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 The creature continues to take ability damage and negative levels each round the creature remains entangled. As a result, elhoriads serve as one of the cult's secret weapons against those who seek to destroy them. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Environment: Any land and underground Here, little is really revealed about him other than he exists. To them, life is neither sacred, nor valuable unless it serves to promote their own agenda. 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. 9. Another nearby cave (not shown on map) has a few hidden canoes and a small ship owned by Samiela and crewed by the blighters she brought with her (replace the blighters' Listen skills with Profession [sailor]). 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. 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. As a bonus action, the cultist touches a simple or martial weapon or a natural weapon, if it has one. Enjoy. report form. Tharizdun's cult is scattered across the world. They furthermore decide that if they cannot obtain the finer things in life, no one deserves to have them. Deity: None. 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. Many temples also have a permanent portal to another plane established so that they can quickly flee to another realm where good creatures are much less likely to follow. The altar and the dark form above it is also directly from the Forgotten Temple of Tharizdun. 4. You may want to add a few other sea-going beasties to it to provide a nice local flavor to the perils your PCs will face! History of the temple Most regions of the Flanaess are not friendly toward the cult of Tharizdun. Full Attack: Longsword +5 melee (1d8+4/19-20) or 2 claws +5 melee (1d4+3 plus entropic touch) 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. Tharizdun's holy symbol is a jagged counterclockwise dark spiral rune known as the Spiral of Decay. Both the land above and the beach serve as areas for the blighters inside the temple to go out and find plenty of nature to destroy with their innate abilities. He is also behind the Abyss' creation. Medium Undead They are also treated to excesses of food, flesh, and wealth previously denied to them. The cultist offer alligance the demon Zuggtmoy. The cultist offer alligance the demon Zuggtmoy. He acts mainly by the work of his cultists, with whom he communicates through dreams and bouts of madness. Spellcasting: The fanatic is a … The cult of Tharizdun has committed itself to the destruction of all things, but they welcome potential cultists with open arms, pretending to care about the injustices that they have been victimized by, and promising that when Tharizdun reduces the world to smoking ruins, his followers will be rewarded with all the things they cannot possess in the world as it currently exists. Tharizdun will win the battle, despite the opposition of all the gods. To preserve the element of surprise, the cult keeps a tight rein on these creatures. 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. Alright, I'm playing 4th edition but since this is D&D lore it shouldn't really matter all that much. This effect deals 5d6 points of damage to every creature within 10 feet (DC 16 Fortitude save) and ignites flammable objects it touches. 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. Deity: Tharizdun. The Cerberus Assembly. Skills: Hide +11, Listen +8, Move Silently +11, Spot +8 The mantra of the cult of Tharizdun, these words are often found etched into the altars, the stone pillars, and the doors within the Tharizdun's temples. 2. They collect rare and esoteric knowledge, such as the names of demons. Sustenance (Ex): The cultist of Tharizdun no longer needs food or water to survive. The church commonly crafts the following item for its followers. Other artifacts associated with Tharizdun include the … A censer filled with fragrant incense hangs outside each entrance. Report DMCA. Also, only blighters, a witness (Samiela), and elhoriads reside in these caves at present. 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. Many who encounter them simply dismiss them as blackened skeletons, so they often make the mistake of employing the same tactics that they would against these all-too common undead. Because Tharizdun is locked away in a plane from which he cannot escape, his connection to his followers is not as strong as that of most other gods. 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. 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. The War. The pit has an exit to the sea, and the tide brings in more water at various parts of the day. Witnesses of Tharizdun rise to the top of their clergy due to certain common personality traits that ultimately allow them to recruit and lead others within the cult. By doing so, the Princes would weaken Tharizdun's bonds. It’s important to note that the Temple itself was very significant in the cult of Tharizdun. 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. It seeks to increase the power of its members, especially its leaders, while offering worthy sacrifices in hopes of … Deforestation enables the cultist of Tharizdun to cast his daily allotment of spells. Special Attacks: Entropic touch After that you are a member and no member will speak out that you've joined as they scarcely care. A Return to Greyhawk. The clerics of Tharizdun began to pilfer the hoard of beautiful gems sacrificed to him by earlier servants — 333 gems of utmost value, ranging in worth from 5,000 to 50,000 gold pieces each. Outer Temple: The ceremonies for this hidden temple take place within this room. Despised by his fellow Daelkyr, they sealed him away in a vast prison within the Realm of Madness and set countless traps, guards, and vicious wards to … They oversee the operations of the temples, ensure that their actions remain secret, and lead the faithful in the dark ceremonies, which they believe brings their god closer to freedom. The Cult of Tharizdun is a God Cult. Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Camouflaged Watery Pit Trap: CR 5; mechanical; location trigger; manual reset; Reflex save (DC 20) avoids; 25 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search (DC 25); Disable Device (DC 317). The cult uses them for protection and for attack whenever they move against a selected target. It possessed Leheren , one of the members of the Cabal, and created a secret order within the order devoted to freeing Tharizdun and releasing him on the continent of Faerûn . Market Price: 8,500 gp. 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. 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. Tharizdun Thriszdun is the chaotic evil god who created the Abyss. This Adventure was written by Darren Drader, a long time Wizard of the Coast and a gaming genius. Ranks for a Cult of Tharizdun. However, I suck at coming up with cultist ranks. Tharizdun's followers seek to reclaim the 333 Gems of Tharizdun, a collection of gemstones sacred to the Dark One, sacrificed to him by cultists in ages past. Samiela, Witness of Tharizdun: hp 110; see Part 4. They don't care about any news that isn't about them and will actively avoid those that make the… The save DC to remove a negative level is 15. Guard rooms are placed throughout the temple and manned by either the worshipers of Tharizdun or elhoriads. A rich bear-fur rug is spread out over a sleigh bed. Abilities: Str 16, Dex 17, Con --, Int 11, Wis 10, Cha 12 Alignment: Neutral evil Except for plants saved by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded. Treasure: None 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). 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. He would later appear in Gygax's series of Gord novels. They furthermore decide that if they cannot obtain the finer things in life, no one deserves to have them. Damargath, Witness of Tharizdun: Male human cleric 10/fighter 5; CR 15; Medium humanoid; HD 10d8+30 plus 5d10+15; hp 117; Init +6; Spd 20 ft.; AC 24, touch 12, flat-footed 22; Base Atk +12; Grp +15; Atk +16 melee (1d12+5/x3, +1 unholy greataxe) or +16 ranged (1d8+2/x3, +2 longbow); Full Atk +16/+11/+6 melee (1d12+5/x3, +1 unholy greataxe) or +16/+11/+6 ranged (1d8+2/x3, +2 longbow); SA rebuke undead 6/day; AL NE; SV Fort +14, Ref +6, Will +11; Str 16, Dex 14, Con 16, Int 13, Wis 16, Cha 17. Level Adjustment: --. They have also been known to take control of ill-used and forgotten chambers in sewer systems beneath cities. This cult is a splinter group of followers not adhearing to the teachings of the priests of Tharizdun. 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. Four elhoriads are stationed here. Blightfire (Su): As a standard action, a blighter cultist can unleash a scorching blast of fire. Feats: Improved Initiative, Power Attack Meeting Room: The temple's witness has set up this room as a meeting room. Ceremony chambers, the private rooms belonging to the high priests are located deep within the temple. One part of the wall forms a lip that is available only when the water depth is 10 feet or less. Privies: The priests have added wooden seating to what used to be little more than holes in the ground. Speed: 30 ft. Some fail to fully comprehend what it is that their god wishes to do. Hit Dice: 5d12 (32 hp) 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… 9. Entropic Touch (Su): An elhoriad's touch disrupts most living tissue. The cultists claim that Tharizdun, and not nature itself, empowers their druidic spells and abilities. 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