptick in the over all Lovecraftian feel of this adventure piece enables it to be used with other a gaming campaigns including Stormbringer style games with the Deities and Demigods style rules. I've also used this module with both Lamentations of the Flame Princess and as design fodder for the Dark Albion system. It is one of Gygax's most  demonic, sinister, and dangerous Gothic adventure, followed closely only by T1-4.

Over all this is still one of my favorite adventures to customize and play around with because its such a corner stone of a sword and sorcery campaign. There are so many ways that it can be used and go with WG4 The Forgotten Temple of Tharizdun

Saturday, February 9, 2019

The Chaos & Madness Of WG4 The Forgotten Temple of Tharizdun By Gary Gygax In Unexpected Campaign Settings

"WG4 The Forgotten Temple of Tharizdun is an insult to the very legacy of the heroes of Greyhawk. A reminder that there are far more devastating forces in the planes then even the gods know about. In a place that is between places is the prison for one of the most dangerous entities in multiverse. "Tharizdun is the god of Eternal Darkness, Decay, Entropy, & is the mad god trapped in the center of its eternal prison. The sacrifices & horrors that await those PC's stupid enough to get involved in the affairs of this god are legendary even in Greyhawk. 

Tharizdun is trapped in a lower vibration planar prison outside of normal space time & that means that it is a mute observer to all of time & space. Now yesterday I spoke about Lost Caverns of Tsojcanth & how the entrance to that dungeon connects throughout the multiverse. As a nexus of probability this connection  to a wide variety of  campaign settings makes Tharizdun's influence all that much more dangerous. The cult of Elemental Evil can & does cross dimensions & prime material planes to spread its influence; 
Four apocalyptic cults of Elemental Evil are building secret sanctuaries and outposts throughout the North, bringing terror and destruction to the Forgotten Realms. Each cult is devoted to one of the Princes of Elemental Evil (godlike entities embodying air, earth, fire, and water) and is led by a nihilistic prophet, corrupted by power. The cruel elf princess Aerisi Kalinoth speaks for the air Cult of the Howling Hatred, while Marlos Urnrayle, a fierce male medusa, leads the Cult of the Black Earth. The Cult of the Eternal Flame scars its followers at the behest of the beautiful and deadly tiefling Vanifer, and the mutilated sailor Gar Shatterkeel plots to drown the world with his Cult of the Crushing Wave.
The cults use devastation orbs, forged of raw elemental power, to ravage Faerûn with horrifying earthquakes, typhoons, tornados, and other disasters. Independently, the cults are terrible adversaries, but now they have secretly begun transforming a long-lost dungeon into a huge subterranean temple dedicated to an alien entity known as the Elder Elemental Eye. To prevent this union of the Elemental Evils into one catastrophic force, heroes must expose the prophets' true agenda. The cults' agents are everywhere and their power is immense.
When you don’t know whom to trust, knowledge is your only weapon. Unearth the Deception." 
Wizards of the Coast. 

Essentially these cults can pop up in just about any campaign setting as they use 
 the archmage Iggwilv's assets & holdings to their advantage. In Clark Ashton Smith's Averoigne the entrance to the dungeons of the witch queen is well known in legend but only appears on certain Pagan holiday nights. This is especially true of the Pagan precursor holiday to Halloween in France. The massive dungeon complex's hold on the planes isn't the only issue & many heroes have found out that its corruption spreads deeply into human history & its alternate worlds. Because Fairyland is a roiling ocean of magical & chaotic landscapes, kingdoms, & Hells as well as minor Heavens. The influence of Tharizdun can be felt in the darkest pits of Fairyland where time runs in strange ways. PC's could fall into worlds were time runs backwards & become trapped in a massively alien place. 


I've talked about how Tharizdun  communicated with the evil archomentalsImixOgremochYan-C-Bin, and Olhydra, the Princes of Elemental Evil, convincing them that they were his creations, thereby gaining their allegiance" This gives the dungeon master yet another link into the monster kin of the Fiend Folio. But what haven't spoken about is how the mad god gained a foot hold over the dark races of the Fey. This includes other almost human races such as the Hyperboreans from Clark Ashton Smith's mythos & Astonishing Swordsmen & Sorcerers of Hyperborea rpg fame.



The big push begins right around the Hundred Year War when all of the plagues, famine, & warfare made mankind easy pickings at the edges of the world. Next opportunity came during the Victorian era & so forth. This is one of the era's where I pull out The Codex Celtarum by Brian Young & Troll Lord Games. 


I've said that this isn't the only world that the Temple's appearance is  going to raise alarm bells. The dungeon complex is a probability field & acts as a sort of planar heat sink for the forces of Chaos. This means that mean streets of London might be subject to the temple's influence or the sweeping streets of Egypt you could see massive influxes of cults & secret societies of Tharizdun. 



When these types of cults & societies need to be generated I turn to one of my all time favorite OSR products Dark Albion's Cults of Chaos. This book is perfect for creating a more subtle & yet just as dangerous a cult for Tharizdun. The fact is that any entrance to the dungeons & temples of Tharizdun or the archmage Iggwilv is going to bring down the hammer of the Inquisition on Albion.


I've mentioned the fact that these are not super villains out of a Marvel comic book but unnatural disasters that a party of adventurers can only minimize the impact of. The fact is that even in the Twenties & Thirties Pulp era there is only so much that heroes can do. The best thing is to hunt down the cults & societies behind bringing the these diabolical influences into a campaign world. But can characters even hope to? 

Tuesday, January 29, 2019

The Deep Evil & Abiding Corruption Of WG4 The Forgotten Temple of Tharizdun By Gary Gygax For Your Old School Campaigns


"A combined wilderness and dungeon adventure scenario. Background information, referee's notes, encounter keys, outdoor and dungeon level maps, and new monsters and treasures. While designed to interface with THE LOST CAVERNS OF TSOJCANTH, this module is capable of standing alone."



Where do I begin with my storied & varied history with WG4 The Forgotten Temple of Tharizdun By Gary Gygax? Stretching all of the way back to '83 my history with module begins in when my uncle's players encountered the norkers on their way back from raiding some nearby villages. We were still licking our wounds from getting our collective asses stung from S4 THE LOST CAVERNS OF TSOJCANTH. The opportunity to tackle nearby local monsters sounded like a great idea. 

In retrospect that wasn't a great idea at all. The ultra creepy atmosphere of the temple its proceedings around the local area caused all kinds of issues. The whole run of this module if done right can create on of the most pervading atmosphere of dread seen at the table." Jim Bambra reviewed The Forgotten Temple of Tharizdun for White Dwarf, and gave it 9 out of 10 overall. Bambra noted that "The Temple is brought to life excellently and contains plenty for players to think about, gaining entry requires good tactical play and an imaginative approach is needed to fathom out the Temple's hidden secrets."
So why is so well loved? I think because of the fact that WG4 The Forgotten Temple of Tharizdun By Gary Gygax creates a creditable Lovecraftian style adventure for Greyhawk. Tharizdun is an interloper god into Greyhawk whose very existence is dangerous to a wide variety of planes. This is a mad god who wished to seize   the churning Elemental Chaos, the realm of the fallen primordials, which he hoped to seize as his own

This isn't some run of the mill god but a mad bastard god whose machinations have seen him trapped right at the center of his own web of horror.  WG4 The Forgotten Temple of Tharizdun makes a lot of use of one of my favorite AD&D first edition monster books to great effect & that's the Fiend Folio.
Being known as the Elder Elemental Evil Eye, the god of WG4 has tricked a great number of entities into his web of influence; "
 known as the Elder Elemental Eye. In this guise, he communicated with the evil archomentalsImixOgremochYan-C-Bin, and Olhydra, the Princes of Elemental Evil, convincing them that they were his creations, thereby gaining their allegiance" This gives the dungeon master yet another link into the monster kin of the Fiend Folio



Now its no secret that I've attacked & reviewed 
WG4 The Forgotten Temple of Tharizdun By Gary Gygax before on this blog. But I really want to establish the heart & soul of some of the module's Weird Tales feel. I've heard that the final fate of the module is very anticlimactic but given the Lovecraftian or Weird Tales feel to WG4 I think that the ending is completely appropriate. 
Greyhawk is as much a campaign setting as a world whose events have echoes across the planes. Tharizdun isn't something to be taken lightly & possibly one of the most dangerous deities that a party of PC's can run into. "Tharizdun was one of the deities detailed in Dragon #294 (2002), in the article "Beings of Power: Four Gods of Greyhawk."" And yes whist this is third edition D&D the suggestions of the article offer some of the shades of power of the god in my opinion for campaign use. Sometimes its not about stats but the influence of a god on a campaign setting


The warped insanity of this god after he was trapped in the cyst for eternity can be summed up by the dogma of his cult;"  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 following are his assumed teachings, followed by his cults.[1]

Channel power to the Chained God, so he can break his chains. Retrieve lost relics and shrines to the Chained God. Pursue the obliteration of the world, in anticipation of the Chained God's liberation."

Players could run into his influence anywhere as he thrashes in his prison in the Abyss. All though 
G4 The Forgotten Temple of Tharizdun is a combined wilderness and dungeon adventure set in the Southern Yatil Mountains, focused on a temple dedicated to the evil and insane Greyhawk god Tharizdun. The dungeon master could have many different cult of the insane Greyhawk god appear in other campaign settings. This is something that I've done with Astonishing Swordsmen & Sorcerers of Hyperborea second edition. A glyph here or a dedicated cult NPC there is all it takes to fire the imaginations of players.

This same tactic can be used in a variety of OSR games & recently dungeon master Steve & I were speaking about using 
G4 The Forgotten Temple of Tharizdun  with Castles & Crusades. 

There are two ways to go about this one is to run  S4
THE LOST CAVERNS OF TSOJCANTH with C&C . This puts the PC's through their paces & get's the DM plenty of adventure opportunities to bring in WG4 The Forgotten Temple of Tharizdun By Gary Gygax. 

The other way of handling this is to have different alien treasures & relics show up in other settings & dungeons. This is where things can get very interesting. For example I've played in games of  Victorious By Mike Stewart where artifacts of 
 archomentals, Imix, Ogremoch, Yan-C-Bin, &  Olhydra have show up next to those of Tharizdun.


This is the same tactic that I'll be using when running WG4 The Forgotten Temple of Tharizdun By Gary Gygax in my 'Old Solar System' game coming up. Is  WG4 The Forgotten Temple of Tharizdun By Gary Gygax worth owning? Yes if the module is used in conjunction with S4 THE LOST CAVERNS OF TSOJCANTH. On its own WG4 takes a bit of work to utilize at the table.

We've seen a thousand trapped & dead gods in comic books & literature. Power wise I'd say that 
Tharizdun  is about on the same level as Dr.Strange's foe's Shuma Goroth's level. In fact they have a lot in common. World altering magics, fanatical cults, world shattering levels of insanity.


The fact is that if a dungeon master wanted to use Tharizdun in a modern setting then the classic issues of  Marvel Premiere #10, 1973 “Finally, Shuma-Gorath!”. These issues  would be an excellent template for a modern appearance of Tharizdun. All in all I think that 
 WG4 The Forgotten Temple of Tharizdun By Gary Gygax is pretty underappreciated & utilized Greyhawk adventure by modern players & audiences. 

Monday, November 6, 2017

Using WG4 The Forgotten Temple of Tharizdun By Gary Gygax For AD&D 1st Edition As Sword & Sorcery Jump Off Point

I've been quietly thinking about WG4 The Forgotten Temple of Tharizdun & adapting it to my 'Old Earth' setting along the lines of Clark Ashton Smith's Zothique. The Norkers are the key here, now since I'm going to be running this with a combination of Adventurer, Conqueror, King & Astonishing Swordsmen & Sorcerers of Hyperborea second edition.


The key here is the Norkers which in 'Old Earth' were/are workers for heavy gravity worlds mining for ores & other precious metals because of their exoskeleton frame work, tremendous strength, resilience, & outright tenacity. So they've been imported back to old Earth by the semi demonic/human hobgoblins. Norkers make perfect workers for Hell planets like Io.


Hobgoblins were developed from human races after 'the War of the Ancients.'  Hobgoblins have been developed by the Ancients to form both a demonically  bred military force & a  race for sacrifice upon the altars for a variety of Lovecraftian gods. They've settled into the wastelands of what was once China & parts of the panhandle of the Orient. They rule over vast numbers of humans surrounded by human states that wage war back & forth with them.




The Gnomes which form the basis for part of the plot of
'The Forgotten Temple of Tharizdun' need a bit of a make over. They  become Celts or Picts in this redress of  I'm leaning far more toward the Picts end of the spectrum because of the Robert Howard connection. The Norkers are raiding their settlements & one time the Ancients used to sacrifice the Picts to the god thing Tharizdun.



Tharizdun was/is another old one from Saturn whose worship came back into vague just before the Great Plagues swept the Earth & its colonies throughout the solar system. But that was a very long time ago and its only recently that the vaults have been opened again.
The question is will the madness continue to spread across 'Old Earth'.



Well having run
S4 The Lost Caverns of Tsojcanth By Gary Gygax yesterday for Privait Con 2017 it only seems natural that I'd turn my attention to one of my all time favorite Greyhawk adventures Forgotten Temple of Tharizdun By Gary Gygax. I've adapted it a couple of times but now I'm seriously looking into taking the adventure apart & adapting it into a campaign cornerstone.

Thursday, December 31, 2015

Retro Review WG4 The Forgotten Temple of Tharizdun For AD&D 1st Edition & Your Old School Campaigns

 WG4 The Forgotten Temple of Tharizdun is one of my all time favorite modules hands down, there is so much occult bleakness and darkness set within the bounds of Greyhawk. Perhaps the over all sense of menace and dread hanging over the temple itself.  WG4 The Forgotten Temple of Tharizdun is flat out creepy and dangerous even more so then the Tomb of Horrors. I dug out my copy of  WG4 as soon as I had picked up Astonishing Swordsmen and Sorcerers of Hyperborea. This adventure is basically a prequel to the legendary S4, Lost Caverns of Tsojcanth. This adventure is a grinder in some respects and does a quite nice job of featuring monsters from the Fiend Folio. It was designed for characters levels five to ten and there are clear reasons why this logic was used.
GRAB IT RIGHT HERE



Once again according to D&D classics site; "Though "Tharizdun" was labeled as WG4, there were no previous "WG" adventures (and never would be). In the Glossography for the World of Greyhawk boxed set (1983), TSR indicated that T1: "The Village of Hommlet" (1979) was meant to be WG1 and that S4: "The Lost Caverns of Tsojcanth" was meant to be WG3. Meanwhile, in Dragon #71 (March 1983), Gygax revealed that the adventure formerly known as T2: "The Temple of Elemental Evil" was to be WG2 - but he now said it was to be published in two parts.
As it happens, Temple of Elemental Evil would be delayed a few years more and eventually published as the T1-4 supermodule (1985).
In the forward to Dungeons of Dread (2013), Lawrence Schick further underlined the continuity between the modules intended to be WG1-3, writing, "there's evidence that Gary considered Tsojcanth part of a longer Greyhawk campaign, placing the adventure between T1-T4: The Temple of Elemental Evil and WG4: 'The Forgotten Temple oF Tharizdun'." When seen in that light, the four modules do form a nice adventuring continuity: T1 is "introductory to novice level"; T1-4 carries that up as high as level 8 (and possiblly higher); S4 runs levels 6-8; and WG4 goes from levels 8-10.
In his "Greyhawk Grognard" blog, Joseph Bloch suggests that Iuz might have been the lynchpin holding the arc together, since he's involved with the Temple of Elemental Evil and is also the son of Iggwilv from "Caverns."


The over all look and feel of WG4 is completely Weird Tales. From the cover art and interiors all the way to the essence of the adventure. There's a uniformity of Lovecraftian horror about The Forgotten Temple. According to D&D Classics there are several key reasons for this;"Temple of Tharizdun" was reportedly produced very quickly by Gygax himself, rather than the company's design department. Much of the work was done by Gygax's new Greyhawk cadre. Thus Eric Shook drew the maps, while Shook's mother, Karen Nelson, drew the evocative artwork. Gygax later said that he choose Nelson's artwork to highlight the "melodrama and pathos" of the adventure. An adventure being done by someone other than the design department was very unusual by 1982, as was having a single artist illustrate an adventure - that is, rather than the usual teamwork illustration done by TSR's art department"



Gary Gygax borrowed the god Tharizdun from Kuntz's Kalibruhn campaign and you can get more of the back history on that here This is one of the modules that I've DMed and played since the Seventies and it was a gift from a family friend whose now long gone. Because of this module's connections with the Southern Yatil Mountains its been a fairly easy fit to customize the entire module to other campaign settings one of the reasons for this was;" It is a combined wilderness and dungeon adventure set in the Southern Yatil Mountains, focused on a temple dedicated to the evil and insane Greyhawk god Tharizdun" Because of this  WG4 The Forgotten Temple of Tharizdun can easily be used within the confines of AS&SH with a bit of work, this module could be used as a part of the centerpieces of the Spiral Mountains. Gods exist in multiple planar locations enabling a DM to port them into a wide variety of old school campaign setting set pieces. In fact I've connected Ksarul, Ancient Lord of Secrets, Doomed Prince of the Blue Room, Master of Magic and Grammarie from Empire Of The Petal Throne to Tharizdun


The battles with the humanoids and the epic uptick in the over all Lovecraftian feel of this adventure piece enables it to be used with other a gaming campaigns including Stormbringer style games with the Deities and Demigods style rules. I've also used this module with both Lamentations of the Flame Princess and as design fodder for the Dark Albion system. It is one of Gygax's most  demonic, sinister, and dangerous Gothic adventure, followed closely only by T1-4.

Over all this is still one of my favorite adventures to customize and play around with because its such a corner stone of a sword and sorcery campaign. There are so many ways that it can be used and go with WG4 The Forgotten Temple of Tharizdun