While the head of a temple indulges in these lavish surroundings, the cult uses these very things as a means of recruiting new followers to the temple. So I figured a funny way to approach Tharizdun episodes could be through his cult instead. The magic items belonging to the cult include newly forged items as well as some items so old that they date back to the time when Tharizdun walked freely among the planes. In the wilderness regions, the cult can afford to operate somewhat more openly. He was imprisoned ages ago by a coalition of deities to prevent the destruction of existence itself. Elhoriads are the foot soldiers whenever the cult takes action against the outside world. Special Attacks: Entropic touch 3. The Cult of Zuggtmoy is a Demon Cult. 1. The Cult of Tharizdun is a God Cult. Doorways are usually trapped in such a way that only someone within can disarm them to allow others entrance. Sustenance (Ex): The cultist of Tharizdun no longer needs food or water to survive. The Cerberus Assembly. Regardless whether the PCs face the cult of Tharizdun while they are attacking a local populace or while they are investigating the disappearance of local people who will serve as sacrifices, they realize that this cult is nothing but trouble to its lands. 4 -- Intelligence Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/2+1; save DC 13 + spell level): 0 -- cure minor wounds, detect magic, light, mending, read magic, resistance; 1st -- bane, cause fear, curse water, entropic shield, obscuring mist, protection from good*; 2nd -- align weapon, darkness, desecrate*, make whole, sound burst, undetectable alignment; 3rd -- cure serious wounds, dispel magic, magic circle against good*, obscure object, searing light; 4th -- discern lies, dismissal, restoration, unholy blight*; 5th -- dispel good*, slay living, true seeing. Remnants of once-mighty magic still possess an ember of their former power, and many consider them the most important direct link between followers and deity. Deity: Tharizdun. Nearly all people of the Flanaess have a hatred toward the cult of Tharizdun. Doomdreamers: His most dedicated followers are the Doomdreamers, a high-ranking caste of priests who receive visions from Tharizdun. This cult is a splinter group of followers not adhearing to the teachings of the priests of Tharizdun. As a result, some of the rooms are not quite furnished to the taste of the witness in charge of the temple. Originally, he was a Neutral Evil god who betrayed the gods to lead the Primordials at the beginning of time during the war for creation. There is usually one blighter here, as well (90% chance of her being present). The Angel of Irons Cult and Tharizdun. These dark places are crushingly void of hope, and its followers revel in the darkness and despair that that all things almost certainly face at some time in their existence. They come across as soothing and reassuring, despite their utter contempt for their subordinates. They don't care about any news that isn't about them and will actively avoid those that make the… Tharizdun: enigmatic, feared, and utterly evil. Organization: Solitary or gang (3-10) Domains: Evil (cast evil spells at +1 caster level), Knowledge (cast divinations at +1 caster level). While the outside of a temple to Tharizdun normally doesn't betray the nature of its malign denizens, the interior must serve as a place of worship as well as a defensive location where the inhabitants can defend themselves from those who would try to destroy them. Back to Main Page → 3.5e Homebrew → Quests, https://www.dandwiki.com/w/index.php?title=Darrin_Drader%27s_%22The_Cult_of_Tharizdun%22_(3.5e_Quest)&oldid=680693. report form. The sword passe… 5. The worshipers often reside at the temple site in opulent chambers, surrounded by riches donated to them by their body of worshipers. Yesterday our bi-weekly game met, this time with a side trek from a different DM. I claim no credit for the Cult ot Tharizdun. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Season 12 - Against The Cult Of Chaos.pdf. I've been DMing a campaign for 2 years, it's a huge campaign that we've all committed to, and I've had a general idea of the BBEG. Each temple is led by one of the witnesses of Tharizdun, who are vile cultists who have risen to their positions through ambition, charm, and manipulation (see Part 4). Come and meet those who would destroy all that currently exists. Ghost: hp 32; see Monster Manual, page 117. Tharizdun is a tricky deity to cover in this comic since he has no discernable form and he is typically imprisoned. Portions of destroyed artifacts that were crafted in his name before his imprisonment are frequently worked into magic items to fulfill this requirement. His clerics can cast divine spells, but only if they are in contact with an object or site imbued with some of Tharizdun's power. Tharizdun's Spark (Recharge 6). Witness Chamber: The temple's witness of Tharizdun resides in a room beyond a black velvet curtain. They possess a superficial charm that attracts people toward them rather than the message that they promote. Elhoriads are used primarily for melee combat. Ranks for a Cult of Tharizdun. Numerous wondrous items, magic weapons, armor, and rods have been passed down within the cult for generations, and all of them are identifiable by the symbol of the vortex etched into them. By doing so, the Princes would weaken Tharizdun's bonds. He acts mainly by the work of his cultists, with whom he communicates through dreams and bouts of madness. "One" that is known is actually many: a collection of gems known as the 333 Gems of Tharizdun. Also, only blighters, a witness (Samiela), and elhoriads reside in these caves at present. Created by Gary Gygax based on Robert J. Kuntz's dark god "Tharzduun", Tharizdun first appeared in the module Forgotten Temple of Tharizdun. The creature looks like the blackened skeletal remains of a human. it. Starting on the third round of entanglement, the entangled creature gains one negative level in addition to ability damage. Acek Orattim – Priest of Tharizdun during the Age of Arcanum and the Calamity. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. The cultist offer alligance the demon Zuggtmoy. By using one of the maps from the Map-A-Week feature, you can either start playing right away or get an idea of how to lay out your own temple. Two blighters are usually in this room taking a break. 5, May 1934. If the party is sent to deal with a cult plaguing an area or with some specific cultists who are looking for an artifact, elhoriads are present to guard the temple or the cultist group if the group is extremely close to acquiring their item (and need to bolster their numbers). It seeks to increase the power of its members, especially its leaders, while offering worthy sacrifices in hopes of … It was 3 linked encounters and the first encounter had the only "cool" dungeon dressing, that of the spiral associated with Tharizdun, carved into the floor of a pyramid. WG4: The Forgotten Temple of Tharizdun (1982), by Gary Gygax, was the first (!) Tharizdun has many known artifacts. Rich food, rare tapestries, gold, and often harems are kept by the witness in charge of a temple. Occasionally their temples exist in basements or cellars beneath houses belonging to respectable people who have converted. Even from his eternal prison, Tharizdun continues to influence the world through his cultists. Gygax later used him in his novels. Tharizdun and his servants grew ever more powerful, until the other gods set aside their differences and colluded to banish his presence from the w… The War. Enjoy. A creature that escapes the net is fatigued for a number of rounds equal to the number of ability points drained. Those who are disenfranchised by society find not only acceptance, but luxury in these surroundings. Every cult of Tharizdun has a different structure and set of hierarchy for those under the Witness. I have left the adventure as intact as I possibly could, while adhearing to DnD Wiki's accepted format. Some of them are criminals, while others have been beaten by the uncaring forces within their civilization. The cultists are attempting to restore each of four elemental nodes and release the Princes of Elemental Evil to bring destruction and chaos to the surrounding area. 8. Spellcasting: The fanatic is a … Tharizdun, Cult of Organization/Society Caves of Ancient Secrets: RttToEE Web Enhancement, D&D 3.0e 11 Tharizdun, Cult of Organization/Society Dragon Magazine #347 34 Tharizdun, Cult of Organization/Society Return to the Temple of Elemental Evil, D&D 3.0e 6, 9, 32, 38, 39, 53, 101, 106, 143, 145, 146, 161, 163 Tharizdun, Purple Robes of Item Structures exist in wooded depths and rocky plains where the followers of a region can meet and perform their dark rituals. Although imprisoned, Tharizdun still has a degree of his original multiverse-threatening power: he is officially a Divine Rank 11 (out of 20) deity, as of Dragon #294. Temples Those forgotten temples which survive are in dark, underground places, kept extremely cold by ancient magic placed by the fanatics who built them. Undead Traits: An elhoriad is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. 3 -- Constitution It’s important to note that the Temple itself was very significant in the cult of Tharizdun. Enjoy. Abilities: Str 16, Dex 17, Con --, Int 11, Wis 10, Cha 12 Challenge Rating: 3 They often wander from place to place, reinventing themselves as the situation demands until they find a welcoming harbor in the cult of Tharizdun, which relies upon all of these traits to promote itself. Encountered within the strongholds of Tharizdun's followers are elhoriads, which serve as an undead force for the cultists. This sample represents a temple that is in the process of building itself into something more stable and permanent (inasmuch as Tharizdun's followers want stability). 7. Damargath is a witness of Tharizdun who leads a temple of fifty-five members in the sewers beneath the city of Verbabonc. Initiative: +7 Report DMCA. Attack: Longsword +5 melee (1d8+4/19-20) or claw +5 melee (1d4+3 plus entropic touch) To preserve the element of surprise, the cult keeps a tight rein on these creatures. Undead Wildshape (Sp): Once a day, the cultist of Tharizdun gains a version of the wild shape ability, except that he uses the skeleton template to the animal form it transforms into. Despite their message of eminent decay, they partake of the finest things life has to offer. Hallways are often lined with murder holes, rooms are constructed with a dais so that warriors can gain the advantage of higher ground. In her natural state, she appeared as a huge cresting wave with two eyes like large pearlsor as a shapeless watery mass about 20 ft (6.1 m) in diameter. They are dark souls who, unlike those at lower levels of the organization, understand that if Tharizdun breaks free of his prison he will destroy everything in existence, not just the society that may have oppressed them earlier in life. The save DC is Charisma based. The cult of Tharizdun possesses numerous artifacts and lesser magic items sacred to the Dark God, and devotes considerable resources to finding more. Other artifacts associated with Tharizdun include the … Blighter Cultist of Tharizdun: Male or female human ex-druid 5/cleric 3/blighter 3; CR 11; Medium humanoid; HD 5d8+10 plus 3d8+6 plus 3d8+6; hp 71; Init +5; Spd 30 ft.; AC 18, touch 10, flat-footed 18; Base Atk +7; Grp +9; Atk +12 melee (2d6+6/19-20, +3 greatsword) or +8 ranged (1d8/19-20, light crossbow); Full Atk +12/+7 melee (2d6+6/19-20, +3 greatsword) or +8 ranged (1d8/19-20, light crossbow); SA blightfire, deforestation, rebuke undead 2/day; SQ sustenance, undead wildshape 1/day; AL NE; SV Fort +12, Ref +4, Will +13; Str 14, Dex 12, Con 15, Int 11, Wis 16, Cha 8. It was 3 linked encounters and the first encounter had the only "cool" dungeon dressing, that of the spiral associated with Tharizdun, carved into the floor of a pyramid. Most are interested in personal power above all else. The specific ability affected depends on the result of a d6 roll: 1 -- Strength Tharizdun will win the battle, despite the opposition of all the gods. Tharizdun, also called the Elder Elemental Eye and the Chained god, is one of the first of the main pantheon of the Dungeons & Dragons Universe to come into being. If the party succeeds in destroying the temple but fails to eliminate the high priest, chances are that the temple will arise at a later point in time, even stronger than it is now. Under the aspect of the Elder Elemental Eye, his holy symbol is a downward-pointing black triangle Lack of fish can lead to despair among those whose livelihoods depend on the fish harvest, after all. Skills and Feats: Climb +11, Concentration +16, Craft (weaponsmithing) +6, Heal +11, Intimidate +10, Jump -3, Knowledge (religion) +14, Knowledge (the planes) +14, Spellcraft +6; Blind-Fight, Brew Potion, Cleave, Craft Magic Arms and Armor, Craft Wondrous Item, Great Cleave, Improved Initiative, Improved Sunder, Power Attack, Scribe Scroll. Whenever an elhoriad successfully strikes an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, outsider, plant, or vermin with a claw attack, the creature struck must make a Fortitude save (DC 13) or take 1d4 points of permanent Constitution drain and 1d4 points of permanent Strength drain. Hit Dice: 5d12 (32 hp) Skills: Hide +11, Listen +8, Move Silently +11, Spot +8 Look upon their horrific creations, and discover the tools they will one day use to destroy everything in existence. The cult goes to great lengths to recover any remaining portions of these items by devoting months, if not years, scouring moldering texts to learn the history of their god's lost items of power. Many of the witnesses of Tharizdun are truly insane. To them, life is neither sacred, nor valuable unless it serves to promote their own agenda. Creatures that the user catch within the net begin to experience rapid decomposition and decay as though they are aging at a massively accelerated rate (see page 117 of the Player's Handbook for net statistics A creature entangled in the net must make a Fortitude save (DC 15) each round or suffer 2 points of ability damage. He is also behind the Abyss' creation. The church commonly crafts the following item for its followers. 4. The blighter prestige class, with its ability to ruin natural locations, holds great appeal to Tharizdun's mortal worshippers. Level Adjustment: --. Most regions of the Flanaess are not friendly toward the cult of Tharizdun. So, I'm currently running a campaign where a celestial being was recently corrupted by an artefact of Tharizdun, and has dominion over a city, bending it to serve the Chained Darkness in hopes to free him. Perhaps inspired by Clark Ashton Smith's Demon Lord and ruler of the Seven Hells, Thasaidon,who appeared first in The Tomb-Spawn, Weird Tales, Vol. Tharizdun is known as The Chained God. The cultists claim that Tharizdun, and not nature itself, empowers their druidic spells and abilities. This hatred, sponsored by the gods themselves, force the cult into hiding. Tharizdun was described in Dragon#294 as a pitch-black, roiling, amorphous form. Environment: Any land and underground Moderate necromancy; CL 10th; Craft Magic Arms and Armor, darkness,enervation, ray of exhaustion; cleric must worship Tharizdun; Price 150,000 gp. Damargath had once been one of the high priests of Tharizdun in the city of Greyhawk, but he left along with ten of his most trusted henchmen to create a new division in this city. Yesterday our bi-weekly game met, this time with a side trek from a different DM. He is the overarching antagonist of Elemental Evil storyline due to being the masters of four evil archomentals, Olhydra, Ogrémoch, Imix and Yan-C-Bin. It cannot be raised, and resurrection works only if it is willing. Elhoriads are intelligent creatures, but they derive their power from Tharizdun, so they remain fiercely loyal to him and his followers. Sea Cat Lair Trapdoor: A trapdoor here opens into a water-filled pit that has a sea cat living in it part of the time (50% chance of it being present). Elhoriads are not allowed to wander, and they are not sent to mindlessly terrorize the surrounding countryside. A creature caught within the net for 3 uninterrupted rounds suffers accelerated deterioration. Their job is to weaken opponents before their foes can reach the cultists whom they protect. I ask as now my players are fighting with Tharizdun cultists in Caves of Chaos and one of most engaged in the setting … Eating Chamber: A couple of round wooden tables are grouped in this room, and a cooking area, complete with brick oven and vent, is on the far end of the room. Their current location is unknown, but it is certain that the collection was split up long ago. Traits Dark Devotion: The fanatic has advantage on saving throws against being charmed or frightened. Sea Cat: hp 51; see Monster Manual, page 220. This grants these creatures their above average intelligence and their deadly entropic touch ability. Either way, there are four magical artifacts in that 5th edition module that are pretty cool and could be used as the four artifacts needed to free Tharizdun in your story. Elhoriads typically use longswords to cut through less powerful enemies, but if they are pitted against higher level foes, they instead use their claw attacks to deliver their entropic touch, which quickly weakens their opponents. Four elhoriads stand guard within, and a ghost of a former seagoing fighter (a former pirate) wanders the area. Deity: None. They fear that one of these creatures will fall into the hands of their enemies, allowing their foes to better prepare the next time they encounter the undead creatures. Guard rooms are placed throughout the temple and manned by either the worshipers of Tharizdun or elhoriads. Tharizdun, also known as the Chained God and the Elder Elemental Eye, was a long-forgotten interloper god in Dungeons & Dragons franchise, originating from Oerth who sought to destroy all that is. Outer Temple: The ceremonies for this hidden temple take place within this room. Magic items are a central focus of the cult of Tharizdun. Cultists that are corrupted by Tharizdun's influence sometimes gain the Tharizdun's Spark or Blessing of Tharizdun abilities below. Its eyes are such a deep shade of inky black that they stand out against their ebony remains. Once here, they face a number of deadly obstacles, ranging from fanatic followers who view their own deaths as progress toward their ultimate goal to traps, undead creatures unknown to the outside world, and powerful priests intent on preserving not only their decadent lifestyle as well as their following. The silk is harvested, woven, and then blackened by infusing charred bone powder in with the fibers. A new cult of Tharizdun was formed by the plague demon Murmur in 1479 DR after a burnt portion of its corpse was discovered by the Firestorm Cabal in Akanûl. Advancement: 6-15 HD (Medium) Tharizdun's booming response to the cultists is a quote from this module in fact (No spoilers here). However, I suck at coming up with cultist ranks. Within their hidden temples, they serve as guards who protect the clergy in the event that their sanctuary is attacked. Around the same time he put together three other Greyhawk adventures and drafted much of the material that would become Monster Manual II (1983) and Unearthed Arcana (1985). Possessions:+1 half-plate armor,+3 greatsword, light crossbow, 20 bolts, 3 potions of cure moderate wounds. 23, No. They have also been known to take control of ill-used and forgotten chambers in sewer systems beneath cities. They are highly egotistical with a grandiose sense of self, believing that they are entitled to the finest things life has to offer. The cultists remain near them in battle, and they ensure that all elhoriads either return with them to their temple or are utterly destroyed. The Cult of Tharizdun This Adventure was written by Darren Drader, a long time Wizard of the Cost and a gaming genious. (Use the statistics presented in Part 1 of this series.) The Cult of Zuggtmoy is a Demon Cult. Samiela's goal is to destroy the local fishing industry, so there should be at least one town whose industry is based on fish within a day or so of the caves. The cult researched the various methods of undead creation for several years and even went so far as to recruit accomplished necromancers into their ranks to unlock the secrets that would allow them to manipulate the various forms of undead. The leaders of the cult at the Temple of Elemental Evil are known as the Doomdreamers. In the hands of a nonevil PC, this functions as a normal masterwork net. Symbol: A Golden Mirror Alignment: Neutral Evil Worship: Themselves How to join:To join the cult you must go to their "ritual mirror" located at the middle of their gatherings and pray into it effectively praying to yourself. Obann – Obann was not aware of the true identity of the Angel of Irons until he failed to break the Fane, after which he was destroyed and what remained of him twisted into Obann the Punished. The fire cult, Cult of the Eternal Flame, is led by the tiefling Vanifer The water cult, Cult of the Crushing Wave, is led by the sailor Gar Shatterkeel This campaign takes characters from level 1 through level 15 as adventurers battle the elemental cults across the North and work to uncover their true agenda. Tharizdun Thriszdun is the chaotic evil god who created the Abyss. Doomdreamers are mysterious cultists dedicated to hastening the return of Tharizdun, the Elder Elemental Eye and the Great Old Ones. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. These differences are subtle and have cost numerous adventurers their lives. 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