As taken from the box set:
“Caverns of Doom is an adventure game played with miniature figures which simulate heroic fantasy combats between wizards, warriors, and monsters in a forgotten age. Here is a realistic game in which you lead a band of adventurers into the dungeons and caverns of a fearsome dragon, and you make the decisions which can mean life of death for your comrades.”
According to Sid Sackson's "A Gamut of Games": Enter a series of caverns in search of treasures of all kind. A die calls up monsters (which, like the adventurers, are metal figures to be colored with the paints supplied) and governs their attacks. Crypt of the Sorcerer was the companion piece in the series; the boards could be combined into one adventure. Sistema Temple of Doom was connected to Sistema Sac Actun in 2007 and is now a part of that gigantic cave system rather than a separate cave system in its own right. The dive begins with an adventurous 3m/10ft giant stride entry into the mouth of the skull. (Except for the fact that in Forest of Doom, you meet Bigleg or what name is the surviving Dwarf and you don’t know him, although you could have meet him in Caverns) But apart from that detail we can imagine it’s the same hero on an epic quest in three books. (Except for the fact that in Forest of Doom, you meet Bigleg or what name is the surviving Dwarf and you don’t know him, although you could have meet him in Caverns) But apart from that detail we can imagine it’s the same hero on an epic quest in three books.
Miniatures included in set:
Knights
Sculpted: Max Carr
Rarity: 41204B
Clerics
Sculpted: Max Carr
Rarity: 31205D
Thieves & Assassins
Sculpted: Max Carr
Rarity: 21207A
Female Fighters
Sculpted: David Helber
Rarity: 21211B
Elven Adventurers
Sculpted: Max Carr
Rarity: 41238A
Skeleton Men
Sculpted: Max Carr
Rarity: 51238D
Skeleton Men
Sculpted: Max Carr
Rarity: 31241B
Oriental Hobgoblins
Sculpted: Steve Bissett
Rarity: 31254A
Vampires
Sculpted: Max Carr
Rarity: 31261A
Imps
Sculpted: Max Carr
Rarity: 41266B
Slimes & Jellies
Sculpted: David Helber
Rarity: 31267A
Giant Rats & Centipedes
Sculpted: David Helber
Rarity: 201273A-1
Dragon
Sculpted: David Helber
Rarity: 21273B-1
Dragon
Sculpted: David Helber
Rarity: 21273C
Dragon
Sculpted: David Helber
Rarity: 21273D
Dragon
Sculpted: David Helber
Rarity: 41273D
Dragon
Sculpted: David Helber
Rarity: 41293A
Giant Spiders
Sculpted: Steve Bissett
Rarity: 93110A
Wizard
Sculpted: Max Carr
Rarity: 1jquery lightbox plugin videoby VisualLightBox.com v6.0
Box art:
The Dragon (shown above; under arch) was taken form Heritage’s Fantasy line of miniatures, blister pack “1375 – Dragon”. Although not intended for this set, this dragon did make it into some of the early '1273 - Dragon' blister packs. When the photo for the box art was sent to the printers, final sculpting of the 1273 Dragon was not complete.
Included in the 'Caverns of Doom' box set were 18 detailed 25mm lead miniatures. Cara buka file excel 2010 yang di password finder. The descriptions listed below are taken from the back of the box set:
The Knight – 1202B; A noble fighting man in armor, the knight is sworn to destroy evil wherever it may lurk. His flashing battleaxe will be sorely needed in the depths of the earth.
The Cleric – 1204B; A holy man sworn to the service of his diety, the cleric can turn away the undead with his holy symbol.
The Thief – 1205D; Stealth and silence are the province of the thief, an expert at picking locks and disarming traps.
The Barbarian Woman – 1207A; A lusty adventuress in search of treasure and bloodshed, the barbarian swordswoman has made her way from the rough lands of the far north.
The Elven Archer – 1211B; The keen eye and magical arrows of the wandering elf can bring down monsters at a distance.
The Skeletons – 1238A and 1238D; Long-dead warriors animated by dark magicks, skeletons are the silent guardians of forgotten crypts and treasure troves. They cannot abide the sight of a holy symbol.
The Hobgoblin – 1241B; Large carnivorous hobgoblins live in dark underground passages waiting to attack other creatures. Though strong and fierce, they are blinded by bright lights.
The Vampire – 1254A; Undead terror of the night, the vampire waits to swoop down on his victim and drain its blood, making the victim a vampire under his own control.
The Demon - 1261A; Winged denizen of the neither world, the demon seeks to make all living creatures its servant via its dark spells and hypnotic gaze.
The Slime Monster - 1266B; The slime monster slides and spreads, flowing through small cracks and holes, dissolving living flesh with its acid touch.
The Great Rats (4 total break apart figures)- 1267A; Throughout the caverns are packs of great rats, two feet in length, and always hungry.
The Dragon - ????; None dare challenge the great dragon, whose gold is hid in the nethermost chambers of the caverns, for his claws and teeth are sharp, his breath fiery and fierce, and is possessed of a crafty intelligence and is expert in magick.
The Wizard - 3110A; Frail of body, but schooled in the mystic arts, the wizard is the guiding spirit of the adventuring band. Can his magicks overcome the terrors of the Caverns of Doom?
Notes:
The figures shown above were the miniatures provided in the earlier sets. However, variations in this Box Set were possible either due to availability of a miniature, or updates to the figures. As such, some sets may have included either 1241A-1, or 1241A-2.
The Wizard (3110A) was originally meant to be part of blister pack “1200 – The Wizard in various poses.”, but was pulled when used in the Caverns of Doom set.
The Dragon (1273) was later updated where the body of the dragon was one piece, and the tail was separate (1273A-2, and 1273B-2).
Oriental Hobgoblins
Sculpted: Steve Bissett
Rarity: 21241A-2
Oriental Hobgoblins
Sculpted: Steve Bissett
Rarity: 21273A-2
Dragon
Sculpted: David Helber
Rarity: 21273B-2
Dragon
Sculpted: David Helber
Rarity: 2lightbox photogalleryby VisualLightBox.com v6.0
Caverns Of Doom Rules Cheat
Caverns of Doom Maps:
Map #1
Map #2
Map #3
Map notes:
Map #1 (1980) was the first map that was included in the original release of the Caverns of Doom Paint'n'Play set. This map was printed on heavy card stock, and included a map key on the reverse (as shown here). Crime games free download. Map #2 (1981) was a revision to the original map and was printed on a heavy clay coat stock. With this revision, the map key was not included on the revere. The colors in this version are somewhat muted compared to the final (Map #3). Map #3 (1981) was the final and most vibrant of the maps.
The cover of The Lost Caverns of Tsojcanth, with art by Erol Otus. The artwork depicts a group of adventurers confronting a behir. | |
Code | S4 |
---|---|
TSR product code | 9061 |
Rules required | Advanced Dungeons & Dragons 1st edition |
Character levels | 6-10 |
Campaign setting | Generic or Greyhawk |
Authors | Gary Gygax |
First published | 1982 (1976) |
Linked modules | |
S1S2S3 S4 |
The Lost Caverns of Tsojcanth is an adventure module for the Dungeons & Dragons fantasy role-playing game. It was written by Gary Gygax and published by TSR in 1982 for the first edition Advanced Dungeons & Dragons (AD&D) rules. The 64-page adventure bears the code 'S4' ('S' for 'special')[1] and is set in the Greyhawk campaign setting. It is divided into two parts, a 32-page adventure, and a 32-page booklet of monsters and magic items. The plot involves the player characters investigating rumors of lost treasure. After traversing a wilderness and two levels of dungeons, the players face Drelnza, the vampiric daughter of long-deceased archmage Iggwilv.
The Lost Caverns of Tsojcanth is a revised and expanded version of The Lost Caverns of Tsojconth, a tournament adventure that Gygax wrote for the 1976 WinterCon V gaming convention. Gygax expanded the tournament adventure by adding a wilderness area, with part of it based on earlier work by Rob Kuntz. Work on the adventure delayed the completion of The Temple of Elemental Evil, another Gygax adventure. The Lost Caverns of Tsojcanth was included in the 1987 supermodule Realms of Horror, and updated for v3.5 in an online edition in 2007. It was well received by critics, ranked the 22nd greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. A White Dwarf reviewer gave the adventure 9/10, noting its difficulty and rewards of powerful magic. It is part of a series along with S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks. It also has a loosely connected sequel: The Forgotten Temple of Tharizdun.[2]
Plot summary[edit]
Wraiths
Cover blurb for The Lost Caverns of Tsojcanth[3]:cover
The introduction, with instructions that the Dungeon Master read it aloud to the players, outlines that there is a treasure in the Yatil Mountains south of the Greyhawk realm of Perrenland. The player characters must investigate rumors of a lost treasure that scores of adventurers have perished attempting to find.[2] The treasure is a remnant of the wealth amassed by the archmage Iggwilv,[2] former ruler of Perrenland, prior to her presumed death at the hands of the demon Graz'zt, whom she had 'imprisoned and forced into servitude.'[3]:2 The players must first traverse a wilderness area with 20 numbered encounters before arriving at the caverns. The encounters have names such as 'Border Patrol' (encounter 1) and 'Hill Giants' (encounter 10). After the wilderness are two lettered encounters: the 'Gnome Vale', which includes a map for their lair, and 'The Craggy Dells', where humans and orcs are capturing hippogriffs to sell. Chernyshevsky what is to be done pdf editor.
Next, the player characters reach the caverns. They consist of the 'Lesser Caverns' with 22 encounters, and the 'Greater Caverns' with 20 encounters, each with its own map. The lesser caverns include encounters such as 'Stinking Cave' (encounter 5) which contains four trolls and 'Underground Lake' (encounter 14). The greater caverns include encounters such as 'Uneven-Floored Cavern' (encounter 5) where the player characters face an umber hulk and 'Canyon of Centaurs' (encounter 9). The 20th and final encounter is titled 'The Inner Sphere'. Here, a 'woman sleeps on an alabaster slab.' She is 'armored from toe to neck in gold chased plate mail.'[3]:29 The woman is actually Drelnza, a fighter/vampire and the daughter of Iggwilv. After defeating Drelnza, the players are rewarded with treasure, and the adventure ends.
Pistols
Publication history[edit]
The Lost Caverns of Tsojcanth is a revised and expanded version of The Lost Caverns of Tsojconth, a tournament adventure that Gygax wrote for WinterCon V, a gaming convention sponsored by the Metro Detroit Gamers (MDG) in 1976.[4] It is based in part on one of Rob Kuntz's dungeon levels, as Kuntz helped Gygax revise the tournament version.[5] This original version consisted of eight loose sheets, an outer folder, and a zip-locked bag; only several hundred copies were printed.[4] In the May 1980 issue of Dragon, Gygax said 'Rob Kuntz has the reworked Lost Caverns module which must be finalized' and that 'We want to get it into print as soon as possible.'[6]Lawrence Schick later suggested that 'there's evidence that Gary considered Tsojcanth part of a longer Greyhawk campaign, placing the adventure between T1–T4 The Temple of Elemental Evil and WG4 The Forgotten Temple of Tharizdun. (By this reckoning, The Village of Hommlet, The Temple of Elemental Evil, and Tsojcanth are thus the 'lost' WG1 through WG3 modules.) So, Tsojcanth was published in the S series because it got completed out of order, but was too good to delay.'[7]
In 1980, Gygax began rewriting the adventure for first edition AD&D, expanding it to include outdoor encounters. The redevelopment of The Lost Caverns of Tsojcanth was one of the major delays in the completion of The Temple of Elemental Evil.[8] This version of the module was revised and expanded, and included two 32-page books, and an outer folder.[4] In the November 1981 issue of Dragon, Gygax said that TSR needed a competition-level module and that 'the effort needed to finish the second hundred or so pages of Elemental Evil went into preparation of The Lost Caverns of Tsojcanth. The scenario was initially done for a convention tournament, but the new product has an extensive outdoor adventure and a completely new series of encounters'.[9] While in the middle of working on Temple of Elemental Evil, Gygax added a complete outdoor story arc to the original tournament story arc that leads to the caverns.[10]The Lost Caverns of Tsojcanth includes new spells, and many new monsters which were later featured in Monster Manual II.[4]
The Forgotten Temple of Tharizdun (1982) starts off from an event in The Lost Caverns of Tsojcanth and features monsters from the Fiend Folio.[11] In 1987, The Lost Caverns of Tsojcanth was revised and included in TSR's 'supermodule' Realms of Horror.[12] In 2007, it was updated to v3.5 and included as one of three parts in Iggwilv's Legacy: The Lost Caverns of Tsojcanth, an adventure available online from Wizards of the Coast.[13]
Both versions of the module included monsters that were later included other Dungeons & Dragons products. The monsters introduced in the original un-published version were updated for AD&D rules and included in the first edition Monster Manual.[14] Monsters appearing in the published version included the demon princesBaphomet, Fraz-Urb'luu, Graz'zt, and Kostchtchie, who later appeared in the original Monster Manual II.[15] The published module's cover features an illustration of a behir by Erol Otus.[3]:cover
All four modules of the S-series were included as part of the Dungeons of Dread hardcover collection, released on March 19, 2013.[16] Lawrence Schick writes in the foreword that 'S4 The Lost Caverns of Tsojcanth marked the end of the S series—and rightly so, because despite being based on a gilded-hole dungeon originally designed for a tournament in 1976, its updated version really belonged more to the '80s campaign-setting school of design than to the wild-and-woolly '70s. S1 through S3 were standalone modules that could be easily dropped into any DM's campaign, but Tsojcanth is firmly based in Gary's World of Greyhawk.'[7]
Reception[edit]
The Lost Caverns of Tsojcanth was favorably received by critics. Lawrence Schick, in his 1991 book Heroic Worlds, described the adventure as 'A monster-filled labyrinth in the classic mode: kill 'em, rob 'em, and leave.'[4] It was ranked the 22nd-greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game. Dungeon's editors felt that the 'pedestrian character of the caverns echoes the adventure's primordial nature', while its complicated wilderness setting and large second booklet set it apart from other adventures of the time. The booklet introduced 30 new creatures, including the derro and the demon lords Baphomet and Graz'zt. The reviewers felt that the adventure's defining moment was when the players find Iggwilv's 'fabled treasure': her vampire daughter Drelzna.[17]
Jim Bambra reviewed the adventure for White Dwarf. He gave it 9/10 overall, with 9/10 for presentation, rules, playability, enjoyment, skill, and complexity. Bambra noted that the module ended a long time off for Gary Gygax, and was 'very tough' and that good play was stressed in the introduction. Sub par play quickly ended the story, but the rewards of powerful magic and the satisfaction of completing a difficult task made it worthwhile. He also noted that the adventure came with a 32-page booklet with 30 new monsters and a small amount of new magic. Not all the new creatures are featured in the plot, but they can be used by the DM in other adventures. Also, magical diagrams are given an in-depth treatment, including their creation and effectiveness.[2]
James Jacobs credits Gary Gygax's work on The Lost Caverns of Tsojcanth for inspiration on Jacobs's work on the 'Demonomicon of Iggwilv' column in Dragon magazine.[18]
References[edit]
- ^'Dungeons & Dragons FAQ'. Wizards of the Coast. 2003. Retrieved 2009-02-09.
- ^ abcdBambra, Jim (April 1983). 'Open Box'. White Dwarf (44): 13.
- ^ abcdGygax, Gary (1982). The Lost Caverns of Tsojcanth. TSR. ISBN0-935696-72-5.
- ^ abcdeSchick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 113. ISBN0-87975-653-5.
- ^Gygax, Gary (March 1980). 'From the Sorcerer's Scroll'. Dragon. TSR (35): 12.
- ^Gygax, Gary (May 1980). 'From the Sorcerer's Scroll'. Dragon. TSR (37): 11.
- ^ ab'Dungeons of Dread: Barrier Peaks'. Wizards of the Coast. Retrieved June 22, 2013.
- ^Anonymous. 'RPGA Interview with.. E. Gary Gygax.' RPGA News (TSR, Autumn 1981).
- ^Gygax, Gary (November 1981). 'From the Sorcerer's Scroll'. Dragon. TSR (55): 17.
- ^'RPGA interview with.. E. Gary Gygax'. Polyhedron (2): 4. Autumn 1981.
- ^Livingstone, Ian (1982). Dicing with Dragons, An Introduction to Role-Playing Games (Revised ed.). Routledge. p. 127. ISBN0-7100-9466-3.
- ^Gygax, Gary; Schick, Lawrence (1987). Realms of Horror. TSR. ISBN0-88038-486-7.
- ^Marmell, Ari; Albert, Edward; Suleiman, C.A. (November 2, 2007). 'Dungeon Adventure: Iggwilv's Legacy'. Wizards of the Coast. Retrieved 2009-02-08.
- ^Gygax, Gary (1976). The Lost Caverns of Tsojconth. Detroit, MI: Metro Detroit Gamers.
- ^Gygax (1982), Monsters and Magical Items booklet
- ^'Dungeons of Dread'. Wizards of the Coast. Retrieved June 22, 2013.
- ^Mona, Erik; Jacobs, James; Dungeon Design Panel (November 2004). 'The 30 Greatest D&D Adventures of All Time'. Dungeon. Paizo Publishing (116): 73.
- ^Jacobs, James. 'Demonomicon of Iggwilv: Apocrypha' Dragon #359 (Paizo Publishing, September 2007)
External links[edit]
Trites
- S4 The Lost Caverns of Tsojcanth at The Acaeum
- Greyhawk's 'Lost' Dungeon Levels: S4 The Lost Caverns of Tsojcanth at Greyhawk Online
- Tsojcanth - Tsojconth Encounters Comparison at Greyhawk Online