S4 The Lost Caverns of Tsojcanth
This page will be available in .pdf
format, at some point.
The Lost Caverns of Tsojcanth is
one of Gygax's classic adventure modules, moreso for the Greyhawk background,
new
monsters, spells, and magic items it introduced into D&D than for the scenario
itself.
On the publishing history of S4, read
the information at The
Acaeum,
and then check out the good scans at Adrian Newman's TSR Archive and McDuff's Keep. The
original tournament version of the adventure---The Lost Caverns of
Tsojconth (note the spelling)---consists
of 17 leaves of typed pages (in varying font sizes) that include a single-page
cover with background information,
two pages of maps, two pages of illustrations, two pages of tournament judging
guidelines, three pages of
cavern and monster descriptions, three pages for pregenerated PC's (two to
a page), and four pages of attack/damage matrices for the new monsters introducted
in the module (including X, Y, and Z).
Gygax mentions the adventure several
times in Dragon Magazine, and once in Polyhedron. Of those instances, four Dragon comments
are pertinent to the history of the adventure, when Gygax discussed
it in his column From
the Sorcerer's Scroll:
"Rob
Kuntz is helping me with a revision of The Lost Caverns of Tsojcanth,
a WinterCon tournament scenario which I based in part on one of his
dungeons levels." (The Dragon # 35,
page 12; March 1980; [note: the level in question that Gary used
was level eight of Kuntz's El
Raja Key dungeons, as revealed in the April 2005 auction for the
original map; also note that the spelling for the module has already shifted
to
Tsojcanth])
"Rob Kuntz
has the reworked Lost
Caverns module which must be finalized also. It was used for
a MDG tournament a few years ago at WinterCon, and the scenario is very
good. We want to get it into
print as soon as possible." (The Dragon # 37, page 11;
May 1980)
Kuntz gets special thanks in S4's
credits, likely due to his initial creation of the Greater Caverns level,
as well as his efforts in rebuilding and/or
expanding the original module manuscript into a form closer to the final, published
version. [compare the original version to S4 and see about RJK's
credit, if any]
"Because TSR
needed a competition level module . . . 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
. . ." (Dragon # 55, page 17; November
1981)
Here Gygax mentions that he basically
gutted S4 when preparing it for publication: he added the wilderness
adventure, and built new encounters into the dungeon. He also
added many new monsters to the module to relace ones that were no longer
new since their original publication in 1976 (prior to the release of
the 1977 Monster Manual); similarly, many of the new
monsters introduced in S4 appear in the Monster Manual II in
1983.
(I enumerate the various differences between the
encounters in the tourney and published versions of this adventure on
my encounter comparion page). Gygax
echoes similar sentiments and elaborates further in his interview in
the second issue of Polyhedron (probably given by Frank
Mentzer, although I have yet to confirm this with Mentzer or Gygax):
"RPGA: |
We have received a lot of requests
and questions about what has happened to T2 (AD&D Dungeon Module T2: The Temple of
Elemental Evil). Is it soon to come? |
"EGG: |
It's about half finished, and I've
done a complete revision of the old "Lost Caverns of Tsojcanth" (AD&D
Dungeon Module S5), which were [sic] played at a Detroit WinterCon -- oh, I don't
know, three, four, five years ago, whenever it was -- and I've finally gotten around to
adding these, and putting a complete outdoor adventure on the front end to get to the Lost
Caverns, and I'll finish those and then I'll get back into T2, and then do the plane
modules that I want to do. I want to do the elemental planes, para-elemental planes,
demi-planes, and semi-planes, and demi-semi-planes, et cetera . . . . |
"RPGA: |
Et cetera . . . . Well, as
president of a multi-million dollar international corporation like TSR Hobbies, I'm sure
you have very little free time; but is the Greyhawk campaign still running? |
"EGG: |
It runs
sporadically, with basically what you'd call a group of new players
-- some of my younger children play, and
some of their friends and associates. Occasionally we'll get
some of the old-timers in there. As I got busier and busier,
and the demands of work kept me from playing Greyhawk, I began to merge
my profession with my avocation, and cheated a lot by creating
the village of Hommlet and the temple [sic] of Elemental Evil to test
some ideas I had about random dungeons, and outdoor terrain so forth. That
got going with a number of the old original players, like Ernie and
Brian and so forth, and now that's pretty well
quieted down, the old original Greyhawk is back in play again, now
and again. One of
these days I swear I'll extensively revise it, fill in a lot of the
areas that I only have one-liner notes on, and maybe even attempt to
publish it." (Polyhedron #
2, page 4; Autumn, 1981) |
Gygax mentions several noteworthy
items in the Polyhedron quotation:
- Of particular note is that the
module designation is S5 and not S4---S1 Tomb
of Horrors was published in 1977, S2 White
Plume Mountain in 1978, and S3 Expedition
to the Barrier Peaks in 1980; perhaps Gygax was thinking
of WG4 Forgotten Temple of Tharizdun (perhaps
then to have been S5??), also published in1982, or perhaps
WG4 was going to precede S4 originally..
- Gygax seems to strongly
associate the S4/S5 and T1-2 modules beyond the
fact
that
he was working on them during the same time frame: perhaps
Gygax used similarly random dungeon- and wilderness-generation
processes in both adventures,
or that there are hitherto-unknown links between S4/WG4 and T1-2.
- Lastly, Gygax was very interested in publishing
planar modules (Q1 Queen of the
Demonewb Pits, by Daveid C. Sutherland, III, was the only
to appear in print), which related in part to the ohterworldly nature
of S4 in both of its incarnations.
The final reference to S4 appears in Dragon # 56:
You will recall
that the Lost
Caverns of Tsojcanth module was mentioned in the previous issue. In
this module are quite a few new spells detailing the conjuration and servitude
of powerful creatures
from other planes. TSR's Product Development Department was worried
about a seeming conflict between the new spell ensnarement (and
its various protective devices) and the information found in the Monster
Manual regarding protection devices versus
devils. (Dragon # 56, page 18;
December 1981)
Interestingly, the
protections offered by the magical diagrams changed
from the
version published in Dragon # 56 to the version
publication in S4 (see my page on magical diagrams for
a detailed analysis of these rules, as well as my own additions to them). The
magical protections were not subsequently incorporated within the AD&D
rules, although an abbreviated sketch of them appears as part of the
6th level
Magic-User
spell ensnarement in
1985's Unearthed Arcana (page 60).
Reviews of the Lost
Caverns of Tsojconth
From Ken St. Andre's review in Supernova #
()
The Lost Caverns of Tsojconth, designed by Gary Gygax, 3
dollars. 14 pages, ziplock bag. Copyright 1977.
Here I am, trying to lay aside by prejudices and review some D&D
material. I think one of the fairest things I can do is let the product speak for itself, so I am going to quote directly from the back cover and then move on to other comments.
"This is the dungeon designed especially for the MDG Wintercon
5 Gamefest Dungeons and Dragons Tournament. It was designed by Gary Gygax
and playtested by the TSR staff. Use this dungeon for your own tournament
or for a new exciting dungeon for one dungeonmaster and six players
(six players aren't necessary but all characters should be used).
The dungeon contains two levels (the lesser caverns and the greater
caverns) each with the necessary maps, room descriptions, character sheets,
monster chracteristic tables, character versus monster hit/damage matrices,
a monster description sheet, referee notes, and guidelines for the selection
of the best player. Each level takes about 3-4 hours to play."
And then they tell you a little about the six characters they want you
to use in this dungeon.
In one sense, Lost Caverns is a real achievement- a fairly complex dungeon
especially for tournament play, it can be used impartially by any number
of dungeonmasters without greatly affecting the outcome. Gygax has
remembered to include everything you need to operate the Lost Caverns
just as is promised above. It is a typical dungeon- a seemingly endless series of caves
with a different and more outrageous monster every time you turn around.
There is plenty of treasure to be found but you must look in the really stinking
places to find it. (D&D Axiom? If it smells bad, can treasure be
far away?)
This would be an excellent dungeon to buy if 1. You wanted to run your
own little D&D tournament without really preparing; or 2. You'd
rather pay 3 bucks for a mediocre dungeon than make up your own.
The only real faults I can find with it are: 1. At least one dollar of
the three dollar price is for the ziplock bag (totally unnecessary because
all you get is paper- no moving parts or counters to lose); 2. Most of
the important text is in printing smaller than the supernovae print and
it is very crowded even at that; 3. Gary Gygax did most (perhaps all?)
of the illustrations himself. Like me, the man is no artist. Unlike me
he insists on publishing his childish little sketches which are all flat,
poorly proportioned, and singularly lacking in interest. 4. Lost Caverns
has a really ugly dungeon map which looks like it is a xerox copy of a
xerox copy.
Overall, I recommend LSOT for avid D&D fans. It should be tremendous
egoboost because you will look at it and know that your own dungeons
are much better. Non-avid fantasy roleplayers can save their money.
Compare the background within S4 to the text
of the original tournament module, quoted below:
Several decades ago when the
Archmage Iggwilv brought the Marches of Perrunland [sic] under his [sic] domination,
considerable store of treasure was taken from that place and sequestered by him somewhere
in the no-man's-land between the Duchy of Geoff and the forsaken Sea of Dust. Among
his loot were several rare and prized tomes and the fabled lamp known as Daoud's Wonderous
[sic] Lanthorn.
When Iggwilv
was slain by the demon Graz'zt, and his [sic] minions scattered by
an uprising of oppressed subjects, rumors
began to spread regarding where the Archmage's treasure trove was located.
Considering the cartloads of precious metals and gems taken away during
the overthrow, it is not surprising that most of these whispered suggestions
were ignored as spurious.
However, the books and the Lanthorn were never found, and the rumors did
reach some interested parties, for several expeditions have sought to locate
these items, but the
parties were either unsuccessful in their attempts to find the locations
of the Caverns of Tsojconth [sic] (where the most reliable rumors claim
the treasure rests) or else failed
to return. (The Lost Caverns
of Tsojconth,
front cover)
Several key differences between
the published histories from Tsojconth and S4 versions emerge:
-
In the original tournament, Iggwilv
was male, and slain by Graz'zt upon his escape from confinement; in
S4, Iggwilv is female and survives the demon lord's escape, though
she is severely weakened by the battle.
-
The original tournament location
placed the Lost Caverns between Geoff and the Sea of Dust, which suggests
that those locations may have been closer together in Gygax's original
Greyhawk campaign than they are now in the official products. The area
suggested spans
a large swath of land from the Crystalmist Mountains south into
the Hellfurnaces. In contrast, S4 is set in the Yatil Mountains, even
further north of Geoff and the Sea of Dust.
-
grodog's Frist Surmise:
This shift in location explains how the mountain Iggwilv's Horn
got
its name---that
location,
rather
than the Lost Caverns, was
Iggwilv's headquarters and place of strength. Perhaps a second "lost
dungeon" is located there (to which, perhaps, the Hall of Pentacles
leads?).
-
grodog's Second Surmise: The
Crystalmists location further explains how the Lost Caverns and
Iggwilv's cache
of magic
were
not discovered when her Perrenland-pillaged
loot was recovered, since the Lost Caverns were far to the south,
and not at all close to Iggwilv's Horn (and, after all, why
should they be if the caverns
are a planar
nexus?
perhaps she built or exploited existing gates to connect her
disparate and hidden workshops, caches of magic, etc.).
-
Tsojcanth, about whom we know very
little from official Greyhawk sources, was originally known as Tsojconth.
More on Tsojcanth/Tsojconth, below.
I enumerate the various differences between the
encounters in the tourney and published versions of this adventure on
my encounter comparion page.
Verses and Clues
Several sets of verses exist in S4. All
of them deserve a detailed examination. I begin with the Hermit's Information,
then move into the verses and prose cluse themselves in the order they
were presented, because his details provide needed context to the rhyme
the
PCs receive
at the beginning
of the adventure.
A tall mountain is called
Iggwilv's Horn.
The Lost Caverns of Tsojcanth are
said to lie south of that peak.
A narrow track does go to the
caverns, for when Iggwilv ruled, there was much coming and going to and from the caverns.
Rumor has it that the caverns are
a nexus of planes, and many odd monsters now inhabit the caverns.
-
There are
at least two levels of caverns
in the place. (S4
The Lost Caverns of Tsojcanth, Booklet 1, page 7; emphasis
mine; more on this later)
Analysis:
-
The word horn can
have many meanings, several of which are applicable to Iggwilv's lair. In
addition to the obvious meanings of mountain peak, a hollow horn to
hold something (like a drinking horn),
a wind instrument often used as an alarm or warning (note that with the
many cave entrances to the Lost Caverns, on windy days they may produce
haunting echoes, like a dirge),
and a source
of strength. [note
to self: look horn
up in OED and see what it says]
-
Horns also suggest both jealousy
and cuckolding.
Both meanings hold interesting implications for the parentage of Iggwilv's
daughter, Drelnza. The mountain is Iggwilv's Horn,
therefore Iggwilv wears the horns; the question merely remains whether
or not the horns are of jealousy or
cuckoldry (or both).
-
If the horns originate in jealously,
someone presumably cheated on Iggwilv (a dangerous practice that
probably didn't continue for long...). Only two of Iggwilv's
probable lovers are recorded in canon: the
father of Iuz (who is the demon prince Graz'zt, according to Gygax's
Gord novels and Sargent's WGR5 Iuz the Evil,
although the article originally
describing him in Dragon # 67 suggests Iuz may be
a "by-blow
of Orcus or some other demon prince"), and the human
lord near Whyestil Lake whose realm Iuz took over. Given
her nature, it's quite likely that Iggwilv took other lovers, of
course.
-
If the horns are from cuckolding,
Iggwilv's lover may have fathered Drelnza with someone else, which
may also explain, in part, why Iggwilv
imprisoned her "daughter" as guardian of her trove: to
punish the daughter, yes, but moreso to punish the father (identity
unknown to canon).
The father of Drelnza remains an unknown
quantity, and Iggwilv may not necessarily have given birth to her (since Drelnza could be
a step-daughter, or an adopted daughter).
Note also, that Drelnza and Iuz may be
half-siblings; perhaps Iuz's human "father" (the lord of
Whyestil Lake) was Iggwilv's husband; when he cheated on her, and
begat Drelnza, perhaps Iggwilv made Drelnza into a vampire in retribution (in addition to handing his kingdom
to Iuz).
-
Note that horns are alsoplural:
the mountain in the Yatils is only one horn, suggesting that
another may exist (perhaps in the Crystalmists
or Hellfurnaces).
The Horn of Iggwilv
pierces the heart--
look over your shoulder
before you start.
How many sorrow?
Foolish men,
because they didn't
turn back then. (S4 The Lost
Caverns of Tsojcanth, Booklet 1, page 3)
"The Horn
of Iggwilv pierces the heart" suggests several meanings: a
heart broken by jealousy, the killing of a vampire, an active
and deadly jealousy (which aggressively pierces someone else's heart). I
believe that this short poem---in particular the use of "Horn"---reinforces
my theories about jealousy
and cuckolding, above. Heart could
also mean the center of her realm (whether
that's the Lost Caverns or not), and that foes approach her realm
at their own risk.
The phrase "look over
your shoulder before you start" certainly suggests uncertainty: it
advises caution, and not only that your back might be unguarded, but that you may not be
able to trust whoever may or may not be back there: you should check your back
before you start. But before you start what?--that
is the key query. Before you arouse the jealousy that pierces hearts, by involving
yourself in Iggwilv's love life? Or, before you betray that love/lover and earn a
heart-piercing? Or, is it a general warning that Iggwilv has been burned in the past
and that you shouldn't approach her heart at all, since you risk rousing her wrath?
Additionally, "look" has
several connotations: to "look over" is
to look back, to look behind, but also to look beyond (beyond your shoulder,
beyond your self)---to look to the past, and to where you've been before,
which is an allusion to seeking Drelnza within the Greater Caverns
while repeatedly heading to the center hex). To "look
over" is also
to inspect, to to examine closely, perhaps cautiously as well as thoroughly.The heart, shoulder,
and back are
all parts of the body (more specifically the upper body), strong and
muscular. A
shoulder is also part of a mountain near the top, while to pierce something
is to stab it, to enter/penetrate something; it is also to see truly,
and with clarity. Thus, the first quatrain centers on cautioning the PCs
about Iggwilv's danger---her strength pierces the heart---and advised
them to retreat, to stop before they start.
How many sorrow? This
sounds like a rhetorical question, of course: the countless who have
fallen before Iggwilv sorrow because they didn't heed the cautious warning. But
it also suggests that others nearer to Iggwilv may sorrow as well: Iggwilv,
who's heart has been broken; Drelnza, with her "yearning
eyes" and "hunger
tragic." Perhaps no one sorrows,
which is telling because no one cares about Iggwilv or Drelnza any longer.
(Note that all who sorrow are "foolish men"---perhaps
both Iggwilv and her daughter(s) are especially tempting to men...).
These men are foolish and they sorrow
because they didn't
"turn back then"---they
didn't give up and retreat, but they also didn't turn around, look around,
to see who or what what is behind them. Also, they didn't "turn back then"---they
didn't convert to Iggwilv's ways, and suffered for their stubborn inflexibility
(or obstinate resisteance, perhaps). Perhaps it was Drelnza who would not
turn (to evil? to some particular cause of Iggwilv's??), and she was turned
into
a
vampire
in retribution,
hence her "yearning eyes" and "hunger
tragic." It's also possible that Drelnza was turned into a vampire
by an enemy of Iggwilv's, in retaliation for one of Iggwilv's acts, or perhaps
because she would not turnto or acquiesce to another cause or course of
action.
The following information is "a page from the journal of the lone survivor of a past expedition
to the caverns" (S4 The Lost
Caverns of Tsojcanth, Booklet 1, page 7). Note that the
conclusion of the log suggests that the lone survivor experienced some sort
of revelation; perhaps the Hermit is, in fact, the lone survivor?
The log follows:
The small cave was the
secret, for in back, hidden by (here the text is blurred beyond any reading) . . .
and we descended. There was no certain path, so we (smudged). . . and this is told
of above, for it is where Yaim and Brelid met their end. Our persistence paid.
The right way was beyond and narrow, so (writing covered with dark stain) . . . --eam lies
straight pas-- (more stains) . . . --pe the span swiftly to plunge to doom where the
wat-- (here smudges and stains obliterate several lines) . . . They were right. It
is much more dismal here than above. Only the two of us su-- (blotch) . . . We pray
that the lucky (smudge) . . . is true, for we are now going to attempt entry fo-- (large
rusty smears have wiped out the next words) . . . of no help. I managed to
escape. Why did we (here the remaining few words are smeared and unreadable, save
for the last word) . . . beautiful. (S4
The Lost Caverns of Tsojcanth, Booklet 1, page 7)
The original tournament scenario provided a portion
of this log as player background in the "Current Situation" section:
You are a
member of a group of six adventurers, met by chance some weeks past. Each
was seeking the Caverns, each possessed a fragment of information
regarding them. Together you have compiled
what seems an accurate set of directions to the entrance of these caverns
. . . A fragment of parchment you have states: "The
right way is narrow... (words obliterated)...eam lies the straight
pas...(more smudged writing)...pe
the span swiftly of [this word should probably
be
"or"] plunge to doom where the wat..." (The Lost Caverns of Tsojconth)
Reconstruction of the Hermit's fragment, using
information present in the original and published modules, suggests the following as a
possible base text to the above reading (note that this version of the log is purely my
own creation, based on the two previous versions):
The small cave was the secret, for
in back, hidden by [an illusion, were stairs
hewn into the living rock,] and
we descended. There was no certain path, so we [explored
each of the cave openings, battling many strange creatures, including one
of Iggwilv's
automatons,] and this is told of above, for it is where Yaim and
Brelid met their end. [??perhaps they were
on an upper level, in the pech cavern??] Our persistence paid. The
right way was beyond and narrow, so [we walked carefully after removing armor, then suited up
again. We
continued to the where the str]eam lies straight pas[t the westward branching
cave, and entered the stream. The current carried us further west,
under a rock bridge.
We were had to ro]pe the span swiftly or plunge to doom where the
wat[er fell hundreds of feet into the flooded caves below
pez
pez [they find their way into the Greater Caverns, below]
pez
pez They [who
they?] were right. It is much more dismal here than above. Only
the two of us su[rvive]. We pray that the lucky [verse] is true, for we are now going to attempt entry fo[r the seventh, and last, time. The holy water was] of no help. I managed to escape. Why did
we [xxxx yyyy zzzzz?] beautiful.
[found Drelnza, but then he got
away, still smitten by her?; unrelatedly, note that Brelid is almost
an anagram for Dilbert]
Under this heading, I discuss the
Graven Glyphs themselves, as well as the hints to hapless players who
aren't accustomed to teleportation traps
in their dungeons.
In the center lies the gate
But opening it is sure to vex
Many are the guards who wait
As you go to the middle hex
Randomly sent to find a way
Back to a different iron door
A seventh time and you may stay
And seek the glowing prize no more
You have won old Iggwilv's
prize
Her hoarded cache of magic
And freed the one with yearning eyes
Whose lot was hunger tragic (S4
The Lost Caverns of Tsojcanth, Booklet
1, page 18).
In Booklet 2, page 32, line
nine reads "You have won ole
Iggwilv's prize." In
the original tournament, the Graven Glyphs offer a slightly different reading:
In the center lies the gate
But opening is sure to vex
Many are the guards who wait
As you go to the middle hex
Randomly sent to find a way
Back to a different iron door
A seventh time and you may stay
And seek the prize no more
You have won my choicest
prize
My warded cache of magic
And freed the one with yearning eyes
Whose lot was hunger tragic (The Lost
Caverns of Tsojconth, The Greater Caverns)
Note that the gate
is in the center, which suggests that another gate existed within the
central room---probably a hex
in the original version, since the poem mentions such, and there are six
doors; the Greater Caverns central map region also generally mimics a
hexagonal shape, as well, so it
is also possible that the "center hex" is the series of corridors
surrounding areas 9, 10, 18, 19, and 20. If that is in fact the case,
then I think that the Greater Caverns originally extended one hex each further
around the center hex, and that
the teleportation traps took adventurers to a completely different hex bordering
on the central one.
The Greater Caverns
map also hints that there may have been more entrances, perhaps as many
as eleven in total (although I
think that eight entrance corridors seems the most likely non-six alternative,
given the eight points of a compass; mapping an octagon isn't as easy
as a hexagon, but I suppose
anything is possible). I think that the other, undetailed corridors
were probably gates, although not to locations within the complex; otherwise,
there isn't really any
evidence of the planar nexus mentioned
in the Hermit's clues (other than the general presence of demons and whatnot,
as well as the four
locations available from the Glowing Cavern, key 9). In any event,
the middle hex contains the gate, which then leads to the final door, which
is,
in turn,
a door itself. But to
where? Perhaps to the round room 20?
In the published module, Gygax advises the DM to
scatter the following six lines of clues throughout the Greater Caverns, one line per
encounter location.
- Going south
takes you southwest
- Going north
takes you southeast
- Travel southeast
and you are south
- Northwest
brings you north
- Travel southwest
reverse that
- From northeast
you go northwest (S4
The Lost Caverns of Tsojcanth, Booklet 1, page 20)
The unrepresented directions are
east and west, which would each take adventurers to the other's corresponding
teleportation location, if the dungeon was base-8 vs. base-6.
In the original tournament, the
clues appeared on parchments in two locations, respectively guarded by a Chimera, and by a
Neo-Otyugh and Shambling Mound. The clues read:
Southwest, then northwest brings
the venturesome to the southwest gate, and if you enter you will go the opposite way
North, then northeast to the
southwestern gate, and if you enter you will next have to go south and east (The Lost Caverns of Tsojconth, "The Greater
Caverns")
The clues are clearer in the final,
published module.
Location of the
Lost Caverns
Throughout this section I refer by default to
the Darlene wall maps from the 1980 and 1983 editions of Greyhawk. When I refer to a
Living Greyhawk map location, I will specifically mention it as such.
A whole lot of folks seem to know
where these
"lost" caverns lie: the Hermit, the inhabitants of Gnome
Vale, probably Mordenkainen (behind-the-scenes sponsor for Bissel), probably
Iuz and Perrenland, perhaps High
Folk, Veluna, and Ket, and quite-likely various other unnamed
groups!
It is possible that many of these
nations simultaneously received their information from Mordenkainen,
which would
partially explain the "land-grab"/"gold rush"/"claim
jumping" sense of
desperate squabbling
that pervades the
adventure's background. However, Mordenkainen's influence cannot account
for the thousands of previous adventurers who have died in the Lost Caverns
(unless he's been at this for a very long time...).
For more thoughts on this subject,
see below.
Read Denis Tetreault's essay on The Southern Yatils. His
keen analysis of the maps of S4 vs. the Darlene maps offers a DM the option to choose to
remain canonical or to select a geographically savvy site. It's great to be informed
that the choice even has to be made in the first place.
I have always pictured the Lost Caverns
and the Forgotten Temple within the main body of the Yatils, north and
west of Krestible, rather
than in the southern branch near Highfolk. For me, that is a much more
reasonable location from which to dominate Perrenland. For the locations
posited in both the 1983 Glassography (hex E5-88) and in Denis' essay
(hex E5-89), I believe that if Iggwilv dominated the whole of Perrenland
from either location, then
she would also have
been much more of a threat to the city Molvar in Ket, as well as the Fairdells
(Highfolk). To project sufficient power to take Perrenland (a nation
noted for the export its excellent mercenary companies) to its knees for
ten years, but then not to touch
Ket, Highfolk, and possibly Veluna, does not seem credible to me.
Inspired by Denis' notes, however,
in my campaign I placed Mordenkainen's Obsidian Citadel in hex E5-89
(on the Darlene maps), which, given
Mordenkainen's attempts to capture Obmi and the Theopart Awakener in Gygax's
novel Artifact
of Evil, seemed to me to be a better use of the alternate locations
which Denis explored. Your mileage may vary (and you can always switch
the twain to keep the Caverns in their proper location, to and shift The
Obsidian Citadel to the central
Yatils).
On Darlene's Greyhawk maps, I choose
to locate the Tsojcanth Caverns in hex K3-88, which puts them more toward
the bulgy center of
the main body of the Yatils; and, if I counted correctly, I believe the Forgotten
Temple of Tharizdun would then appear in hex Q5-87 (in the hex directly
to the east of the N in
"Yatil Mountains" on the Darlene maps). On the Living
Greyhawk Gazetteer maps, I place the Caverns around hex 10-Q, which may
or may not shift the Temple to 10-P, since the scale changes from Darlene's
maps to the LGG maps, and makes
site conversion inexact. [need locaiton for new dungeon maps]
Have you ever tried to map out all the
entrances and exits and sub-levels that form the Lost Caverns of Tsojcanth? I
have, and the results aren't very pretty. I'm not sure that
I should share this map of the mountain, since I really
not sure that I've figured out how to present the three-dimensional
levels described in the module (DCSIII I'm not!).
Anyway, here's grodog's Tsojcanth Schematics,
in which I try to depict the relationships between the
various entrances, exits, and levels of the module,
in proportion to one another:
- Map
of the Fanged Entrance Cavern (1.2 MB .jpg)
- Map
of the Lesser and Greater Caverns (1.4 MB .jpg)
- Map
of the Levels in Profile, and also the Umber Hulk Caves (1.2
MB .jpg)
- All three of the above maps,
in .pdf (2.5 MB .pdf)
Lost Levels
What ever happened to the other levels
of the Lost Caverns of Tsojcanth (and why is the dungeon in the mountain south of
the one named Iggwilv's Horn: obviously the Lost Caverns were not
her headquarters)?
If the Lost Caverns were, in fact, Iggwilv's headquarters, where are her
bedroom and conjuration room, Graz'zt's prison room (surely he wasn't in
the Prison of Zagig?), the demnses of Drelnza and ofIggwilv's apprentices
and henchmen, etc.?
Underground Lake Level
pez
The Greater Caverns' Hex Shape
I created this rough draft Expanded Greater Caverns map to explore my "expanded hex" theory of the original Greater Caverns dungeon level map from _S4 The Lost Caverns of Tsojcanth_ (TSR, 1982). My theory was completely wrong about the original level design, which became abundantly clear when I saw the original level, drawn by Robert J. Kuntz as part of his Castle El Raja Key dungeons. I still love the idea of expanding the Tsojcanth caverns in general, though, so I continue to play with this concept.
My theory was that the original map design consisted of a set of seven hexes---one central hex, and six surrounding hexes---and that the published versions were forced to truncate that expanded design due to the limitations of the 8.5x11 printed page size. As with so many theories, gaming-related or otherwise: when they intersect with reality's cold, hard facts, they fall to pieces ;)
I will almost certainly move around some of the encounters in the Greater Caverns to make use of the larger level's environs/space, but I was also planning to add some new monsters to the new map, etc., too, no merely to shift around the Greater Caverns' existing encounters.
Sub-Levels of the Caverns
pez
According to the Living Greyhawk's regional
newsletter The Perrenland Informer [link citation]:
A map recently discovered by
adventurers in the Corusk Mountains indicates that the legendary Caverns of Tsojcanth
(located all the way across Perrenland, in the Yatils!) may be more extensive than first
reported. A number of copies of this map, some undoubtedly false, are currently
circulating in Swartzenbruin [sic].
The original idea of a planar nexus came from the
tournament nature of the original scenario:
Your information indicates
that the caverns are on two levels, and that the way to the deeper section can only be
gained by a chosen few, for the locale is strange in yet another fashion. The
Caverns of Tsojconth are a nexus in probability, where several alternate worlds
touch. Each of you is aware that numerous parties such as yours, each containing six
alternate persons like each of you, will be entering that part of the Caverns which
manifests itself in their respective worlds. (The Lost
Caverns of Tsojconth, "Current Situation")
There is no mention of
pez
water/earth elemental planes = marid, dao, xorn,
lacedon, cockatrice
grodog ran his own version of the Lost Caverns of Tsojconth at the GaryCon and North Texas RPG Con conventions in 2015. Here's the event description:
Event Title: The Warped Caverns of Tsojcanth
Event Type: Role Playing Game
System: AD&D (1st Edition)
World: World of Greyhawk
Day/Date: Thursday
Session Time: 7:00 PM to 1:00 AM
Number: 5 to 8 players
PCs: High-level, pregens provided
Experience: Expert
DM: Allan Grohe
Description: Explore grodog's high-level version of The Lost Caverns
of Tsojconth. In the Yatil Mountains west of the Velverdyva River, the
magical hoard of the Witch Queen of Perrenland still lies unlooted.
Hundreds of adventurers have perished in search of its treasures. A
lucky few have returned with fabulous artifacts, incantations of
surpassing might, and tales of horror and woe! Plumb the extra-planar
perils of the Lost Caverns of Tsojconth, and seek the hidden domiciles
of Iggwilv herself!
grodog's expansion of the 1976 Wintercon V tournament and S4 Lost
Caverns of Tsojcanth module will challenge jaded players already
familiar with this classic dungeon, as well as those who have never
explored the Lesser or Greater Caverns. (No wilderness). Pre-generated
PCs of levels 10-14 will be provided.
Personages
Many figures key to Greyhawk's hallowed
history debut in S4 The Lost Caverns of Tsojcanth.
Based on the original tournament,
Gygax probably added the relationship between Drelnza and Iggwilv after
expanding the scenario
for publication (or, the relationship simply was not detailed in the original
version). Described merely as a "vampiress
lord"
who "cannot escape from the room, nor can she
call aid... She guards the nexus and must permit none to leave alive
if she is to go free"
(The Lost Caverns of Tsojconth, "The Greater Caverns,
continued"). Note
that to discover Drelnza, you need to
seek the spherical chamber, the center hex, six times before
the
seventh succeeds (note also that all
six doors are
false and all
are
true, another possible clue if PCs use divination magic to attempt to
gain further insight into the room's entrance requirements).
I speculate about Drelnza's parentage
above, in part drawn from the speculation about Iggwilv's
Horn,
and her possible kinship to Iuz. What is the age of Drelnza relative
to Iuz, is she younger, or he?---since he's been Iuz the Old forever, it
would be ironc for him to be younger than his older sister.
Drelnza may appear in the painting
in one of the Corridors of Red Marble: "A
painting shows a 14' wooden boat with a lovely, black-haired lady at
the tiller, smiling under a stormy night sky. This painting is of the
magical boat from LESSER CAVERNS area 13" (S4 The Lost
Caverns of Tsojcanth, Booklet 1, page 27). The
fact that the lovely woman is abroad at night may hint that she is a
vampiric Drelnza, although this is speculation, of course (the painting
could just as easily depict Drelnza prior to her vampirism, or Iggwilv,
or Drelnza's twin sister, or...).
Drelnza's fate appears to have been
sealed, per her mention by Tenser in WG6 Isle of the Ape: "Know
you of Iggwilv? Dead, you thought? Long dead . . . No,
not so! She stirs
and is much wroth, for her beloved daughter was laid low" (WG6 page
6). Tenser's mention of Drelnza is one of the few times that a
non-series module chronologically refers to the events from another adventure
(discounting such
travesties as S1-4 Realms of Horror, or the plotline built to connect
the T, A, and GDQ serieses together). However, Drelnza is not
explicitly named by Tenser, and his reference could, perhaps, apply
to another of Iggwilv's
daughters; note especially that this second daughter mentioned is "beloved"
vs. the usual yearning/hunger tragic description that's consistently applied
to Drelnza. Further,
the unnamed daughter was "laid
low," and not necessarily slain, so it is also possible
that Drelnza survived even if it was she who was defeated. (As an aside,
the only other reference of this type that I can recall occurs in the description
of Lareth's worship
of Lolth in T1 The Village of Hommlet.
Its sequel T1-4 The temple of Elemental Evil mentions a "sharp
check" (page 29) dealt
to Lolth---presumably with her defeat in D3 The Vault of the Drow or,
less likely, Q1 Queen
of the Demonweb Pits---which sets T1/T1-4 sometime after D3/Q1).
If my theories about Iggwilv's
jealousy/cuckoldry hold credence, then Iggwilv may have been angry for any number of
reasons:
her daughter Drelnza was laid
low/slain
her treasures from Tsojcanth were
stolen (although, truthfully, I'd only want the Prison of Zagig myself, assuming that I
already knew all the names and had all of the spells in my real spellbook)
her daughter Drelnza was laid
low/slain and her Tsojcanth treasures were stolen
her daughter Drelnza was released
from her imprisonment
her daughter Drelnza was slain
and therefore released from her eternal torture as a vampire
some other non-Drelnza daughter was laid low
(note that if some other daughter was laid low, then the connection to Tsojcanth crumbles,
and it may be assumed that Drelnza may yet guard Iggwilv's cache)
If Drelnza survives,
the relationship and communication she holds with her mother, if any,
will be very important
to her subsequent actions as she reacclimates herself to an Oerth that has
advanced at least a century since she saw it last.
Despite Iggwilv's centrality to the
Lost Caverns scenario, we actually know very little about her background,
goals, plans, powers, etc. The little we do know is summariezed below:
Iggwilv discovered the Lost
Caverns of Tsojcanth (presumably at some point they weren't Lost and were merely the
Caverns of Tsojcanth), wherein magic of unsurpassed might was hidden, and thereby she
gained much of her prowess
-
Iggwilv sacrificed her little
power that remained to hide her remaining treasure (her daughter,
the artifacts, etc.; perhaps her agency here is why the Lost Caverns
are now lost?---perhaps she physically moved the caverns, or even
the entire mountain, from their original location?); cartloads of
treasure are
recovered, though not from the Lost Caverns
(although the Caverns
have been found before by other adventuring parties, and although
the other nearby mountain is named Iggwilv's Horn)
Note that an interpretation of Iggwilv
is illustrated by an uncredited H. J. Quinn on S4 Booklet 2, page 8. She
wields a dagger and a spear against Graz'zt (unless the spear is in fact
Graz'zt's guisarme +1,
which she has wrested away from him?). She has very long hair, and
is wearing a crown/mask (Johydee's Mask?), a necklace, various bracelets,
a cloak, wrapped leggings, and a dress that
only covers one shoulder. While a nice image of Graz'zt in battle form,
and a stunned/terrified Iggwilv, I don't think that Graz'zt would have had
his sword available while
Iggwilv's prisoner (perhaps he summoned it?).
There have been many references
to Iggwilv outside of this module; consult Jason Zavoda's listings in
the Encyclopedia Greyhawkiana to
review them all:
Demonomicon of Iggwilv [BK]
DRG#299 - 101
S4B1 - 30
S4B2 - 21,26,29
Iggwilv {Igwlf}{Louhi}{Wilva}{Ychbilch}[NPC]
AOE - 91,92,94,96,194,232,328-332,343
CED - 37,46,47,52,55,56,294,295,296,297,302
DOD - 12,13,14,45,46,75,136,140,170,171,172,173,174,175,176
178,192,196,197,198,199,200,201,202,206,207,209,210,214
218,221
DRG#225 - 49,51,53
DRG#241 - 75
DRG#294 - 27
DRG#299 - 101,103
FTAA - 29
LGG - 67,86,156,173
LGJ#0 - 6,7
LGJ#4 - 29
LOG - 5
PGTG - 18,24,27
RTO8 - 2,10,20,21,37,48,52-56,59
S4B1 - 2,3,7,18,19,26,27,29,30
S4B2 - 21,26,32
SOD - 15-31,75-80,82,83,87-90,93,135,136,139
T1-4 - 99
TAB - 59-61
TD - 7
WG6 - 6,8,43,44
WGR5 - 3,16
Iggwilvs Horn [MT]
S4B1 - 6
Iggwilvs Nethertome [BK]
DRG#225 - 51,52
Iggwilv is basically Baba Yaga for
Greyhawk, and should be owner/inventor/user/discoverer of her Dancing
Hut. Children of Iggwilv: Iuz (with Graz'zt),
Drelnza (perhaps), perhaps another if the WG6 mention is not Drelnza.
Apprentices/henchmen of Iggwilv: none
reported by name, although henchmen flee her crumbled realm with loot in S4
intro.
Further caches/labs/sites: see
Roger Moore's Gates in the World of Greyhawk. See also
Fiends Embrace, new minor artifact of iggwilv's from Dungeon Magazine
# 121 (April 2005).
In the Living Greyhawk Journal's premiere
issue, Gary Holian and Erik Mona state
"The Circle
[of Eight] in those early days worked to check the power of influential
beings in Eastern Oerik.
When they could not directly intervene, they sponsored groups of adventurers,
as in the sacking of Iggwilv's former haunt at the Tsojcanth Caverns in
the mid-570's." (Living Greyhawk Journal #
0, page 6)
This would place Mordenkainen and
the Circle behind the PCs sponsored by the Margrave of Bissel, in their
quest to loot the Lost Caverns of
Tsojcanth. Such sponsorship also marks Mordenkainen or another member
of the Circle as the source of the "recent investigations" which
prove that "the magical lanthorn did exist and
that Iggwilv possessed it," and that "Iggwilv's
lair was definitely located somewhere between the gorge of the Velverdyva
River and the hills east
of the town of Krestible" (S4 The Lost Caverns of Tsojcanth,
Booklet 1, page 2)
Several intriguing questions remain,
given the above information:
What prompted Mordenkainen to choose to involve
himself in Iggwilv's affairs?
-
What investigations did Mordenkainen
perform to confirm the lore? Where were they performed? When,
and by whom?
-
Why wasn't Mordenkainen able to
pinpoint the location of the Caverns? There is no shielding
or protection from scrying in the tournament or published modules
(other than that surrounding the Inner Sphere/Nexus of the Greater
Caverns); given that the Yatils are basically Mordy's backyard, how
could he have not
known
about
the caverns for
so many years?
(This may
speak to Gygax's comments that Mordy's fortress in the original GH
campaign was in the area of the Horned Society) .
If Mordenkainen was the sponsor,
what was his angle? Did he want the Demonomicon? The
Prison? The Lanthorn? the treunames? All of the
above?
-
What is the history of the Lanthorn, independent
of Iggwilv?
"The realms of Iuz, Perrenland, and Ket
have sent expeditions into the Yatil Mountains seeking the exact
location of the caverns; the few
that have survived have all failed."
(S4 The Lost Caverns of Tsojcanth, Booklet 1, page 2)
Some notes on the sponsors of the
adventuring parties seeking the Lost Caverns:
Bissel (LG, LN; LG, LN, N, NG in LGG):
Walgar, Ranger 15 (Larrangin, LG F9/C2 in LGG)
-
Ostensibly the sponsor of the
PCs, Walgar is likely the tool of Mordenkainen [N
W20+]
-
Who's to say that the Margrave
didn't hire more than one band of adventurers, to protect against
the possibility that one or more
fail? What if he set one or two up as decoys who would draw
the attention of Iuz, Ket, etc., to better insure that his prime
team got through? That's a very
Mordenkainen/Circle of Eight thing to do....
Iuz (CE; CE, NE, LE, CN in LGG): Iuz, CE
demonic demigod
-
It seems likely that Iuz's
party would have known the location of the caverns, although
perhaps they failed to reach them due to the trials
of traveling in the Yatils, etc.
-
Just how friendly are Iuz and
mom? Iuz and
sis? They're probably rivals in many ways, especially Iuz and
Drelnza.
Ket (LN, LE, N; LN, N, LE, CN in LG):
Zoltan, C3/F14 (Nadaid, LN F10/W5 in LGG)
Border patrol
-
Also employs a hobgoblin war
party "with
orders to prevent or report human movement along the Kettite
border area" (S4 Lost Caverns of Tsojcanth, Booklet 1, page
7)
-
Note that Ket is the only
nation/group with two bands scouring the wilderness: their
determination to get the loot seems greater than the other rival
sponsoring nations.
Perrenland (LN, N; LN, N, LG in LGG):
Franz, R 15 (Karenin, LN F14 in LGG)
Veluna (LG, LN; LG, NG, LN in LGG): Hazen,
C19 (LG C20+ in LGG)
-
Veluna is mentioned in the Notes
for the Dungeon Master on Booklet 1, page 2, although not within
the Introduction, and lacks any border patrol presence among the
wilderness encounters
I think that the Perrenland and Ket
Border Patrols, the Hobgoblin War Party (in the service of Ket), and
the Elven Warder Band (serving
Highfolk, who seem conspicuously absent from the list of possible sponsors---perhaps
tey're in League with Mordenkainen directly?) would be on the lookout
for rival parties of adventurers, and possibly
attack/detain them on
principle, especially if the adventurers were foolish enough to admit the
object of their quest.
Just how many groups of previous explorers have
plumbed these supposedly "lost" caverns? The following discrete groupings
of intruders certainly arrived prior to the PCs. Some of the victims may have
adventured together, however, so separation may not indicate group identity:
Note that the Stone Giants have
a 15th level Bigby's Grasping Hand scroll, which suggests
that a 15th level Bigby (or another 15th level mage who knew Bigby's
personal spell) was in the area at some point.
the loner survivor's group (see
the Hermit's Fragment, above)
In the original tournament, the only
whole-body victim appeared in the Niche With Remains (aka, Second Fungi
Cavern); it is not described
beyond "the body somewhat resembles something
undead"
(The Lost Caverns of Tsojconth, "The Lesser Caverns").
From the introduction, it would seem
that at least one group from each of the nations of Iuz, Perrenland and
Ket have already attempted to
find the caverns. Seemingly, these groups failed to locate the entrance,
and perished in the Yatils. Adventuring parties suggest stealth, speed,
and hit-and-run tactics; why send a small band rather than a larger force
of euroz backed by members of
the Boneheart (Iuz), or Otis, Murfles, and the rest of the Hommlet crew (Veluna)?
Why the need for secrecy and deniability that adventurers bing (perhaps to
put some distance between each nation's pawns and Iggwilv?).
Tsojcanth
tsojconth = zip in Zavoda;
Tsojcanth [NPC]
DRG#299 - 103
RTO8 - 55
See the following URL's:
Gygax wrote the Slayers
Guide to Dragons for Mongoose Publishing in 2002,
who published the scenario "The Revenge of Ghorkai" (or "The Ravage of
Ghorkai" as reads in the body of tee .pdf) as a free
download.
The download is interesting, because it contains several references to
Iggwilv, Drelnza, and the geography of S4.
Demon Princes
Note the similarity in the first nodes
of hteir names. Perhaps
they're related (beyond the fact that they start with consecutive letters
of the alphabet)?
Graz'zt was imprisoned by Iggwilv,
and centuries earlier by Tuerney (using his Iron Flask, according to
Roger E. Moore's Return of the
Eight adventure). Graz'zt must be an easy mark, or something---perhaps
his truename is graffiti within the dungeons of Castle Greyhawk ;->
Some Forgotten Realms-specific information
about Graz'zt appears in For
Duty and Deity, which you can download for free from WotC's web
site. More information appears in the Book of Vile
Darkness.
Note also the name change: in
the Monster Manual II, the demon prince is Fraz-Urb'luu.
Fraz' was
Imprisoned "for centuries"
beneath Castle Greyhawk by Zagig, within a bas-relief image. See Scott
Gregg's
"Erac
and Erac's Cousin" Greytalk
post for additional details, as well as Gygax's "Up On A Soapbox" column
in Dragon Magazine # 320. Of
particular note from Scott's post:
Erac was a lawful good magic-user
who worked his way up to Warlock (8th level Magic-user) before he died on a sub-level of
the 6th level of the Greyhawk Castle dungeons. He was trapped in an area with a star
on the ceiling. The star was magical and by wishing upon it, Erac could have
escaped. Unfortunately, the hapless adventurer never discovered the star's secret
and eventually starved to death.
This prison sounds remarkably
similar to the one in the Greater Caverns encounter 9.4 Hall of Pentacles. Perhaps
that encounter teleports adventurers to Castle Greyhawk.
Artifacts
Daoud's Wondrous Lanthorn
The original version of the Lanthorn was less
powerful than the final, published artifact:
- Sapphire lens caused Fear
- Emeral lens caused Haste
- Topaz lens caused Slow
(S4 doesn't list a topaz lens power)
- Ruby lens caused Hold
Range was still 30 feet, with no save within 15
feet (vs. 10 feet in the final version). Confusion lasted as long as the Lanthorn
was spun, and the use of four lenses on one face caused blindness at 60 feet for 2 to 12
rounds. There were no prismatic powers listed for the original version of the
Lanthorn, and no mention of additional prisms beyond the above four.
-
Note that
Dao = an evil earth elemental, does this reflect on the Lanthorn's
name? (perhaps it may be a genie lamp too...)
-
Just who or what was Daoud?
What happened to the Lanthorn after/if it was
recovered?
Is it possible that Iggwilv was trying to cure
her daughter of vampirism by having her bask in the light of the Lanthorn
for hundreds of years?
Daoud's Wondrous Lanthorn in Living Greyhawk
According to The Perrenland Informer,
newsletter of Perrenland's Triad:
Retrieved by adventurers
from the caverns of Tsojcanth several years ago, the Wondrous Lanthorn is
missing once again! Rumor claims the artifact was stolen nearly
a year ago; however, the theft was kept secret while attempts to retrieve
it were made. Who stole the Lanthorn
is not known. Inquiries should be directed to the Constable of Krestible
if you wish to help retrieve this item.
Demonomicon of Iggwilv
Fraz-Urb-luu's staff
Graz'zt's Eye of Deception
Prison
of Zagig
Bibliography (and Otherwise
Useful Resources)
-
Gary Gygax. "From the Sorcerer's
Scroll." The Dragon and Dragon Magazine, as pulled
from the Dragon Magazine Archive. Wizards
of the Coast: Renton, WA. 1999.
-
Gary Gygax. The Lost Caverns
of Tsojconth. Metro Detroit Gamers: Detroit, MI. 1976.
A
warm Thank You to Adrian
Newman for providing a photocopy of this adventure to further my research.
Gary Gygax. S4 The Lost Caverns of
Tsojcanth. TSR Hobbies: Lake Geneva, WI. 1982.
Gary Gygax. T1 The Village of Hommlet.
TSR Hobbies: Lake Geneva, WI. 1979.
Gary Gygax. WG4 The Forgotten Temple of
Tharizdun. TSR Hobbies: Lake Geneva, WI. 1982.
Gary Gygax. WG6 Isle of the Ape.
TSR Hobbies: Lake Geneva, WI. 1985.
Scott Gregg. "Erac
& Erac's Cousin." Greytalk internet post dated 14 December
2000.
-
Terry Harrison. "The
History of Iggwilv." TORG Mailing List message
3368.
Gary Holian, Erik Mona, Sean K. Reynolds, and
Frederick Weining. Living Greyhawk Gazetteer. Wizards of the
Coast: Renton, WA. 2000.
-
Gary Holian and Erik Mona. "Wheels
Within Wheels: Greyhawk's Circle of Eight." Living Greyhawk
Journal # 0. Wizards of the Coast: Renton, WA.
August 2000.
- Frank Mentzer. "Interview with Gary Gygax,
Part Two." Polyhedron Newszine # 2. TSR Hobbies:
Lake Geneva, WI. Autumn 1981.
Rob Kuntz, personal correspondence (if I can ever
dig the letters up and see what light they shed....).
Roger E. Moore. "Gates in the World of Greyhawk Part
1." AOL Greyhawk folders, 1995.
Roger E. Moore. Return of the Eight.
Wizards of the Coast: Renton, WA. 1998.
Denis Tetreault. " The Southern Yatils."
All contents of this page are copyright their
respective holders:
-
Wizards of the Coast owns Greyhawk,
D&D, The
Dragon, Dragon Magazine, Polyhedron Newszine, and all associated trademarks
and likenesses.
-
All original scholarship, cartography, and creative research contained
herein is copyright 2001-2016 by Allan T. Grohe, Jr.
Return to grodog's
Greyhawk.
Return to grodog's D&D.
Return to Imrryr. |