Friday 18 February 2022

Thoughts on C1 The Hidden Shrine of Tamoachan


“We live in the flicker – may it last as long as the old earth keeps rolling! But darkness was here yesterday.”
― Joseph Conrad, Heart of Darkness

“Yeah. I guess I gotta find my own way.”
– Luke, ‘Cool Hand Luke’


C1 The Hidden Shrine of Tamoachan
Your party is lost! You should never have abandoned the ship and struck out into the marshes, but your pursuers were closing on your trail, and it seemed the only way. Stumbling onward through the fens, your party makes for higher ground ahead. As you cross the ridge, the sun sinks below the horizon and night comes. Breathless, the party drops to the ground, and you try to catch your wind with the welcomed rest. Somewhere behind you comes the sound of distant shouts. Scrambling back to your feet, you force your way further into the brush, past great carved stones which lie overturned on the ground.
A full moon rises, sending moonbeams and ghostly shadows to flicker through the branches. Ahead in the woods a light glows and seems to beckon – perhaps a shelter for the night. Though thorns tear and impede your progress the source of illumination is reached at last. Before you is a clearing. There is an ancient ruin – a worn and overgrown pyramid fills the courtyard, shining in the moonlight, seeming almost brighter than the moon itself. A refuge? Perhaps; tomorrow with daylight the party may explore, but tonight you must have rest. [C1 The Hidden Shrine of Tamoachan – 2]

Lost! Breathless! Chased by distant shouts! One wonders what the PCs must have done to warrant the dire straits they find themselves in at the onset of The Hidden Shrine of Tamoachan.
Sadly, few experienced the events leading up to the beginning of the adventure. They were never meant to, either, as this was an early tournament module, first unveiled at the 1979 Origins International Game Expo (Origins ’79), and designed for play in a set timespan, to accommodate the needs of the convention hosting it and not the adventure itself.
I’m of mixed mind concerning tournament modules. They serve a purpose: So many encounters, so many traps, so many puzzles. Most tournaments seem forced to me, but this one doesn’t. It’s supposed to feel rushed, for reasons I will cover later.
It does not have to be, of course. There is an extensive backstory, easily (if laboriously) fleshed out into a far larger campaign, if you would prefer that. Imagine Cool Hand Luke, First Blood, and Heart of Darkness for inspiration. I feel excited just thinking about it. However, that possibility is not within the scope of this review.

As far as the published module is concerned, its introduction far more cinematic than most, and it has pre-gens that have a fully realized backstory. That is/was unusual. Most pre-gens were mere stat blocks with the unlikely, and whimsical, names of Fonkin Hoddypeak, Beek Gwenders, and Gleep Wurp the Eyebiter. Their backstories were no more detailed than the vague: a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. [G1- 2]

Rhialle, Cair, and Myrrha
Let’s look at our heroes’ backstories, shall we?
There are three: Cair, a magic-user and thief by trade, with a price on his head: Myrrha, a banished cleric who seeks escape from her former colleagues: and Rhialle, a barbarian fighter, outcast of his people. In recent weeks past, Rhialle and Myrrha helped Cair escape the clutches of bounty hunters, and thus became fair prey as accomplices. Taking passage on a ship faring south the party had thought to evade the hunters, but the persistent trackers followed in a hired ship. In final desperation the party had abandoned their vessel for the wild jungles of the savage land. [C1 – 2]
If that wasn’t enough for you, they are presented in far greater detail at the end of the module (where most pre-gens usually reside.

Cair
CAIR
is the child of a strange union. His father was a human sailor, and his mother, a sea elf. Abandoned by his mother and orphaned by his father, he grew up alone in the streets and alleyways of the seaport Scant in the country of Onnwal, with only a masterless mongoose as his friend and companion. From observing the mongoose, Cair learned the value of the lithe dodge and quick thrust. He began to undertake thievery on a small scale.
Rittorch, a kindly scholar, noticed the quick hands and wits of Cair and took him into service as a helper and apprentice. Rittarch was a dabbler in the lesser arcane arts of low magic, and Cair learned certain skills and arts that a noble's formal education could not have afforded him. In fact, he learned more than Rittorch thought he was teaching the young lad. Meanwhile, Cair continued his stealthy thieving at night.
Rittorch grew careless as he grew old, and one evening he omitted one-and-a-half crucial passes from the Rite of the Winds of Time and was filled with the spirit of a crazed devil. The old man attacked Cair in a maniacal frenzy, and the young thief was forced to kill his master in self-defense. Unfortunately, the city guard, who wanted to ask Cair some questions about a missing necklace, took that moment to enter and find him standing over Rittorch's crumpled form with a dripping blade. Though pierced by two crossbow bolts, Cair managed to make good his escape, and now flees the bounty hunters who pursue him for the price on his head. [C1 – 29]

 Myrrha, Rhialle, and Cair
MYRRHA
is from the city of Pontylver, which is a loyal daughter to the See of Medigia, where she was a cleric in the lawful neutral Temple of the Correct and Unalterable Way. Myrrha had always been faithful and obedient, following the orders of her superiors and competently completing all tasks. Her good service was noted and she rose in levels within the church, assuming more difficult tasks as her power and skill Increased. Always she was firm and faithful in her allegiance to Stern Alia, goddess of the order.
Eventually a new Archon mounted the throne in Pontylver, one who claimed Alia as her patron. The Temple of the Correct and Unalterable Way grew in followers and prestige, and as time passed, Myrrha noticed that her peers and superiors were becoming increasingly arrogant and arbitrary. Their pronouncements came to be regarded as law, and they began to see themselves as the ultimate arbiters of justice. Myrrha saw that they were falling into the heresy of believing that law is concentrated in the individual and not the community. Investigating, she discovered a well-kept secret: many members of the ecclesiarchy were no longer able to cast high-level spells, thus proving their estrangement from their deity! At last, Myrrha attempted to speak out against the heterodox clergy and reveal their fall from divine grace, but the forces of the ecclesiarchs prevented her from doing so, and she was fortunate to escape the city with her life.
Now she serves Stern Alia alone, until she can locate other faithful disciples or somehow find the money to finance a parish of her own. A landless barbarian is now her only companion, on exile from his own people too, and a kindred, if misguided soul. [C1 – 27]

RHIALLE is a native from the barbarian tribes of the Olman Islands, where he was trained as a youth in the arts of war. His training was cut short at the age of 15 when he was determined to be a Chosen One by the shamans of his tribe. Each year, the Olman nations select one youth of perfect body to be the Guesa, the Chosen One of the Sky Gods. However, Rhialle did not care to meet the Sky Gods by way of the shaman's sacrificial knife, so he fled the Olmans and the wrath of his deities.
Rhialle came to the mainland cities and took up the profession of sellsword; a bodyguard to nobility or a mercenary in wars. He does not stay in one place too long, because he doesn't care for civilization, and because wherever he goes, bad luck seems to follow. Superstitiously, Rhialle believes this ill luck to be the work of the Sky Gods, and so he continues to wander, searching far a place where he can be free from their vengeance.
On one occasion he struck up a surreptitious friendship with an urchin thief in a port town. Years later, he stumbled upon his old friend hanging onto his life by a thread. Without a second thought, he charged to the rescue. Now he finds himself fleeing to save his own life.
Rhialle has never told anyone about his ordeal with the shamen, but has let it be believed that he was exiled because of his desire to taste the pleasures and wealth of civilization. Still he misses his people and longs to be reunited with them. [C1 – 27]

That is a ton of exposition for a tournament module.
What can we glean from all this?
The characters are not evil. Cair the Apprentice is True Neutral; Myrrha the Disgraced is Lawful Neutral; and Rhialle the Wanderer is Neutral Good.
It appears that Myrrha and Rhialle have chosen to stand by their friend, when they could have stood aside and let Cair meet his fate. They didn’t. They’ve shown unparalleled loyalty and have even gone on the lam with him.
The Amedian Shore
They escaped Scant, and have made landfall in the Amedio. One might imagine they ought to be free and clear; but the powers-that be-of Scant are so incensed by Rittarch’s “murder” that they are willing to chase Cair to the ends of the oerth to apprehend him. Rittarch must have been more than just a kindly old scholar; he must have been a notable of Scant, despite his advanced years and apparent senility, for the city guard to have gone to this much effort to apprehend Cair. I have my doubts that they dispatch teams of bounty hunters after every criminal.
The Pyramid-Temple
Which brings us back to our beleaguered heroes, waking from their less than restful night at the foot of a crumbling ziggurat.
The sun has risen, and after hasty counsel and preparation the party gathers up their equipment and starts towards the pyramid-temple. You tread carefully across cracked and overgrown flagstones, stepping over fallen and shattered pillars, pushing aside vines and briars. As the party approaches the temple the sound of crashing through the underbrush comes from behind you. Turning around, the party glimpses men moving through the woods towards the clearing. Then the earth shudders and gapes open beneath the party's feet and you are falling amidst the roar of collapsing masonry. Dust fills the air and the sunlight disappears as the darkness swallows you. [C1 – 2]

Some might consider their unexpected plunge a stroke of good luck. The stern Onnwallian bounty hunters were within sight of them then, at the break of dawn, and our heroes would surely have had to put their pursuers to the sword to escape their clutches, something Lawful Myrrah might take exception to. However, fate had intervened, at a crucial moment, I might add. Perhaps Stern Alia had taken a hand, after all.
Nevertheless, I wouldn’t count my lucky stars, yet, if I were our heroes….

For Tournament Use Only:
Breathing heavily, you find that the wand has stopped tumbling and you now sit on cold, damp stone. The coughing and wheezing of your companions can be heard nearby, hidden in the darkness. To your back are rough rocks and broken earth. As you sit, the rumble and clatter of rocks diminishes to the occasional rattle of pebbles and the shush-shush of sliding dirt. [C1 – 4]
Rhialle, the barbarian, sits quietly, nose raised, sniffing carefully: after a moment, his fears confirmed, he informs the other two: "The air in this place is bad, poisonous. I fear that if we are still entombed in this place an hour from now, we shall never leave." [C1 – 4]

Our heroes have gone from the frying pan to the fire, it would seem.
[The] lower levels are filled with poisonous gas. This includes the rooms and passages from encounter areas #1 through #38. A character will suffer 1-6 hit paints of damage for every turn spent in the gas. A neutralize poison will reduce damage fa hall for 1 turn. II the character remains in the gas the next turn, normal damage will accrue. A slow poison will reduce damage to 1 point per turn for the duration of the spell. II the characters are still exposed to the gas when the spell ends, they will suffer the remaining damage accumulated from past turns. […] The gas is a thick amber color and affects name, causing it to sputter and glow redly only a pale ember of itself. Any light source caused by fire will have an effective range of only 10'. [C1 – 3]
That is one way to light a fire under the players.
You don’t have to poison the PCs, if you would rather not. It was only for tournament use, after all; but I would recommend leaving it in play, albeit toned down some to only 1 hp damage per turn, negated on a save. Even with that level of reduced poisoning the players will feel pressured to press on, and they may get sloppy in their panic to be free of certain death because of it. Nothing motivates players more than certain death. They will certainly not dally, spending what precious little time left to them searching rooms for treasure.
Tick tock, tick tock, tick tock….
By the way, the PCs had better have some sort of light available to them at the onset, or this will be a real short adventure.

Rhialle is invaluable. These are a tomb of his Olman ancestors—think Mesoamerican, the Greyhawk equivalent—and in that regard, if he is not present, and no character reads and writes Olman, or has a lot of read/comprehend language spells handy, much of the story will be lost. I suppose that is why it’s preferable that the pre-gens be played. After all, who speaks Olman, anyway? Rhialle does, that’s who. I doubt most PCs will have “wasted” a language on it, unless the campaign was always centered on the Amedio.
It speaks the old native tongue, Olman. [C1 – 6]
The ancient glyphs are scribed in Olman and it anyone in the party can comprehend this tongue, or if the message can be understood by other means, the glyphs will translate as… [C1 – 6]

Insofar as it being a part of a larger campaign, there is a list of potential wandering monsters, all within the scope of believability: rats, bats, fire beetles, vipers, killer frogs, and spiders, with mandrills (apes), margays (cats), will-o-wisps, and zombies thrown in for good measure (it is a tomb, after all). All believable in tomb buried deep under a jungle.
Descriptions are as one might, and should expect, considering its locale. The walls are dripping with lime, and burn to touch. The floors slimy and slippery, the water brackish. Doors swelled, seized by the silt. All in all, passage will be a challenge.
The walls are wet and slimy and mud covers most of the floor in a thin coating. [C1 – 3]
The bottom of the stairwell is filled with silt which blocks the door. [C1 – 6]
A muddy stream trickles tram beneath the north side of this door and flows down the hallway. [C1 – 6]
The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall, exposing the seams alone of the large stone blocks from which this structure was built. [C1 – 6]
Water beads collect upon the walls of this narrow passage and the flooring is cold and damp. [C1 – 8]

The Sacred Offspring of Chitza-Atlan
What can the player expect? What would you expect? Tricks, traps, and a combat of two. To tell would be to spoil the fun if you were to play the module.
I have to say that the rooms have evocative names, few declared unless someone can read Olman:
The Sepulcher of Tloques-popolocas Yohualli-Ehecatl; The Court of Cemanahuac; The Child of Zotzilaha; The Spirit Guard of Ayocuan; The Chamber of the Nacehual. The list goes on. They’re just window-dressing, though, tongue twisters to amuse and little else.

It takes a few reads to understand some of the text, or should I say, it took me a while to digest all that was written. I found a fair bit of it confusing, so, I would recommend quiet while doing so, and no distractions.
Point in case:
In room 9: Once the statue has fallen it will reveal a narrow passage hidden behind it, 4' above the floor. [C1 – 8]
Yet the same secret passage is written thus in room 10: The western entrance, hidden by the statue, will appear to be a blank wall from within the passage. This portal may only be opened from the inside by releasing a concealed catch at the intersection of the wall and ceiling. [C1 – 8]
You’ll have to refer to the map given often, when it becomes obvious that the passage is only accessible from room 9.


Is there a story here? There might be one, hidden in the mind of the designer, but I cannot fathom it. I expect most encounters are adapted from Mesoamerican mythology, but I only have passing familiarity with it, so I cannot comment one way or the other. The Hidden Shrine feels less like a shrine than a tomb, one with more monsters than were in Tomb of Horrors, to say nothing of the inexplicable, and sometimes impossible things in the adventure. You may brush my complaint aside, and say, magic, or it’s D&D, but I expect better reasoning now in my middle years, even if all modules used to be peppered with such things back in the day, when I took those things for granted, and didn’t bat an eye at how ridiculous they could be. I’ve aged since then. I’m far more critical. My suspension of disbelief comes at a higher price now.
Take this passage as an example:
Xipe, the Ogre Mage
The statue is an ogrish figure, outfitted in flayed skins and many skulls, with a gaping mouth wide enough to swallow a horse whole, seated atop a huge basin of redhot coals.
[C1 – 16, 17]
These days, I would wonder, shouldn’t this creature be an efreet? And, who lit the coals? Have they been burning forever?  in this sunken, and sealed, tomb. Other questions that come to mind are, why should they be lit, and why have they not been consumed in the prior 500 years?  It turns out the ogrish creature is an ogre mage. The question becomes, how has he survived in this desolate place?
They normally seek uninhabited places in which to lair - typically in a fortified dwelling or some secure cavern complex below ground. From this location, the ogre magi will foray to capture treasure and humans for slaves and food. [MM1e – 76]
Yet this ogre magi doesn’t seem to crave either.
Anything tossed into this "Well of Wisdom" will cause flaming lights to roar upwards and a voice (in ogre) will make an inquiring speech. The voice belongs to Xipe, of course, and he is asking who it is and what they want. Nothing more will happen other than the inquiring voice, for Xipe will not be bothered to leave his lair in the ceiling to investigate. [C1 – 17]
A great many other creatures exist in the Shrine without possibility of sustenance.

Another is the CHAMBER of the NACEHUAL, where two monks repose in suspended animation. Lord knows how they got there, or why, except insofar as they desired their long/glorious … end/sleep. They are perturbed if disturbed, and you must pay/repent for having done so. Apparently, the cost is payment of 500 g.p. or one magic item of value as forfeiture. If the two monks are not paid or if the party attempts to harm them while they lie on the couches the monks will attack in return. If questioned about the ruins, they know nothing to tell, save the message concerning the rain of fire, for their sleep has been long indeed. [C1 – 12]
Lethargy seems to have erased their memory.

The heroes don’t need to enter the tomb in the traditional tournament method in campaign play. They could stumble upon the ruined city and discover the temple in due course, and, presumably, find the Temple Ruin (room 54) and play the module in “reverse.”
Most of the city is toppled and almost completely covered in undergrowth. Intruders into the ruins will discover that the ancient streets now make overgown "valleys" between the debris of the crumbled buildings. The largest of these valleys all lead to the central clearing of the pyramid. [C1- 2]

Welcome to the Jungle....
The Hidden Shrine is part of the ancient ruined city of Tamoachan, once the northernmost capitol of the, Olman empire, which covered much of the southern continent centuries before current history began. Tamoachan is located in the savage lands south of the Olman islands, southeast of the Holds of the Sea Princes. The climate is sub-tropical and very damp: it rains nearly every afternoon.
[C1- 2]

I1 Dwellers of the Forbidden City would be an excellent template for fleshing out the ruined city if you were inclined to doing that. Tomb of Annihilation [5e] might be equally useful. Come to think on it, so would X1 Isle of Dread and WG6 Isle of the Ape.
Other resources include:
The Bullywug Gambit, Dungeon #140
The Sea Wyvern’s Wake, Dungeon #141
Here There Be Monsters, Dungeon #142
Tides of Dread, Dungeon #143
City of Broken Idols, Dungeon #145

Am I a fan of this module? Not particularly. I like aspects of it: the ruined city, the tomb beneath the temple, the Olman Mesoamerican alien-ness of it. I do like a lot of the rooms. But I think it ought to be more Tomb of Horrors-esque. It is somewhat teeming with undead, as it should be. The edition of Tloques-popalocas is brilliant, in my opinion. So too the mummified sacred offspring of Chitza-Atlan, the guardian of the gateway to the underworld.
I am not a fan of the Roost of the Conch. I’m not a fan of any encounter that invalidates the sacred guardian’s vigil.
This mummy has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins confined within. [C1 – 22]
How did they get in there?
Granted, you could repopulate it. I would, but I would likely remap it, too; but that’s me. I prefer campaign play to tournament play. 



And, don't you see, the terror of the position was not in being knocked on the head - though I had a very lively sense of that danger, too - but in this, that I had to deal with a being to whom I could not appeal in the name of anything high or low.”
― Joseph Conrad, Heart of Darkness


“What we’ve got here is failure to communicate.”
– Captain, ‘Cool Hand Luke’




One must always give credit where credit is due. This post is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E. Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The list is interminable.


The Art:
C1 The Hidden Shrine of Tamoachan cover, by Erol Otus, 1981
C1 The Hidden Shrine of Tamoachan monochrome cover, by Erol Otus, 1980
C1 The Hidden Shrine of Tamoachan back cover, by Gregory K Fleming, 1981
C1 The Hidden Shrine of Tamoachan monochrome back cover, by Erol Otus, 1980
Map detailby Mike Schley, from Dungeon magazine # 209, 2012
Dungeon #209 map detail, by Mike Schley, 2012
Giant Spider, by Erol Otus, from C1 The Hidden Shrine of Tamoachan1980
The Sacred Offspring of Chitza-Atlan, by Scott Altmann, from Dungeon magazine # 209, 2012
Map detailby Mike Schley, from Dungeon magazine # 209, 2012

Sources:
1015 World of Greyhawk Boxed Set, 1983
9038 C1 The Hidden Shrine of Tamoachan, 1980,1981
Dungeon Magazine 209, 2012
Greyhawkania, Jason Zavoda
The map of Anna B. Meyer

1 comment:

  1. Have you (or anyone else reading this) had a chance to look at "Return To Tomoanchan" (link below). Does it add anything, in terms of background, to the original adventure?


    https://epicqueststore.com/product/return-to-tamaonchan/

    ReplyDelete