If you’re a Dungeons & Dragons historian or just an old-school module hoarder you’ve probably heard of The Lost Caverns of Tsojcanth (1982). But did you know that this classic adventure had an earlier, rarer predecessor? I’m talking about The Lost Caverns of Tsojconth (1976), a tournament module written by none other than Gary Gygax himself. This early iteration is often overshadowed by its 1982 revision, but it holds a special place in D&D history. So, let’s take a deep dive into this nearly forgotten gem and explore its origins, contents, and lasting impact.
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The Origins: A Tournament-Exclusive Adventure
Back in 1976, the Metro Detroit Gamers organized WinterCon V, a wargaming convention where one of the featured events was a Dungeons & Dragons tournament. To provide players with a challenging, structured adventure for the tournament, Gary Gygax penned The Lost Caverns of Tsojconth. Unlike modern D&D modules that go through multiple rounds of publishing and playtesting, this was a limited-run adventure, distributed only to participants in the tournament. In other words, if you weren’t there, good luck getting your hands on a copy.
The module was never intended for mass-market distribution, which makes it a fascinating relic of an era where D&D was still in its infancy. Only a small number of copies were ever produced, making it one of the rarest pieces of Dungeons & Dragons ephemera today. Collectors have been known to pay exorbitant prices for it, assuming they can even find one.
What’s Inside the Caverns?
So what exactly did tournament players encounter in Tsojconth? The adventure is set in a two-level cavern complex filled with deadly monsters, magical traps, and treasures that would make a dragon jealous. But unlike its 1982 descendant, this version is firmly rooted in OD&D (Original Dungeons & Dragons), featuring the mechanics and sensibilities of the game’s earliest days.
A few key elements of the adventure include:
- The Villain: The central antagonist is the sorceress Iggwilv, a name that would go on to become legendary in D&D lore. However, in this version, she’s not fleshed out nearly as much as in later iterations. Here, she’s mostly a background figure, with the focus being on her abandoned caverns rather than her personal history.
- Monster Mash: The caverns are packed with an assortment of creatures, including some early versions of monsters that would later be refined in Advanced Dungeons & Dragons. Expect plenty of powerful foes that can quickly turn your adventuring party into cave décor.
- Weird Magic: The adventure includes unique magic items and spells that never quite made it into mainstream D&D, giving it an experimental feel. It’s a snapshot of Gygax’s early design ideas before they were codified into the more polished rules of AD&D.
Because it was designed for a tournament, the module is much more structured than the freeform, exploratory style of early D&D play. Players were expected to tackle specific challenges and puzzles rather than wander aimlessly through the caverns. In some ways, it foreshadows the more refined adventure design that would come in later years.
From Tsojconth to Tsojcanth: Evolution of an Adventure
If The Lost Caverns of Tsojconth sounds familiar, that’s because it was later reworked into The Lost Caverns of Tsojcanth (1982), a much expanded module for Advanced Dungeons & Dragons. The 1982 version retained the same basic premise of exploring an ancient cave system once inhabited by Iggwilv—but added more lore, new monsters, and a wilderness component. By then, Iggwilv had become a major figure in D&D mythology, and the adventure fleshed out her backstory considerably.
The changes between the two versions highlight the shift in adventure design philosophy from the wild, unpolished days of OD&D to the more structured, narrative-driven approach of AD&D. While the original was primarily a dungeon crawl, the 1982 version integrated a richer storyline and more world building elements.
Why Does Tsojconth Matter?
In the grand scheme of D&D history, The Lost Caverns of Tsojconth is a fascinating footnote. It represents an early stage in the development of Dungeons & Dragons adventure modules and shows how the game evolved over time. It’s also one of the first instances of D&D being used for tournament play, a tradition that would continue for decades at conventions like Gen Con.
For collectors and hardcore D&D fans, owning a copy of the original 1976 module is like finding the Holy Grail, if the Holy Grail were printed on 1970s-era typewriter paper and filled with THAC0 calculations. Even if you never get your hands on a physical copy, knowing its place in the game’s history makes it all the more intriguing.
Final Thoughts
While The Lost Caverns of Tsojconth may not be as well-known as its 1982 successor, it remains a crucial piece of Dungeons & Dragons history. It showcases the game in its formative years, gives us an early glimpse of legendary figures like Iggwilv, and serves as a reminder of how far adventure design has come. If you’re ever lucky enough to stumble across an original copy at a flea market, grab it before the seller realizes what they have!
So, whether you’re a hardcore collector or just a D&D history buff, Tsojconth is one of those rare, legendary modules that deserves its place in the annals of gaming history. And hey, if you ever decide to run it for your group, just make sure they bring extra character sheets, because 1976 D&D wasn’t messing around.
What’s your favourite obscure D&D module? Have you ever played or run The Lost Caverns of Tsojconth? Let me know in the comments!
