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THE LOST CAVERNS OF TSOJCONTHby Gary Gygaxpas (more smudged writing) pe the span swiftly orplunge to doom where the wat ”BACKGROUNDINTRODUCTION: This two-level dungeon was originallydesigned by Gary Gygax for the Metro Detroit GamersWinterCon V Gamefest DUNGEONS & DRAGONStournament in 1976.Intended for a party of 6intermediate-level characters, the scenario is easilyadapted for lower level parties by using monsters andtreasures from the D & D Basic Set game booklet editedby J. Eric Holmes.The adventure was revised and expanded for publicationas an ADVANCED D & D module in 1982, from whichvarious descriptions have been borrowed for addedcolor.NOTES FOR THE DUNGEON MASTERThe area for exploration is designed to challenge a partyof 6-8 adventurers of 3rd to 7th levels of experience. It isquite possible to run this adventure using BasicDUNGEONS & DRAGONS for a party entirely composed of3rd level characters. In this case, all that is necessary is acopy of the D & D Basic Set game booklet edited by J.Eric Holmes.Alternately, this adventure is suitable for intermediatelevel play using the Holmes retroclone “BLUEHOLMETMCompleat” or any of the various “Holmes expansions”.Finally, the Expert Rulebook edited by David Cook andSteve Marsh also includes a section for its use with the 1 stedition of the D & D Basic Set.Several decades ago, when the Archmage Iggwilv wasslain by the Demon Graz’zt, and his minions scattered byan uprising of oppressed subjects, rumors began tospread regarding where the Archmage’s treasure trovewas located. Among his loot were several rare andprized tomes and the fabled lamp known as Daoud’sWondrous Lanthorn.Considering the cartloads of precious metals and gemstaken away during the overthrow, it is not surprising thatmost of these whispered suggestions were ignored asspurious. However, the books and the Lanthorn werenever found, and the rumors did reach some interestedparties, for several expeditions have sought to locatethese items, but the parties were either unsuccessful intheir attempts to find the location of the Caverns ofTsojconth (where the most reliable rumors claim thetreasure rests) or else failed to return.Note: In the mythical WORLD OF GREYHAWK the cavernscan be considered to be somewhere in the no-man’sland between the Duchy of Geoff and the forsaken Seaof Dust.LEGENDSTo determine legends/rumors known, each playercharacter will cast a 4-sided die in secret conferencewith the Dungeon Master:1 One legend known2 Two legends known3 Three legends known4 No legends knownAs with Dungeon Module B1: IN SEARCH OF THEUNKNOWN, the Dungeon Master must key the two mapsby placing various monsters and treasures within thedungeon complex. Two lists are provided in the sectionentitled KEYING THE DUNGEON.Sections detailing new monsters and magical items fromthe original version of this module have been included atthe end of this adventure. By choosing the number andtypes of monsters encountered, the Dungeon Mastermay easily tailor the adventure to the size of the partyand experience levels of the player characters.The location of THE LOST CAVERNS OF TSOJCONTH maybe discovered in any number of ways. For example, theparty might come into the possession of a certain diarykept by Zelligar the Unknown, detailing one of hisadventures from the distant past (see Dungeon ModuleB1, pg 10).This dungeon can also be used in place of the Cave ofthe Unknown from Dungeon Module B2: THE KEEP ON THEBORDERLANDS. In this case, the boulder filled passage inthe Shrine of Evil Chaos leads southwest all the way to theGreat Gallery Cavern in the GREATER CAVERNS.In researching the lost caverns, the party may discover afragment of parchment which states: “The right way isnarrow (words obliterated) eam lies the straightLEGEND TABLE (d20)“F” denotes a false legend or rumor, but the player willnot know it is false.1)The lost caverns were once the abode of anexceptionally potent, lawful good magic-user.2)FMe k, flying madlyabout. Occasionally, one of the bats will try to land on acharacter (50% chance each round) to deliver apinching bite which is unpleasant but harmless.Treasure & Location:There is a wooden boat, 14' long and about 5' wide in itsmiddle, resting on this shelf of stone. The craft has threeoars inside it. It is unusual because it tapers to a point ateither end. The swiftly flowing river beyond is dark andlooks quite deep. It is about 20' wide. The current flowsnorthwards.This craft is strongly magical. It can be rowed normally at60’ per turn, with the third oar used to scull and steer, ifdesired.Movement upstream is at 30’ per round,downstream speed is 30’ drifting or 90’ rowing. There is asmall mast and a rune-embroidered sail under the planksof the deck - there are three long planks to make thebottom inside flat, for the hull is sharply tapered. If themast is stepped and the sail raised, the boat will movenormally until a command is given: “GO” and the boatwill move at 180’ per round, up or down current; ”STOP”and the boat will stand motionless in even the swiftest ofcurrents. Steering is easily done with the sculling oar, andthere are oarlocks at either end of the craft. The wood is

from an usk tree, exceptionally well seasoned andcrafted so as to be as hard as bronze.14. UNDERGROUND LAKEThe river pours into this high-vaulted cavern, filling it to thewalls with a miniature, ebon-hued lake. The water is fairlystill. Over 50' above, great stalactites drip ringing drops ofwater onto the mirror like surface of the pool. There arefour streams of water entering or exiting the lake, and itappears that there are four dry passages as well.If the party is afloat and goes beyond the bridge, theriver's current will pull them over the falls to certain deathno matter how hard they row. However, the magic boatfrom area 13 will keep the party from going over the fallsif they have learned to control its movement. As theparty drifts within 70' of the bridge, the DM should slowlycount to 10. If the party does not know how to operatethe magic boat, they must lasso the bridge to halt theirmovement toward the falls. If the party fails to lasso thebridge by the count of 10, they will go over the falls.Characters knocked into the water will be unable to swimif wearing non-magical metal armor.Swimming inleather or padded armor is possible, but there is a 5%chance of drowning per hour. Characters in magicalmetal armor are considered to be encumbered. Allheavy possessions must be discarded or the chance ofdrowning increases 2% for every 5 pounds carried otherthan leather armor.Items that must be discardedinclude: armor, weapons (except for one dagger, whichcan be carried in the teeth), sacks or purses filled withcoins, backpacks, cloaks, and hard boots.The lake has nearly sheer sides, and it is 40'-90' deep inthe center. There are many large white crayfish and fishin the water, carried into the lake by the river.Monster:Treasure & Location:A. RIVER ENTRY POINTThe tunnel ceiling lowers here to only about 8' above thesurface of the water. (In the caverns area the ceilingover the river is at least 15' high, and in many places it isover 30'high.) The river is from 20' to 40' deep and filledwith fish of many sorts. The tunnel ceiling lowers to waterlevel in 90’. Further progress along the river is impossible.B. MAIN RIVER OUTLETThe current is strongest here, moving at 180’ per turn, foralmost all of the water which flows into area 14 flows outalong this passage.Other outlets have only weakcurrents which will cause drift about 20’ per turn. Adrifting boat will be drawn out as indicated by thecurrent lines on the map. Note that there are also suchcurrent lines for the other water exits.15. CUL-DE-SACA rotten stench of droppings fills the air here. There is alitter of twigs and odd bits of cloth at the back of theplace, along with a number of oddly shaped pieces ofrock. Some appear to be rather finely done sculptures ofsmall animals-rats, bats, a small subterranean lizard, etc.The rest are broken pieces of similar statues.Monster:Treasure & Location:16. RAINBOW CAVERNThis high-domed cavern displays a rainbow of colors onits walls and floor. Even the many stalactites above hanglike colored icicles. Various mineral deposits in the rockhave seeped into frozen curtains, cascades, and manyfantastic shapes. The floor has numbers of humps andstalagmites of varied hue and strange form.Monster:Treasure & Location:C. ORNATE BRIDGE OF STONEThis ornately carved bridge arches to about 15' in thecenter over the river. It has many projections although ismade of natural stone. At this point a distant rumblingand thundering can also be heard. It is the sound of avast underground waterfall some 450' distant.17. ROCK PILEThe well-rounded boulders here look as if some giant hadstacked them up for use in a time of need. They are allabout the right size for a fire giant to hurl.

The rocks can be tumbled and rolled aside withoutdifficulty. If this is done, the party will see stairs goingdown to the west. (Note: these stairs are the onlyentrance to the GREATER CAVERNS.) In moving theboulders, the party will notice that one has an odd bluegreen cast to it, and is definitely lighter than the rest. Theodd boulder can be smashed open with a hammer,mace, or similar instrument. It is hollow inside andcontains a tablet. The tablet is the Graven Glyphs, amagical warning to those bold enough to enter the lowerarea of caverns. It is found in a different part of thecaverns each time a party enters the caverns, but it canalways be found. The Graven Glyphs read:In the center lies the gateBut opening is sure to vexMany are the guards who waitAs you go to the middle hexRandomly sent to find a wayBack to a different iron doorA seventh time and you may stayAnd seek the prize no moreYou have won my choicest prizeMy warded cache of magicAnd freed the one with yearning eyesWhose lot was hunger tragicThe DM should read the verses slowly, with pausesbetween each quatrain, then tell the party that theglyphs have faded into nothingness.18. SCORCHED CAVERNThe walls of this cavern are scorched and blackened as iffrom a number of fires.The water surrounding the islet is particularly dark andabout 30’ deep. There seem to be some sort of particlessuspended in it making it look so inky. The party will beable to see only about 5’ into the murky water.Monster:Treasure & Location:21. CAVE OF CRYSTALSThis cave is striated with veins of crystalline minerals sothat light reflects and makes the place beautiful to see.Although none of these formations appears valuable,some of them are very large and wonderful to behold.The area appears to be blind to the west, but there arethree passageways in the eastern portion where youentered.Monster:Treasure & Location:22. POOL CAVERNThis cavern is filled with water. The water trickles out ofthe place through a very low cut in the west wall, andcan be heard falling some distance as it does so. Theceiling has beautiful stalactites depending from it, and asin most other areas, the walls are streaked with multicolored rock formations, but these are obviously of littlevalue.Monster:Treasure & Location:Monster:Treasure & Location:19. ISLAND OF REBUKEThe narrow watercourse enters a cavern where many tinyrivulets carry away the water to places unknown. Theliquid has completely flooded the place save for anisland in the center.If the party sets foot on the isle, a spell will be invoked. Apeal of loud, ghastly laughter will echo in the cavern. Asthe gales of derisive mirth end, a great voice will yell out:"FOOLS! You are in a DEAD end. FLEE back to the southand take the way the water enters or stay here and die!"Monster:KEY TO THE GREATER CAVERNSCaves and caverns are real tests of playing ability whenthe DM referees them properly. Even mapping andmoving through them is a challenge. When confrontedwith the teleportation corridors in area 19, players maybecome disheartened if they have not had considerableexperience in similar situations. If the players are unableto deal with the situation, the DM may place certainclues, to be found with monsters that have other treasure.Each clue will be one of the following lines, written on apiece of parchment and found in a scroll tube of little orno value:NORTH, THEN NORTHEAST TO THE SOUTHWESTERN GATE,AND IF YOU ENTER YOU WILL NEXT HAVE TO GO SOUTHAND EAST (found in area 13)Treasure & Location:SOUTHWEST, THEN NORTHWEST BRINGS THE VENTURESOMETO THE SOUTHWEST GATE, AND IF YOU ENTER YOU WILLGO THE OPPOSITE WAY (found in area 17)20. BLACK WATERThe party descends the stairs from area 17 of the LESSERCAVERNS. They traverse a long flight of 900 steps, each

step about 3' broad and 1' high. At last they reach thebottom (X on the map). The GREATER CAVERNS are notso much larger than the ones above, although they arehigher (average roof height 40’). Their name seems tocome from the oppressive sense of depth and alienquality of these stone chambers. There are stalactitesand stalagmites in profusion.Rock formations arecolorful. The party of explorers can now go in any one offour directions.WANDERING MONSTERSCheck every third turn; 1 in 6. If a monster is indicated,roll again and compare to the list below to determinewhat type of monster appears. Then check for surprise.The abbreviations which follow are the same as used andexplained in the section entitled MONSTER LIST.1. Troglodytes (1-4) – HP: 12, 10, 8, 6; #AT: 3 special; D:1-4 each; AC 5/14; SA: Emit odor when enraged.2. Huge Spider (1-2) – HP: 12, 10; #AT: 1; D: 1-6; AC 6/13;SA: Surprise prey on a roll of 1-5. May leap up to 30feet to attack, bite necessitates save vs poison ( 1 ondie).3. Dopplegangers (1-2) – HP: 16, 13; #AT: 1; D: 1-12; AC5/14; SA: Immune to sleep or charm.4. Carrion Crawler (1) – HP: 11; #AT: 8; D: Nil; AC 9/10; SA:Tentacles do no damage but necessitate save vs.paralyzation.5. Shadows (1-4) – HP: 10, 9, 7, 7; #AT: 1; D: 1-4; AC 7/12;SA: Touch drains 1 point of strength (for 8 turns).6. Ochre Jelly (1) – HP: 20; #AT: 1; D: 2-12; AC 8/11; SA:Will destroy wood, leather or cloth. Only affected byfire or cold. Weapons or lightning create smallerochre jellies.1. SMALL CAVE WITH MANY TUNNELSThis low-domed chamber has its ceiling literally drippingwith stalactites. There are seven tunnels leading from thiscave. The still air of the place reeks with a mixture ofodors – rotting refuse, growing fungi, and some evenmore unpleasant stench. The thick fungi growth seems tobe deliberately cultivated, for a compost of manure andother substances is spread over the floor.Monster:Treasure & Location:3. GREAT GALLERY CAVERNThis place is well over 200'long and varies from about 20'to 40' in width, with a ceiling height of from 25' to over 50.'There are many shelves and ledges along the walls, whilethe roof is icicled with many stalactites with a scatteringof stalagmites beneath. As in most of these caverns,there are numbers of fungi growing here, with many smallcreatures feeding on them-as well as each other.Careful examination detects many bones scatteredabout helping to feed the foul growth of the fungi.Monster:Treasure & Location:4. GALLERY CAVERNA large gallery with many ledges and shelves stretchessome 110' east and west and 30' north and south. Thearched ceiling is about 30' high at either end with amiddle area dome of about double that height. Thereare numbers of colorful rock formations here, includingboth stalactites and stalagmites. The many forms offungus growing here compete with mineral deposits forthe eye's attention to the most phantasmogoric series ofshapes: here a spired deposit which could be an efreetcastle, there a pocked toadstool looking like somehunched monster. As is so common, there are manyinsects here, as well as rats and bats.Monster:Treasure & Location:5. UNEVEN-FLOORED CAVERNThis large cavern is terraced. The floor rises and drops in amanner which makes it impossible to move across theplace without using great care, for the stone is moist andslippery. The walls are striated with bands of color. Thereare a large number of stalactites on the curved ceiling.Monster:Treasure & Location:Treasure & Location:6. SMALL GALLERY2. POOL CAVERNThe steady drip and splash of water from the ceilingdown the walls creates a pool of water in thenortheastern portion of this cavern. It flows out of atunnel there.Monster:This place is fungi-filled as is usual with many of thesecaverns. There are several tracks through the growth, asif various creatures have gathered or grazed upon thefungi.In the spur in the northern end of the cavern is a bluishstreak of clay which will be noted upon thorough

examination of the walls. If it is dug out (3 turns) a roughdiamond worth 5,000 g.p. will be found.Monster:Treasure & Location:Treasure & Location:11. CAVEThis is a small and non-descript area.Monster:7. STALACTITE CAVERNAmongst the stalactites is one which has formed arounda 2 magic dagger wedged point upwards into a crack.A detect magic will locate it. Careful looking will notethat it has a unique shape (“one stalactite has acrosspiece about half way down its length, but little elselooks unusual”).Monster:Treasure & Location:Treasure & Location:12. PILLARED CAVERNThe stalactites and stalagmites here have growntogether, to form columns extending from floor to ceiling.The latter is only about 20' high, which explains how thepillars were formed. The colors here are particularlybright.Monster:8. CAVERN OF THE STALAGMITESTreasure & Location:This large chamber is over 60' high and has many shelvesand irregularities along its walls. Many stalactites hangfrom the stony roof far above, and some are of great sizeand exceptional beauty.13. LARGE CAVERN OF

3) The caverns hold the treasures of an evil archmage who once ruled the land. 4)F An evil witch-queen is gathering an army to attack the surface world. 5)F The caverns were used as a burial site for an ancien

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