Impressions From the Prism

The Lost Caverns of Tsojeonth

by Jeffrey Paul Jones


Caverns is a specially designed tournament dungeon which may also be used for normal D&D play. Authored by Gary Gygax and TSR for Metro Detroit Gamer's Wintercon V, Caverns pits 6 pre-rolled upper level characters against the pitfalls of two devastating cavern levels. The expeditioners are given only a few miniscule clues to employ when searching for the massive treasure trove on the second level, and they must work in concert to achieve that end, as well as against one another in terms of brilliant play, in order to reach the finals.

Generally, the caverns are a nexus what. several universes meet. This explains how identical characters, played by different individuals, can be active in the same cavern complex. When the first round of competition is over, winners are combined, so it is possible to meet one or more of one's alter-egos on the ensuing adventure. I find this a quite attractive idea, for if players have identical characters, it will be easier to choose a winner.

The packet is quite comprehensive, including all necessary materials to conduct an adventure without referring over and met to the rules. The caverns are drawn out and programmed in detail to insure that DMs will be more consistent for each round. There is a comprehensive monster spec chart that gives information only on the monsters in the caverns and none other. This gives the monster's hit points, hit bonus, his types of attack and exactly how much damage each attack will do in every case, and gives any special characteristics the monster has. There is also a "character versus monster hit/damage matrix" which shows according to each playing character exactly what he must roll to hit an individual monster, and how much damage he will do. This is broken down by weapon type for each attack that could occur in the caverns. Lastly, character sheets are provided for each player, containing all information relevant to the game.

The characters include Cathartic, a 7th level cleric, Ethelrede, an 8th level fighter, Weslocke a 4th level fighter and 9th level magic user, Horkerbrecht, a 4th level fighter and magic user and 5th level thief, Flemin, a 6th level fighter, and Dunil, a 9th level thief. Each character sheet shows the person's attributes, armor, hit points, weaponry, and paraphernalia (and where it is all carried), in addition to his spells, saving throws, and hit/defense/damage bonuses. These are concisely presented on 8 1/2" x 11" pages (2 per page) which are cut and given to the players.

The rules are printed on a single page and are concerned primarily with methodology for promoting consistency in refereeing, e.g., wandering monsters are eliminated. One paragraph is concerned with how the magic swords will become jealous of each other and bicker incessantly if the carriers are not careful. Another indicates that all attacks by monsters and players will be equal between expeditions, but the chances to hit will depend upon the luck of the individual character.

The winner is determined by the DM after considering with care the manifestations of all involved. Specifically, he looks for activity, logic, courage, damage, leadership, survival - though it is possible for a dead character to win - and ingenuity. In the final analysis, the winner will be determined subjectively. But there is enough information given to allow each judge to make fair decision that would only be disputed by the most poor of sports.

I ran one expedition during a club meeting, and we all agreed it was a fair encounter, though somewhat lacking in the quality of imagination we've grown accustomed to. For tournament play, if all DMs are briefed beforehand, Caverns should be quite successful. It can be ordered for $3.00 plus 50c postage from Metro Detroit Gamers, c/o Howard Dawson, 938 Hampton Grosse Pt. Woods, MI 48236

The Arduin Grimoire
Death Test
Wizard
The Character Archaic


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© Copyright 1979 by Donald S. Lowry
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