The module is free to download on D&D Beyond. Find more reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.

Designed by: Justice Ramin Arman, Dan Dillon (original credit: Gary Gygax)

My sole knowledge of the original Lost Caverns of Tsojcanth is from a D&D walkthrough poster hanging in my office (courtesy of Jason Thompson!) alongside other classic D&D modules. A newly remastered version is coming to 5e in anthology book Quests from the Infinite Staircase, releasing later this summer.

To hype the release, Wizards of the Coast created and released this “abridged, quick-play version” of the module as a free download on D&D Beyond.

Claim Descent into the Lost Caverns of Tsojcanth on D&D Beyond (requires free account).

Although billed as a 9th level, one-shot adventure, Descent into the Lost Caverns of Tsojcanth is a large, 20-room dungeon crawl where almost every area has something trying to kill you. Basilisks, cloakers, trolls, ghasts, chuul, and a crushing block trap just to name a few.

The module’s biggest weakness is the story. These older modules weren’t exactly big on storytelling or role-playing, and most character motivations are little more than exploring a dangerous location, find treasure, and kill shit.

Hack ‘n slash is totally fine, but DMs and players need to know what they’re getting into. This module literally includes a score card where DMs can secretly track all the things players can accomplish (or run afoul of), resulting in a final score tally by the end — hence the “tournament” billing.

Speaking of the end — there really isn’t one. The adventure ends either when the party discovers the staircase down to the Greater Caverns (presumably detailed in the full adventure), or simply run out of time. There’s no ending cutscene or climactic boss battle. It almost feels like playing a demo in a video game that ends at a set time and presents you with a “Thanks for playing!” screen with a link to buy the full product.

The good news is, this dungeon crawl is damn fun, and absolutely stuffed with things to do.

D&D behir

The non-linear exploration is taken to an extreme level, with the very first room branching into five different directions, two of which eventually connect to the winding underground river, which then splits into even more directions as it leads deeper into the caverns.

The non-linear design makes the tournament aspect really fun. Normally I balk at ever running the same content twice. But it would be fascinating to see how different parties explore in different directions, and in what order.

And to be fair, it’s also not all hacking and slashing. Several monsters can parley with the party, such as the hungry xorn who just want to be fed (and there are literal mountains of gems not too far away), the trapped marid who seeks revenge on the dao (also not too far away), or the untrustworthy and powerful behir who guards the lower level.

These more sociable critters are integral to avoiding a tedious room-to-room slugfest. But make no mistake: this is absolutely a combat-heavy dungeon crawl.

The dungeon map is exquisitely designed by veteran cartographer Mike Schley, and includes a player version perfect for VTTs. The module also includes six ready-made character sheets (via D&D Beyond, duh!), each with high-quality portraits by artist Fay Dalton.

Pros:

  • Large, 20-room dungeon where every area holds something interesting (or deadly).
  • Multiple branching paths grant parties a ton of options.
  • Excellent mix of combat, traps, treasure, and social encounters.
  • Beautiful Mike Schley map art, with VTT-ready player version.

Cons:

  • No real ending.

The Verdict: The old-school module Lost Caverns of Tsojcanth still holds up today, and tournament score sheets and premade PCs help facilitate a fast-paced, yet fulfilling remastered dungeon crawl.

The module is free to download on D&D Beyond. Find more reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.