The continent of Flanaess (World of Greyhawk); more specifically, in the Yatil Mountains (somewhere between the gorge of the Velverdyva River and the hills east of the town of Krestible).
Language
English
Level Range
01 - 08 (beginners can level up)
Races
Any
Tricks & Traps
Light
Roleplay
Light
Hack & Slash
Heavy
Classes
Any
Scope
Medium
DMNeeded
No DM Required
Single or Multiplayer
Single Player
Max Character Level
08
Max # Players
01
Min # Players
01
Min Character Level
01
Content Rating
Everyone
Gameplay Hours
12
Description
Nearly a century ago, the arch-mage Iggwilv sent her evil minions to conquer the lands around her abode. So successful was she that the Marches of Perrenland were subjugated for a decade, and great indeed was the loot brought to Iggwilv�s lair.
Legend states that Iggwilv gained much of her prowess from discovering the lost caverns of Tsojcanth, wherein was hidden magic of unsurpassed might. It is certain that Iggwilv ruled her domain from these caverns, where she also conducted arcane experiments and rituals, trying to further increase her powers.
These experiments were ultimately her downfall, for during one she accidentally freed the demon Graz�zt, whom she had imprisoned and forced into servitude. There was a terrible battle, and although the demon was forced back to the Abyss, Iggwilv was so stricken that her powers were forever weakened.
With the wane of her evil, Iggwilv�s realm was sundered. Her former slaves stole her treasure and scattered to the winds in the face of enemy armies. The arch-mage, however, used the last of her powers to prepare a hiding place within the lost caverns of Tsojcanth for her remaining wealth. Legends say that this included several tomes of great power, and the fabled lamp called Daoud�s Wondrous Lanthorn.
What else might be hidden no-one knows, for no-one has yet discovered the lost caverns of Tsojcanth or Iggwilv�s precious hoard. Thought to be located somewhere in the Yatil Mountains between the gorge of the Velverdyva River and the hills east of the town of Krestible, the fabled caverns of Tsojcanth have yet to be found... but that day is nigh.
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This classic module was originally written by E. Gary Gygax for the Official ADVANCED DUNGEONS & DRAGONS Game in 1982. Included in this faithful conversion of the classic PnP module are a number of new and/or updated creatures: Bar-lgura, Behir, Carrion Crawler, Cave Moray, Chasme, Cooshee, Crystal Ooze, Dao, Djinn, Dracolisk, Formorian Giant, Gas Spore, Giant Badger, Giant Cave Beetle, Giant Eagle, Giant Owl, Giant Snapping Turtle, Gorgimera, Hieracosphinx, Lacedon, Leucrotta, Marid, Marlgoyle, Mobat, Pech, Piercer, Roper, Shambling Mound, Subterranean Lizard, Wolfwere, Xag-Ya, Xeg-Yi, Xorn, and more.
NOTE: You MUST also have the Rocky Mountains (v1.02) Tileset installed in your HAK directory. You may find it here.
Your adventure begins at the Bissel outpost in the foothills of the Yatil Mountains.
Pushing across the punishing wilderness of the Yatil peaks, your first task is to find the Lost Caverns of Tsojcanth.
While your travels will take you far and wide across the expanse of the Yatil Range...
...you must step lightly when encroaching upon the contested territories of the nation-states of Ket, Perrenland, and Highfolk.
Even worse, the foul Lord Iuz has assembled a formidable force to thwart your attempts to discover Iggwilv's hoard.
Deep within the planar nexus of Iggwilv's Tsojcanth, each encounter is more odd than the next! From exotic beasts, like Behir...
...and the dread Chasme, you will soon discover that Iggwilv's old magicks are alive and well in these accursed caverns!
As testament to this, each subterranean chamber is more puzzling and bizarre than the next.
But succeed you must! Having discovered a magical craft with which to ply the subterranean rivers of Tsojcanth, ever closer to Iggwilv's inner sanctum shall you venture...
...until you literally stand at the door to Iggwilv's legendary hoard of riches and magical artifacts.
But who is this mysterious dark maiden, deeply held in some enchanted slumber? Perhaps she alone holds the secret to Tsojcanth...
Yikes! I made lots of notes, gave ample feedback, we exchanged e-mails and in the end I didn't even remember voting?! Shame on me. Except for a minor bug I found in the henchmen system and a few personal issues with the deus ex machina ending, this was a blast: Lots of action and exploration and a well told story. This is Hall of Fame material and I remember it fondly.
Posted by Epona at on08/11/10
You made one fricking cool module there SirOtus, big thumbs up! I really enjoy the look and feel of it, and it has been a great pleasure playing it. Love the resting-system, and most things are balanced very well. Also enjoying the maplessness in the caves a LOT, cause like you already pointed out, it adds to the exploration feel. I'm not completely done yet, but I'm nearing the end, so I decided to drop my rating and a comment before I forget everything again (lousy memory..:)) Because I do have some pointers which I wanted to share... *SPOILERS AHEAD!*SPOILERS AHEAD!* *WATCH OUT, HERE THEY COME!* 1: First of all, I was very lucky to go the long way round from the start, because I really loved the mountain exploration and its encounters. It was very funny to discover that the Horn was actually around the corner, but it would have been a real shame if I found it right from the start. All your hard work spend on those mountains would have been for nothing, and it would have shortened the module significantly. I truly hope most players took/take the long route and your design does encourage that, but there must have been a few who found the entrance very early in the game, and they've missed out on a lot of good stuff. I've never played the PnP version, and maybe it's intended this way, but it just feels like a very big waste of space and hard work. 2: The oozes! Oh my Gods, the oozes...Although I find it very realistic that some monsters simply destroy your weapons, it's also very frustrating to lose all of your leet fighting gear. My cleric henchman is now fighting with his bare hands (the poor fellow), also because he's not able to use the light flail you've put in his inventory :( The wizard/fighter is the only one with his initial weapon left, but the nice shield I gave him also went up in ooze. Not to mention the 10 or so torches I lost (I went back to the outpost after my first ooze encounter to stock up), and the one I'm using now is my last. This would not be a very big problem if there was some nice replacement gear to be found, but I can't find those anywhere. Maybe I haven't explored the caves well enough? And of course I could always go back to the Outpost or the Gnomes, but from the point where I'm at now, that really wouldn't add to the fun factor. 3: Those nasty chickens. Dealing with them was easy, finding them was like sucking donkey private parts! The journal entry says they are north of the Pech excavation site, so I searched those caverns until my eyes started hurting. I marked my path with the glowing stones from the Gnomes, but because I was convinced they were in that cave area, I started to doubt myself. I actually started yelling at myself several times; "you blind cow, you must have missed a hallway, go back, go back!" Yeah I know, sometimes I'm a bit pathetic while playing games :P After a while I convinced myself they really weren't there, and out of sheer frustration I peeked in the read-me file for some spoilers. Oh. They're in the FLOODED caverns! Crap. Basicly my own fault for not trusting my markings of course, but it would have been nice if those Pench gave me that clue in my journal entry. *SPOILERS DONE, I REPEAT: SPOILERS DONE!* That's about it really. Forgive me for my long comment, I can never keep things like this short. All in all, like I said before, this is one kick hiney module. Thank you very much for all your effort, you did a great job! _________________________ "By believing, one can see"
Posted by SirOtus at 2010-06-0310:40:28
I have purposely disabled the automap function while in the lost caverns in order to give players the feel that they must be more careful and thorough in their exploration strategies. There *is* the capability to use lighted trail-markers, but those are items which must be procured elsewhere in the adventure (prior to exploring the lost caverns)... _________________________ NWN1 MODULES (Classic PnP Conversions) C2 - The Ghost Tower of Inverness S4 - The Lost Caverns of Tsojcanth NWN1 MODULES (Original Series) A Forgotten Evil - Chapter 1 A Forgotten Evil - Chapter 2 NWN1 CREATURES (New and/or Revised) [Aspis (Cow, Drone, Larva, Ovate, Warlock)] [Carnivorous Ape] [Chasme Demon] [Dracolisk] [Eye of the Deep] [Firebat] [Giant Sundew] [Ixitxachitl (Regular Vampiric)] [Leucrotta] [Roper / Storoper] [Shambling Mound] [Water Weird] [Xag-Ya / Xeg-Yi]
Posted by velkito at 2010-06-0303:58:24
The non-existent map underground makes it very difficult to explore it, and then there were the weapon-destroying acid blobs or whatever they were called. Without a proper map, I don't know if that encounter is obligatory or not. Sorry, I guess I won't finish that module :(
Posted by SirOtus at 2010-05-2913:47:56
Velcito, here's how you get to Iggwilv's Horn (i.e. the Lost Caverns of Tsojcanth): ***SPOILER ALERT *** Explore the Southern Yatil Range, where you will find an enclave of Mountain Dwarves. In the southeast corner of this wilderness area, you will find a small canyon which will lead to contested territory, presently occupied by a roving band of Gnolls in the employ of Iuz. Beyond their camp you will find Iggwilv's Horn, and the entrance to the Lost Caverns on the south face of the Horn... _________________________ NWN1 MODULES (Classic PnP Conversions) C2 - The Ghost Tower of Inverness S4 - The Lost Caverns of Tsojcanth NWN1 MODULES (Original Series) A Forgotten Evil - Chapter 1 A Forgotten Evil - Chapter 2 NWN1 CREATURES (New and/or Revised) [Aspis (Cow, Drone, Larva, Ovate, Warlock)] [Carnivorous Ape] [Chasme Demon] [Dracolisk] [Eye of the Deep] [Firebat] [Giant Sundew] [Ixitxachitl (Regular Vampiric)] [Leucrotta] [Roper / Storoper] [Shambling Mound] [Water Weird] [Xag-Ya / Xeg-Yi]
Posted by velkito at 2010-05-2907:25:50
I'm probably missing something obvious but I think I've explored all the areas I can get to and yet I can't possibly find those caverns I'm supposed to find..WOuld anyone spoiler me please?
Posted by Calgach at 2010-03-0816:00:44
Just starting and I gave my new fighter the weapon specialization/dwarven-waraxe feat. But then found none in the merchant. Is there a waraxe somewhere early in the mod?
Posted by SirOtus at 2010-03-0310:51:02
JML, I'm not sure why it's crashing on you. Perhaps you're right - there may be some unknown conflict with running the game with v1.69 and CEP 2.3 of which I am unaware. For the life of me, I don't know why that should present a problem... Sorry. _________________________ NWN1 MODULES (Classic PnP Conversions) C2 - The Ghost Tower of Inverness S4 - The Lost Caverns of Tsojcanth NWN1 MODULES (Original Series) A Forgotten Evil - Chapter 1 A Forgotten Evil - Chapter 2 NWN1 CREATURES (New and/or Revised) [Aspis (Cow, Drone, Larva, Ovate, Warlock)] [Carnivorous Ape] [Chasme Demon] [Dracolisk] [Eye of the Deep] [Firebat] [Giant Sundew] [Ixitxachitl (Regular Vampiric)] [Leucrotta] [Roper / Storoper] [Shambling Mound] [Water Weird] [Xag-Ya / Xeg-Yi]
Posted by jml at 2010-02-1412:06:34
'can't play it. The first "A rude awakening" map loads fine but after 5 seconds, the game crashes, not matter what I do, even if doing nothing. (with 1,69 + CEP 2,3) _________________________ @ + jml, level 52 "Overgod? Is that like Supergod or something?", from "Citadel" "M?not shr this ishych u g?dea.", from "Prophet" series