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The Lost Caverns of Tsojcanth - your experiences?


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The end fight is the one that sticks out. Although this was in the days of second edition that I got the module, I think I was running a first edition game, or at least using some first edition ideas- frex, rangers doing their level in bonus damage versus giant class monsters.

The ranger of the group was the first into her room. I showed him the picture, and he rushed down to her. "She awakes, as if from an enchanted sleep, and looks deep into your eyes," I said. "Roll a save versus magic."

*clatter* "Nope." (big grin on his face, as he was all alone with the hot chick."

"She sees your party enter the room. 'Protect me from my enemies,' she says."

The ranger didn't need a reason to hit the half-ogre on the best of days, and under the influence of her charm, it seemed like a great idea. One swing of a bastard sword later, with giant class bonus added in, and the half-ogre was down.

A well played Dispel Magic brought the ranger back to the party's side. So the vamp ran up the side of the room and fought the rest of the battle from the ceiling. Great conclusion to the module.
 


Absolutely Loved this one

This adventure was great. I have played through it twice (I think) and both times the groups have had loads of fun. I must say that a number of the characters had trouble with this one and there were a few deaths. However, they had enough resources that raise dead was not TOO much of a problem and in the end they all made it through. The end fight with Iggwilv's daughter was great. i think that that combat lasted about 2 hours or so real time.

The other great thing about this adventure was how the group handled it. they decided to go to the cave and left town...they did not return for over a year game time. Lots of thinking, resting, barricade, move on to the next room in a day or two actions. my players lovingly refer to this particular module as the "Caves of Death" .... almost up there with the ol' tomb in regards to player fear.
 

Man, I can't believe i didn't comment on this one first time around!

I enjoyed this module, using it the first time in 1999 in a 2nd edition game. The party (searching for "The Wytch-King's Greatest Treasure", which happened to be his accursed daughter in stasis) dug into it, braving the monsters, the traps, the slimes, the dimensional puzzles, etc. And got REALLY ticked off at the teleporting. After the third or fourth time, one of the PC's got smart, and finally figured out what the teleporting was about. After that, they methodically worked it until they gained entry, and found the daughter, who after waking reverted to her cursed state - a chasme (I changed it up a bit). It was also the first time someone used a Rod of Lordly Might as a weapon WITHOUT using it as a Sword, Axe, Spear, or Mace. :) The beleaguered character, worried the entire party would succumb to the droning and be killed, shoved the monster under the rod, and activated the Climbing Pole/Door Basher -- and STUCK HER to the ceiling. He grappled the monster, and rode the extending pole to the top to be sure he trapped her against the ceiling. I gave him a chance, and he succeeded in the checks, so he stuck her to the ceiling, and crushed the life out of her. (After all, the 'Rod breaks doors like a Giant!) Fun, Fun adventure.
 

I played it about 15 years ago, during my last summer before going to college. I remember 2 things about it:

- it was the first adventure for my CN elven magic-user/assassin Whisperwind. I had created an elaborate backstory explaining why he was an 'ethical' assassin, and I even designed his wizard mark. I had a lot of fun with that character
- When we got to the spherical chamber with Drelnza, I had a flash of inspiration. We opened the door just wide enough for me to put my hand through. I then cast lightning bolt and quickly closed the door (remember that in 1e, the bolt would extend to its full length and rebound on stone). The DM ruled that she got hit a few times. After that, she was easy pickings for the ranger and cavalier :cool:
 

Anyone know if someone has done a 3.5 conversion for this module?
Can anyone guess what level would it be form the characters to go through in 3.5?
Hannibal
 


coriolis said:
I played it about 15 years ago, during my last summer before going to college. I remember 2 things about it:

- When we got to the spherical chamber with Drelnza, I had a flash of inspiration. We opened the door just wide enough for me to put my hand through. I then cast lightning bolt and quickly closed the door (remember that in 1e, the bolt would extend to its full length and rebound on stone). The DM ruled that she got hit a few times. After that, she was easy pickings for the ranger and cavalier :cool:

Coriolis, I thought Vampires where immune to electricity in 1st edition?
Besides didn't she start off in her stone coffin? Did your party walk in, wake her up and walk out again before lightning bolt her a$$?
HK
 

It was a bit scary playing it about 18 years ago, and even more fun DMing it 8 years ago. It was the pivotal adventure of my campaign -- I introduced a new players we've played with ever since, who was found as a statue turned to stone 100+ years ago. It introduced Daoud's Wondrous Lanthorn, the struggle over which started a war between Bissel and Ket that spread into a bigger conflict (who needs the Greyhawk Wars?). It introduced Iggwilv, Iuz, and Drelna to the party.

The coolest thing was, I let the party use a scroll of resurrection on Drelna, so she stopped being undead . . . I had lots of fun with the backstory on her, and have her as a background character who like Robilar, you never quite know if they are good or bad. Fun stuff.
 

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