Posted: Thu Apr 12, 2018 5:11 pm Post subject: Forgotten Temple of Tharizdun
I give WG4 a little thought, and come up with some conclusions that surprised even me. Strategic patience as a design choice, and a theme of corruption in the choices that the PCs are forced to make to proceed.
Joined: Sep 09, 2009 Posts: 2364 Location: SW WA state (Highvale)
Posted: Sat Apr 14, 2018 8:40 am Post subject:
I ran a recent campaign through this module as a spin-off (mis)adventure from my epic Lost Caverns saga with the few survivors who were not slain by the Iuzian contingent (also seeking to plumb the treasures of Iggwilv).
After agreeing to assist the gnomes in exchange for information how to escape the Yatils, the party DID manage to located the Temple, battled the waves of humanoids (but NEVER broke them), and figured out the 'truth' behind it. They even managed to get to the lower levels, found the catacombs, did battle with a few of the guardians down there, and eventually located the descending ladder into the depths of the Cyst. However, the party never fully explored the entirety of the Temple...they were emotionally and morally drained at this point, and in-fighting amongst them broke any sense of cohesion (in the end they lost two members, and the gnomes also fractured apart).
When the last few survivors of this seemingly doomed expedition were finally located, rescued (magical intervention) and allowed to recover back home (Veluna), they returned with a fairly significant and powerful group, but the humanoids had rallied and managed to fend them off once more. With autumn quickly approaching and the threat of inclement weather (especially in mtns), it was decided that the wisest thing to do was return after the spring thaw and spend the next several months to really PREPARE for a return expedition.
Thusly, I intend to have a THIRD campaign revolving around this module in the (near?) future...
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