Showing posts sorted by relevance for query tomb of horrors. Sort by date Show all posts
Showing posts sorted by relevance for query tomb of horrors. Sort by date Show all posts

Sunday, July 11, 2010

4e Purchases

I picked up some new 4e books this weekend that are not due out till July 20th.
Benefits of living near a huge game store.

First Up, Demonicon
An interesting book and I have always liked demons as the ultimate foes in D&D.  Of course I dislike the name, but it has been with us since Module S4 so it's a little late to part with now.  At least it is better than the 2nd Ed era wimp out "Fiendonomicon".  Gah.
The cover, to me anyway, brings up images of Eldritch Wizardry, the first D&D book to feature demons.  The blonde on her back in obvious sacrifice.  These are not misunderstood monsters, these are demons and they are evil.
Lots of demons. Lots of history on the Abyss.
I like the way they have tied in Tharizdun to whole mythos now.  So this will be great when I run S4-WG4 for my kids and they actually find a copy of the Demonomicon of Iggwilv.  I like that Demogorgon, Orcus and Baphomet were once Primordials.  Something I was doing anyway.  I like that there is more for Tharizdun, even though I can see he will also soon get on my nerves if he keeps popping up.    But I always liked him since reading about him the "Gord the Rogue" books by Gary.
There are some cool demonic lairs that can be used on their own or as part of a larger campaign in the Abyss.
Now see this is where not having the PDFs of the books is a real pain.  I would have loved to have had a PDF of this to print out and put in a binder with all the information on the Abyss from The Plane Below and Manual of the Planes, all the information from various Dragon and Dungeon articles, and all the demons from the Monster Manuals all in one place.  Made a complete Demonomicon if you like.  I had started this exact idea for 3.x, though rather late in the game and never got everything printed out.
I dislike the whole "Asmodeus is at the center of all evil plots" idea that has pervaded the last two editions of D&D, but with some of the new information in this book, I have some ideas.  All in all, I like this book, but I expected that I would.  I do have one quibble.  They do list Malcanthet as a demon lord.  Well, she was demon lord of the Succubi in the last edition.  Succubi are no longer demons...

Tomb of Horrors
There are very, very few adventures as notorious as the Tomb of Horrors.  It is also held up to some unrealistic standard for modules that it must be a "good thing" to kill off characters.
Well I am reasonably certain that Tomb of Horrors for 4e will get cries of "blasphemy" and "sacrilege" from certain quarters; but I am also reasonably certain that those quarters were never going to buy this book anyway.
The new adventure is not just one, but 4 Tombs scattered all over the new D&D4 cosmology.  Clever really if you are wanting to introduce what is cool in this new world to players that pick this up remembering the original ToH.
Speaking of the Original Tomb, it is here, in it's abandoned form.  Note: WOTC Guys,  you copied the original Tomb map perfectly, too perfectly in fact.  The scale of the original map was one square = 10 feet.  Scale on the new map is the more common for 4e 1 square = 5 feet.  So our entry hallway is now 10 feet wide instead of 20 feet wide.  Minor quibble, I can explain it away in any number of ways, but still.
There are rules and notes in here about how to play the Tomb just like the old days, but they explain why they didn't design the module like that to start.  All in all it is a neat module and adventure.  It is still a killer module, as in it will kill characters if they are stupid.
I am not going to try to blow any sunshine up your ass, if you love "Tomb of Horrors" and hate D&D 4 you will hate this. If you liked ToH and like D&D 4 then this is nice little "Return to the Return of the Tomb of Horrors".
What I like about it is it assumes that the characters do not live in a vacuum.  The Tomb of Horrors is legendary to players and characters. This module assumes it was cleared out in the 70's and 80's and now the next gen is here to see what is new.  It's the exact same thing I doing with "B3 Palace of the Silver Princess" and the same thing I did with the whole "Road Stories" arc of "Season of the Witch" for my Willow & Tara game.

While reading through them both I can see elements that I will use in my big D&D 4e campaign against Orcus.    Acererak could be allied with Orcus, or more likely Tharizdun.  Though I had not considered Tharizdun to be a huge player in this game.  He is chained up after all.  In fact it has helped me solidify a few ideas.

Sunday, July 18, 2010

Tomb of Horrors for 4e. Is it REALLY that offensive?

So.  I have had some online conversations, I have had some in person ones and I have seen a number of blog and message board posts.  But that doesn't mean I get it.

Tomb of Horrors for 4E.  Why does it bother you?

vs.


Now. Here is the deal.  I am not challenging anyone's opinion on their hate for the new module.  You don't like it. Fine.  But, tell me why.

Here are a few arguments I have heard.  I am not taking these from any source in particular, just a lot of has been said to me.

"It is spitting in the face of old D&D fans!" 
Ok How?  I see more of an homage.  They know that old D&D fans loved the original ToH, so maybe they can use some of that love to help promote a new product.

"It's not the Tomb of Horrors!"
Ok. True. But they say that in the module too.  This is not S1 converted to D&D4.  This is the same dungeon XX number of years later.  See I like that idea.  I don't need to run people through the old Tomb of Horrors anymore.  I have my original copy if I want to do that.  But in truth, I don't care for TPK modules, though I do like ones that make the players think.

"It's just Wizards trying to make money!"
When did making money become such a bad thing?  Not making money was what killed TSR (among other things) a company has to make money to keep being a company.

"You can't remake Tomb of Horrors"
Well, TSR did with Return to the Tomb of Horrors back int he 2nd Ed days.  And Wizards isn't remaking it, they are revisiting it.

Now normally I wouldn't care what other thought about something I liked.  I am used to that and keep on liking what I like anyway.  But a lot of the people telling me this and the people posting this are people whoes opinions I generally trust.

AND it is not just that they don't like it, they hate it.

Of course this hate seems to be strongly tied to their hate of 4e.  But truthfully if you don't like 4e then this module was not for you in the first place.

What do you say?

Do you hate the new Tomb of Horrors?  If so why?

Friday, August 9, 2013

Tomb of Horrors

I am gearing up for the Tomb of Horrors.
I finally got a copy of Return to the The Tomb of Horrors for 2nd ed, so now I have a copy for every editions of D&D including 3rd and 4th.

I am hopping to take my kids through the same week everyone else is at Gen Con. They are somewhat higher level than the module recommends, but I don't think that will be an issue since there are not a lot of monsters in this anyway, but a lot of traps.  I will be running this under D&D 3.x.

Sure. It's not the "Classic" version, but that is fine for me really.  Plus I can't help but want to add some monsters from the 3.x/Pathfinder Tome of Horrors too.

I picked up this printout of the maps for minis, so running it unnder 3.x would be nice.

Past conversations on this:
Plus these goodies on the internet
WotC's 3rd Edition conversion
WotC's humorous walkthrough map

So how about you? Have any stories about the infamous Tomb?


Monday, March 11, 2013

Return to the Tomb! Part 2

Like I reported Friday I picked up the "new" Dungeons of Dread.



The format is the same as the new AD&D book reprints.  It is a reproduction of the S modules interior from the late 70s/early 80s.  Unlike the Realms of Horror, the 1987 compilation of the the S series, these are exact replicas.  The book has been re-paginated to accommodate the newer format.

The pages are a bit glossy and remind me of the newer D&D 4 books, like Tomb of Horrors below.



You might not be able to see this as well, but the print on the new book is darker and a little less clear.   The picture of the Aludemon was the worse example I could find.   It's not bad, just a little harder to see the details.


The portions of the modules that were "pull out" like maps, the visual guide to Tomb of Horrors and Expedition Beyond the Barrier Peaks and the new monsters and spells booklet for S4 are all bound in int he book.  The 87 Realms of Horror had it as a seperate booklet.

So what is the verdict?

Well it's mixed.  The S series were "my" modules.  These are the ones I ran in my group in High School and I recently had so much fun with them when I took my kids through White Plume Mountain and The Lost Caverns of Tsojcanth.  One day I will take them through the Tomb of Horrors, I have a copy for every edition of the game and certain the Barrier Peaks.  So yeah, I love these crazy ass adventures.
But this book is not the best way to the run them.
It's a great book for the 40+ year old geek that enjoys reading these things. I love that these books are getting made.  I also enjoyed the new introduction by  Lawrence Schick that gave some insight to the writing of the modules.

Honestly I think the best modern form of the old modules are the ones you can get from DnDClassics.com.
I can buy the PDF for cheap and print out what I need.  Often I print out player's maps and I usually print out a page per sheet (not a page per side) so I can write notes on the blank backsides of the pages.   I can then through the whole thing in a 3-Ring binder with any other material I need (such as monster page from the Tome of Horror).

Still though.  I am still considering getting the others.  I know the A series is up next.  I never owned copy of the original modules so I might get that.  I have not seen the GDQ modules on the products page, but I grabbed the PDFs.

Still though. Tomb of Horrors in it's original 1st deadliness.  That's gotta be worth something. 

Friday, April 22, 2016

A to Z of Adventure! S is for Special Series.

S is for Special Series.

Ah! The "S" modules.  No series of modules have been as divisive, controversial or as fun (to me) as these.  Originally just four adventures, it has one "honorary" member in my mind and two more unnumbered members.  I have played in these and run them; some (like S4) many times over. These are some of my favorite adventures of all time.

Where to begin?

Well here are the modules/adventures I want to discuss.
These adventures have all been featured here many, many times.
Also, the first four have been collected into a single volume not once, but twice.  Many of the adventures have also been updated for other versions of D&D.


S1: Tomb of Horrors
Depending on who you ask, this is either one of the best adventures for D&D or the worst.  I enjoy this module, but it is not one I plan on running again. I ran it for my kids and they survived, but I think there are better adventures out there.  It is one of those adventures that everyone talks about; often about how horribly they or someone else died in it.   In the picture above, the book on the right with devil with his mouth open?  Yeah. More than one idiotcharacter put their hand in there only to loose said hand.  The big bad is that jeweled skull on the cover of the middle book.
Tomb of Horrors is often described as a meat grinder.  This is true, but it is also a fun challenge and if I can be so bold, a rite of passage of the D&D gamer.  You can't really call yourself a D&D gamer until you go through this.
Love it or hate it, it's place in history is solid and unmoving.

S2: White Plume Mountain
In many ways White Plume Mountain is one of my favorite adventures.  It's a crazy dungeon filled with traps, monsters a few legendary weapons of vast power, all dropped into a semi-active volcano.   I ran it for my kids a while back.  Back then I ran it under 3rd Edition, using a 1st Edition rule base, Basic Edition characters, and some 4th edition add-ons.  It was such a classic though that it all worked.  My kids loved it.

S3: Expedition to the Barrier Peaks
This was one of the first adventures I ever bought for myself.  The characters (in a quasi-medieval Europe) find an ancient crashed star-ship and all the crazy alien life forms still trapped inside.  Based a bit on the game Metamorphosis Alpha.   I ran this for my kids a while back.  My youngest LOVED it, but my oldest didn't. Which is a bit odd I thought, because he began playing with the Star Wars d20 RPG.
Still though, I personally think this is a great module.

S4: The Lost Caverns of Tsojcanth 
The Lost Caverns of Tsojcanth and it's near sequel WG4 The Forgotten Temple of Tharizdun are two of my favorite modules ever.  I bought S4 my freshman year in high school and read it cover to cover.  One of my favorite bits was the "sneak peak" at some of the monsters that would later appear in the Monster Manual II hardcover.  It was also a rather deadly adventure. The nearby Forgotten Temple of Tharizidun then opens up a new threat of the ancient imprisoned god Tharizdun.  This ties it in to the T1-4 Supermodule The Temple of Elemental Evil.  But I think what I liked about it was the information on Greyhawk.  We are introduced to the witch Iggwilv here. She would later become an important figure in the history of Greyhawk and D&D.
The boys loved this adventure.  Combining it with WG4 and some additional material from the web it took us about 6 months to complete.  Still, it was a great time.

Two other modules were later added to the "Special" Series but never had, to my knowledge, an "S" designation.

S5: The Dancing Hut of Baba Yaga
Baba Yaga is one of those characters that we keep coming back to in D&D.  There are at least 3 or 4 versions of The Dancing Hut adventure out there now and even for the Pathfinder game (a game very much like D&D) has her as the main bad guy for a whole series of adventures.
I am going to feature her and this adventure in my own "War of the Witch Queens" campaign that I run next.

S6: Labyrinth of Madness
Of all the "S" modules, this is the only one I know nothing about.
From what I can tell it is sort of a tribute to the kinds of dungeons we saw in the S-series.  It looks like a lot of fun though.

Sunday, November 24, 2013

Tomb of Horrors

Today the Dragonslayers ventured into the most fabled of all dungeons, the infamous Tomb of Acereak himself. The Tomb of Horrors!

I am running the 3e version of this module with ideas stolen from the 4e version and the 2nd ed Return to the Tomb of Horrors.  Additionally we are using this map set to help us along the way.



So far so good.  My youngest loves the traps and he very meticulous on checking each one.  It was even his idea to use a 10' pole on the Green Devil Face to check for traps and he found the Sphere of Annihilation. He loves the puzzles and really has a brain for them.  My oldest prefers good old fashioned combat.  They both were able to guess the correct sequence of the Yellow/Blue/Orange gems right away.  Sure a couple of characters have been hit with some poison, but the brought plenty vials of healing, curing and cure poison.   Though they have taken quite a bit of hitpoint damage.

So far it has been a great followup to S4/WG4.
The Dragonslayers have now finished S4, S2 and now working on S1.  I wasn't going to do S3 (Expedition to the Barrier Peaks) but now I think I might.  It would be a lot of fun.

We played for 6 hours (or more) today and I think we can knock this one out fairly quickly.

Wednesday, June 30, 2010

Revised Plan; Generational Mega Plots

I plan to come back to Cartoon Action Hour here in a bit, but I have something I want to get organized first.

So a while back I posted a plan for the adventures I wanted to run with my family using 4E.

Well since that time, some gaming has happened, some looking over various adventures and some tests on my part has brought me to the conclusion that I can't run some of those old school modules under 4E after all.  Certainly I am still working on my current 3.x adventures with my kids.

Now mind you, this is not a bad thing nor is it reflective of the modules, 4e or "Old School".
But it has forced me to change my plans.

So for the "Dragon Slayers" game I am running I'll add some of those classic modules.  The characters are all right around 13th level now, with one just on the verge of 10th.  The ultimate goal of this game is to defeat Tiamat in the "Graveyard of Dragons". What can I say, my kids like the old D&D cartoon.    The rules are under 3.x edition, which has an odd mix of D&D 3.0, with some 3.5, minor bits from Pathfinder, BESM d20 and Star Wars d20 (the revised one that came out after Attack of the Clones).

Also some of these modules are going to be played by me under Pathfinder in either my "Big Kids Group" or the "Little Kids Group".  Currently the LKG is going through "B2 The Keep on the Borderlands".  I have already used bits of "X1 Ilse of the Dread" and "B4 The Lost City".  I know that in the one of the Pathfinder groups we will go through the GDQ series at some point, most likely the Little Kids Group.  I will be running "C2 Ghost Tower" under the Doctor Who Adventures in Time and Space game.

After that those characters will retire and their descendants will complete a new Quest.  The defeat of Orcus.
I'll run this one under D&D 4E and I do plan on it taking many years.

I am not 100% certain how the adventures will pan out, but I do want to use the D&D4 ones for ease.


Part of this is my desire to have them battle Orcus at the end. Plus I like to overall plot of involving the Raven Queen vs Orcus and Orcus getting a hold of some ancient artifact of Tharizdûn.

Those modules will get them from 1st to 30th level.  But I might want to add a couple here and there.  Not sure yet since I have not read them all in detail.   I also know some people have had issues with these modules, both in terms of how they fit together, plot and playability.  So I want to get things that are out now, and then tweak them as I need.  Afterall, if this is about fighting Orcus who gets an artifact from ancient Tharizdûn then I can lay some ground work in my 3.x game now for that.

So after all that I have some modules left over.

  • B3 Palace of the Silver Princess, levels 1-3 (using bits from both the "Green" and "Orange" versions).
  • L1 The Secret of Bone Hill, levels 2-4
  • X2 Castle Amber, levels 3-6 (place it in the Shadowfell, which is the new Ravenloft anyway)
  • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
  • S2 White Plume Mountain, levels 5-10
  • I10 Ravenloft II, House on Gryphon Hill, levels 8-10.
  • S4 The Lost Caverns of Tsojcanth (with some of the info from the 3.5 update), levels 6-10
  • WG4 The Forgotten Temple of Tharizdun, levels 5-10
  • S1 Tomb of Horrors, levels 10-14 (though I might just wait for the new D&D4 version)
  • S3 Expedition to the Barrier Peaks, levels 8-12
  • CM2 Death's Ride, levels 15-20. 
Then there are these modules:
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100

Like the E series for D&D4, these send you to Orcus's layer to defeat him.   Of the lot, H4 would be the best one to use, maybe as a buffer between E2 and E3.   The others seem more suited for the Dragon Slayer's Pathfinder game.    Of course, I could convert the H1-H4 Bloodstone series to feature Tiamat instead of Orcus.   S4 and WG4 are linked and deal with Iggwilv, her Demonomicon and Tharizdûn.  They are good to set up the history of Orcus and Tharizdûn.  They can happen in either game. In the 4th Ed game I'd stick it in between H and P.  CM2 Death's Ride has some cool stuff in it. Good to set up the whole Orcus wants to be a God thing in the 3.x game.  Plus it would give me a good arch-nemesis for the characters to fight throughout.

The Ravenloft ones would be great for the Sunsword (a good weapon against the undead) but there is the Board Game coming out and I want it.  Plus I'd rather run Ravenloft these days under True20.  So I might have to find something similar.  If I use the new Tomb of Horrors then I could place a good aligned sword there.  There is a D&D4

There is a lot to do and figure out here.  But I see this as a good thing. Look at all the time I have.  I can plan out a mult-year arc of adventuring that would take my kids all the way to college.  Wouldn't have died to have done something like that?

Though I do need to figure out a way to get more dragons into the 4th Ed game for my oldest.

Now this is my attempt to bring Old Schoolers and New Schoolers together.

NEW SCHOOLERS:  What things should I be aware of when running the HPE series?

OLD SCHOOLERS: What classic, epic modules are a "must run" for a group of kids that were not even alive when Clinton was in office, let alone Carter.  What memory of "D&D" is a must have?  Barrier Peeks?  Tomb of Horrors?

Clarifications on Games being Played
- "Dragon Slayers" is a 3.x game that I play with my two sons and sometimes my wife joins us. The goal of this game is to defeat Tiamat.
- "Big Kids Game/Group" is a Pathfinder game where I play a Paladin.  In this group are my kids and the DM's kids (6 players, 1 DM)
- "Little Kids Game/Group" is a Pathfinder game where I play a Witch (same witch as I do in Dragon Slayers).  This is the group with the Problem Player.
Both Pathfinder games have the same DM.
- "Untitled 4th Ed Game" is a 4e game where the players are the same as Dragon Slayers, but the characters are their children or descendants. The goal of this game is to defeat Orcus.

Thursday, March 12, 2015

The 30 Greatest D&D Adventures of All Time

Been kinda of obsessed with lists lately.  But this one does have a point for me.  A while back (2004 in fact) the Pazio run of Dungeon Magazine listed their top 30 adventures of all time.

I have been going through what I call the "Classical Canon" of D&D.  Not just so I have the experience of running them all, but so my kids can also enjoy these great adventures.  I also am looking for what makes a truly great D&D adventure; something that people still talk about years later.

Anyway here is the list with my thoughts.

30. The Ghost Tower of Inverness, 1980 (C2)
This is great one, but an odd one to run with a party in an ongoing campaign.  So I used it in my Doctor Who Adventures in Time and Space playtest and ran it as "The Ghost Tower of Inverness, Illinois".  I used this as the location of the "Ghost Tower" which is actually a malfunctioning Time Beacon.

29. The Assassin’s Knot, 1983 (L2)
Personally I prefer L1, Secret of Bone Hill, but this is a great sequel and I can see why many people like it more than Bone Hill.  Assassin's Knot works well as a murder mystery, but not great if your players are wanting to go in a bust skulls.

28. The Lost City, 1982 (B4)
I played this one in 8th Grade when it was new and had a blast.  I ran it again for my kids a few years back and still had a blast.  There were so many things in it I had forgotten and I spent most of the module smiling to myself in memory.  It is a Moldvay classic really and really has the feel of early 80s Basic D&D.

27. The Sinister Secret of Saltmarsh, 1981 (U1)
This was one I played back in the day but I have yet to run.  I have it all ready to go with my 3rd Ed. conversion notes.  Of course at the time I thought this was great because I was deep into my Anglophilia and I thought ANYTHING from England was perfect. Given that it was written (in part) by Don Turnbull then it was bound to be good.  If I remember right I played this one after Lost City.  I loved the tenor and mood of the module. It inspired an adventure I wrote in 88 called "Home by the Sea".  Parts of that adventure were then later used in my Ghosts of Albion adventure Blight, which took place in Ireland.  So it all came full circle.

26. City of Skulls, 1993 (WGR6)
This is an odd one. I never played it, never ran it and never really heard anything about it.  This was near the end of my Ravenloft games and very, very close to the time where I took a huge break from D&D.  I will check it out sometime, but doubt if I'll ever run it.

25. Dragons of Despair, 1984 (DL1)
I never played or ran any of the Dragonlance modules.  I enjoyed the books when they came out and I liked the idea that everyone playing was going through it all at the same time.  Hey, maybe someone should revive this for the next D&D Encounters!  I loved the idea and I loved the new design of the modules, but even then it felt a little railroady to me.  Plus I wanted to use my own characters.

24. City of the Spider Queen, 2002
I am not a good judge of this one. I don't like Drizzt. I don't like R.A. Salvatore. I never really cared for the Forgotten Realms till about 4th Edition.  I don't really know anything about this module. I suspect it was added to the list because there was a dearth of "modern" adventures and most of the others were "Greyhawk" related.

23. The Forgotten Temple of Tharzidun, 1982 (WG4)
Now this adventure...This one I can get behind.  I never played this one, but I have run it twice. It's a death dealer and a peak into what might have been coming as a narrative arc if Gygax had been into such things.  This module is one of out first peeks into the horror that is Tharzidun, a god that is part Cthulhu and part Satan in my game.  I am weaving material from this module into my larger campaign.

22. The Lost Caverns of Tsojcanth, 1982 (S4)
The same is true for this module. I remember buying it as soon as it came out and I begged my DM to run me through it.  I have run it myself twice since, the most recent time with my Dragonslayers group.  This is one of my most favorite modules. It has a vampire, Iggwilv, tons of new demons (many that later became part of the Monster Manual II) and just enough puzzles to keep the players on their toes. Running it this last time was a lot of fun.

21. Dark Tower, 1979 from Judge’s Guild (JG 0088)
While I would argue that this is an obligatory JG entry, this one is actually a lot of fun.  I never played it myself and it is so rare on eBay that it has been cost prohibative.  Thankfully we have PDFs of the Original and of the 3.5 update.

20. Scourge of the Slave Lords, 1986 (A1-4)
Another classic getting the reprint treatment.  I remember playing this one in 8th grade as well.  My DM at the time folded the Lost City into the A series to make a campaign out of them. Also he had a copy of Grimtooth's Traps which made everything deadlier. Or as he said "better".  I still have a thief stuck somewhere in a pit trap.

19. Against the Cult of the Reptile God, 1982 (N1)
I have never played or run this one.   I have though always wanted to use it as a start of a "Second" campaign,  After running the Classical Canon, I would start with a new campaign focusing on reptiles as the enemy.  Work in some modern "Reptoids" and have a go at it.  Maybe someday I will still do this.  But this is a fun adventure to read.

18. The Hidden Shrine of Tamochan, 1980 (C1)
Another great old module I never played, but read many times.  Like N1 I always hoped that I could use this one as part of a second campaign.  Though given some of the elements I would not be amiss using it in my "Come Endless Darkness" campaign.  I already have too many modules/adventures for the 5-7 level range.

17. Ruins of Undermountain, 1991
Ah. This is one that I have always known about but never really bothered with.  It was Forgotten Realms so I never gave it much thought.  Though I always thought this was more of a campaign expansion, ie part of the the whole Underdark deal so I never considered it an adventure.

16. Isle of Dread, 1980 (X1)
Oh the hours I spent pouring over this map.  This was Tom Moldvay's love letter to the pulp era and to such classic horror movies as King Kong. This also included the first full map of the Known World.  I ran it many times as a kid and it was one of the first modules I ran for my son.  He wanted to go an island of monsters, "like in Godzilla".  This did not disappoint him or me.  More so than any other adventure, the Dragonslayers were born here.

15. Castle Amber, 1981 (X2)
Another great. Again Moldvay's pulp horror influences are showing here, in particular his love for the works of Clark Ashton Smith. This time we enter an old house full of crazy characters and plenty of dangers.  This could have come off as a "fun house" dungeon, but something in the presentation is different.  Maybe it is the undertones of horror and dread.   My players in our 5e game are going through this one now. I have dropped the first hints of the "coming darkness" to them here.
This is one of my personal favorites. Certainly part of my top 5.

14. Dead Gods, 1997
Dead Gods is not an adventure I have ever run or been in, but it is one I have used quite a bit.  There are a number of elements in it that I use for my "Rise of Orcus" plot. Especially back in the 4e days and the rise of Orcus adventures.  Honestly there are enough adventures out there that you could build a universe (and edition) spanning mega campaign on nothing more than stopping the machinations of Orcus.  One day I should give that a try.

13. Dwellers of the Forbidden City, 1981 (I1)
This is a great adventure and part of my "Second Campaign" (AGGHHH too many adventures to play!) it is also at the 4th-7th level sweet spot.  This one is a key part of that idea since it introduced the Yuan-ti, a monster I have used repeatedly; often calling them Ophidians.   It has elements that would fit in nicely with my 5th edition group, but I have too many adventures for this level.

12. The Forge of Fury, 2000
So this is our obligatory 3e adventure I think.  I never played it or ran it, thought I have read it.  Personally I think The Sunless Citadel was better and should have been on this list.  It was the first and introduced a generation to Meepo.  Sure he was no Aleena, but you could also say that Aleena was no Meepo!

11. The Gates of Firestorm Peak, 1996
Ugh.  Sorry, but there is a lot about this module I just don't like.  I don't care for the shoehorn plot for starters and I hated the Skills & Powers books. Som much that it threw me off of D&D till 3e came out.  It was "Lovecraftian" and I did like that.  I suspect that is why it is on this list to be honest. Though many of the ideas in this module came into sharper focus during the 3e years.

10. Return to the Tomb of Horrors, 1998
You have to admit. This is a total cheat.  I have it, I enjoyed it and I like the idea that the Tomb is something that people can keep going back too (whatever the edition).  As a sequel there is a lot to like. As a stand alone and on it's own merits though it might be passable.

9. White Plume Mountain, 1979 (S2)
I am inordinately fond of the S series of modules.  This one is no different.  It of course makes 0 sense, but works great as an epic D&D adventure. Plus it gave us Wave, Whelm and Blackrazor.

8. Return to the Temple of Elemental Evil, 2001
In many ways I like this one better than the original. I like the idea of returning to the Temple I also like the idea of talking in game about adventures that came before.  Gives me a sense of continuity.   This is one of my favorite 3.x era modules to be honest.

7. The Keep on the Borderlands, 1979 (B1)
What can I honestly say about this one?  The Cave of Chaos were as well traveled as a local Mall in the 1980s.   When I think "Classic Canon" this is the first thing that comes to mind.

6. The Desert of Desolation, 1987 (I3-5)
Another total cheat this "super" module is made up of Pharoah (I3), Oasis of the White Palm (I4) and Lost Tomb of Martek (I5).   Though to be totally fair they are linked together. Another really great set of adventures I would LOVE to play or run (read them many times) but not likely to.  Maybe if I do my "Second Campaign".  There is a lot in these I have used elsewhere though.

5. Expedition to the Barrier Peaks, 1980 (S3)
"You know what AD&D needs?  Freaking laser guns! Lasers and killer robots!"  Seriously. Has there ever been a module to encapsulate everything the late 70s and early 80s was all about more than this one?  It even has a karate instructor robot.  I am going to add in a break-dancing robot that moves to a funky Herbie Hancock beat when I run this next.  Which should be soon. I am going totally gonzo with it too. I am grabbing bits of Gamma World and Metamorphosis Alpha too.   In fact since the characters are higher level than the module requires I am doing a sort of "Return to the Barrier Peaks" spin on it. I am going to add some material from The Illithiad as well.

4. The Temple of Elemental Evil, 1985 (T1-4)
Another of the classic canon. If you didn't start your adventure in the keep, then chances are you started it here.  I have always wanted to run this one and never have.  I have used pieces of it before.
I suppose if I do my "second campaign" I will start with this and change the temple a bit.

3. Tomb of Horrors, 1978 (S1)
We just finished this one and it was every bit the meat grinder it was rumored to be.  I had gone through back in the day, but running it was a completely different experience.  Now I might be branded as a heretic here but it is not really that good of an adventure.  Really it isn't. There are lot things in the adventure that don't make sense except in a D&D world.  That being said it is a rite of passage and everyone should try it at least once under their favorite edition or at least once under 1st ed as Gary intended it to be.

2. Ravenloft, 1983 (I6)
Here we go. This is my favorite module on the list. I just love it; warts and all.  Yeah there are some real leaps in logic in this one and there are plenty of reasons NOT to like it, but I don't care. I think it is great. It's a Hammer Horror film in D&D form right down to the small "Hammer Hamlet" village with terrified peasants.  There are vampires, gypsies, werewolves, really strong zombies, gargoyles. Even a huge pipe organ played by the vampire.  You can almost hear Toccata and Fugue in D minor while running it. I have played through this once and I have ran it three or four times.  I would love to try it sometime under the Ghosts of Albion rules.  I am going to take my 5e group through it when they complete Castle Amber.

1. Queen of Spiders, 1986 (G1-3, D1-3, Q1)
The first AD&D campaign arc.  We talk alot about being "plot free" in our adventures but when it get right down to it we love a good story arc and the GDQ was that.  I am not 100% sure that Q1 lived up the promise of the G and D series, but damn was it fun.
This super module was made up of:


Back in the day EVERYONE was going through this. It was the D&D Encounters of it's time.  The only problem was no one was doing it at exactly the same time or way.  So I know dozens of stories about how these turned out. I have dozens of my own.  Plus that Bill Willingham cover of the Giants is one of the most iconic covers of the age I think.

There you are. The 30 greatest adventures as ranked by Dungeon Magazine.
Do you agree or disagree?  What is missing?

Here are my honorable mentions.

In Search of the Unknown, 1978 (B1)
Every adventure starts somewhere. Mine usually start here.  This is my go to module for a quick a easy sandbox style dungeon crawl.  I have run it half a dozen times or more with new groups and it is always a thrill.

Palace of the Silver Princess, 1981 (B3)
Yes it is a rather silly adventure, but I really enjoy it.  Plus the backstory on it makes it a lot more fun.

Palace of the Vampire Queen, 1976 from WeeWarriors (V2)
The first ever published adventure or "DM's Kit" as it was called then.  What it lacks detail it makes up for in style.  I have ran this one twice now under various systems.  It works with everything to be honest; it is that sandboxy.

Monday, January 4, 2010

I Have a Plan…

It's not a great plan, or even a well thought out one, but it is a plan. I am going to be taking my two sons (and now it seems, my wife) on a massive 4th Edition D&D campaign. Yes I know this will take years, but that is fine, I have those years. I am going to place it in my "Mystoerth" world.

Given my penchant for all things horror, I am going to set up the campaign to focus on the ascent of Orcus to godhood. Orcus is a great enemy to have. He is unrepentant evil, his minions are undead and he is full of rage, horror and violence and everything a good upstanding hero would want to stop.

I'd use some of the "new" mythology of Orcus and Raven Queen, plus a bit of my own. But not all would be railroaded plot-driven arcs. My oldest son loves to fight dragons so that would also be there. Plus I want to make this very, very relaxed. The unfolding meta-plot is my extra enjoyment, but I want to do it in such a way that we all have fun.

I am going to place it in my world's version of Glantri. Glantri is from Mystara and in that world was a Principality, now I have at as Theocratic Monarchy where the King is also the head of the Church of State. So basically, Fairy Tale England, or more to the point Fairy Tale Western Europe, since I also have influences of France and Italy here. The Princes are gone, defeated in a coup, but their lands remain ruled by nine dukes under the King. The Dukes are mostly the old family of the Princes, looking for a chance to reclaim power. So I have political intrigue if I want it, but I am going to be keeping my good and evil mostly easy to spot, at least in the beginning. The Dukes allow me to use older Glantri material, I just swap out the terms. Under the Dukes are various landed nobles, typically retired adventures, known as Barons and Counts. My thinking here is to give my boys all the full D&D experiences; so there are knights and dames, courts of intrigue and chivalry, and the way for brave adventurers to return home as heroes. Sure it is not "grim-dark" or even "points of light", but it can be part of the "oncoming darkness".

My world has a Blackmoor, a Desert, a Hyborea, not mention Greyhawk, Glantri and Kara-Tur all in one world. So, more than enough to keep me and my family busy for years to come really. Though there are only four of us, I might have to bring in some others, maybe some of their friends as well. This is one of the main reasons I am going with 4th Edition as opposed to say an older version (the D&D Rules Cyclopedia would be so awesome for this) or another game (like Ghosts of Albion). I am more likely to find others that play 4E than some other game AND it just makes the most sense really given all the tools for 4E out now.

Here is the "Hero Tier" to borrow a phrase. These will be local and be the Mystara flavor of the epic.
  • T1 The Village of Hommlet, levels 1-2. I do have the 4th Edition update for this.
  • B1 In Search of the Unknown, levels 1-3 (can run this one in my sleep)
  • B2 The Keep on the Borderlands, levels 1-3
  • B3 Palace of the Silver Princess, levels 1-3 (using bits from both the "Green" and "Orange" versions).
  • L1 The Secret of Bone Hill, levels 2-4
  • X1 The Ilse of Dread, levels 3-7
  • X2 Castle Amber, levels 3-6 (place it in the Shadowfell, which is the new Ravenloft anyway)
  • C2 The Ghost Tower of Inverness, levels 5-7. Though I won't run it as a tournament module and that is if I don't use it as a converted Doctor Who adventure.
  • I6 Ravenloft, levels 5-7. That is if I don't use it as a convert Ghosts of Albion adventure. Use some of the Ravenloft campaign/world setting stuff here too.
  • S2 White Plume Mountain, levels 5-10
  • I10 Ravenloft II, House on Gryphon Hill, levels 8-10 (maybe. They might be burned out on undead by this time.)
Now begins the "Paragon Tier" and I will start with the Gygaxian canon.
  • S4 The Lost Caverns of Tsojcanth (with some of the info from the 3.5 update), levels 6-10
  • WG4 The Forgotten Temple of Tharizdun, levels 5-10
  • S1 Tomb of Horrors, levels 10-14 (though some of the instant kill traps changed, more skill challenges)
  • S3 Expedition to the Barrier Peaks, levels 8-12
  • G123, Against the Giants, levels 8-12
  • D12 Descent into the Depths of the Earth, levels 9-14
  • D3 Vault of the Drow, levels 10-14
  • Q1 Queen of the Demonweb Pits, levels 10-14
  • CM2 Death's Ride, levels 15-20. This sets up the next tier, or I could even make this the start of the next tier and keep the Epic levels nothing but Gygaxian Greyhawk. I like that idea.
I can also fit Gary's "Dungeon Land" and "The Land Beyond the Magic Mirror" adventures here as well to complete the Gygaxian saga. But I need to re-read those to be sure.

Now here would also be a good spot for the DA series Blackmoor adventures for made for the Expert D&D set, but there is a lot of high tech stuff mixed in with those. I might pick and choose things, but I think I am more likely to go with the newer d20 Blackmoor stuff.

The "Epic Tier" is harder, but here some ideas.
Some of the Master level modules (M2, M3 and M5 in particular) look like they would work well. Plus they have the Mystara high fantasy feel that some of the Greyhawk modules don't have.
Of course I would do the Bloodstone series here, just make them harder, maybe even pair them up with the Orcus related adventures for 4e (the new "E" series), though old H4 and new E3 cover a lot of the same ground. I would want to add some other planes adventures here too. So to follow my rule of thumb I should try to find at least 6 more adventures for this tier.
  • H1 Bloodstone Pass, levels 15+
  • H2 The Mines of Bloodstone, levels 16-18
  • H3 The Bloodstone Wars, levels 17-20
  • H4 The Throne of Bloodstone, levels 18-100
I could also do a sub-campaign in my desert area using:
  • B4 The Lost City, levels 1-3 (though I am using this one now in 3.5)
  • I3 Pharaoh, levels 5-7
  • I4 Oasis of the White Palm, levels 6-8
  • I5 Lost Tomb of Martek, levels 7-9
  • X4 Master of the Desert Nomads, levels 6-9
  • X5 Temple of Death, levels 6-10
  • I9 Day of Al'Akbar, level 8-10. Useful for the Cup and Talisman of Al'Akbar.
Now granted these levels are all for AD&D and Basic D&D and might not translate well into 4E. But I have a lot of tools at my disposal to help with that. I have a load of maps, a DDI subscription, monsters and even some third party stuff to make it all work. If I plan everything out correctly I can have them go up a level at the end of every adventure. I like that too. Also I can set up a titanic army of the undead using all the previous "bosses" from these adventures. So Strahd, Drenzula, Korbundar, Acerak, and more I know I am forgetting. Plus some GM PCs I'd love to try out that I know I'll never get to play in a 4th Ed game.

To borrow a Klingon quote, "It will be glorious!"

Sunday, October 16, 2022

100 Days of Halloween: Sepulcher of the Sorceress-Queen

Sepulcher of the Sorceress-Queen
Robert E. Howard casts a long shadow over Fantasy Role Playing in general and D&D in particular.  This is best seen in two different near clones, Adventurer Conqueror King and Hyperborea. So when ACKS did an adventure that was an homage to Taramis, well I had to check it out.

Sepulcher of the Sorceress-Queen

Print and PDF. 56 pages. Color cover and interior layout art with black & white art.

For Character levels 7th to 9th.

Ok. So another tomb with a sleeping undead witch. It is a powerful trope. This one features the Sorceress-Queen Semiramis of Zahar who has been dead, but sleeping, for 1000 years. She had been betrayed by a former lover (and having killed her first 100 lovers she should have seen this one coming) and is now waiting for her chance to rise and rule again.

The adventure is part of a loosely connected series but it is mentioned that it can be used as a stand-alone adventure and placed anywhere. 

The adventure involves going into her tomb, stopping her from rising, and maybe make off with some treasure. The tomb is full of undead horrors and other dangers. To make things more interesting there is a group of lizardmen in the tomb trying to do the same thing as the characters. 

It then becomes a race against time, times 2. Get to the queen before she gains her full power and get to the treasures before the lizard men do. 

The adventure gives us a bunch on new magic items, a new spell, and five new (ish) monsters. The adventure itself is cut from familiar cloth but the map is quite good and great for groups that like to explore old tombs.

Use with my War of the Witch Queens

For this campaign, this adventure covers more than just familiar territory. This will be the third or fourth "tomb of a long dead witch coming back to life" they have seen if I stay on current plans. So...what am I to do?

Well. I do love the map here and the tomb itself is an interesting place. Maybe...I can merge this with my other Howard/Hyperborea-influenced adventure The Lost Caverns of Acheron.  I mentioned all the pluses that using this adventure gives me when I reviewed the V series from BRW Games. There is one thing I failed to mention though. I have already taken my players through module S4 The Lost Caverns of Tsojcanth. Once they get to that spherical room they will remember they have been here already.

I could use this as a base and bring notes from The Lost Caverns of Acheron. I certainly do not need to run both adventures no matter how fun they are. But I also really love the idea of using Xaltana.

Do I go with Xaltana or Semiramis? 

I thought maybe the unnamed Witch-Queen of Yithorium from Hyperborea might be a good substitute. Both come from the same sources. Semiramis has a name, the Witch-Queen does not (even though I named her Miriam). Semiramis is a Zaharian Sorcerer which reads a lot like a warlock or a witch and has a strong Howard/CAS vibe. Same with our Witch-Queen of Yithorium. 

Yithorium is surrounded by the Zakath desert. Zahar is now described as a desolate wasteland like a desert. Ok, that's a stretch but you see where I am going here. 

Why mix or merge them at all? Simple I want to get as much of all the great material out there I can for this adventure campaign and knowing full well I can never run everything. Also by picking and choosing different OSR systems, publishers, and products, I am naturally going to get similar results; we all draw from the same wells. 

So in my campaign, the Sorceress-Queen Semiramis of Zahar and the Witch-Queen of Yithorium become the same person. 

Semiramis

Maybe I'll keep Miriam around as the descendant of Semiramis. She is every bit as evil as her forebearer. Maybe Miriam leads them to the tomb in order to gain her ancestor's power but ends up getting possessed in the process.  I do like this idea.

Use with my Second Campaign

My original idea for this was to run it mostly as is for my Second Campaign. I'll have to see how that one develops when the characters get to the right levels.


The Other Side - 100 Days of Halloween


Tuesday, March 20, 2012

Itching for the Tomb of Horrors

As I posted yesterday my son is going to get to play some of the classic greats, B1, B2, and X1. This along with the idea that 4e is on the wane and 5e coming up, I don't really need to complete my 3.x game just yet.  Plus there are still so many classics I want to play again.

So my kids' characters are at 20th level.  I was thinking that I could take the Tomb of Horrors (3.5 revision), link in some of the ideas (and maps) from the 4e version.  Add some monsters from the Tome of Horrors complete edition and just through it all together in a meat grinder.

They have already gone through S2 and S4 (not sure about S3 yet)

It really could be awesome.

It is one of the all time greats.  And even though the characters are twice the level, I would make it a little deadlier.  Plus a lot of this adventure is really based on Player skill and not Character skill.  My kids are still younger than the average player of this adventure, so the greater power characters might be offset by that alone.

Interestingly enough, this is the only adventure I know of that has has official products for each edition of D&D.

So kind of a no-brainer really.

Tuesday, May 31, 2016

New Releases Tuesday: Tomb of Horrors

The Tomb of Horrors is one of the most talked about modules on this blog.  Now you can legall own a PDF copy.

Tomb of Horrors @ RPGNow.



Honestly never thought I'd see this, but there it is.
I imagine the rest of the S-Series will be out in the next few weeks.

Monday, March 2, 2015

Tomb of Horrors, Finale

Yesterday the Dragonslayers finished up the Tomb of Horrors.  They defeated the Demi-Lich Acererak and found their way out.


A total of seven potions of extra-healing where used, three healing, and many cure * wounds spells.
One character was dropped down to point where she had to be taken out of the dungeon by one of the hirelings (a zero hp, but stabilized). Three characters nearly died in Acererak's tomb alone.   One character was hit with Acererak's soul sucking ray, but we determined that since the character (Lawful Good Dragonborn Paladin) was protected by his god (Bahamut) he was allowed Advantage on his save.  Which is good since one of his rolls had been a 1.

We had converted all the Dragonslayers characters from 3.x to 5th edition, focusing on archetypal conversion rather than direct conversion.   It seems to have worked out really  nice.

Again my youngest son loved this one. He was in his element; solving puzzles, finding traps. I set the disable DC of most traps at 35, but he still managed to get some.

Conversions were a breeze on the module itself; I have versions of it for every edition of game except for 5.  Given the history of the game, I suspect we will see 5th Edition conversions in the future.

Up next is S3 Expedition to the Barrier Peaks. This will take care of all the S-series modules.  We played them "out of order" but I think this worked well for us. Plus there is no real order to the S series anyway.

Friday, March 8, 2013

Return to the Tomb!

I'll detail this more, but wanted to share this now.

I am going back to the Tomb of Horrors.


I got the new Dungeons of Dread today.
Here is the history of my S4 collections.



Back coverleaf (not the cover itself).


My hardbound editions.  Yes that is a hardbound version of Realms of Horror which was out in 87.  No you didn't miss out on something, it was only softcover.  I had it hardbound at a local book boundary.
The 87 Realms of Horror was a redo, the new Dungeons of Dread is the original modules in presentation.
The last is the 4th Ed update of Tomb of Horrors.

Again. More later.

Tuesday, October 29, 2024

Review: Ravenloft for D&D 4e

Castle Ravenloft Board Game
Dungeons & Dragons 4th Edition is not really remembered by many very fondly. I felt it had some great points, and I had fun with it, but it catered to a particular type of play, and Ravenloft wasn't really that well suited to it. But that didn't mean Wizards of the Coast didn't try.

Castle Ravenloft Board Game

This was a board game/RPG hybrid based on the D&D 4e rules. I played it, it was fun. 

The thing that gets me, though, is why Ravenloft?  Other than vampires, hags, some undead, and things like that, I see no reason this had to be set in Castle Ravenloft.  I get the dungeon-crawlyness of it, and I understand the desire to tie it in with a Classic product, but the game could have just as easily been the Tomb of Horrors Board Game or Expedition to the Barrier Peaks Board Game.  Frankly, I could swap out Strahd for Acererak and keep everything else the same (hear that WotC, your next boxed Board Game, can be Tomb of Horrors, and I want a cut!).   Of course, there is an obvious reason.  I got this sight unseen and wanted it largely because it was Ravenloft. 

Dragon #416 (4e)

October 2012

At this point Dragon and Dungeon went back to Wizards of the Coast and were released as online versions only. As such they were formated to fit a computer screen and not really as print media.

This issue covers a variety of Ravenloft topics, including the ongoing fight between Strahd and Van Helsing.  

We also get some character options for Ravenloft native characters. Claudio Pozas has a history on Lord Soth, and Ed Greenwood is back with Awakened Golems.

Dragon #416


Dungeon #207 (4e)

October 2012

The companion magazine to Dragon features a number of adventures set in Ravenloft and/or horror-themed settings.  

Claudio Pozas is here as well with "Fair Barovia."  This adventure puts the adventurers and Strahd on the same side of the battle to save Barovia. "Timbergorge" among other things makes the connection between Ravenloft and the 4e Shadowfell. 

Dungeon #207

Both magazines amount to the most said about Ravenloft in stand-alone products. There were bits in the Shadowfell book and the Undead book. 

I would have liked to have seen more, but maybe this fine as is. Like I said, 4e catered to a different sort of game.

Wednesday, November 18, 2020

Classic Adventures Revisited: S4 The Lost Caverns of Tsojcanth

One of my all-time favorite adventures is S4 The Lost Caverns of Tsojcanth.

A solid two-level dungeon crawl, filled with new monsters, dangers, and the promise of great treasures. Additionally, there are rumors of an ancient witch/archmage and her battles with demons and even the threat that some of those demons are still around. There is plenty of wilderness area as well. A wide expanse with a gnome community nearby and a raging blue dragon.

With its "Booklet 2" filled with new spells, magic circles, and demons it made me think that a witch class with ritual magic could be something that would work for D&D. 


There is so much great stuff in and around this adventure it is hard to know where to begin.  So let's start with the adventure itself.

S4 The Lost Caverns of Tsojcanth

The adventure, S4 The Lost Caverns of Tsojcanth, was published back in 1982 by TSR. It was written by none other than Gary Gygax himself. It is listed as "S4" and was the last of the labeled "S series" or Special modules.  This includes some of the most popular adventures ever written; S1 Tomb of HorrorsS2 White Plume Mountain, and S3 Expedition to the Barrier Peaks

The adventure itself is comprised of two 32 page booklets. The first book is the adventure itself, which I will get into detail in a bit.  The second booklet covers all sorts of new magic, monsters, and more. 

Book 1: The Adventure

The adventure is of the classic sort; the rumor of treasure and a vague threat coming from an area of the map known as Iggwilv's Horn.  The adventure is designed for characters level 6 to 10.   I have found over the last 40 years that it can be adapted to a variety of levels, though higher levels are better. Though the original tournament adventure featured slightly lower levels. Likely due to the addition of the wilderness adventure. 

The wilderness adventure is actually well put together and not the older crazy random monster encounters.  The encounters make sense for the area. Among the encounters are the Hermit, and I could not help make this the same hermit from Keep on the Borderlands (also a Gygax creation) and the Blue Dragon.  The Blue Dragon, in particular, became so much a hit the first time I ran this that in future runnings of this I changed the dragon to Korbundar from CM2 Death's Ride to have a reoccurring villain.   A lot of adventure is packed into 12 pages.

The second part of the adventure covers the Lost Caverns themselves, which includes the Lesser and  Greater caverns. This features a large variety of new monsters, some living here, some just wandering around. Even encounters such as "The Garden of One Thousand Earthly Delights" have a good (enough) reason to be there. 

The final encounter is in the center of the Greater Caverns and it is not for Iggwilv's Treasure, but rather against Iggwilv's Treasure; the vampire Drelnza.  She is a bit more powerful than your average vampire and she has magic to help her out.  Eventually, she will succumb to heroes and the treasure will be found including the infamous Demonomicon of Iggwilv, Daoud's Wonderous Lanthorn, and the Prison of Zagig.

Book 2: Monsters and Magic

This second booklet, as I have mentioned, grabbed my attention as much as the first, if not more.  Listed inside were new monsters, only some appeared in the adventure, including new demons and demon lords. There were the mysterious Xag-ya and Xeg-yi, the Derro and the awkwardly named (for the early 80s) Valley Elf. All these creatures would later be reprinted in the Monster Manual II for 1st Edition. This is fitting since the original tournament adventure introduced monsters that would become part of the first Monster Manual.  There are some magic items including some wonderful artifacts mentioned above.  Of these The Demonomicon of Iggwilv capture not just my imagination, but that of hundreds of others. The Demonomicon became a feature in Dragon Magazine and even a 4e book of the same name. Iggwilv went from a "long-dead archmage" to "The Mother of Witches" and the premiere demonologist in D&D.   This little booklet also contains plenty of new spells.  

This was classic AD&D at the end of its 1st Golden Age.

The adventure is extremely playable and I have adapted it over the years for AD&D 2nd ed, D&D 3rd, and 5th Editions as well.

If you want to play it for 5th Edition D&D then the team over at Classic Modules Today has made a 5e conversion

There are also maps you can print out with DM's notes.

And other realistic maps also for printing

The Sequels

The first true sequel to this adventure was WG4 The Forgotten Temple of Tharizdun (though no WG1-3 were made*). This was published the same year and dealt with a Temple of Tharizdun. It was designed to be played right after S4 and used the same wilderness map.  The adventure fits in well enough. I justified in my games by saying that Iggwilv, like Tsojcanth before her, chose this area due to its arcane and eldritch properties.  The adventure also has a wealth of information on the World of Greyhawk and Tharizdun.  All of these will be explored later in Gary Gygax's novel series about Gord the Rogue

S4 and WG4 would also get a review in White Dwarf #44 and both get 9/10 from Jim Bambra. He calls them the last of the Golden Age adventures.

*The rumor is that WG1 was Village of Hommlet, WG2 Temple of Elemental Evil and WG3 was The Lost Caverns of Tsojcanth, or Tsojconth in the original.


Another sequel of sorts was The Dancing Hut of Baba Yaga. Published much later in 1995 for 2nd Ed AD&D and written by Lisa Smedman, this adventure was labeled "S5" but it never appears in any of the classic reprints of the S Series adventures.  While the connection is little more than any of the other "S" series, there is the connection of Iggwilv, then Tasha as the adopted daughter of Baba Yaga.  Lisa Smedman would also work on Ravenloft and ShadowRun. Some Ravenloft monsters make their way into this adventure.


Yet again another sequel, this time for 3.5 D&D, was published in 2007.  Iggwilv's Legacy was published in Dungeon Magazine in October 2007 and appeared for free on Wizard's of the Coast website well into the 4e era. Sadly no longer available, it added another level to the caverns to explore, The Hollow of the Horn, the areas left behind by Tsojancth himself with the implication that even Iggwilv was afraid of these areas. The adventure and the additions were converted and updated to 3rd Edition.  I ran this version for my family at their first Gen Con in 2009.  Here we meet the half-demon  archmage Tsojcanth and his vile witch mother Vilhara.


The Reprints

As part of the much-loved S-series, the Lost Caverns of Tsojanth has been reprinted twice.  Both times bundled with the other three S-series adventures.

The first reprint was called Realms of Horror and it was all the S-series adventures combined into a loosely tied together "Super Module" that was all the rage in the late 80s.  All the maps were reprinted in a small booklet and personally, I found them harder to read.

The second reprint was the more faithful reprint from Wizards of the Coast, Dungeons of Dread, in 2013. 


The Original Tournament Adventure

The original tournament adventure, the Lost Caverns of Tsojconth (note the spelling) appeared at the Wintercon V game convention in 1976.  This would have been akin to a playtest version of AD&D.  Also Iggwilv is described as being dead, and male.

While the adventure does not feature the wilderness areas, the caverns seem to have a more mystical bent to them, with the center "nexus" described as the connection point between worlds to help explain all the new and weird monsters in it.  It would make sense, to be honest, and help explain why Tsojcanth and later Iggwilv possessed it. 

Paleologos at the OSR Grimoire talks a lot about the original Lost Caverns of Tsojconth.

The era of 1976-1978 was an interesting time and lead to some interesting styles of play.  We had the Holmes Basic Set and the B1 In Search of the Unknown (1978) adventure out and we had the AD&D Monster Manual.  This Holmes + Monster Manual actually became the game of choice for many.  I would later play this same hybrid of D&D/AD&D in 1979.
Likely as a way to replicate that Demos Sachlas/Paleologos over at the Vaults of Pandius recreated the original tournament adventure, along with some descriptions from the full 1982 S4 adventure and reformated it to fit the style of B1 to give us a "Holmes version of the Lost Caverns of Tsojconth."  This adventure is a tight 16 pages with two more pages for maps.  It feels like a late 70s offering.  Reading through it I do get the feeling that B1 and S4 could be bookends of a classic 70s adventure series.  All it is missing a nice monochrome cover.  I might need to mock one up someday.

Greyhawk Online has a side-by-side comparison of the 1976 Tsojconth and the 1982 Tsojcanth.

If you want to buy your own Noble Knight Games has one on sale for only $7,195.50. If you are worried that is overpriced it does come with the original zip-lock bag. 

Playing in Hyperborea

Normally at this point in my Revisted posts I would talk about using this adventure with other games.  But instead, I think I just want to focus purely on Astonishing Swordsmen & Sorcerers of Hyperborea.

A while back I posted about HS4 The Lost Caverns of Acheron, a Hyborian Age reskinning of S4 from the Hyborian Age site dedicated to the d20 Conan RPG.  They have a lot of adventures including some reskinned ones on their Adventures in the Hyborian Age page.  But it is S4 that interests me today.

Combining this idea with the Holmes flavored Tsojconth above you could have a perfect game for AS&SH.  The idea came to me while reading Eric Fabiaschi's Swords & Stitchery blog.   He even pointed to me that he had done exactly this. 

The pulp sensibilities of Gygax's adventures comes through in S4 with vampires in lost temples, ancient eldritch forces, and strange creatures from beyond.  Pairing this with AS&SH and the Lost Caverns of Acheron turns it up to 11 as it were. 


With its history of magic, archmages, witch queens, vampires, and demons it is no wonder that this is one of my favorite adventures. Like B1, it is one I like to come back to again and again.