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The Lost Caverns of Tsojcanth - your experiences?
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<blockquote data-quote="Style" data-source="post: 1649584" data-attributes="member: 21072"><p>I love this one to bits - run it more times than anything else except for maybe Castle Amber and Desert of Desolation. Somtimes I use it with the wilderness area intact, sometimes it's just the caves. Always nails at least one hapless PC every time around. Wonderful stuff.</p><p></p><p>Nobody ever met the gnomes (so I never got around to the Tharizdun module, boo hoo) but the blue dragon was a recurring problem. One early group made frequent use of a wand of wonder with 100 different effects and somewhere along the line the blue dragon became a pink dragon that shot pink lightning bolts. No more dangerous than the blue version but far more embarassing when it fries your 12th level paladin while he stands there laughing at the DM.</p><p></p><p>The stone faces are a hoot - anybody else reckon that they ripped these off for the movie <em>Labyrinth</em>? The big pool always sends players into a paranoid frenzy as they try to figure out how to get across. Favourite beasties have to be the behir and the dracolisk (I think it was a dracolisk anyway) as well as the chasme. I recall one party hiding in abject terror from the chasme, convinced it was one of the worst demons in the book. The gas spore is great as well - made poor Lars very, very sick.</p><p></p><p>One group bitched at me in a truly indignant fashion when the teleporting started as they tried to enter the central chamber. Cries of "change the damn adventure" and "stop being so pedantic - we don't care what it says, we're sick of teleporting!" and "can somebody please remove this infection - I only have a couple of rounds left to live!" followed. For some reason they were a lot less grateful than I had been expecting when they finally made it through and met old twinkleslippers.</p><p></p><p>Great combat, that one - love the environment and the use she makes of her powers and items. And the energons (or whatever they're called nowadays) make for a great sting in the tail. And every group, bar none, double-checks the treasure with me at least twice. ("And it's all really there? And it's not an illusion? And it's not cursed? And we can really keep it this time and you aren't going to disenchant it all again?" I only included the Lanthorn once, mind you. Won't be making that mistake again in a hurry. Instead McGuffin Artifact #whatever usually gets lumped there in order to give the PCs a reason for going to the horrible place in the first instance.</p><p></p><p>(Loving these threads, btw...)</p></blockquote><p></p>
[QUOTE="Style, post: 1649584, member: 21072"] I love this one to bits - run it more times than anything else except for maybe Castle Amber and Desert of Desolation. Somtimes I use it with the wilderness area intact, sometimes it's just the caves. Always nails at least one hapless PC every time around. Wonderful stuff. Nobody ever met the gnomes (so I never got around to the Tharizdun module, boo hoo) but the blue dragon was a recurring problem. One early group made frequent use of a wand of wonder with 100 different effects and somewhere along the line the blue dragon became a pink dragon that shot pink lightning bolts. No more dangerous than the blue version but far more embarassing when it fries your 12th level paladin while he stands there laughing at the DM. The stone faces are a hoot - anybody else reckon that they ripped these off for the movie [I]Labyrinth[/I]? The big pool always sends players into a paranoid frenzy as they try to figure out how to get across. Favourite beasties have to be the behir and the dracolisk (I think it was a dracolisk anyway) as well as the chasme. I recall one party hiding in abject terror from the chasme, convinced it was one of the worst demons in the book. The gas spore is great as well - made poor Lars very, very sick. One group bitched at me in a truly indignant fashion when the teleporting started as they tried to enter the central chamber. Cries of "change the damn adventure" and "stop being so pedantic - we don't care what it says, we're sick of teleporting!" and "can somebody please remove this infection - I only have a couple of rounds left to live!" followed. For some reason they were a lot less grateful than I had been expecting when they finally made it through and met old twinkleslippers. Great combat, that one - love the environment and the use she makes of her powers and items. And the energons (or whatever they're called nowadays) make for a great sting in the tail. And every group, bar none, double-checks the treasure with me at least twice. ("And it's all really there? And it's not an illusion? And it's not cursed? And we can really keep it this time and you aren't going to disenchant it all again?" I only included the Lanthorn once, mind you. Won't be making that mistake again in a hurry. Instead McGuffin Artifact #whatever usually gets lumped there in order to give the PCs a reason for going to the horrible place in the first instance. (Loving these threads, btw...) [/QUOTE]
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