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Wednesday, 29 October 1986

Lost Caverns in The Yatils

S4 The Lost Caverns of Tsojcanth

This page will be available in .pdf format, at some point.  
Publication History
Verses
 
Personages
Demon Princes
Artifacts
  • Daoud's Wondrous Lanthorn
  • Demonomicon of Iggwilv
  • Fraz-Urb-luu's staff 
  • Prison of Zagig 

Publication History

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

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.

Original Tournament Background

 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.

The Hermit's Information

  • 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:

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 Hermit's Fragment:

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]

The Graven Glyphs

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?  

Greater Caverns' Teleport Hints

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.  

"Lostness"

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.

Site of the Caverns

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]

Entrances, Exits, and the Verticality of Levels

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.?
pez
pez
pez

Lost Levels and Living Greyhawk

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].

Planar Nexus

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

Personages

Many figures key to Greyhawk's hallowed history debut in S4 The Lost Caverns of Tsojcanth.  

Drelnza

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.  

Iggwilv

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 ruled her domain from the caverns, and conducted arcane experiments and rituals to increase her powers (this sounds strangely reminiscent of how Zagig's expertimentations have been described at various times...)
  • Iggwilv had already captured Graz'zt and forced him into servitude; she accidentally set him free during one of her experiments (possibly on Graz'zt himself?)
  • Iggwilv survived the battle, though losing most of her power
  • Iggwilv had henchmen and slaves (perhaps apprentices also?), who stole her treasure and scattered to the four winds in the face of enemy armies (note the plural!)
  • 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).

Mordenkainen

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?

Previous Explorers

"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)

Expedition Sponsors

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.  

Adventuring Parties

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)
    • Yaim [Bakluni?]
    • Brelid [Dwur?]
    • the next-to-last adventurer
    • the sole survivor [what goes through your head--the Asia song or Connect Four?]
  • the party to which the slain elf belonged (in the Second Fungi Cavern)
    • note that the elf had black cloak and hood = possibly a drow?; wears bracers =MU or Thief? (I lean toward the latter, due to the cloak and the gems [perhaps spell componentes?))
    • this encounter is similar in nature to the frozen PCs entombed in G2 The Glacial Rift of the Frost Giant Jarl
  • the hundreds/thousands of bodak victims (some may have dated from when Iggwilv was still alive, of course)
  • the previous victims who taught Lludd how to speak human/creature languages
  • the chasme demons' victim
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:

Ghorkai

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

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.

Fraz-Urb-luu

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

  • Gygax expanded upon notes from Dragon Magazine 56.  This material was not published in Unearthed Arcana, which collected a lot of material originally published in Dragon Magazine.

Fraz-Urb-luu's staff

  • which is still missing (see City of Greyhawk box set Adventure Card # 10 "The Lich-Staff", as well as my article on Fraz' on Canonfire!)

Graz'zt's Eye of Deception

  • from the Gord novels (seen in Quinn illustration?)

Prison of Zagig

  • (the illustration always looked like Tenser to me)
  • how did Iggwilv acquire this if only 2-3 exist?

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."  

Ownership

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 contained herein is copyright 2001-2005 by Allan T. Grohe, Jr.  


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Tuesday, 9 December 1980

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Magic is an inherent part of drow life, both on a personal level, and on a societal one. Though traditionally feared for the divine magics that the priestesses of Lolth use to cow their own people and wreak havoc upon others, there is a strong presence of wizardly magic within drow society that should not be overlooked by any means.
Below, the primary aspects of magic in drow society will be discussed. First, this page delves into the inherent spell-like abilities that all drow possess. Then a glimpse is given of the various items of magic they have created and employed down the millennia. Finally, some of the more common spells that drow utilize and/or have created will be touched up on.

All civilized drow receive some amount of training in wizardly magic, both to test their aptitude for casting spells and to train them in the mental concentration necessary for control of their natural spell-like abilities. These innate powers, so called because all drow are born with them, and can learn to utilize them of their own volition without formal tutelage, are the abilities to evokeDancing Lights, Faerie Fire, and Darkness.
These powers sometimes vary slightly from place to place according to lineage, natural differences between individuals, differences in the prolonged favor of drow deities, and variations in the local intensity of the natural radiation of the Underdark (or lack thereof, in the case of surface-dwelling drow). A dark elf's control over them can vary with mental state, sickness, age, level of training, and other conditions. For example, a dying drow may knowingly pour his or her remaining life-force into the exercise of these powers, doubling or even trebling their area of effect, duration, and/or damage, if the DM desires.

In game terms, these powers may all be used only once per day. For example, a drow who uses Darkness may not re-awaken that natural power until 24 hours have passed from the time they invoked it. For purposes of determining numerical effects of the spell, such as duration and area of effect, consider the abilities as the spells of the same name, with a caster level equal to the employing drow's total character level. These spell-like abilities follow all other rules on the maintaining and usage as presented in the core rules.

Dark elven ties to magic do not stop with "offensive" abilities--they are infused with some magically defensive capabilities as well. All drow are inherently resistant to magic, which in game terms grants them Spell Resistance equal to 11 + 1 per character level. Drow are completely immune to magic Sleep spells and effects. Their elven blood (tainted as it is) also grants drow a +2 racial bonus against all Enchantment spells and effects. These innate defenses, combined with a drow's strength of will grants an additional +2 racial bonus on all Will saves against spells and spell-like abilities.

[ NOTE: The following information was present in 2nd Edition AD&D rules for drow, and though how it was incorporated was altered to fit version 3.X, we utilize this as part of our House Rules. However, we also provide the information on how to include these options via feats, for those wishing to follow the core rules. ]
As drow mature and grow in power (i.e. level up), they learn to harness additional spell-like abilities. Upon reaching 4th character level, a drow gains Levitate, Detect Good, and Detect Magic, each usable once per day.
Priests and priestesses of Lolth (and the clerics of other drow deities at the DM's discretion) also gain additional spell-like abilities through divine favor. These includeClairaudience/Clairvoyance, Discern Lie, Dispel Magic, andSuggestion. As with all other spell-like abilities, they are usable once per day each.

Highborn Drow
You have learned how to tap into the advanced magical abilities of your drow noble heritage.
PRE: Drow, base Will save +2.
You may use Levitate, Detect Good, and Detect Magic once per day as spell-like abilities with a caster level equal to your character level.
Lolth's Blessing
The Spider Queen has blessed you with additional magical abilities.
PRE: Drow, WIS 15, patron deity Lolth, able to cast 3rd level divine spells.
You may use Clairaudience/Clairvoyance, Discern Lie,Dispel Magic, and Suggestion once per day as spell-like abilities with a caster level equal to your character level.

Drow have traditionally crafted items, namely weapons and armor, over the millennia that utilized the properties of the Underdark radiation known as Faerzress, which granted such items quasi-magical abilities and bonuses, though this practice has fallen out of favor as of late in some drow cities. The reliance on being within the area of effect of an Earth Node (the source of Faerzress) is a limitation that some drow would rather not deal with, either through choice or forced circumstances.
While within an Earth Node or it’s surrounding zone of Faerzress, a drowcraft weapon or armor gains and provides enhanced properties, as detailed below. Outside the influence of Faerzress, however, such items function at their normal, base abilities.
Another consideration for drowcraft weapons and armors is an inherent weakness when exposed to sunlight. When such an item is exposed to sunlight, it must make a DC 8 Fortitude save or dissolve utterly. A new save at the same DC is required for each day of exposure. Covered items and items exposed to indirect sunlight (such as indoors) are still vulnerable to this effect, but a drowcraft item can be kept safe indefinitely if sealed within a lead-lined case. Drowcraft items treated with Darkoil (see below) are immune to the effects of sunlight.
Drowcraft Weapon Special Ability
As long as a weapon with this ability remains within an Earth Node or a zone of Faerzress, it grants it’s wielder a +2 Luck bonus on attack and damage rolls, in addition to its normal enhancement bonus. Outside of a Faerzress zone (for example, aboveground), the weapon does not grant the luck bonuses, but it otherwise works normally.
Strong Evocation; CL 12th; Craft Magic Arms and Armor, drow, Contingency, Disintegrate; Price +1 bonus
Drowcraft Armor Special Ability
Drowcraft armor provides a +2 Deflection bonus to Armor Class if the wearer is in an Earth Node or zone of Faerzress. Outside these areas, the deflection bonus is lost, but the armor otherwise functions normally.
Strong Abjuration; CL 12th; Craft Magic Arms and Armor,Contingency, Disintegrate, drow; Price +1 Bonus
Darkoil
Darkoil is a rare mineral oil specially prepared with various alchemical reagents. It protects drowcraft weapons and armor from the effects of sunlight. A vial of Darkoil is sufficient to protect a weapon for 3 days or a suit of armor for 1 day. Applying Darkoil to any item requires one minute.
Cost per vial 25 gp; Weight: negligible.As magic is an inherent part of drow society, they have created (or been accredited with the creation of) several true magic items as well, meaning items which do not require Faerzress to function. They have also been credited with creating various spells down the millennia which are now widespread, which are discussed further down on this page.

Some examples of specific drowcraft and non-drowcraft magic items, weapons, and armor are included below.

Scourge of Fangs
This scourge has a handle of adamantine and five serpentine constructs as lashes. The snakes are extensions of the will of the scourge’s wielder, hissing and writhing in response to the thoughts and emotions of the character carrying it. At the wielder’s mental command, the serpents attack as separate and independent creatures, using the statistics below.
With an attack action, the whip wielder can cause one of the snake heads to attack; as a full attack action all the heads can attack.
If a good-aligned character tries to wield the scourge, the snakes attack the wielder instead of the intended target. The snake heads have the following characteristics:
Tiny Construct; HD 2d10; hp 11; Init +3; Spd 0 ft.; AC 17 (touch 14, flatfooted 14); Atk +5 melee (1d2–2 and pain, bite); SA Pain; SQ Construct; AL NE; SV Fort +0, Ref +3, Will +0; Str 6, Dex 17, Con —, Int —, Wis 11, Cha 1.
Feat: Weapon Finesse (bite).
Pain (Su): The venom of the serpent’s bite causes wracking pains, imposing a –4 penalty on the victim’s attack rolls, skill checks, and ability checks for 2d4 rounds. A successful Fortitude save (DC 19) reduces the penalty to –2.If a snake head is destroyed, it falls off the whip. The remaining heads continue to function normally until all are destroyed.
CL 5th; Craft Wondrous Item, Animate Objects, Bestow Curse; Price 30,000 gp.
Drow Mission Blade
This weapon is a +1 Drowcraft Finder short sword. (As detailed above, a drowcraft weapon grants the wielder a +2 Luck bonus on attack and damage rolls in addition to its normal enhancement bonus, so a Drow Mission Blade functions as a +3 weapon in areas of Faerzress.) In addition to gaining bonuses on various skill checks (namely a +4 Insight bonus on Search, Spot, and Survival checks made underground, as per the Finder ability), the wielder can useBlindsight (as detailed in the spells section of the Underdark book, caster level 3rd) as a standard action once per day.
Strong Varied; CL 12th; Craft Magic Arms and Armor, drow, Blindsight, Contingency, Disintegrate, Divination; Price 15,270 gp; Cost 7,790 gp + 598 xp.
Hand Spinneret
A favored drow weapon, the Hand Spinneret is a +3 Drowcraft Unholy hand crossbow. (As detailed above, this functions as a +5 weapon in areas of Faerzress). In addition, the wielder can use Web (Caster level 8th) as a standard action three times per day.
Strong Evocation; CL 12th; Craft Magic Arms and Armor,Contingency, Disintegrate, Web, drow; Price 90,400 gp; Cost 45,400 gp + 3,600 xp.
Queen’s Scourge
This black, whiplike weapon appears to be crafted of thick webs woven through with cruel barbs. A Queen’s Scourge is a +2 Drowcraft scourge (meaning it is +4 in areas of Faerzress). A character proficient with either the scourge or the whip may employ the Queen’s Scourge at no penalty. Like a spiked chain, it may be used to strike adjacent opponents or opponents 10 feet away. In addition, once per day, the wielder can choose to affect a living creature struck with the Queen’s Scourge with Inflict Critical Wounds, dealing 4d8+12 points of damage (Will DC 17 half) in addition to the weapon’s normal damage.
Strong Evocation; CL12th; Craft Magic Arms and Armor, drow, Contingency, Disintegrate, Inflict Critical Wounds; Price 47,250 gp; Cost 23,920 gp + 1,888 xp.
Death Spear (Lesser or Greater)
This +1 longspear is bathed in an aura of negative energy that deals an additional 1d6 points of negative energy damage on a successful attack. In addition, the spear can be used to deliver an Enervation (Lesser) or Energy Drain(Greater) effect on a successful hit. A Death Spear has 10 charges when created, and each use of such a spell effect uses one charge. When drained of charges, the spear retains the aura of negative energy and its enhancement bonus.
CL 7th (Lesser) or 17th (Greater); Craft Magic Arms and Armor, Energy Drain (Greater) or Enervation (Lesser); Price 13,905 gp (Lesser) or 38,905 gp (Greater); Cost 7,105 gp + 544 xp (Lesser) or 19,605 gp + 1,544 xp (Greater).
Lash of Torment
This whip is embedded with cruel spikes of iron and glass, effectively making it a whip-dagger. (Whip-daggers are exotic weapons from Sword and Fist and the Arms and Equipment Guide. They cost 25 gp, deal 1d6 points of slashing damage, score a critical on a 19-20, and weigh 3 lbs. They are identical to whips in all other respects. Mighty versions are also available.) It is usually found in the possession of drow slavers or torturers. In the hands of a non-drow, the Lash of Torment acts merely as a +1 Whip Dagger. In addition, every time that the non-drow wielder misses, the Lash of Torment curls back and strikes the wielder. This curse has been placed on the weapon to prevent slaves from taking it up against their masters.
In the hands of a drow, the Lash of Torment functions as a +3 Wounding Whip Dagger. On a critical hit, the Lash of Torment also causes tremendous pain. The victim suffers wracking pains, resulting in a -2 penalty to Dexterity and a -4 penalty to all attack rolls, skill checks, and ability checks. A Fortitude save (DC 18) negates this effect. Both effects last for 1d10 minutes, and any additional hits from a Lash of Torment during this time have no further effect on the victim beyond the normal damage inflicted.
CL 15th; Craft Magic Arms and Armor, Mordenkainen's Sword, Symbol. Price 98,325 gp; Cost 49,162 gp + 3933 xp.
Bolt of Discord
Delighting in sowing chaos among their enemies, the drow have created weapons that disrupt and confuse, therby prolonging the conflict. A Bolt of Discord is a +1 crossbow bolt covered in bizarre sigils that seem to move on their own accord. Upon impact, the bolt releases a Confusion spell with a 15-foot radius, as if cast by a 13th level wizard (DC 16 Will save negates). In addition, if a creature is directly struck by the Bolt of Discord it is affected by an insanity spell as if cast by a 13th level wizard (DC 20 Will save negates).
Strong Enchantment; CL 13th; Craft Magic Arms and Armor, Confusion, Insanity; Price 3250 gp; Cost 1625 gp + 130 xp.
Death Armor
This +3 Glamered Shadow Slick Silent Drowcraft spiked leather armor is legendary. While wearing it, an Underdark assassin can complete his mission under almost any conditions and in any guise. In addition to its other properties, it allows the wearer to use Greater Invisibility(Caster level 8th) on himself once per day, as a standard action.
Strong varied; CL 12th; Craft Magic Arms and Armor,Contingency, Disintegrate, Greater Invisibility, drow; Price 75,730 gp; Cost 37,970 gp + 3,021 xp.
Daylight Pellet
This nasty weapon was devised by drow for use against other drow, but it is equally useful against any light-sensitive creature. Daylight Pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action), a Daylight Pellet shatters on impact and activates aDaylight spell.
Daylight Pellets are usually found in pouches in quantities of 3d4 pellets.
Faint Evocation; CL 5th; Craft Wondrous Item, Daylight; Price 750 gp per pellet.
Sun Flash Pellet
Like Daylight Pellets, Sun Flash Pellets are simply small pieces of glass, rock crystal, or igneous rock coated with grease and covered with clay, then baked until hard. When thrown (a standard action), a Sun Flash Pellet shatters on impact and activates a Sunburst spell. These items are especially useful against creatures vulnerable to sunlight, such as vampires.
Due to the high cost of these items, it is rare to find more than a single pellet at a time.
Strong Evocation; CL 15th; Craft Wondrous Item, Sunburst; Price 6,000 gp per pellet.
Driftdisc
Drow Matrons and other prominent drow use animated, 6-foot-diameter stone disks to travel in state for important ceremonies or occasions. Every so often an eccentric drow may even use a Driftdisc as a bed. The disc can carry up to 300 pounds and may fly at a speed of 30 feet with perfect maneuverability. Unattended Driftdiscs customarily float 3 feet above a horizontal surface.
Each Driftdisc is activated by a different command word. If the device is within voice range, the command word activates it, whether the speaker is on the disc or not. The disc can then be controlled telepathically by the creature that spoke the command word. Mentally commanding the disc is a free action, and the user can do so at a range of up to 120 feet. The user retains control of the disc until he uses another command word to deactivate it. At that point, another creature could speak the activating command word and take control of the Driftdisc.
Once per day, the user can animate the Driftdisc as though with an Animate Objects spell. The animated disc is a Large animated object (see Monster Manual) with a fly speed of 90 feet and perfect maneuverability. As an animated object, it fights and moves as directed by its user.
(As per the old rules dictating Driftdiscs, they could be fitted with Drow House Insignia [see below]. In such a case, all the powers of the Insignia could be used by (or against) beings carried by the disc, as if they wore the Insignia directly. The values that follow do not include the value of a fitted Insignia.)
Moderate Evocation and Transmutation; CL 11th; Craft Wondrous Item, Animate Objects, Detect Thoughts,Overland Flight; Price 113,760 gp; Weight 1,500 lbs.
Spider Masks
Found only in the possession of high-ranking clerics of Lolth, these masks grant great power, but they extract a terrible price upon the wearer. Once donned, the mask fuses itself to the wearer's face and cannot be removed short of use of a Limited Wish, Miracle, or Wish. Even if the mask is successfully removed in this manner, the wearer must make a DC 25 Fort save or be instantly killed by the fury of Lolth. Seeing such a mask, most drow immediately treat the wearer with a great deal of respect. There are three known types of mask:
Black Widow
This mask is midnight-black, with the distinctive red hourglass shape of the black widow spider located on the forehead. Unlike the other masks listed here, the wearer's mouth is visible, although it looks like he
+4 Profane bonus on Listen, Move Silently, Search, and Spot checks
Cause Fear at will as if cast by a 15th level Sorcerer
The wearer gains the ability to make a single bite attack each round. This bite deals 1d8 damage and poison (DC 18 Fort save; initial and secondary damage 3d6 CON)
Brown Recluse
This dull brown mask completely covers the wearer's head, with only eight black eyes and two huge hairy fangs breaking the surface. The wearer gains the following abilities:
+4 Profane bonus on Spot and Listen checks
Jump and Spider Climb at will
The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and injects a terrible poison that begins to rot the victim's flesh (DC 18 Fort save; initial and secondary damage 2d6 CON)
Phase Spider
This mask resembles that of a phase spider: white and blue, with eight silvery white eyes. The wearer gains the following abilities:
+2 Profane bonus on Spot, Search, and Listen checks
The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and poison (DC 13 Fort save; initial and secondary damage 1d6 CON)
As a move action, the wearer can shift from the Ethereal Plane to the Material Plane. Shifting back to the Ethereal Plane also takes a move action. The ability is otherwise identical to the Ethereal Jauntspell as cast by a 9th level cleric. The wearer can shift between planes at will.
Strong Necromancy; CL 15th; Craft Wondrous Item; Jump, Poison (Brown Recluse); Ethereal Jaunt, Poison (Phase Spider); Cause Fear, Poison (Black Widow); Price 37,840 gp (Brown Recluse), 56,150 gp (Black Widow), 115,440 gp (Phase Spider)
Web Choker
Strung of barbs and black webbing, with nine gray spheres depending from it, this choker is considered high fashion for drow priestesses. The wearer (and only the wearer) can detach and hurl the spheres up to 70 feet. When a sphere arrives at the end of its trajectory, it bursts, generating a Webeffect (DC 14). Once all nine spheres have been used, the Web Choker is nothing other than a simple choker.
Faint Conjuration; CL 5th; Craft Wondrous Item, Web; Price 2,700 gp.
Amulet of the Dark Blessing
Made from an iridescent black gemstone found in the Underdark, these amulets are identical in function to the devices surface dwellers know as Amulets of Laeral’s Tears. These drow devices bestow 24 temporary hit points on the wearer. When those temporary hit points have been expended, the amulet crumbles into worthless dust.
CL 12th; Craft Wondrous Item, Aid, Shield Other; Price 1,200 gp.
Eyes of the Spider
This device fits on the head in such a way that it covers the wearer's left eye. Eight rubies are set into its silver surface, starting directly over the covered eye and rising in a line toward the top of the head. The jagged shape of the item is reminiscent of a spider's legs. A character wearing Eyes of the Spider cannot also wear a pair of eye lenses or goggles (though he or she can wear a single eye lens on the right eye) or a headband, hat, or helmet.
When the Eyes of the Spider are first put on, the device extends a protrusion into the wearer's left eye socket. This causes excruciating pain and deals 2d6 points of damage. Once this occurs, the device cannot be removed until the wearer is dead.
Three times per day, the wearer of the Eyes of the Spider may use a standard action to make a gaze attack identical to the corrupting gaze ability of some ghosts. The range of the attack is 30 feet, and the target must succeed at a Fortitude save (DC 19) or take 2d10 points of damage plus 1d4 points of Charisma drain.
The character gains the benefits of a continual true seeing spell (the divine version) to a range of 120 feet. Because the device also grants all-around vision, the wearer cannot be flanked and gains a +4 bonus on Spot and Search checks.
Finally, the Eyes of the Spider make the wearer immune to all mind-affecting effects.
CL 11th; Craft Wondrous Item, Eyebite, Circle of Death,Prying Eyes; Price 212,000 gp.
Fang Scarab
A fang-shaped crystal dangles from a loop of finely wrought silver chain in the center of this spiderweb medallion. When the chain is used to wrap the fang scarab around a monstrous spider's waist (the juncture of its cephalothorax and its abdomen), the creature can hear Lolth's dark whispers in its subconscious. This gives it an instinctive knowledge of what the next moment will bring, which manifests in a +1 insight bonus on attack rolls. (This ability does not function during Lolth's Silence.)
Because the fang scarab is designed for spiders, it's not useful to most adventurers. A nonspider can make a fang scarab function with a successful Use Magic Device check (DC 25), but doing so also fuses it permanently to the user's neck, near the Adam's apple. Nothing short of the wearer's death can then remove it.
Though the fang scarab grants its wearer the same attack bonus that it would to a spider, it also initiates a metamorphosis that can change the wearer into a half-spider abomination over time. When the scarab first attaches itself, the wearer’s canine teeth enlarge and coarse black hairs appear on the back of his or her neck. No further changes occur until the character attains levels in the Fang of Lolth prestige class.
CL 5th; Craft Wondrous Item, Divination; Price 3500 gp.
Piwafwi, Lesser
This cloak of deep black color is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
Faint Illusion; CL 3rd; Craft Wondrous Item, Invisibility, creator must be drow; Price 2,500 gp; Wt 1 lb.
Piwafwi, Greater
As the Lesser Piwafwi, above, but it also confers resistance to fire 5, negating 5 points of fire damage per round.
CL 5th; Craft Wondrous Item, Invisibility, Endure Elements, creator must be drow; Price 6100 gp; Wt 1 lb.
Hand of Kiaransalee's Glory
Very similar to the Hand of Glory described in the DMG, this item is a mummified drow hand with a silver ring on each finger. As with the Hand of Glory, a magic ring placed on one of the fingers (as a replacement for one of the silver rings) functions normally for the character who wears the hand.
In addition, each of the five silver rings allows the wearer of the hand to use a specific spell effect. Each ring can produce one of the following effects once per day: Deeper Darkness,See Invisibility, Ray of Enfeeblement, Chill Touch, andSpectral Hand. If the wearer replaces one of the five silver rings with another magic ring, he or she must sacrifice one of these spells in order to replace it with the magic ring's power. If removed from the hand, the silver rings have no magical power.
CL 9th; Craft Wondrous Item, Animate Dead, Chill Touch,Deeper Darkness, Ray of Enfeeblement, See Invisibility,Spectral Hand; Price 19,000 gp; Wt 2 lbs.
Drow House Insignia
©2005 Jenny Dolfen

This metal token is normally worn on a chain or in a pouch tied around the neck, occupying the same space as a necklace. Each bears a symbol of a noble house from a particular drow city and requires a secret command word to activate it. An insignia has a single minor magical ability that can be used once per day, usually a 1st, 2nd, or 3rd level spell. Those belonging to powerful drow often have multiple abilities of various power levels (making them more in tune with the 2E version of House Insignia, which we use in our campaign, and rules for which are presented on our accompanying message boards). Typical spells for a house insignia are Blur, Cat's Grace, Cloak of Dark Power,Comprehend Languages, Feather Fall, Jump, Levitate,Read Magic, Scatterspray, Shield, Spider Climb, Unseen Servant, and Water Breathing.
Each insignia is slightly different, even those from the same noble house, so a person aware of the unique shape of a person's insignia can magically locate that person.
CL 5th; Craft Wondrous Item, appropriate spell (or spells); Price 360 gp (1st level ability), 2160 gp (2nd level ability), 5400 gp (3rd level ability).
Rod of Tentacles
This disturbing looking rod looks as though it is made out of a coiled mass of tentacles. It is warm and rubbery to the touch and wiggles slightly when held. If used in melee combat, the rod of tentacles acts as a +1 heavy mace.
The rod of tentacles allows the wielder to cast Evard's Black Tentacles up to three times a day as if cast by a 15th level wizard. Once per day, the rod can be turned into a bizarre creature that follows the commands of the wielder. When hurled to the ground and a command word is spoken, the rod turns into a mass of writhing, slimy tentacles. It remains in this form for a number of rounds equal to the wielder's character level. The tentacle beast has the following statistics and abilities (click the link for stats).
If the tentacle beast is killed, it immediately reverts back into the rod form and cannot be used for a full 24 hours. If the tentacle beast is destroyed through use of a Disintegrate,Limited Wish, Miracle, or Wish spell, the rod is completely destroyed.
CL 15th; Craft Rod, Animate Object, Evard's Black Tentacles; Price 86,000 gp; Cost 43,000 gp + 3440 xp.

This section details a few common and important spells used by drow. Some of these magics were created and are used by various surface-dwelling races. Drow have stolen both spells and wizards during night raids on The World Above, and have also independently devised spells known in surface realms.

Several spells (some since refined and altered by drow) may date from before the Descent, when the drow progenitors dwelt in the Terrible Lands of Light. DMs and players alike are encouraged to create new and terrible spells unique to individual drow cities and families, and to advance drow mastery of magic with the same vigor and success that surface wizards attain.

In addition to the spells listed below, the drow have a strong affinity for magical glyphs and runes. As a race, they have long warded their homes with potent magics woven into various sigils and runes placed where they can ward against intrusion. These glyphs are similar to those created by the Glyph of Warding andGreater Glyph of Warding spells, except that they remain in place even after discharging their power.
Drow glyphs fall into one of three categories: way-marker runes (used in areas patrolled or traveled by drow but not inhabited by them), sacred glyphs (special glyphs placed by clerics of Lolth to protect areas sacred to the Spider Queen), and house defense glyphs (specialized glyphs developed by members of noble houses to protect their homes and families). These runes are most often placed by drow clerics who have become runecasters and often contain unique spells that have been researched specifically for a particular rune or location.

NOTE: The spells below will be linked to pages with full descriptions as we post such spells on our parent site. Some of the spells have not yet been converted to D&D version 3.5, so that is something we will undertake at the appropriate time.

Sorcerer/Wizard Spells

Level 1
Spidereyes
Level 2
Skyhook
Level 3
Dark Wings
Hand of Darkness
Level 4
Acid Bolt
Backlash
Stop
Level 5
Passweb
Level 6
Summon Spider
Level 7
Vipergout
Level 8
Death Spider
Level 9
Black Blade of Disaster

Cleric Spells

Level 1
Spidereyes
Level 2
Mindtouch
Level 3
Continual Faerie Fire
Darkfire
Giant Spider
Spellweb
Venom Immunity
Level 4
Attunement
Passweb
Level 5
Control Vapor
Summon Spider
Undead Regeneration
Level 6
Spider Bite
Level 7
Repulsion
Level 8


Level 9

Sunday, 23 March 1980

テレポートブロック

呪文

3-18-00:
このセクションでの作業。今後のOerthmagicセクションからプレビューをお楽しみください。乾杯!

テレポートブロック
レベル:7
範囲:3 "1"レベル毎
所要時間:6ターン+ 3レベルにつき1ターン
効果のエリア:レベルごとに2 "スクエア

コンポーネント:V、S
時間をキャスティング:5セグメントを
セーヴィング・スロー:なし

テレポートブロックは、効果の領域の周りの目に見えない障壁を作成します。文字が感知することができます
レベルごとのベース1%に何らかの問題があること。 (メイジ用のレベルごとに2%)。そうでなければ誰もそれは彼らが、電気ショック療法ゲート、リコールの言葉を、テレポートしてみてくださいそこuntiloある知っているだろう、魔法を検出、または常にテレポートブロックは、それが何であるかのためにスペル明らかにする呪文を識別します。その呪文の効果の領域で使用された場合は常に失敗します。

デーモン領主、四天王と試してみて、呪文を払拭するために彼らの魔法抵抗に抗して押し出されるゲート能力を持っていますが、魔法抵抗チェックが失敗した場合、彼らはあまりにも効果の呪文の領域内に閉じ込められている他の平面生き物。 「魔法耐性を持っている通常の生き物と人間はそれがそれらを役に立つしないことを見つけます。

識別されたまたは検出されると、テレポートブロック呪文はディスペルマジック、電気ショック療法によって倒されてもよいです。通常のチャンスで。

もともと作成者:ケビン・ユーイング
マットWuchevich:によって変更

Jumon 3 - 18 - 00: Kono sekushon de no sagyō. Kongo no Oerthmagic sekushon kara purebyū o o tanoshimi kudasai. Kanpai terepōtoburokku reberu: 7 Han'i: 3" 1" Reberu-goto shoyō jikan: 6 Tān + 3 reberu ni tsuki 1 tān kōka no eria: Reberu-goto ni 2" sukuea konpōnento: V, S jikan o kyasutingu: 5 Segumento o sēvu~ingu surō: Nashi terepōtoburokku wa, kōka no ryōiki no mawari no menimienai shōheki o sakusei shimasu. Moji ga kanchi suru koto ga dekimasu reberu-goto no bēsu 1-pāsento ni nanrakano mondai ga aru koto. (Meiji-yō no reberu-goto ni 2-pāsento). Sōdenakereba dare mo sore wa karera ga, denki shokku ryōhō gēto, rikōru no kotoba o, terepōto shite mite kudasai soko untilo aru chi tte irudarou, mahō o kenshutsu, matawa tsuneni terepōtoburokku wa, sore ga nandearu ka no tame ni superu akiraka ni suru jumon o shikibetsu shimasu. Sono jumon no kōka no ryōiki de shiyō sa reta baai wa tsuneni shippai shimasu. Dēmon ryōshu, shiten'nō to tameshite mite, jumon o fusshoku suru tame ni karera no mahō teikō ni kō shite oshidasa reru gēto nōryoku o motte imasuga, mahō teikō chekku ga shippai shita baai, karera wa amarini mo kōka no jumon no ryōiki-nai ni tojikome rarete iru ta no heimen ikimono. `Mahō taisei o motte iru tsūjō no ikimono to ningen wa sore ga sorera o yakunitatsu shinai koto o mitsukemasu. Shikibetsu sa reta matawa kenshutsu sa reru to, terepōtoburokku jumon wa disuperumajikku, denki shokku ryōhō ni yotte taosa rete mo yoidesu. Tsūjō no chansu de. Motomoto sakusei-sha: Kebin yūingu matto Wuchevich: Ni yotte henkō

Thursday, 28 February 1980

Middle ages jobs

One would expect the Middle Ages to have been a simple time, with few truly distinctive occupations, save the lord of the manor, his knights, his household, and the peasants. But, the complexity of the medieval working world is startling. Yes, the above are typical occupations of the age, but within these broad classifications we can define an incredible array of other occupations.
True, medieval jobs were not all fulfilling or stepping stones to success and status, as we envision the knight's position in the lord's court. However, each occupation filled a crucial place in the social system of the Middle Ages, ensuring virtually every imaginable need could be handled by an individual with the proper training or know-how.
Basically, society was divided between two classes, positions of status and positions that were not. Nevertheless, while the lord and members of his entourage had status, they could not survive without the support, albeit drawn through oppression, of the peasants. Medieval society was like a jigsaw puzzle. Each segment was an integral piece of the complete system. Without any one part, the system could not work.
As villages developed alongside the castle, occupations began to differentiate during the Middle Ages. Indeed, the growth of many towns directly resulted from the introduction of commercial endeavors, which were necessary to sustain the castle or the manor, as well as the local populace.
A merchant class quickly developed once feudalism was established in Europe. These merchants became wealthy in their own right, owning grand homes of their own comparable to the best in the land. They transported the products of craftsmen, laborers, and skilled workers across the nation, and internationally as well, furthering trade and acting as envoys between the regions they served.
In existence as early as the reign of Charlemagne and used by the Anglo-Saxons, the guild was of primary importance during the Middle Ages. Initially a rudimentary plan designed to support a certain group of workers (each village originally had one or two guilds), the guild system rapidly expanded throughout Europe.
In essence, these organizations were prototypes of modern trade unions and functioned in an almost identical manner. Their main intention was "to promote economic welfare of its members and guarantee full employment at high wages by restricting membership (Bishop)." Virtually every medieval occupation had its own guild, including bell ringers, minstrels, candle makers, grocers and weavers.
The following lists many occupations that prevailed during the Middle Ages. Even though the individuals who held the positions have long since disappeared, often leaving no record of their existence, their legacy is still very visible in modern surnames. See if you recognize them...
  • Almoners: ensured the poor received alms.
  • Atilliator: skilled castle worker who made crossbows.
  • Baliff: in charge of allotting jobs to the peasants, building repair, and repair of tools used by the peasants.
  • Barber: someone who cut hair. Also served as dentists, surgeons and blood-letters.
  • Blacksmith: forged and sharpened tools and weapons, beat out dents in armor, made hinges for doors, and window grills. Also referred to as Smiths.
  • Bottler: in charge of the buttery or bottlery.
  • Butler: cared for the cellar and was in charge of large butts and little butts (bottles) of wine and beer. Under him a staff of people might consist of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer.
  • Carder: someone who brushed cloth during its manufacture.
  • Carpenter: built flooring, roofing, siege engines, furniture, panelling for rooms, and scaffoling for building.
  • Carters: workmen who brought wood and stone to the site of a castle under construction.
  • Castellan: resident owner or person in charge of a castle (custodian).
  • Chamberlain: responsible for the great chamber and for the personal finances of the castellan.
  • Chaplain: provided spirtual welfare for laborers and the castle garrison. The duties might also include supervising building operations, clerk, and keeping accounts. He also tended to the chapel.
  • Clerk: a person who checked material costs, wages, and kept accounts.
  • Constable: a person who took care (the governor or warden) of a castle in the absence of the owner. This was sometimes bestowed upon a great baron as an honor and some royal castles had hereditary constables.
  • Cook: roasted, broiled, and baked food in the fireplaces and ovens.
  • Cottars: the lowest of the peasantry. Worked as swine-herds, prison guards, and did odd jobs.
  • Ditcher: worker who dug moats, vaults, foundations and mines.
  • Dyer: someone who dyed cloth in huge heated vats during its manufacture.
  • Ewerer: worker who brought and heated water for the nobles.
  • Falconer: highly skilled expert responsible for the care and training of hawks for the sport of falconry.
  • Fuller: worker who shrinks & thickens cloth fibers through wetting & beating the material.
  • Glaziers: a person who cut and shaped glass.
  • Gong Farmer: a latrine pit emptier.
  • Hayward: someone who tended the hedges.
  • Herald: knights assistant and an expert advisor on heraldry.
  • Keeper of the Wardrobe: in charge of the tailors and laundress.
  • Knight: a professional soldier. This was achieved only after long and arduous training which began in infancy.
  • Laird: minor baron or small landlord.
  • Marshal: officer in charge of a household's horses, carts, wagons, and containers. His staff included farriers, grooms, carters, smiths and clerks. He also oversaw the transporting of goods.
  • Master Mason: responsible for the designing and overseeing the building of a structure.
  • Messengers: servants of the lord who carried receipts, letters, and commodities.
  • Miner: skilled professional who dug tunnels for the purpose of undermining a castle.
  • Minstrels: part of of the castle staff who provided entertainment in the form of singing and playing musical instruments.
  • Porter: took care of the doors (janitor), particularly the main entrance. Responsible for the guardrooms. The person also insured that no one entered or left the castle withour permission. Also known as the door-ward.
  • Reeve: supervised the work on lord's property. He checked that everyone began and stopped work on time, and insured nothing was stolen. Senior officer of a borough.
  • Sapper: an unskilled person who dug a mine or approach tunnel.
  • Scullions: responsible for washing and cleaning in the kitchen.
  • Shearmen: a person who trimmed the cloth during its manufacture.
  • Shoemaker: a craftsman who made shoes. Known also as Cordwainers.
  • Spinster: a name given to a woman who earned her living spinning yarn. Later this was expanded and any unmarried woman was called a spinster.
  • Steward: took care of the estate and domestic administration. Supervised the household and events in the great hall. Also referred to as a Seneschal.
  • Squire: attained at the age of 14 while training as a knight. He would be assigned to a knight to carry and care for the weapons and horse.
  • Watchmen: an official at the castle responsible for security. Assited by lookouts (the garrison).
  • Weaver: someone who cleaned and compacted cloth, in association with the Walker and Fuller.
  • Woodworkers: tradesmen called Board-hewers who worked in the forest, producing joists and beams.
Other medieval jobs included:
tanners, soap makers, cask makers, cloth makers, candle makers (chandlers), gold and silver smiths, laundresses, bakers, grooms, pages, huntsmen, doctors, painters, plasterers, and painters, potters, brick and tile makers, glass makers, shipwrights, sailors, butchers, fishmongers, farmers, herdsmen, millers, the clergy, parish priests, members of the monastic orders, innkeepers, roadmenders, woodwards (for the forests). slingers.

Other Domestic jobs inside the castle or manor:
Personal atendants- ladies-in-waiting, chamber maids, doctor.
The myriad of people involved in the preparation and serving of meals- brewers, poulterer, fruiterers, slaughterers, dispensers, cooks and the cupbearers (who had the dubious privilege of tasting drinks for impurities!).