Showing posts with label S4 The Lost Caverns of Tsojcanth. Show all posts
Showing posts with label S4 The Lost Caverns of Tsojcanth. Show all posts

Saturday, November 13, 2021

S4: The Lost Caverns of Tsojcanth

S1 "Tomb of Horrors" and S3 "Expedition to the Barrier Peaks" were tournament scenarios (from Origins I and Origins II, respectively), precursors to the C (or "Competition") series, while S2 "White Plume Mountain" was a puzzle dungeon, submitted by Lawrence Schick.


Cover to module S4 "The Lost Caverns of Tsojcanth" (1982) by Gary Gygax.  Illustration by Erol Otus.


S4 "The Lost Caverns of Tsojcanth" is similar to S1 and S3, having likewise originated as a tournament scenario (for Wintercon V in 1976), but was extensively reworked by Gary Gygax (who restocked the caverns and added a wilderness section).

The result is a heavily revised adventure, explicitly set within the recently published "World of Greyhawk" setting:

If the "World of Greyhawk" fantasy world setting is part of your campaign, the party is sponsored by the Margrave of the March of Bissel.  Perrenland, Ket, Veluna, and Iuz are enemies or rivals of Bissel.

Gary Gygax, from S4 "The Lost Caverns of Tsojcanth"


Gygax ran his Village of Hommlet group through "The Lost Caverns of Tsojcanth" (playtesters listed in the credits include Jeff Dolphin, Luke Gygax, David Kuntz, Richard Kuntz, Sonny Savage, and James M. Ward).

S4 (and its companion WG4 "The Forgotten Temple of Tharizdun") therefore serves as a fitting adjunct to T1-4 "The Temple of Elemental Evil" as part of a broader campaign set within the World of Greyhawk (perhaps concluding with the GDQ series).


The Wilderness:

Gygax states "Each hex is approximately 3.5 miles across. It shows the border areas of Ket and Perrenland, between the Velverdyva River and the town of Krestible, as shown on the map of the WORLD OF GREYHAWK Fantasy World Setting."


Approximate location of the wilderness map from S4 "The Lost Caverns of Tsojcanth" (1 hex = 3.5 miles, left) on the World of Greyhawk map (1 hex = 30 miles, right) based on terrain.


Unfortunately (and as discussed elsewhere) there is poor correspondence between the wilderness map* and World of Greyhawk map.  (See "The Southern Yatils" by Denis Tetreault for ways to address this).

*a standard scale of 8 miles/hex works much better


The Caverns:

The lesser and greater caverns represent a challenge for experienced players.  The high density of deadly creatures is problematic for some, but I like to consider this a reflection of the caverns as a nexus between worlds, so that its inhabitants constantly change.

*grodog's "The Lost Caverns of Tsojcanth" page is an excellent resource for anyone running the adventure


Booklet 2:

In addition to the 32-page scenario booklet, module S4 "The Lost Caverns of Tsojcanth" came with a 32-page supplementary booklet detailing new monsters and magical items:

New Monsters

Bat (Normal, Mobat), Behir, Bodak, Cave Cricket (Giant), Cave Moray, Cooshee,* Crystal Ooze, Dao,* Demi-Lich, Demon (Alu-Demon, Baphomet, Bar-Igura, Chasme, Dretch, Fraz-Urb-Iuu, Graz'zt, Kostchtchle, Rutterkin), Derro, Dracolisk, Elf (Valley),* Formorian, Gorgimera, Marid,* Marlgoyle, Olive Slime, Pech, Pudding (Deadly), Troll (Marine), Slime Creature, Wolfwere, Xag-Ya, Xeg-Yi

*the Dao and Marid were featured in Dragon #66 (Oct 1982), and the Valley Elf and Cooshee in Dragon #67 (Nov 1982), shortly after module S4 was released, perhaps as a form of cross-promotion

Magical Items

Potions (Rainbow Hues, Vitality)
Miscellaneous Magic (Dagger +2/Longtooth, Horn of Fog, Lens of Detection, Prison of Zagig, Slippers of Spider Climbing)

Artifacts

Daoud's Wondrous Lanthorn



The Demonomicon of Iggwilv, illustration by Jeff Easley (with hidden messages in the script)


Demonomicon of Iggwilv:

Clerical Spells

4th Level (Abjure)
7th Level (Exaction, Henley's Digit of Disruption)

Magic-User Spells

5th Level (Dismissal, Dolor)
6th Level (Ensnarement)
7th Level (Banishment, Torment)
8th Level (Binding

Prison of Zagig


Magical Diagrams*

*appeared in earlier form as "Protection circles and the like, plus news of the north central Flanaess" in Dragon #56 (Dec 1981) in which module S4 is mentioned to be in development


Reputed Properties of Gems


Sequels and Derivative Works:

S4 "The Lost Caverns of Tsojcanth" was included in the supermodule S1-4 "Realms of Horror", with some modifications.

The loosely connected module S5 "The Dancing Hut of Baba Yaga" for 2e, by Lisa Smedman, contains additional information on Iggwilv.

The adventure was updated to 3.5e in "Iggwilv's Legacy: The Lost Caverns of Tsojcanth" (Dungeon #151, Oct 2007) by Edward Albert, Ari Marmell, and C.A. Suleiman.*

*downloadable here

See also Jason B. Thompson's walkthrough map.

Sunday, August 9, 2020

Drelnza the Vampiress Lord

The original version of "The Lost Caverns of Tsojconth" only refers to a "Vampiress Lord" (so named because she combines the attributes of a vampire with those of a high-level fighter).  Module S4 names her as "Drelnza" (often misspelled as "Drelzna").


Drelnza, at the doors to the Nexus, holding Daoud's Wondrous Lanthorn aloft, as portrayed by Jeff Easley.  Source: The Vampire Daughter Print, from Art of the Genre.

Here is the relevant section on vampires from OD&D vol. 2:
These monsters are properly of the “Undead” class rather than Lycanthropes. If they are exposed to direct rays of sunlight, immersed in running water, or impaled through the heart with a wooden stake they are killed; otherwise they can be hit only as Spectres, but such hits do not kill them but only force them to assume gaseous form if they lose all hit points. Vampires drain two life energy levels as do Spectres when they hit an opponent in combat. They regenerate during combat as do Trolls, but they do so immediately upon being hit at the rate of three hit points per turn. Vampires can command help by calling to them from 10 to 100 rats or bats or from 3 to 18 wolves. They can polymorph themselves into either a huge bat or into a gaseous form, doing either at will. They Charm men-types merely by looking into their eyes (treat as a Charm Person spell with a minus 2 for the object’s saving throw against magic). Vampires cannot abide the smell of garlic, the face of a mirror, or the sight of a cross. They will fall back from these if strongly presented. They must always return to a coffin whose bottom is covered with soil from their native land during the daylight hours. Men-types killed by Vampires become Vampires under the control of the one who made them.

The Greyhawk supplement provides additional details:
All Vampires are affected by the cross, despite any former religious background, as it is sovereign against them. It must be noted, however, that the Vampire will not flee from such a symbol but merely try to position itself so that the cross (or whatever) no longer interposes its powers between the Vampire and its intended prey. There are other similar symbols of power versus vampiric creatures, and they can be introduced if the referee so desires. Vampires from the region of the Middle East are invisible, but they are not able to Charm.

The AD&D 1e Monster Manual further specifies "These creatures must rest in a coffin or similar receptacle* during hours of sunlight unless far beneath the surface of the ground" and that "Vampires have 18/76 strength."

*the original version of "The Lost Caverns of Tsojconth" makes no mention of a coffin.  I've therefore contemplated the idea of regarding the Core of the Nexus as Drelnza's "coffin" (the walls are described as panels of polished wood), which has scary implications

"Vampires in the Dungeon" by Clayton J. Miner, from The Dragon #17 (August, 1978) gives some helpful tips on running OD&D vampires.

Vampires from the Middle East, mentioned above, are identified as "Ekimmu" from Assyria in "Varieties of Vampires" by R.P. Smith, from The Dragon #25 (May, 1979), another casual reference to the OD&D Game World as a version of our own world.

Finally, the article "Good Evening" by Lenard Lakofka, from The Dragon #30 (October, 1979) provides some useful additional information, such as rules for meeting a vampire's gaze, as well as stats for the various creatures summoned:
BATS: 90% of the time they should be the mundane sort that “hang around” in caves, bell towers, etc. They have 1–4 hit points, are Armor Class 7 (due to size and speed), move 12” (but usually flurry about figures when a Vampire summons them), do “inadvertent” damage of 1 point 50% of the time — if and only if at least 5 are swarming around a single figure and the Armor Class of the victim indicates a hit. Swarms reduce the ability “to hit” by 3 points. 10% of the time, however, 1 Vampire Bat per 10 bats (round down) may appear. It is 1 hit die A.C. 8, moves slower, 9”, and does 1 point of damage per hit. In addition, if it does it drains 1–4 points of blood just as a Stirge does but then flies away after 8 points are drained.
RATS: 90% of the time they should be the mundane sort that scurries about in dungeons, though they will always be especially large rats. 1–4 hit points, A.C. 8, bite causes 1 point of damage (no change of disease). But 10% of the time (and only in especially deep dungeons) Giant Sumatran Rats will appear, as per the Monster Manual. The quantity of these Giant Rats is 7–70 and not 10–100.
WOLVES: Their type should be a function of the climate. If in polar regions, Winter Wolves should appear, but only 2–7 would come. In other areas the chance of the normal wolf is 70% for the full 3–18 in number (see the Monster Manual); however, 30% of the time 2-14 (1d6 + 1d8) Dire Wolves will appear.

Drelnza (along with Flemin) was released as a limited edition miniature by Reaper (I purchased one, when I popped into The Compleat Strategist on a visit to New York, a few years ago).

Saturday, August 8, 2020

WinterCon V: The Lost Caverns of Tsojconth

"The Lost Caverns of Tsojconth" was the tournament dungeon for the Metro Detroit Gamers' WinterCon V Gamefest, held December 3-5, 1976 at Oakland University, Rochester MI.  Revised for AD&D, the adventure was published as S4: The Lost Caverns of Tsojcanth (1982).


The Lost Caverns of Tsojconth (December, 1976) by Gary Gygax.

Additional credit for the WinterCon V version goes to Will Niebling, Scharlotte Niebling, Bob Karalunas, Howard Dawson, Joe Tomassi, Paul Wood, Kathy Wood, Laurie Van De Graaf, John Van De Graaf, and Mike Bartnikowski.

On the front page of the AD&D module, Gygax states:
The Lost Caverns of Tsojcanth was originally designed for the official "Advanced Dungeons & Dragons" Game Tournament at WinterCon V and contains the original tournament characters.*
*some details for the pregens were tweaked for the AD&D version

The inspiration for the Greater Caverns was derived from the map for Rob Kuntz's El Raja Key level 10, which had been repurposed for the Expanded Version of Greyhawk Castle core level 7.


Maps for ERK level 10/GC core level 7 (left), the Greater Caverns of the Lost Caverns of Tsojconth/WinterCon V (center), and the Greater Caverns of the Lost Caverns of Tsojcanth/module S4 (right).

Copies of "The Lost Caverns of Tsojconth" from WinterCon V can be pricey to obtain.  There's a copy presently for sale at Noble Knight Games for $7995.

For an in-depth comparison of the WinterCon V tournament dungeon to module S4, including publication history and reviews, check out grodog's S4: The Lost Caverns of Tsojcanth page.

I had a great time participating in a session of "The Lost Caverns of Tsojcanth" at Gary Con X in 2018, and even played Flemin, who I run as an NPC in my home campaign.


The Lost Caverns of Tsojconth:

The tournament background is printed on the front cover:
Several decades ago when the Archmage Iggwilv brought the Marches of Perrunland under his domination, considerable store of treasure was taken from that place and sequestered by him somewhere in the no man's-land between the Duchy of Geoff and the forsaken Sea of Dust.  Among his loot were several rare and prized tomes and the fabled lamp known as Daoud's Wonderous Lanthorn.

When Iggwilv was slain by the Demon Graz'zt, and his minions scattered by an uprising of oppressed subjects, rumors began to spread regarding where the Archmage's treasure trove was located.  Considering the cartloads of precious metals and gems taken away during the overthrow, it is not surprising that most of these whispered suggestions were ignored as spurious.  However, the books and Lanthorn were never found, and the rumors did reach some interested parties, for several expeditions have sought to locate these items, but the parties were either unsuccessful in their attempts to find the location of the Caverns of Tsojconth (where the most reliable rumors claim the treasure rests) or else failed to return.

The possible location of the Lost Caverns "somewhere in the no man's-land between the Duchy of Geoff and the forsaken Sea of Dust" is similar to "the Barrier Peaks which separates the Duchy from the Sea of Dust" in the background for "Expedition to the Barrier Peaks"


Map of the Great Kingdom from Domesday Book #9 (1971) indicating "the no man's-land between the Duchy of Geoff and the forsaken Sea of Dust."

Gygax explained who Tsojcanth* was, in this interview:
I imagined him as one of the exceptionally potent magic-wielders who arise amongst humans every so often. I considered him the channel used by the Good deities for the further abridgement of the actual Tharizdun, as it were. Tsojcanth and a circle of other mages of good alignment, and certainly others of like persuasion and other capacities, assailed and defeated the followers of the avatar Tharizdun, and then by sympathetic means, and empowered by deital power, Tsojcanth (and his associated mages lending their power to him so as he could survive channeling of deital energies) forced the avatar Tharizdun to rejoin its parent entity.

I did not identify Tsojcanth as to race, but I think he was more likely Flan or Oeridian than a Suloise. He was certainly human and of Good alignment.
*the original spelling of "Tsojconth" was apparently a typo, and "Tsojcanth" was invented merely "to sound exotic".


The set up for the tournament is clever:
You are a member of a group of six adventurers, met by chance some weeks past.  Each was seeking the Caverns, each possessed a fragment of information regarding them.  Together you have compiled what seems an accurate set of directions to the entrance of these caverns, and you are certain that the Archmage has filled them with fierce creatures to prevent trespassers from gaining their goal.  A fragment of parchment you have states: "The right way is narrow...(words obliterated)...eam lies the straight pas...(more smudged writing)...pe the span swiftly of plunge to doom where the wat..."
and, here's the twist:
The Caverns of Tsojconth are a nexus in probability, where several alternate worlds touch.  Each of you is aware that numerous parties such as yours, each containing six alternate persons like each of you, will be entering that part of the Caverns which manifests itself in their respective worlds.  As each group adventures through the upper caverns one of their number will gain a certain aura, and he or she alone will be able to enter the lower level, while the rest will have to turn back.  The chosen from each party will meet - possibly with one or more of their alter egos - when the descent to the lower caverns is made.
This feature of the Caverns can be used to facilitate travel between alternate game worlds, such as the World of Greyhawk, the Forgotten Realms, or even Mystara.


Suggested levels:

The six tournament characters possess levels ranging from 6-10 (accounting for multiclassed characters), with an average level of 7.8, including a half-elven fighter/magic-user/thief (as per the Greyhawk supplement).  These make for great NPCs in your own campaign:
Cathartic (human), 7th level cleric, "worships St. Cuthbert of the Cudgel"
Ethelrede (human), 8th level fighter
Flemin (dwarf), 6th level fighter
Dunil (hobbit), 9th level thief
Weslocke (elf), 4th level fighter/9th level magic-user
Hockerbrecht (half-elf) 4th level fighter/4th level magic-user/5th level thief
Names were contributed by Howard Dawson, according to Paul Stormberg, in this thread.  Equipment is listed with location-based encumbrance, as discussed in a recent post over at Zenopus Archives.

The AD&D version is billed as "An adventure for character levels 6-10" and contains AD&D versions of the six original pregens, plus two more (Arocken, a 6th level ranger, and Benedict, a 6th level cleric), with an average level of 7.4


New Monsters:


The neo-otyugh (left) and troglodytes (right), two new monsters from "The Lost Caverns of Tsojconth".  Illustrations were likely by David Sutherland, although erroneously attributed to Gygax in this disapproving review by Ken St Andre in Supernova #28 (July, 1977).

"The Lost Caverns of Tsojcanth" introduced several new monsters, including the giant snapping turtle, neo-otyugh, troglodytes (which made it into Holmes), and the water weird (attributed to Ernie Gygax, in the preface to the 1e Monster Manual).

There's also a reference to "Chinese" hill giants.  Given the properties of the nexus (which might account for the presence of so many creatures), these might have originated from the Chinese region of the OD&D Game World, and speak a Chinese language.

Module S4 continued in the same tradition, introducing several previously unknown creatures, which were later included in the AD&D 1e Monster Manual II.


Using "The Lost Caverns of Tsojconth" in your OD&D campaign:

The Lesser Caverns represent a straight-up, classic dungeon crawl, although access to the core of the nexus in the Greater Caverns provides a unique and rewarding challenge.

Motivation for the PCs could include exploration or utilization of the magical properties of the nexus, possibly as a means of entering an alternate world.

I enjoyed running the original version of "The Lost Caverns of Tsojconth" for my group - you can read about our experience, complete with tactical illustrations, in our campaign journal.

A few years ago, I mocked up a version of "The Lost Caverns of Tsojconth" in the style of B1, borrowing flavor text from the later version.  You can download it, here.

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