Iggwilv's Legacy

Shroomy

Adventurer
I downloaded the entire module from the WoTC about a month ago, but I've been so busy I haven't had a chance to read the entire thing until the last few days. I've read Chapters 1-3 and I have to say I really like it, even though they clearly shoe-horned it into the Tactical Encounter Format when it was clearly not written that way. However, I was wondering if anyone has played through it and if so, what are your play experiences like? Also, if anyone has played the 1e version and the 3.5e version, how do they compare?
 

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Shroomy said:
I've read Chapters 1-3 and I have to say I really like it, even though they clearly shoe-horned it into the Tactical Encounter Format when it was clearly not written that way.
It may not have been intended that way when it was pitched (to Paizo), but when pitched to WotC I'm certain that they knew that the TEF was mandatory. They would have written it for that format (I know that Nic Logue has made comments about the advantages and disadvantages of using the format for the adventures he's written in that format).
 

I played about halfway through it (the module just released) in a tabletop game, but we're not going to be completing it, because the DM's taking a break. I'm also playing it in a PbP game, and I've skimmed through the module once.

Personally, I'm highly unimpressed with it, because it's got all the qualities that don't really interest me. I'm not a fan of big dungeon crawls. And the module mostly consists of a bunch of creatures sitting around on piles of treasure in areas where they can't go anywhere without running into each other, waiting for PCs to show up and smack them around.
 

shilsen said:
I played about halfway through it (the module just released) in a tabletop game, but we're not going to be completing it, because the DM's taking a break. I'm also playing it in a PbP game, and I've skimmed through the module once.

Personally, I'm highly unimpressed with it, because it's got all the qualities that don't really interest me. I'm not a fan of big dungeon crawls. And the module mostly consists of a bunch of creatures sitting around on piles of treasure in areas where they can't go anywhere without running into each other, waiting for PCs to show up and smack them around.
THIS

the real truth: the original module made no sense, and the revamp didn't fix anything. Essentially, you've got a shed load of monsters who are each confining themselves into dingy little dungeon sections for no good reason. I mean, some of those creatures have no food source, reason to stay where they are, or anything!

On the other hand, I rather liked the end sequence with
Tsojcanth
.

(note: I'm basing this solely on reading the module; I doubt I'll ever run it).
 
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The original module wasn't designed for "straight through" play, just like most other large dungeons.

You would go in, mess around for a while, then leave to recover.

In Tomb of Horrors, if you just kept pressing on, your party would end up stomped flat. If you played intelligently, there was a very good chance you'd make it all the way to the end of the module.

Same with the G1-4, D1-2, Q1 series.

As a result, the original Lost Caverns didn't make "sense". On the other hand, I can see what's in the original Lost Caverns as being the remaining bits of a much larger and more complex operation back when it was an active community. In the state that the adventurers find it, it's been more or less abandoned for a long time.
 

Level?

I don’t have my copy with me…what level is the adventure for? I want to pregen 4 PCs for my group so we can run it as a “one off”. Most of us played Lost Caverns back in the day, so they should get a buzz out of it.
 


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