The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

AD&D - WG6 - Isle of the Ape (1e) (lvl 18+)

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2023-01-09 00:36:53

AD&D - WG6 - Isle of the Ape (1e) (lvl 18+)

AD&D - WG6 - Isle of the Ape (1e) (lvl 18+)

Keywords: Dungeons & Dragons,DnD,AD&D,TSR,TTRPG,Greyhawk

Advanced Dungeons&dragons

int ire

sl e

---- J J -J;/-"

.eor Contents

development: Bruce A.neara ..................................... 2
Illustration: Gary Williams IntRoduction .................................. 2
Cover: Jeff Easley Backcjnounb COR the dungeon master . . . . . . . . . . . . . . 3
Typesetting: Betty Elmore and
the laws OF the Isle or the ape
Carolyn Vanderbilt magical Items

Special Thanks to Penny Petticord Describing the Island

Distributed to t h e book trade in t h e United States by Ran- Island Conditions
dom House, Inc. and in Canada by Random House of Can- movement Rates
ada, Ltd. Distributed to t h e toy and hobby trade by regional
distributors. Distributed in t h e United Kingdom by TSR UK monster Statistics and encounters
Ltd.
OthER bm notes
ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF
GREYHAWK, PRODUCTS OFYOUR IMAGINATION, and t h e theadvernturebegins ........................... 6
TSR logo are trademarks owned by TSR Inc.
meeting with tenser
Copyright 1985TSR Inc. All Rights Reserved. encounter Settinc;
encounter key
This adventure is protected under t h e copyright laws of t h e
United States of America. Any reproduction or other unau- I beyondthewall ............................... 18
thorized use of the material or artwork contained herein is
prohibited without t h e express written permission of TSR encounter Settinc;
Inc. encounter key

dungeon masteR maps ................. 19,20,29,30

TSR Inc. TSR UK Lid player hanbouts ............................ .23-26
POB 756 The Mill, Rathmore Road pregenerated characters . . . . . . . . . . . . ..21, 22, 27, 28
Lake Geneva,
WI 53147 Cambridge CB14AD
United Kindgom

Oonqa's ~ I .R................................. .40

encounter Settinc;
encounter key

TSR, Inc. newmonsters ................................. 46

PRODUCTS OF YOUR IMAGINATION'"

new spells ................................... . 4 8

Printed in U.S.A. 9153

ISBN 0-88038-238-4
RH ISBN 394-54877-9TSR0750

T Iactual portion of

the greyhawk castle campaign initiated by
the author in 1972. It contains complete infor-
mation for the adventure, including outdoor
maps, maps of subterranean-type areas, an
expanded Monsters Attack Matrix (page 47),
a Player Character’s daily Journal, and finally,
the monster statistics and pre-generated
characters for those players who do not have
sufficiently advanced characters of their own
to undertake this quest.

The participants of the original adventures
that took place on the Isle of the Ape include
the following: Don Amdt, Ernie Gygax, Don

Kaye, Rob Kuntz, Terry Kuntz, and Mike
Mornard. It is worth noting that none of these
Bold Adventurers ever completed the quest,
opting to risk other fell places rather than con-
tinuing to face the perils of the island.

The place you are about to send your Player One further note: this module has been
Characters is a very deadly one indeed. Well, designed for use with U n e a r t h e d Arcana.
players have been asking for high-level adven- Many of the magical items, new rules, and
tures, and you are about to give them what character classes mentioned come from this
they’ve been asking for (in spades). Before unearthly tome.
they begin, and before you prepare to run,
remember this: if you DM this module accord- C l a s s e s & Levels:
ing to the rules of the game, and its spirit, the
best of players are going to be in real trouble Barbarian 12th level and up
before very long. There are not many tricks, Cleric 15th level and up
traps, or clever devices here. This is an Druid 12th level and up
adventure of attrition. The place is literally Fighter 15th level and up
infested with horrible monsters, and the Magic-user 14th level and up
sheer numbers of huge, man-eating creatures Paladin 15th level and up
will soon take toll of the PCs. Unless they are Ranger 15th level and up
clever about conserving their resources, the Thief, Acrobat 15th level and up
adventurers will find that they have exhausted
far too much of their power and not explored Not Recommended: assassins, bards, cava-
half of the island. Magic-users will be particu- liers, illusionists, and monks.
larly vulnerable to this. The point of all this
preamble is to exhort you to be tough. That’s You may easily allow groups of more than
right, don’t allow any sympathy to interfere six or characters of greater than 18th level of
with the game as it is designed. Too many experience to adventure on the island. To han-
players are marching around claiming that dle larger or stronger groups, simply increase
they have characters able to handle anything. the number of monsters encountered slightly.
Now is the time to let them demonstrate the Don’t overdo it! Remember that a larger
mettle of these invincible characters they group will have greater difficulty avoiding
have. monsters, so the object is simply to allow the
planned attrition to operate naturally.

2

.

The Laws of the cast the spell or spells requiring the compo- time, so only portions of the island can usually
Isle of the Ape nents which are not available. be seen, and then only from relatively close
proximity.
Spells that do not function Divine intervention will not happen, regard-
on this demi-plane less of any claims to the contrary. Only one The whole land mass is well above the
deity is aware of what goes on on the demi- water, except for the bit of beach near the
Alter Reality plane that contains the Isle of the Ape, and southwestern tip of the island. The rest of the
Animal Summoning that is Zagyg. He is totally indifferent to what place is sheer-sided cliffs, steep mountain-
Astral spell fate befalls adventurers there-it is strictly up sides, and broken rocks that prevent
to them to survive or become fertilizer. Cler- approach to the land. There are plateaus in
augury ics praying for their spells may do so without the southwest, the northwest, and the east-
being affected as described above. ern ends of the isle. The central mass is a
Cacodemon gradually sloping basin, a saucer, if you will,
Chariot of Sustarre Magical Items where the daily downpouring of rain collects
Commune to form a large lake and surrounding swamp.
Commune with Nature The players can bring along a vast array of This slowly drains because the water has
Contact Higher Plane magical items, providing that they have the managed to cut a bed that leads underground
Dimension Door means to cart them along. Remember what and empties via a 200-foot-long waterfall on
Divination will function and what will not. Also be sure the west coast of the island. The whole place
Drawmij’s Instant Summons that you keep track of where all items are is very warm, and it is muggy and steaming
Find the Path stored. If, for instance, they pack a magical hot in the central morass of swamp and jungle.
Gate bag or hole full of goodies, require them to go
Invisibility to Animals through the whole thing in order to retrieve The plateau areas are only slightly less
Legend Lore something. This will take lots of game time. overgrown than the rest of the place. The
Limited Wish To illustrate this point to them, gather up whole island is a riot of vegetation.
Locate Object some smallish, disparate items, and put them
Monster Summoning into a pillow case or similar container. Then, If you have any colored illustrations of the
Plant Door indicate a singular item (say a pen represent- Jurassic, Triassic, or similar period, be sure to
Teleport ing a wand) as one that is to be drawn out. get them ready for perusal by your players
Teleport without Error Count. If the contents are dumped out, the during the course of the adventure. Once they
Transport item can be obtained with fair rapidity. If an are in a position to see the island, having such
Wish arm is thrown into the container, it will take a illustrations open to their view at all times will
Word of Recall long time to find, for you will have placed assist them in setting the mood for the game.
other objects of similar size and shape therein
all similar psionic powers are likewise use- to simulate the difficulty of retrieving items Terrain Types
less, including psionic invisibility. from such a bag. A portable hole will abso-
lutely require emptying-or crawling into- Plain areas are covered with tall grasses (3
Illusions applied to reptiles are virtually use- for retrieval of items. Meanwhile, adversaries to 6 feet or higher), scrub growth, ferns, and
less, as the brains of these monsters are too will be attacking. scattered trees. There will be occasional out-
dull to notice anything of such sublety. Thus, croppings of rock, small pools, ant nests, ter-
when such spells are used against these mon- Artifacts and relics, as well as special magi- mite mounds, thickets, and so forth. Where
sters, they always save. cal items with powers granted from some herds of herbivores graze, the rich soil and
great being or deity, do not work at all on this volcanic ash fertilizer allow growth at an
Invisibility-type magic of any sort is also vir- island. The demi-plane is such that their func- amazing rate. Small reptiles and even mam-
tually useless, for these monsters use heat, tioning is totally impaired. In other words, the mals scurry everywhere, while the huge dino-
odor, and sound to locate prey, not just vision. characters must use standard equipment, saurs roam freely.
Characters moving very quietly, camouflaged, normal magic, and their own abilities in order
and being careful to be downwind of a preda- to survive. Any good adventure is a test of the Hills are simple rolling areas of plain, with
tory creature will be able to pass unnoticed, abilities of the players to utilize their charac- cutsfrom water erosion and more frequent rock
but otherwise, standard avoidance action ters, and they must not be allowed to rely on outcroppings. In the folds between high ground
must be taken. Simply becoming invisible will items. areas there will be thickets and higher growth.
not cause a carnivore to turn away and look
elsewhere for prey. Describing the Island Foothills and mountains will be heavily
vegetated wherever soil will allow growth.
Spell books, spells therein, and spell com- From a distance, the Isle of the Ape appears However, the mountains are so sheer that
ponents must be kept track of. Unless they to be a pile of jagged mountains sprinkled with there are few such places. Winged reptiles
are on hand, or can be located on the island, smoking volcanoes. At night these cones give will be observable flappingponderously to and
the spell caster concerned will not be able to the place a dim, hellish glow. Of course, fog from their nests on rocky ledges on mountain-
and clouds enshroud the place most of the sides and foothill mesa tops. Watercourses,
slide areas, and like places permit some
3

growth and provide habitat for some species, mile) have only the dinosaurs and smaller life, **Timeindicates how long it will take for the
and cavemen and carnivorous apes dwell in not the great fish (dinichtysys). affected material to rot, rust, or mold beyond
the many caves and caverns which honey- use. Multiply that duration by 10 for magical
comb these areas. Reefs are razor sharp rocky shards under- items.
water or pointing out of the sea. They are
Swamp areas are very wet and heavily impassable to any kind of vessel or small boat. ***Some metals, such as gold, silver, plati-
vegetated also. While grasses, ferns, and Swimmers receive l d 6 points of damage per num, copper, brass, adamantite, mithral, and
reeds make up the majority of swamp growth, turn spent in that vicinity. nickel, do not rust. Bronze covers itself with a
there will be mangrove and cypress-like trees thin layer of oxidized metal giving its charac-
and cycadeoids. Low mounds allow great Island Conditions teristic green tint, but then becomes impervi-
trees to grow, trees resembling baobabs, ous to further rust. Thus bronze armors are
banyans, and great redwoods. Occasionally The heat, dampness, and daily downpours not affected, however, bronze weapons
the shallow water will deepen into pools of fair make life very difficult on the island. In the should then do only 1/2damage because of the
depth, some no more than a few yards across, western plateau areas, as well as the higher loss of sharpness. Siver-plated items should
others as large as 100 yards in diameter. hill areas elsewhere, humans can survive not be affected either, unless damaged so that
Countless insects, from tiny gnats to mon- these conditions. In the swamps and jungle, some of the silver coating is gone.
strous dragonflies, swarm above the surface even on the savannahs, the elements combine
of this mire, while hosts of aquatic insects, to cause severe difficulties. You must keep the Disease: fungi will attack humans within a
leeches, batrachians, and weird fish fill the followingin mind with regard to player charac- day, so that on the second and following days
lower surface. ters (and their equipment) while adventuring each character has a 25%chance of a disease
on the island. -fungoid, amoebic, bacterial, or viral, no
Jungle is a combination of rainforest, with matter.
attendant huge trees, and true jungle. The Attrition: Scrolls and standard spell books
entire place is a riot of huge mosses and great are affected only if they remain unprotected. Disease will cause general debilitation
ferns, with every imaginable sort of palm and Traveling spell books and Boccob Blessed within 24 hours, and this will be reflected by
cycadeoid, vine and liana filling the spaces Books are not affected by the attrition condi- the loss of 1point from each characteristic per
between the larger growths. Where water tions of the isle unless abandoned open. The day. When all stats are at 0, the character is
fills low spots mighty rushes and towering leather of traveling spell books is resistant to dead. Cure disease will relieve all sickness,
reeds spring up. Far overhead are many small humidity and for gaming purposes should not but lost points will take 1 day each to be
lizards, snakes, and toothed buds-as well as be affected by the rotting factor for the dura- restored. (Begin at the bottom and work up,
pterodactyls of all sizes. Lower down are tion of the adventure. Le., Comeliness, Charisma, Constitution,
somewhat larger reptiles and all sorts of flying Dexterity, Wisdom, Intelligence, and finally
and crawling insects. At ground level the Use the followingguidelines for the chances Strength.) What is lost in a single day of illness
same is true. Everywhere there are all forms and duration of equipment attrition: takes seven full days to recover!
of living things-insects, invertebrates, rep-
tiles, and the ponderous herbivorous dino- Material Attrition Time* * Statistics with extra percentages are also
saurs hunted by the swift carnivorous ones. Chance* affected at the rate of one percentage cate-
Food, drinks 1day gory per loss. Example: a character with
Lake is just that, a prehistoric lake. Its Paper, 100% 18.80 points of Strength would be reduced to
swampy verge is home to the great saurians 1day 18.75 after the first loss, etc.
who use its buoyancy to support their massive parchment 5% 5 days
bodies while long necks feed from swamp or Cloth 25% 10 days Characters immune to disease will still have
aquatic growth. The waters are alive with Rope 5% 7 days a 5% chance per day of becoming ill. They,
amphibians and lung fish, true fish, and Leather 10% along with those suffering the 25% chance,
smaller reptiles. Of course there are forms of Wood, 10 days will be considered to have total natural immu-
algae and aquatic plants, and amongst them 2% 2 weeks nity if four successive days pass wherein they
are crustaceans, worms, leeches, insect lar- hard vegetal 20% are not affected by disease.
vae, and who knows what else. Vicious car- Metal** * not affected
nivorous dinosaurs swim here and there Mineral, ivory not affected Illness will be noted immediately, as a feel-
looking for an incautious victim, while in Artifacts ing of weakness, dizziness, inability to think,
deeper waters they must contend with the stiffness, etc. will be evident. If, at these first
temble fish that lurk for prey. From its shal- *Attrition Chance determines the cumula- signs, a curative is used, then no loss of fac-
low edges, the water shoals to some 20 or so tive percentage chance any material starts tors will occur.
feet in depth, save where the bottom falls in rotting, molding, or rusting. Check when the
the north central portion. There, the water is item is first exposed to the island’s conditions Food: eating the natural fare of the island
from 50 to 200 feet deep. and thereafter once per full day of exposure. doubles chances for disease. purify Food &
Reduce chances by 1/2 (rounded up) for magi- Drink spells are sufficient to ensure that
Small lakes (those of about one square cal items and those that are protected. spoiled food is safely edible (no chances for
contracting disease).
If materials are protected by storage, oil,
and like precautions against destruction, then An airtight or magical container may pre-
count only actual exposure time. serve food for a normal period of time, as long
as the food is not exposed to the isle’s condi-
tions. Once the spell is cast, or once the con-

4

tainer is opened, the food must be eaten Monster Statistics
immediately to avoid spoilage and diseases. and Encounters
Items or food in magical containers using
extra-dimensional storage space should be Monster Charts: All the gaming details
affected by random monsters from those concerning the monsters appear on the inside
outer planes. As soon as an airtight container of this module’s cover, along with all the nec-
starts rusting or rotting, it is no longer capable essary Random Encounter Tables. Some
of protecting food or drinks. extra information regarding random encount-
ers may appear at the beginning of each sec-
Of course, those with natural immunity can tion of the text.
freely partake of foodstuffs from the isle with-
ou Encounter Distances: In swamp or jun-
gle, encounters occur at 20-80 yards (2d4x10)
n! from the party. The distance is usually the
same as on a plain, but double the distance if
t he party may advance through the isle at the creature is erect or very large.

the following speeds, according to the type of Reactions: A carnivore will automatically
terrain they attempt to cross: turn and attack: a herbivore will move in a ran-
dom direction, checked on ld6 (Le.,a 1in 6 is
HILLS 2 hexeslhour at you!). If the party is noisy, any dinosaur will
FOOTHILLSlBLUFFS 1hexlhour automatically face the party before taking
MOUNTAINS 1hex12 hours other actions.
GRASSLANDS 5 hexes12 hours
JUNGLE 1hex12 hours Other DM Notes
SWAMP 1hex12 hours
RIVER 1hour to cross The followingare miscellaneous notes that
LAKE (rl 1hex12 hours may come handy in the course of the adven-
LAKE (bc 1hexlhour ture.

Time Fac iod of daylight will If a player rolls a (modified) negative to hit
score, and still hits the target, the damage is
be 12hours long, but two hours each day must reduced by that (negative) score.

be spent resting, so the party effectively has Example: a 17th-level fighter rolls a modi-
fied score of -4 and hits an AC 8 creature with
10 hours of movement time each day, with a long sword. The damage is ld8-4 (with a
minimum of 1point of damage).
each hexagon on Map 1 representing one
Apes are not humanoids for any spell pur-
square mile. poses, nor do rangers gain damage bonuses
against them.

Missiles from a Necklace of Missiles can
Trails:If there is a trail to follow, the speed be hurled from a sling. To hit bonuses will
apply.
will increase by a rate of 1hexlhour of travel,
With respect to a Cube of Force, mon-
so the party should certainly seek out trails sters with 12 or more Hit Dice will strike as if
they were a catapult missile, and the following
whenever they desire to cover distance! points accrue to the strength of the device’s
protective maximum:
Arboreal Movement: Climbing into trees
for safety does not preclude encounters. If an 12-15 HD = 1point vs. cube
encounter is indicated when the party is aloft, 16-19 HD = 2 points vs. cube
it willbe with either flying creatures or snakes 20-23 HD = 3 points vs. cube
of some sort.
24 & up = 4 points vs. cube
Flying: This will certainly bring attention
to the party, and encounters will increase
from 25% to 50%. Of course, all such
encounters will be with flying monsters.

Levitating: Each time levitation takes
place, a normal check for random encounters
must be made. If an encounter is indicated, it
will be with snakes (if near trees) or else with
flying reptiles.

In short, there is no safe place on the Isle of
the Ape.

5

Meeting with Tenser rhis is rather rare Celenese nectawine, “The place is know
nade from moonberries picked only when
You stand before a great throne of lapis both moons are blue!” All quaff, and you ape From what we
lazuli. The massive chamber in which it ind it excellent indeed. Tenser continues:
rests is also blue. Even the air has an assume that there is
indigo quality-perhaps from the weirdly “It was years past-more than a decade dright-one larger t
convoluted coils of smoke rising from bra- low-that our quartet was delving deep mother place, a de
ziers of azure metal. The youngish figure beneath that grim pile of ruins known as there is no hope of es
encompassed by the great chair is a per- greyhawk Castle. We had plumbed the very other than those prc
sonage, a man whose presence inspires depths of the central shaft, and far beneath seems to sustain it,
awe, Tenser the Arch-Mage. A glance at we discovered a vast, multi-leveled array of Zagig. Yet, for all his
your companions reassures you, for they natural caverns and passages infested by one to provide no e!
too demonstrate attitudes of humility and every sort of hideous monster one could
respect. This is a momentous meeting, magine. As meat and drink, so were those set for those fullof h
and none take it lightly. adventures to us, but we risked too much
one day, and ill came of it.” filled with great c
High above the Free City of Greyhawk, expectantly for the
somewhere upon the lonely south coast of As Tenser pauses to sip his drink, you “Robilar’sfeet are r
the Nyr Dyv, you and your associates ook at your companions. Each seems able. Terik? Who k
trekked to answer a summons that could engrossed in the talk. You turn your atten- Merlynd too is now
not be taken lightly. Adventurers of your tion to the Arch-Mage as he begins again: four only I remain to
exalted status know much that lesser indi- ture. Finding no I
viduals do not. The call issued by most “In a great tunnel, oddly convoluted and return from the is
secret and occult channels. It was for only filled with unknown glyphs, we chanced place, choosing to
the best and most powerful of Those Who upon a warning, but heeded it not, foolishly rather than risk untim
Serve. It came from a Fellow of the Circle desiring to gain still more before returning muck of that isle. No
of Eight, but which of that August Body, to the fair surface, sunlight and clean air. arisen for something
none of you knew until just a moment ago. The dweomer was most powerful and to that island and 1
In answer, each of you set out from his or strange there, but ahead we forged, and in Souls, is where you
her home to the teeming warrens of Grey- a gut-wrenching instant the four of us
hawk City. In a secret rendezvous you met stood on the shore of a grim island, a hot, “As my power gr
your fellows for the first time, and as a steaming, volcanic morass. We set forth nation to aid those s
group you made the journey north and bravely enough, and in a fair battle bested librium. In due cours
came to the hidden fortress of Unknown the ebon savages standing between us and Eight, and in time
Depths. Now each of you is aware that the what we thought of as our route of escape. ranks. Now I sit as o
Summoner was the renowned Tenser, Wrong, how wrong! Beyond the portal was am charged with ove
boon companion of many of the most only a stinking jungle, swamps, and huge territory roundabout
redoubtable adventurers in the Flanaess monsters of all sorts. Our trek about the for my presence on
and one who is privy to the Council of the place isn’t meaningful to this story, how- the demand for me t
shadowy figures who are the determiners ever, so I’ll say naught of what transpired, trouble brews even
of the course the world will take. save the final portion. It was in desperation
that we turned to what we believed our “Amidst the gem
Tenser nods welcome, and with a casual only means of egress from the hellish out from the depth!
gesture causes comfortable seats to place. Amongst the considerable store of dungeon, was a sm
appear for each of you. When you are all at treasure we had with us when we were seemed, albeit one 1
rest, the Arch-Mage begins to relate a transported to the place was an amulet of ver and encrusted 1
strange tale. No geegaw, that. It i
Zagyg.. . think you that that one and Zagig ment of clerical pow
“Most of you are familiar with the name
Robilar, and perhaps a few have knowledge yragerne are one and the same? I am sure that One is most pea
of his brother, Terik. It was in this com- of it! No matter, no matter. theless his word is
pany, and with Merlynd as well, that I first off. Long and long
“Such magicks are rare and risky, but we any meddling here, t
ventured to the Isle of the Ape.. .” knew naught else, so we invoked its power. of his power. Dev
take us awayit did,just as was hoped, but at a Lower Planes shudd
Here the Arch-Mage pauses to adjust zest-a dear payment. The dweomer of the of the object. Daemonkind flee in terror at
his flowing robes of midnight blue. A tiny amulet carried us, but naught of our belong- sight of it, and we need it now!
gesture follows, and goblets of pure tur- ings Back into the depths of the dungeon,
quoise appear, each filled to the rim with a stark naked. With skill and much luck we man- “Know you of Iggwilv? Dead, you
heady, effervescent brew of violet color. aged to win escape, and thereafter our group
Tenser reaches forth and plucks one of the sought information, council with great sages, thought? Long dead... No, not so! She
floating vessels from midair: “Please, and every other means of findinghow to go
please, do help yourselves, Good Folk! back to the place and return safely. We learned stirs and is much wroth, for her beloved
much. daughter was laid low. If left to work her

6 will, all of those who seek weal and good
will soon be slain or enslaved by her
hordes. Daemons will stalk Oerth, and
blood will drip from black altars. Even with



+ 3 plate mail and + 3 magical shield J -- secret of the island’segress-would that we
+ 5 defender (longsword) could aid-but the honor and glory is yours!
+ 3 dagger of throwing give assent, and your quest is on! May Boccob speed you to success!”
Boots oflevitation
Ring off i e resistance * D1M Note: If the players ask, Tenser will At this, several of the crew beginunfolding
Ring o fprotection + 3 a device. You recognize it as a folding boat.
Bracers of defense (AC 2) rep1ly that these special items will be explained One of the sailorstells you that the command
Cloak ofprotection + 2 resistance to them when they return to his fortress with words are “Jolly,” “Dragonship,” and “Bat-
Ring ofprotection + 3 the artifact. ten” to cause the magical box to become a
Bracers of defense (AC 2) boat, ship, or box again.You realize that you
Cloak ofprotection + 2 Strange, golem-like figures of silver with must remember these command words if
Shoes of Fharlanghn* eyes that shine with a lambent blue radi- you are to use the craft.
S t a f fo f power ice seem to appear from nowhere. The
rch-Mage informs you that your party Note to the DM: Do not allow any notatioi
Girdle ofmany pouches* ill have a day to rest and prepare your- of these words. Memorization is required.
elves for the adventure ahead. During
Ringofspellstoring(6spells: Z l s t , 22nd, his time, he will ready his means of trans- “Hurry now!” Tenser commands, “You
13rd) orting you to the Isle of the Ape, for no have only a minute or two before the open-
one must be alerted to your venture, and ing I have forced into this demi-plane heals
+ 2plate mail and + 5 magical shield to use the entrance in the dungeons of itself! Head straight, and you will
+ 3 frost brand (bastard sword) Greyhawk Castle would surely cause the encounter the shore of the island. The
+ 3 battle axe enemy to take countermeasures. vessel will see you safely ashore, but you
Girdle offrost giant strength Your party is escorted by the silvery must bend your backs to the oars. Go!”
creatures to spacious and comfortable
Bag ofholding (1,000 Ib. limit) quarters in an isolated tower of the strong- With that, you clamber aboard the vessel,
Ring of spell turning hold. Your needs are tended to, and the and an instant later the blue light dies and is
time is spent readying spells and replaced by the dull illumination of the sun
Cloak of the bat* breakfasting at dawn. throughheavy fogand cloud. You hear the roar
Cloak of displacement of breakers upon the shore, and all know that
Be certain to allow the participants to pre- you have come to the Isle of the Ape.
Wand of conjuration (70 charges) pare their characters for the adventure. If
Ringofprotection ( -+ 4on AC, + 2 on sav-

ing throws)

8

Encounter Setting History of the Kawibusas thrust here and there to assist their conceal-
ment. Giant apes held well to the rear so as
As players with high-level characters, the This group of savages are most warlike and not to give away the ambush, these savages
participants should show no hesitation about cannibalistic. Although they raise both crops lie in wait to take their prey by total surprise.
accepting the challenge of the undertaking and domestic creatures that they slaughterfor
which is herein proposed. If they do, you food, they are not satisfied. The Kawibusas Description of the Kawibusas .
should suggest that they are not properly alternately raid other nearby islands for
role-playing their characters. Use coercion, prisoners-slaves and food-and venture These barbarian tribesmen are of dark ebony
flattery, humiliation, or whatever else is nec- across the island proper to raid the groups of
essary to bring them around. For example, if cavemen dwelling in the hills. Their legends hue. They are tall and very muscular. Adorn-
the characters involved are above 18th level, say that once they lived elsewhere, but their
have Tenser accept them as peers, call them great-grandfathers many times removed ments include various items of raw gold fash-
“Noble Lords” (and “Ladies,” if applicable), were brought to this island-the witch doctors ioned into crude jewelry-armlets, anklets,
relate the ceremony with which they are claiming that this was the will of Oonga! Dis- necklaces, huge earrings, and pins that are
received, the luxury and stateliness of their ease, the savagery of the interior, and raiding inserted through the flesh of various parts of
quarters, and so on. As usual, your personali- keep their numbers in check, else the penin- the body. More common, however, are tusk
zation of this module, and your personal sula would be teeming with Kawibusas. Their and tooth decorations for neck, ear, and nose.
knowledge of the participants, will make it enemies take a heavy toll, but when deaths
become a living, exciting part of the campaign, amongst the wamors have risen to too high a Clothing is simple, a grass skirt and cape
and the quest will become one that honor and level, they offer the enslaved natives from being the most common. Sandals of lizard skin
status make mandatory. nearby islands the opportunity of becoming are typically used to protect the feet. The
Kawibusas by blood rite, or else becoming a bushy hairdos are decorated with gold and
The folding boat will be smallif there are four part of the blood rite. Ninety percent of these ivory, tooth, and bone.
or fewer characters. It will be large if there are captives accept this new status gladly. The
five or more of them. The craft will carry them rest, along with whatever hapless cave dwell- Face and body painting are common.
directlyto the sandy beach of the island-Area 1 ers are on hand, provide the wherewithal for Around the village, colors are typically
on your map. There the adventure begins.Wise the ghastly ceremony that follows. bright-red, yellow, blue. When raiding, the
players will have their characters retain the Kawibusas paint themselves yellow and green
boat, as a box, for further use. This might well These hideous savages also breed and train and further camouflage themselves by weav-
save them from death later. giant carnivorous apes. Those belonging to ing green vegetation into clothing and head-
the tribe are given collars of gold, so that their dress.
Have at them! domestication can be seen at a glance. These
beasts are used to hunt, guard the compound Headdress is by unit, each being distinct
Random Encounters of the tribe, and to serve as hounds when the from the other. The size of the band, decora-
tribe sends forth a raiding party to gather cap- tions (shell, feather, bone, tooth, tusk, hide,
Check for encounters once per day and tives from the cave dwellers of the island’s gold, etc.) differentiate each group. Manner
once per night. Encounters occur with a roll of interior. The Kawibusas so dominate their of striping, splotching, or stippling paint also is
10-12on a d12. Use column #1on the Random own area that 90% of all the giant carnivorous distinctive.
Encounters Table (see cover). apes on the peninsula are servants of these
bloodthirsty masters! Leaders and witch doctors have distinctive
General encounters in this area are princi- painting and dress, so as to make them readily
pally related to the tribe of savage Kawibusas At the dark of each moon, the Kawibusas identifiable to those familiar with the tribe.
(see below), who control the peninsula west hold a feast, a cannibalistic orgy, in honor of
of the colossal wall. The apes are from their Oonga (who is unaware of it). They prepare Ye Olde Parchment
stock, as are the boars, although the latter are some special gift for their deity, be it a pris-
escaped and truly wild. The giant lizards are oner of either sex, a captured carnivorous The party may find this old map at any con-
from the meat herd of the Kawibusas, while ape, giant or ordinary, or some specially fat- venient moment of the adventure. Likely
the podokesaurs are the only saurians surviv- tened lizard or swine. Sounding gong and places would be on a dead body near the land-
ing on the peninsula. drums to alert their deity, the tribesmen ing place, in the Big Witch Doctor’s hut, near
gather atop the wall to observe the coming of an altar, etc. It should be contained in an air-
Location of the Isle the gargantuan creature and his devouring of tight scroll case covered with some unalter-
the sacrifice. Even if Oonga fails to show up, able metal (like gold). It has been lost on this
If the party decides to sail away from the some lesser carnivore will eventually come to world by one of the previous adventurers.
isle, they will discover that other islands exist satisfy their urge to see bloodletting.
in the area. However, the party will not gain If the party uses magic to decipher the
any knowledge there about their quest or a Having tracked the approach of the party of runes use the following notes:
way of returning home. This will seem to be a adventurers, the tribe has laid a careful Left: North, South, East, West
different world endlessly filed with ferocious ambush. Their wamors are painted in yellows Bottom left: “Here dwell the mighty war-
savages, cannibals, prehistorical monsters, and greens to blend with the vegetation. They riors”
etc. The party may invade some primitive wear headdresses of dried grass and mantles Middle: “Here we met the Great Oonga, and
kingdoms and rule them; however, that will woven of the same stuff with green leaves lost all hope”
not help them to leave this world. Upper right: “Ye Olde Parchment.”

9

Encounter Key 40 feet above the level of the water, the cliffs the leaders are and have- positioned their
topped by hills. The slopewilltake you to the troops accordingly, at Area A on map 2.
1. The Landing Place level of these bluffs. As the jagged, rocky
ground to either hand of the beach area like- BATTLE DIAGRAM
The layers of fog part, and before you is a wise climbs upward, your obvious
shelvingbeach of sand and smooth rocks. It pathway-and there is a beaten trail discern- Scale: 1hex = 20 yards
is about a mile wide, so there will be no diffi- able ahead-is over the easy ground.
cultyin landing, but to either side of the cove A, B, C, D: Main battle units
the waves surge and foam against sharp If the party chooses to muck around in the R: Reserve battle unit
rocks and great boulders, and the terrain rough terrain and hills, keep track of time and W Big Witch Doctor
beyond rises steeply. This is certainly where check for encounters in each hex. Such H: Tribal Chief
you were meant to beach your craft. checks for encounters in each new hex are to X: The party’s position when the ambush
be done throughout the course of the adven- is sprung. If the ambush occurs at another
If the players decide to circumnavigate the ture. location keep the structure of the attack
island, they will learn its length and breadth, but change the terrain as desired.
and that there are no other places to land. 2. High Vantage Point

For the sake of ease, assume that their Your travel so far gives you a good idea
craft will make from 21 to 40 hexes per day of as to what sort of time can be made walk-
sailing. Each day out, the wind will drop on a ing here. From your hilltop vantage point
d10 result of 1or 2, rise on a 9 or 0, assuming you can see grasslands and jungle, and
wind at the start is force 5. Slow movement from what you know you are able to esti-
10% cumulative for each drop, raise it 10% mate an approximate movement pace,
cumulative for each rise, but at 8 movement according to the terrain type.
must be at least 6 hexes from land, so the
craft must initially stand away from the island. If the players ask for specifics, check in Move-
The vessel will be shipping water. If wind ment Rates (page 5). If the party does not travel
rises to force 0 (lo), there is a 10% per hour to Area 2, do not give them this informationuntil
chance of the craft capsizing and the adventur- they meet both these conditions:
ers will then drown-unless otherwise able to 1)They have seen a good three or four differ-
survive in water. In either a force 9 or 0 wind,
the party can opt to run for the beach, but ent terrain types on the island.
there is a 20% chance of wrecking the vessel 2) They specifically ask for movement rates.
on the rocks to port and starboard in a force 9
wind, double such chances in force 0. Visibil- Meanwhile, keep track of time and move
ity, normally 0 to 3 miles, will cause problems the party from center to center of each hex.
unless the players are accurate in mapping. They will land at dawn.

~~ 3. Grassy Plains

As your vessel nears the beach, you see From this place, some two miles across,
that there are a dozen or more dugout you are able to observe a fair distance, for
canoes, some of large size, and all with
outriggers, drawn up and partially hidden
amongst the thin vegetation there. The
gravelly bottom scrapes the hull, and you

1 are quickly wading ashore.

The players should certainly state that they
are dragging the magic boat ashore and using
the command word to have it fold itself for
easy carrying or concealment. If they do not,
assume it is left bow fast in the sand, but as
the tide rises, the vessel will go awash and
soon be lost, adrift at sea. Time will be from 2-
8 hours for this to occur (2d4). Say nothing as
you make this determination.

The low area slopes
ahead. You see that the land nearby is about

10

This ambush occurs anytime the DM finds it shaped formation, and when they are approxi- tle, plus two subunits, W and H, containing the
, convenient and possible. The party should not mately in its center, about 50 yards from the
tribesmen, the trap is sprung. Big Witch Doctor 0 ,and the Tribal Chief 0.
be allowed to reach the village without first
There are five main battle units-A, B, C, Each mainbaffle unit covers five hexes (see Bat-
running into this ambush. D, and R(reserve unit)-involved in the bat-
The characters enter the opening of this C- tle daigram above). One of the hexes containsthe

leader of the unit (boldface letter).

Forces in Each Hex-Units A, B, C, D**, and R

Num. of AC Level HP To Hit Bonus Damage Saving Units A, D, and R are armed with two
Warriors Melee / Missiles Bonus Throws spears and one club per warrior. Treat the
club as a morning star for damage purposes.
3 53 20 -1 +1 + 1 none Each warrior in units B and C has one short
+2 +1 bow, 12 arrows and a stone axe equal to a bat-
3 35 30 +I/ +2 +3 +1 tle axe for damage purposes. All the warriors
+4 +2 belong to the barbarian character class with
2 3 6* 40 +1/ +2 +5 +2 large hide shields and the following tertiary
+21+3 skills: Animal Handling, Running, Sound Imi-
1 1 8* 50 +2/ +3 tating and Snare Building.
1*** 1 9* 60

* Attack twice per round on even numbered combat rounds.
** This unit also contains five giant carnivorous apes with their keepers, staying at the rear

(see cover for statistics).
*** This is the units leader in the boldfaced letter hex.

Sub-UnitH, Tribal Chief and Guards-(only one hex)

Num. of AC Level HP To Hit Bonus Damage Saving These warriors are armed as units A, D,
Warriors Melee / Missiles Bonus Throws and R, except for the Chief who fights with a

4 3 10* 70 +2/ +2 +5 +2 magical bastard sword + 1/ f2 vs. enchanted
+6 +2 monsters & magic-users. The chief wears a
2 1 11** 80 +3/ +3 +3 jack of reptile hide equal to leather armor, but
+6 +3 no shield. If the party is heavily equipped with
2 1 12** 90 +3/ +3 +7/8*** magical items, then the chief has a pouch of
Dust of Appearance (12 applications).
Chief 0 14** 100 +4/+5***/ +3

* Attack twice per round on even numbered combat rounds. >
** Attack twice per round.
*** This modifier includes magical sword bonus.

Sub-Unit W* *, Big Witch Doctor and lesser ones (only one hex)

Witch Doc. AC Level THACO HP Spells Memorized

4 6 2 19 16 Cure Light Wounds, Fear, Light, Burning

Hands.

2 4 4 17 32 Cure Light Wounds, Darkness, Detect

Magic, Fear, Chant, Speak with Animals,

Burning Hands, Serpent Missile'.

1 2 6 1 5 48 Cure Light Wounds, Darkness, Detect

Magic, Fear, Light, Detect Charm, Resist

Fire (x2), Speak with Animals, Tongues,

Serpent Missile' (x2), Audible Glamer.

Big W. Doc. 2 7 14 56 Cure Light Wounds (~21,Chant, Detect

Magic, Light, Detect Charm, Hold Person

Serpent Missile * (x2), Shield, Invisibiliy,

Levitate.

* New spell described at the end of the module.
** Unit W also has five giant carnivorous apes and their keepers standing behind the witch doc-

tors' position (see cover for statistics).

11

These tribesmen are slightly different from two more rounds of arrows on the party. Remnants of unit R and unit W stay
those stated in the DMG. No major deviation Unit A charges the adventurers, reaching behind to keep the trap closed. That action
has been made and personalization of shamans them just after the missile attacks have lasts one round.
and witch doctors is recommended. been performed. The reserve unit (R)
moves to unit A's previous position (see Action 10: General Retreat
They have no armor of any kind and fight arrow #2 on Battle Diagram). That action If the Chief is killed or captured, the Big
with their clubs if forced to do so. If the party lasts one round. Keep track of remaining Witch Doctor casts his log to lizardspell so
is heavily equipped with magical items, then arrows. the creature lumbers to confront the party.
the Big Witch Doctor should have a Staff of The Big Witch Doctor then turns invisible
Swarming Insects (20 charges), and each Action 5: Subsequent Attacks and uses his levitation spell to further his
lesser witch doctor a Mask of Enemy Detec- Same as Action 3, except that it lasts as chances of escape. All remaining units run
tion. The latter functions as the wand of the long as there are at least five natives still away at top speed to the village. Lesser
same name but with a double range. The fighting. Keep track of remaining arrows. witch doctors will use their remaining cure
gems in the eyes actually send forth a glowing fight wounds spells at first opportunity.
green radiance to bathe the enemy in range. Action 6: Second Native's Charge
The gems are worth 500 g p each and the As soon as there are less then 5 natives If the party of adventurers threatens to
masks twice that of a wand of this ilk. still fighting the party, units B and C fire break out of the trap prior to Action 10, then
two rounds of arrows. Unit R hurls one unit R (if available) and units W and H may
Kawibusas' Tactics round of spears and charges and reaches respond by moving to reinforce the weak
the party at the time the arrow discharge spot.
Once the party enters the trap, unit D ends. Sub-units H and W move in to unit
moves in to close off the exit (see arrow #1on R's previous position. That action lasts In this case, the global plan cannot be exe-
Battle Diagram above). Then, the natives fol- one round. Keep track of remaining spears cuted, so proceed to Action 10. If some player
low the actions described below, if possible, and arrows. characters try to escape by air,then the witch
following the chronological numbering. Each doctors cast their long range spells and all
event occurs after the preceding one has Action 7: Unit R Retreat and Second units hurl their missile weapons. If the party
ended, which may take one or more rounds. Apes' Charge flies in direction of the village (either escaping
from the trap or arriving to Encounter 3) play
Action 1: First Missile Attack Once units H and W are in place, an order is Action 10 above. Otherwise, the natives
Units A, B, C, and D leap to their feet and shouted and remnants of unit R break off spread out to have about 10 yards between
hurl either one set of spears, or two combat to return to their former position, each, and attempt to stay near the flying
rounds of arrows, according to their forminga line in front of the two sub&'its. To adventurers until they are far from the village.
respective armament. That should amount prevent the party from pursuing unit R, the
to 100 spears and 200 arrows raining down witch doctors send their five apes charging The plan of attack given above is a best case
upon the party. Units R, W and H remain into the fray. That action lasts one round. plan illustrative of the organizational abilities
hidden. That action lasts one round. Keep of the Kawibusas. It is unlikely that events will
track of remaining spears and arrows. Action 8: Witch Doctors Support go exactly according to the Kawibusas' plans.
The lesser witch doctors use their spells What willprobably happen is that after the ini-
Action 2: First Apes' Charge. to heal wounded warriors from unit R, tial confrontation, the adventurers will man-
Same as above, except that unit D falls to the while the Big Witch Doctor casts a chant age to get off some high-level spells that will
ground as their five giant Carnivorous apes spell. While the apes keep on fighting the tear the attacking savages apart. In such case,
charge the party. These monsters are in blood party, those attempting to break out will the retreat situation will be applicable. It must
lust and as soon as they are released, all five have to deal first with unit B and C archers. be said that although the Kawibusas are sav-
charge at 18"speed to attack the trespassers. During the following rounds, the witch age, evil cannibals, they are brave to a fault,
The apes reach thepartyjust after the missie doctors keep on casting attack spells and bowmen and warriors willindividually sac-
attacks have ended. That action lasts one against the party, until there is only one rifice themselves to assure the escape of the
round. Keep track of remainingarrows (units surviving ape. The use of their spells is up others. In such case, about one in five will halt
A and D are out of spears). to the DM. Keep track of remaining and confront the enemy, while the remainder
arrows and spells. continue to retreat.
Action 3: Subsequent Attacks
If any player character attempts to leave Action 9: Chiefs Party Charge Treasure
the circle, the archers from units B and C Once the apes have been defeated, unit H
prevent his escape by concentrating their charges the party. The chief and the two Each ape has a collar that is equal to 3
shots on him. That action lasts as long as higher-level natives follow the four lower- pounds weight and 20 gp value. Each warrior
there are at least two apes alive. Keep level ones closely. The four lower-level wears one piece of crude gold jewelry per
track of remaining arrows. guards then split to the left and right of the level. Value is from 50-300 gp per piece. The
party to circle them. The chief and his two same is true for all witch doctors, but jewelry
Action 4: First Natives' Charge body guards engage the party from the is equal to combined cleric and magic-user
As soon as there is only one ape alive (or front side. levels.
they are all dead), units B and C discharge

12

Questioninga Bawibusa witch doctors (equivalent to unit W), whose out maraudinganimals-and run alongthe log
highest level spell-caster would replace the palisade so as to be protected on all sides.
Any warrior questioned, even by magic The natives seem to be growing various
questioning after death, can answer only the Big Witch Doctor in case he is killed o r cap- types of tubers, globular fruit-bearingvines,
following questions: and several other sorts of vegetables.
tured. Similarly, there are several guards
The name of the tribe. The number of war- (equivalent to unit H) whose highest level 8. Roofed Platforms
riors in the tribe: “More than many hands.” character would replace the chief in case he is
They have “mighty” witch doctors. Their killed or captured. A pair of platforms, each about 15 feet
chief is “invincible.” Their great deity, Oonga, wide and twice as long stand on stilts that
will punish those who are enemies. Humans, If the party has broken through the ambush, place their surfaces over 20 feet above the
apes, swine, and even fat lizards are sacrificed the natives guarding the village will gather ground. These roofed structures of palm
to Oonga. A witchI doctor questioned will with the rest of the tribe, and hide away from logs are evidently guard posts for the vil-
know the above, wit:h the following additional the village, only leaving scouts to observe the lage. You note crude ladders placed against
information: party’s acts in the village. these structures, and it is evident that
these ladders can be drawn up so as to pro-
Materials for magic are kept UI the big witch There are two other groups of natives, tect those atop the platforms. They flank
Doctor’s palace. There are over 20 “hands” of units F and G, gone away raiding some other an entrance to a hedged area, and there is
warriors in the tribe. Headmen will know the isle. F is equivalent to unit A, and G to unit B. abatis made of logs and thorn bush drawn
same sort of information as regular warriors, They will return after the party has left the parallel to the path that leads toward the
althoug!! they willknow that there “over 20 klands peninsula, beyond the great wall. village. This indicates that the whole sec-
of fighters.” The 1BWD and his two top assistank3 tion can be fenced off, but whether against
will know that the:reis “treasure for Oonga inthe Your party has managed to win through raiders or predators, you don’t know.
twinstone sacrific:e posts.’’ to this part because you are rugged and
resourceful. You have a feeling that the 9. Meadow-Like Area
All questioned must be magically forced or test of your courage and ability has actually
tricked into talking. All know that the survi- just begun as you gaze at the area before As you pass through the platform-
vors of the tribe hide somewhere to seek you, the natives home grounds. There is a guarded entrance, your party sees that the
revenge, but the place is not set. All also slight rise in the ground here, and you can area beyond is a well-grazed field, much
know that there are another 10 giant carnivo- see a fair portion of the native village. It the same as the commons you are so famil-
rous apes with the concealed survivors. sprawls along the right hand side of the iar with on your own world. Several large
track-palm groves, cultivated patches lizards are scattered about the field, sleep-
Notes on the Big Witch Doctor surrounded by thorn hedges, and a log ing or slowly grazing.
stockade surrounding grass huts. The
The BWD is cunning, vicious, untrustworthy, place appears totally deserted. No natives These are basically vegetarian reptiles, and
and evil, but intelligent. He holds his power are in sight, no smoke rises from the vil- the Kawibusas raise them for meat animals.
through blackmail and terror. One weakness in lage. There are no animals to be seen. However, as with any sort of their kind, these
giant lizards will eat flesh if given the opportu-
his setup is that the ritual enabling him to visit About a mile ahead is the massive wall nity. They have been left in this area to graze,
Oonga does not work. The tribe believes he still which, along with natural rock formations, and the stupid creatures are slowly making their
serves to screen off this peninsula from way to the exit in order to expand their feeding.
visits Oonga and brings back the sacred word. In the main portion of the island. Even at this This movement might well be interpreted as an
fact, he knows the ritual is incomplete, therefore distance you can see that the structure is attack by the unwary adventurers. If the party
useless, and carries treasure to a secret com- pierced by a mighty gate of some sort. simply moves along the trail, ignoring the liz-
partment in the Ancient Stone Pillar (Encounter ards, they in turn will ignore the party. If the
20). If his tribe were to find out he actually 6. Grove of Fruit-Bearing adventurers attack, move off the path, or simply
couldn’t contact Oonga, he would be Sundaydin- Trees clumptogether to see what happens, the lizards
ner; so he will do anything to keep his cover. will attack. The first blood of any sort will bring
That includes delaying a ritual demanded by a There are small copses of palm trees here, all these creatures rushing to attack, and only
powerful and victorious party because of the heavy with fruit. These are evidently main- when all are dead will such attacks cease. There
tained by the natives as a principal food are eight giant lizards here.
“wrong” position of moons, the season, etc... If source. You see bananas, mangosteens, and
many sorts that you do not recognize. Naturally, the natives hope the interlopers
given no other alternative, the BWD will require allow themselves to be attacked by the liz-
some “very, very, minor” scriptures from the 7. CultivatedAreas ards, for whatever weakens the strangers is
two other tribes of the isle in order to perform good for the Kawibusas.
the ritual-see the Ancient Stone Pillar, There are fairly large areas of cultivation
Encounter 20. surrounding the village. These plots are
fenced by thorny and spiked bush around
5. The Village Compound the outside perimeter-probably to keep

This is a general encounter that does not
appear on the map. For the next encounter
refer to Encounter 6 , Grove of Fruit-Bearing
Trees. During the ambush (Encounter 4),the
village is guarded by unit E. It is identical to
unit B in all respects. There are also several

13

10. Village’s Gate ceed in slaying a group, while they wander 13. Inner Compound
around outside of Area 13. Once the adven-
There is a stout gate before you. The logs turers enter Area 13,they will be attacked by Don’t forget the possibility of giant boar
have long, sharp bones set into them, so any all of the remaining giant boars, if any. The attack here!
incautious creature thrusting against the por- first group will be in the center part of the
tal will impale itself on the thickly set projec- area, and each successive group will join the This area of beaten earth is evidently
tions. The stockade wall continues above the fray at intervals of five rounds. where the natives of the village conducted
door, which is about 8feet high-one-half the most communal activity-cooking, handi-
height of the wall proper. If the party completes a circuit of the wall, work, meetings, and festivities. It is sur-
they will find that there are a dozen slave pens rounded by the stilted huts and lodges, but
The gate opens inward, but it is barred from located under the walkway. Seven of these at the western edge you note several far
inside, as the natives fled their village by using prisons are empty, one contains three male larger structures, round, but hardly huts.
ladders to climb over the walls at the eastern cavemen from Area 12, while that adjacent to These, and the huge stone in the center of
it holds five females and two children. The the cleared area, are the only notable fea-
edge of the compound. A knock spell will open three others imprison a total of 18 native-like tlires.
men, women, and children. M, of these cap-
the way. The bones can be hacked and broken tives are fat and drugged into lethargy from -
off, and then brute strength used to force the feeding, the drug being from the sap of one of
gate open. The party can take the ladders the palm trees. None can be conversed with The stone is hollowed and used for roastin:
from Encounter 8 (Roofed Platforms) and unless some magical means is used. The cave “ICingpig,” the cannibals’ most prized repast
climb to the top of the palisade that way. Obvi- dwellers will tell of their home area and lead
ously, they can utilize all sorts of magical the party there if they are asked to do so. The 14. gr eat raised round
means to otherwise gain access to the place. drug will wear off in a day, but they will not be House
useful fighters in any event as it will take a
Note: The area marked 10 southwest of week or so for them to recover. The natives Thisbamboo and grass structure is fully20
Encounter 16 (Secondary Entrance) is exactly resembling the Kawibusas are from other feet above ground. It is about 50 feet or so in
the same as this area. nearby islands. They cannot be of assistance. diameter, and it has a balcony about 3 feet
The same is true of them regarding recovery wide surrounding an enclosed middle por-
11. Inner Perimeter of the from the drug and return to fitness. tion. There is no ladder leading up to the
Compound structure, but there is a place where the 4-
12. Stilted Bamboo and Grass foot-highbalcony wall is open, so it is evident
The entire inside perimeter of the palm Long Houses that means of entrance has been removed.
log wall is provided with a catwalk about 12 This is by far the largest round structure you
feet above the ground. This walkway is This lodge is set on poles so that it is have seen in the village, so you assume it is
about 6 feet wide and formed of slender about 15 feet above the ground. Ladders the residence of its headman.
logs supported at regular intervals by log at either end permit easy access to the
poles and braces. There are many rude building above. Loose inside the Chiefs dwelling is his giant
ladders allowing easy access to the defen- carnivorous ape watchdog, left there to cause
sive position. This structure is completely Mention that it could also serve as a guard maximum harm to any trespassers.
caged by stout poles, so that the whole tower if the lodge is one of those built against
might possibly provide additional shelter if the compound wall. This creature is monstrous in size and fero-
the grass huts and lodges were insufficient cious in the extreme. As it scents or hears the
to house all of the natives. You note that The walls go only about four feet up, so adventurers, it will crouch near the entrance
there are doors standing open along this it is easy to see out of the structure, and in utter silence. As soon as any character
cagework, as if the inhabitants left in missiles could be effectively sent from this steps into the building, the ape will attack. It is
haste, forgetting to even shut their doors. position. The place is about 60 x 30 feet, effectively a monster of 12 hit dice, and it will
and there are grass sleeping mats, clay and gain + 2 on all of its initialattacks due to being
There are also meat animals of the Kawibu- shell vessels, wooden containers, and prepared for a victim.
sas. Eight giant boars are penned occasionally straw baskets scattered about. There
under the catwalk of the compound wall, but appears to be nothing of value here. Contents of the Chief’s Hut: There are
are always allowed to freely roam anywhere bamboo and wooden furnishings of no particu-
within the palisade at night-to clean up the There is nothing worthwhile. Warriors wear lar value. Some carved wood and pottery
garbage and manure and to act as guards. their treasure and carry their weapons. There statues and idols are valuable. There are a
These brutes will attack the party immedi- will be some food and palmnut beer here, but dozen of these objects, each of about one
ately, as the adventurers do not smell right. little else except as noted. cubic foot volume and about five pounds
weight. Value to a collector in a large city will
There is a total of eight groups of eight giant be from 1,000 to 10,000 gp. There are also
boars roaming throughout the compound. The several objects of beaten, raw gold and
party will be attacked by one such group at a roughly polished diamonds. The gold is about
time, once per turn after the round they suc- 30 gp weight and 20 gp value, the diamonds

14

CHIEF’S DWELLING

number 10 and are 1,OOO pp each. If left in the 15. Second Largest Great equipped with deadly venom. Each will first
figurines,each object has ajewerly value of base Round Dwelling spit, and thereafter they will race forward to
12,000 gp, plus 10%-100% depending on the strike with fangs.
collector they are offered to. There are carved Towering nearly 60 feet in the air, this
wooden clubs, stone axes, masks, and ceremo- place is clearly the second largest struc- Treasure: Use the treasure listing of the
nial dress whichwill alsobe of value to a collector ture in the native village. Chief for this area also. There is an ape idol of
of such materials. For game purposes, assume weed set with two ruby eyes worth 1,000 gp
there are 20 of this sort of object, each of about (Description of this place can be taken from base value each. As an intact object, it has
two cubic feet volume and five pounds weight. Area 14, with the diameter just slightly two-cubic-foot volume, 10 pounds weight,
Value of each such piece will range from 1,000to smaller.) and a market value of 3,000-12,000 gp,
4,000 gp. depending on the collector bidding-four max-
The interior is dimly illuminated by sun- imum interested bidders is a good rule of
Otherwise the area is partitioned off into light filtering in between the bamboo of the thumb in all such instances.
four rooms. The initial one is a large audience/ walls. There are dozens of bone, stone,
daytime activity room. Directly behind it is a pottery, wood, and woven containers lit- Contents of the place are unremarkable,
smaller bed chamber. To either side of this tering the main room. With them are save that the smaller containers will have spell
sleeping area are rooms which housed the masks, carven idols, stuffed reptiles, and components for all witch doctor spells, plus
all sorts of like materials which might be the special unusual spells given on page 48 and
Chief‘s wives and concubines. All have grass used by a barbaric witch doctor. That this the two new ones. Quantities will be from 17-
place is the dwelling of the tribe’s main 24 components usages. Magic spells are writ-
mats, clay and wood vessels, woven baskets cleric is undoubtable. ten on the backs of large palm leaves. These
and boxes, etc. There are heaps of fruit, pal- leaves are hung on the walls, along with hun-
moil beer in several pottery jars, and so on, As the party starts to poke around, several dreds of others, to serve as separators
but nothing else of value. (See Illustration 2 of the stuffed reptiles will come alive, for the between rooms. Of course, writing faces
above .) Big Witch Doctor has set them as guards for inward, not outward. These will not be
his lodge. Those four giant spitting snakes are located except by careful search of all walls
There are several large dwellings near that quite small for their sort, but fast and which turns over the leaves. Do not give
of the Chief. They are the houses of the sub- hints! The rest has no value for the party.
chiefs and principal warriors. Although more
spacious than others in the village, they have

no treasure ...the Chief gets it all!

15

16. Secondary Entrance to rated, chanted over, and then led away to terminus near the gateway. Thick plaits of
the Natives’ Compound Area 20 (Ancient Stone Pillar). heavy rope loop through these rings, so
that by sheer muscle power the beam can
See Areas 9 and 10 above for description. 18. Titanic Gates be dragged along the greased stone chan-
This area will be under surveillance by Kawi- nel to hold fast the entrance or allow the
busa scouts. No one will interfere with the There is a massive wall of well-dressed valves to swing inward.
party while they are in the village, but their stone blocks, now moss covered and
actions and subsequent departure will be showing vegetation where wind and It is worth noting that while any intruders
tracked. As they head toward Area 17 (Cer- weather have aged these massive cubes of attempting to force entry would be safe from
emonial Area), watch will be kept. If they pass rock and allowed growth to take place. overhead fire because of the thickness of the
through the gates or otherwise venture Each block is at least six feet long and wall, the 38-foot-long tunnel entrance would
beyond the wall, the scouts will report to the about half as high, and all seem to be set provide them with no shelter from missiles
main body of the tribe. without mortar. The builders were impres- discharged from the barred sets of two win-
sively skilled in masonry and engineering dows cut in each door.
Assuming that the adventurers leave by the both! It must be centuries old-who
gates in the wall, then the tribe will be back in knows? In the center of its length are two 19. Primitive Scaffolding
force within about one hour, close the doors, bar valves of beams bound and studded by
and brace them, and man the walls with addi- some unknown, purplish metal. Each of There must have once been a more fin-
tional sheaves of arrows and spears. All surviv- these gates is about 36 feet tall and some ished means of attaining the summit of the
ing warriors and witch doctors will be on hand. 12 feet wide. Each is pierced with a small mighty wall, but now the only means of
port at eye level, the aperture being heav- reaching its top is by means of palm log
Within 14days the raiding party willreturn. ily barred by the same purple metal, so scaffolding that rests against the stone
This will bolster the strength of the Kawibu- that an observer is able to view what lies blocks. Although flimsy appearing, the
sas by one spear unit, one bow unit, 1 sub- beyond, but nothing larger than a cat could structure is actually quite sturdy.
chief (12th-level barbarian), 2 witch doctors slip between the bars.
(4/2 level), and from 3-18 conscripted cap- The stout trunks are set to form a means
tives who will join the tribe, the latter being Closer observation shows that the wall of reaching a platform about 65 feet above
equal to the Kawibusas spear-armed 3rd-level itself is nearly 40 feet thick at its base and the ground, and from this platform several
warriors. Warriors will have 12 spears each, over 20 feet thick at its summit, 80 feet ladders provide access to the top of the
bowmen 48 arrows each. They will use these above. The base of the barrier is hewn barrier. There is a similar construction on
weapons only when the party attempts to re- from living rock, with huge stones, 12 to the opposite side of the gate. By utilizing
enter the tribal peninsula. Showers of missiles 18 feet long and half as broad and deep, both, nimble tribesmen could ascend to the
will be used to kill or drive off the party. forming the first four tiers. A mighty plinth top in waves of ten, each wave taking
supports the archway for the gate which about ten minutes from ground to wall
The Kawibusas will not wish to re-engage leads to the isle beyond. The metal of the summit. If a constant stream of climbers
the adventurers in another battle! They will gate is no harder than tempered steel- were to be supposed, 100 defenders could
again flee to hiding if the adventurers appear magical weapons score it-but the stuff man this the wall within 20 minutes, per-
to be able to breach the wall. All of this must seems corrosion resistant, for it gleams as haps less if they were very agile. The wall
be taken care of as the action occurs, the fore- if it were new and polished yesterday, yet is surmounted by a low stone parapet that
going being the DM guideline for actions. it is obviously very old. is a foot thick and three high. There is a
great metal gong of cylindrical shape sus-
Ten giant carnivorous apes will be held teth- The beams that compose the twin doors pended here, and beside it are two log
ered by a like number of 3rd-level wamor are more than a foot and a half thick, black drums of native craftsmanship. Striker and
spearmen. If the party forces the gates open, with age, and of some wood you have mallets are adjacent to these devices.
these creatures will be loosed. The apes will never seen before. The stuff is dense and
charge the party. hard, nearly metallic. Possibly some 20. Ancient Stone Pillar
ancient dweomer was cast upon the timber
17. Ceremonial Clearing in order to assure it would last through the There is a strange stone pillar, actually a
ages. base, step, and twin columns at 70 yards
It is most evident that this place is where distance from the top of the great stone
the native tribe has its ceremonial activi- Huge stone blocks jut from the inner barricade that severs the peninsula from
ties. A series of rudely-hewn-or possibly face of the wall on either side of the valves, the main body of the island. From where
very old and worn-steps are carved into a for the gates are set flush with the inner you are, you note that there are oddly
natural rock outcropping. The top of this face of the barrier, and at about 12 foot carved figures and glyphs upon it, but
stone projection has also been worked to height there is a channel for the tremen- vines and distance make any detailed
form a round, flat surface with a central dous log which bars these doors against observation impossible.
area raised to about two feet above this unwanted entrance. This beam of roughly
ledge. What festivals and sacrifices are
conducted here are unknown to you. squared timber is about 4 feet high and 2
feet thick. There are great rings set near
There is no treasure here at all. This is the
place where the sacrifices for Oonga are deco- its extreme end, some 40 feet from the

16

If the party moves to within a few feet of the some dull glittering beneath the creepers and taught the ritual that would activate the portal
place, they will see following: vines which grow upon them. The posts are and allow the shaman to bring tribute to the
decorated with uncut gems. There are a total mighty Oonga. But the previous Big Witch
This edifice is obviously a sacrificial of 20 diamonds of base 5,000 gp value, 20 Doctor passed on part of the ritual to each of
place, for the twin stones have manacles of rubies, 20 sapphires, and 20 oriental his sons. Unfortunately, after his death the
the purplish metal set into them via chains. emeralds-the latter three gem types being of tribe split, each taking one son as their reli-
They appear long unused, however, for 1,000gp base. These stones must be cut and gious leader. The three sons passed their part
they are overgrown by some sort of polished to go up in value. Cutting will destroy of the ritual to their successors. Two of them
creeper. Hanging from the same great sta- 10% of the stones, but the rest may then be believe they know the entire sacred ritual
ple, though, are crude ropes, and there checked for normally. Otherwise they may be (only the Big Witch Doctor of the Kawibusas
are others scattered about in broken bits disposed of at normal market rates. knows that two other rituals exist). All three
around the area. Possibly the savages are have tried to call Oonga and enlist his aid
not able to operate the manacles, but they Careful examination of the base area will against the other tribes, but to no avail. Each
still offer sacrificial victims bound with also discover an area of carving that is distin- is convinced that the ritual is a hoax.
rope instead of metal. Some of the decora- guished by a narrow crack surrounding it.
tions on the pillars show strange beasts- This piece pulls out to reveal a compartment To activate the magical portal, the party
dragon-like figures, things with bat wings, behind in which there are 100 base 100 gp must assemble the three witch doctors and at
and gorilla shapes. The glyphs are worn pearls hidden here by the Big Witch Doctor.
and totally unfamiliar, so it seems profitless the altar convince them to pronounce their
to attempt to decipher them. Notes on the Ritual incantation parts in turn to open the path to
Oonga’s lair (see Encounter 26).
If the party insists and uses a spell to learn Zagyg created this pillar as a magical portal
what these writings say, translate thus: for Oonga and the tribal high priest. It is
totally unaffected by mortal magic. The ape
“Abandonallhope ye who are here.. .but fight can use it at will to come from its lair on the
other side of the isle, directly to the Ancient
like the blazes anyway! Zagyg!” Stone Pillar. The portal is specificallykeyed to
Oonga and no other living being can go with
If the party approaches close enough to the monster.
touch these upthrust liths, then they will note
The religious leader of the originaltribe was

17

Encounter Settings ?n each working one hour, The party will undoubtedlyfear that Oonga will
; one hour and 12 minutes, appearandattackwhilst they are in the process of
Once the party gets past the titanic , . ana so on. ratts can not be used m swamp areas. crossing the log. Instead, hidden in the bush
undergrowthof the opposite side of the crevasse,
have left the peninsula. They are now on the Travel by raft:Encounter checks are to be are the lairs of three large minotaur lizards.
isle’smainland. All the encounters in this section made once for each crossing. Each crossing
cover the adventure on the isle’s main body. will take one hour from shore to shore. Travel When the party is just stepping off the end
upstream is at the rate of 1hex/2 hours. Drift- of the log bridge these creatures will dart out
Check Random Encounters each time the ing downstream is at the rate of 3 hexedhour, and attack. One will certainly go out on the log
party enters a new hex on the map, and once per and if poling or paddling is added the rate to get a party member there. Lizard move-
night the party spends intheir encampment. An increases to 4 hexedhour. Lake travel is at *menton the log is normal, while PCs (except
encounter will occur on a score of 10-12 on a the rate of 1 hexlhour if poling or paddling. for rangers and thieves) move at a 3”rate.
d12. Use columns A to E on the Random Large water creatures will upset a raft when
Encounter Chart (see module cover), according they score 16 or higher on their attack die Fighting on the Log Bridge: All attacks willbe
to the terrain type the party crosses. with any mode of attack. Scores under 16 are made at -4 on dice by non- ranger, non-thief
simply attacks against the adventurers. characters due to balance problems, No Dexter-
Encounter Key ity armor class bonuses are allowed to any char-
Boat Travel: Double rates of travel for boat acters. Any spell caster attempting to cast a
21. The Great Jungle or ship movement. A boat is upset in the same spellwhile under attack on the log will be able to
manner as is a raft. The ship will be capsized successfully cast only those spells with one-
more of a roadway, and the broken trees only on an attack roll of 20. segment casting times. Any character hit three
and crushed vegetation indicate that huge times in a singleround will be pitched off the log,
things travel along it. 22. The Stegosaurs unless the biting score was 20. A character fall-
ing to the river below will take only 3d6 damage,
The Narrow Trail: If the adventurers opt to When the party is in the center of the large as the water will absorb impact. However, there
follow the foot path, they will be less likely to clearing, eight stegosaurs will come from a are rocks, and from 0-9 of these could be
encounter monsters, so make checks for ran- low spot and be visible at 40 yards distance. If encountered on the way down or in the channel
dom encounters only every other hex trav- the adventurers stand still, it is 50% probable proper. Roll ldlO to find the number encoun-
eled. If Oonga or one of the other gargantuan that these creatures will wander off. If the tered in the fall. Each rock inflicts from 1-10
apes are indicated by the dice there will be no party moves or makes loud noise, the mon- points of additional damage.
encounter, as none of these five creatures sters will charge, turn, and tail attack.
roam this edge of the island. The track leads 26. Oonga’s Cavern
to Area 29 (Plateau Area). It then goes to the 23. The Mosasaurs
easiest way to ascend the plateau area, Area When the party reaches this area by following
30 (Very High Plateau Area), where the large These two mosasaurs will attack the party the various jungle paths, all they would see is a
tribe of cave dwellers are located. at about the mid-point of its passage across normal track ending on the shores of a large
the narrow neck or water. There is a 50% lake, at the bottom of a high mountain. The
The Wide Trail: This is the roadway of chance that the adventurers willbe surprised, cavern entrance and the pillar are magicallycon-
Oonga. His huge footprintswill be visible after but otherwise they will get first attack. cealed. Unless the party follows Oonga’s foot
a mile or two of travel along the trail. Encount- prints to the entrance, or detects magic or illu-
ers are again half as likely, as the ape tends to 24. The Tyrannosaur sions at that particular moment, they should not
discourage other creatures intruding upon his be allowed to find their way in.
path. Of course, any encounter experienced is This creature will appear from the jungle
as noted, for Oonga, or his ilk, are possibly when the party is about 100 yards into the If the party arrives through the magical por-
plains area. Unless they are looking behind, it tal (see Encounter 20, Ancient Stone Pillar), a
roaming about.. .. will close to between 50-80 yards before they pillar similar to the one in Encounter 20 and
hear it. The creature is closing at its maximum the cavern entrance both appear. Then read
Branches of the broad trail are all alike. The movement rate as it is very hungry and plans the following to the players:
places where Oonga (or “The Others” ford to devour the adventurers.
rivers are shallow for them-only 10-15 feet tic ape to a gaping hole in the face of a
deep in the main channel. The party can cross 25. The Great Crevasse mountain. The entrance is 40 feet wide
by magical means, swimming, or log raft. and somewhat higher than it is wide. The
~~ place must be the lair of the creature you
building Log Rafts: Assuming that there are seek.
those willing to do so, a raft can be built of tree You are confronted with a crevasse-a
trunkslashed with vines. This willrequire sixman- ravine with a river flowing at its boulder- If the party decides to explore the cave, go
strewn bottom some 100 feet below. It runs to Oonga’s Lair (page 40), to continue the
L out of sight to left and right. There is a huge adventure. Otherwise, follow the party’s
log, the trunkof some forest giant, spanning moves on the isle’s main land with the follow-
a narrow portion of the gap. This bridge is ing encounters.
about eight feet wide at the end nearest you,
five feet or so at its terminus 70 feet distant.

18

I T'

KAWIBUSAS VILLAGE
(MAP 2)

Scale: 1 hex = 20 vnrrls

@1985 TSR, Inc. All Rights Reserved

I!I OONGAS LAIR
(MAP 4)

Agath of Thrunch (Cleric, 19th level, High Priest of Celestian)
Reynard Yargrove
Franz, Lord Torkeep Neutral Good Strength 16
Hit Points: 92 Intelligence: 16
Armor Class: -6 Wisdom: 19
Dexterity: 18
XP: 2,701,001 Constitution: 16
Movement: 12" Charisma: 17
THACO: 9 Comeliness: 15

Spell Immunities: CauseFear, CharmPerson, Command,Friends, Hypnotism

+ 5Wisdom Adj. Vs.: Beguiling,fear,illusion,magicjarmasscharmpossession,rulership,suggestion, tel-
epathic attack, etc.

Magic Items:
Potions: Climbing, Flying, Invisibility
Scrolls: Four spells (levels 1,3, 5,7)
Armor: + 2plate mail, + 2 shield
Weapons: + 5 footman'smace, + 2 hammer

(Reynardia)
(Keolandish Druidess, 14th level, Great Druidess of Obad-Hai)

Neutral Strength: 18
Hit Points: 112 Intelligence: 15
Armor Class: -3 Wisdom: 18
Dexterity: 18
X.P.: 1,600,001 Constitution: 16
Movement: 12" Charisma: 18
THACO: 12 Comeliness: 14

+ 4 Wisdom Adj. Vs.: Beguiling, charm, fear, hypnosis, illusion, magicjar, mass charming, phantasmal
force,possession,rulership, suggestion, telepathic attack,etc.

Magic Items:
Potions: Dimnution, Plant Control, WaterBreathing
Scrolls: Seven spells (levels 4,4,5,5,6,6,7), Protectionfrom Elementals
Armor: + 2 Leather cuir bouille
Protection: Cloak ofProtection + 5
Weapons: + 4 Staff-Spear,+ 3 scimitar, + 2 dagger, 10 Sling Bullets ofImpact, + 2 Sling ofSeeking

(17th-level Fighter, Baron Torkeep, Knight Banners, Followers of Heironeous)

Lawful Neutral Strength: 18/58
Hit Points: 132 Intelligence: 15
Armor Class: -8 Wisdom: 15
Dexterity: 18
X.P. 2,501,001 Constitution: 18
Movement: 12 Charisma: 16
THACO: 4 Comeliness: 13

+ 1Wisdom Adj. Vs.: Beguiling, charm, fear, hypnosis, illusion, magicjar, mass charming, phantasmal
force,possession,rulership, suggestion, telepathic attack,etc.

Sword Specialization: Broadsword, 5 attacks per 2 rounds at + I/ + 2; with magic girdle and broadsword
= + 9/ + 15; without magic girdle, with broadsword = + 7/ + 9.

Magic Items:
Potions: Extra-Healing,Fire Resistance,Speed
Scrolls: Protection fromEvil, Blindness, Holding, Petrification
Armor: + 2plate armor, + 3shield
Weapons: + 4 defenderbroadsword (sword powers: detect enemies in 3"r., detect magic in 3 r., leaping-

as boots-6 times/day; speech; Int 15, Ego 15); + 3hand axe; + 2 dagger

21

Miscellaneous Possessions: Boots of Water Walking (as ring), Character's Relationship:
GauntletsofogrePower( + 31 + 6), GirdleofFreeAction (asring), Knows Reynard, upstart
Mantle of Celestian, Ring ofFire Resistance, Ring of Spell Storing
(3, levels 2,4,6), Scarab o f Protection (9 charges), Necklace of
Prayer Beads: astralness (astral travel oncelmonth), blessing, cur-
ing (x2), summoning, wind walking.

Background: Agath is the head of the Temple of Celestian which is
located near the village of Thrutch. This village is in the foothills of the
L o r t d Mountains in the Principality of Ulek. In order to answer the
summons of the Circle of Eight, it was necessary to pack up and leave
with expeditiousness, so all handy, powerful magic items available
were taken, but you may also select any two of the following things
which were also on hand:

Potion ofExtra-Healing, scroll ofProtection from Undead,Eyes of
Minute Seeing, Incense of Meditation, QuaU's Feather Token
(tree), Rope of Entanglement.

MiscellaneousPossessions: Amulet ofProofagahstDet. & LOC., Background: AU of Keoland and the states immediately LO me easr
Bag of Tricks (rat-lion),Figurines of WondrousPower Headband of
Comprehending Languages, Necklace of Missiles ( M O , 2/8, 2/6, (Hold of the Sea Princes, Yeomanry, Stench, Geoff) are your purview.
2/4), Pouch of Carrying (holds as much as a backpack), Ring of While often abroad in the see, your favorite place is your grove deep
Invisibilitx Ring of the Ram, Slippers of Spider Climbing, Stone within the rolling hills of the northern Dreadwood Forest. Here you
Controlling Earth E, were contacted by the messenger of the Circle of Eight. The demand

Special Abilities:Ide
normal movement thrc
form, 3/day, + llday
mammal), (removes 10
ture charms; speaks:
dragon, hill giant, nixie

Miscellaneous Possl 22
(1O), Girdle of Fro:

Periapt of Wound L

Action, Sheet of Sn

Background: Torkeel
eastern marches of the
the bluffs which overlo
many leagues. It is a ve
on continually. Althoug
fear leaving it for any rt
is not to be taken light11
Dyv. In addition to thos
are other lesser magic
four to take along:

Potion of Healing, P
Dust of L h s a p p m
Crossbow of Distanc

O1985 TSR, Inc. All Rights Reserved.

aS S

Ranger HumanoidGiant Class Opponents

Outdoor Tracking Modifiers bugbear goblin ogre mage
cyclopskin grimlock ogrillon
Soft enough to hold impressions (footprints, pawprints, etc.) of crea- dune stalker hobgoblin orc

ture being tracked .................................... + 20% ettin kobold quaggoth
find meazel tasloi
Allows occasional marks of obvious signs of passage (broken twigs, giants norker troll
gibberling ogre xvart
bent grass, etc.) ..................................... + 10%
Doll
Prevents all but the minutest traces of passage ............. -50%
Thieves’ Abilities Modifiers
Other Modifiers
For each creature beyond the first group being tracked. .......-05% Effects of Armor on Thief Functions

For every hour of precipitation that has fallen on the trail between Armor Worn

tracker and quarry ..................................... .-25% Thief Function None(1) Elfin Studded or
Pick Pockets + 5% Chain(2) Padded(2)
Indoor Tracking Modifiers Open Locks -
Dirt Floor, or unused and dusty area ...................... + 20% Fmd/Remove Traps -20% -30%
Move Silently - -5% -10%
Wooden floor, or area which allows some occasional indication of pas- Hide in Shadows(3) + 10% -10%
Hear Noise + 5% -5% -20%
sage ................................................... .O% Climb Walls -10% -20%
Read Languages - -10% -10%
Stone floor which prevents all but the minutest traces of passage-50% + 10% -30%
-5%
Other Modifiers - -20% -
For each creature beyond the first in the group being tracked . + 02%
-
For passing over an area where other creatures cross or overtrack
(1)This category applies when wearing bracers of defense and/or a
trail. ................................................. .-50% cloak, but no large protective devices.

In any case, if intelligent efforts have been made to conceal a trail (2) No dexterity bonuses apply to thief functions (though penalties do)
where surface condition already is -50% or worse, no tracking will suc- when wearing armor other than simple leather.
ceed.
(3) Assumes that armor worn is covered by another garment. Elfin
Movement Rates While Tracking chain mail is light and thin, and can be worn under normal clothing. Stud-
Obvious tracks, good illumination. .................. .3/4 of normal ded leather armor is stiff, and can only be covered by a full body cloak.
Obvious tracks, poor illumination. .................. .2/3 of normal
Occasional tracks, good illumination ................ .2/3 of normal Effect of Race on Thief Functions
Occasional tracks, poor illumination. ................ .1/2 of normal
Faint tracks, good illumination ..................... .1/2 of normal Dwarf Elf Gnome 112 Elf Halfling 1/2 Orc
Faint tracks, poor illumination ..................... .1/4 of normal Pick Pockets + 5%
Open Locks - - + 10% + 5%
Definitions: F/R. Traps -5%
Obvious: 71% or better chance to track Move Silently +lo% - +5% - + 5%
Occasional: 31%or better chance to track Hide in Shadow +15% - + 5%
Faint: 30% or less chance to track Hear Noise + 5% +lo%
Poor illumination: anything less than daylight and greater than total Climb Walls - + 10%
Read Languages - + 5% +5% - + 10%
darkness. Tracking is not possible in total darkness unless some non-
visual evidence is available. - - +5% + 5 % + 15%
-10%
-5% - +lo% - + 5%

-15% - -15%

-5%

23





NAME: DATE OF WEEK #:
CURRENT HP: DEPARTURE:
DISEASES:
I CREATURES ENCOUNTERED: I TTLXP.
I MONEY:
I I
DAILY NOTES:
I TTL X.P.
IDAY#
TTL X.P. CREATURES ENCOUNTERED:
CREATURES ENCOUNTERED:
DAY #
DAY #

CREATURES ENCOUNTERED: TTL X.P. CREATURES ENCOUNTERED: TTL X.P.

DAY # DAY #

CREATURES ENCOUNTERED: TTL X.P. CREATURES ENCOUNTERED: TTL X.P.

Miscellaneous Possessions: Boots of Speed, Cloak of E.Ivenkind, hum;ms depend on this, and your troops number thousands, although
they are split into many small companies. However, the Circle of Eight
Gauntlets o f Swimming & Climbing, ZJavelins o f Lighttin)?; Quiver is an ally of this joint human-elven effort, and when one of their nobles
~ requc2sted your presence at Tenser’s castle, you could not demure,
despiite the importance of your current charge. If you wish to round out
0)f Ehlonna, Ring of Sustenance, Rince ci f Warmth, Rod c)f cancel- yuulXI_<.._ magical gear, you may select up to three of the following items
you have on hand:
la‘tion,Wand of MagicMissiles (40 chargc3)
10 magic arrows + 1, Scroll of Protection vs. Undead, Potion of
Trac:king:BaseChance to track outdoors (or indoors) is 101% (to a Invisibility, + 1 short sword, Potion ofLevitation, + 1 long sword,
maximum 110% with level). Ring of Protection + 1, Wings of Flying

Specla nUlllLk.=3. I puIL u o l l l ~FgL ~Icvelvs. giant class; surprise Character’s Relationships: Knows Franz as “stuffy but admira-
ble.” Does not want druid of Obad-Hai near her.
50%, surprised 162/3%.; identify any creature’s (ever observed) tracks,

direction, numbers, pace and time of passage; determine general size,

weight and numbers of humans and their mounts.

Background: The Vesve Forest is currently under attack by many
large bands of humanoids from Iuz. These monsters, and their Evil
human allies, make the place a continual battlefield of Good versus
Evil, and the position of Marshal is most important to continuing suc-
cessful actions against the invasion. Thousands of demi-humans and

Iviisceiianeous rossessions: BeaKer 01 Plentiful Potions (free challenge and promise in this call, so you gain the permission of the
action-as ring, healing, ESP, delusion), Brooch of Shielding (40 Courts to undertake a quest. In addition to your more powerful items,
charges),Hat ofFeatherFding(asring),Pouch ofHolding(5#wt., you can select two of the following minor items from your store:
60#/6 cu. ’ capacity), Ring of Regeneration, Ring of Wizardry(2x
6th level, + 1on saves), Robe ofStars *, StaffofThunder & Light- Oil of Slipperiness, Scroll of 2 spells (lst, 5th level), Bag of Trans-
ning (25charges), Stone of Good Luck, Zagyg’s Spell Component muting, Helm of Comprehending Languages and Reading Magic,
Case (7usages/ day) Pearl ofPower (1st level), Ring of Contrariness, Wand ofParalyza-
tion (20charges), Wand of Negation
Background: After adventuring for several years, considerable suc-
cesses lead to appointment as Court Magic-User of the Duchy of Character’sRelationships: Wishes to become member of the Cir-
Umst. Although intrigue involving Nyrond brought your appointment cle of Eight; dislikes thieves. Does not want Agath to outshine him.
as the magical councilor to the Joint Courts of Urnst, there is no ques-
tion that your personal triumph over the Weird of Gnatmarsh has made
I j. NOWYOU have
I it. There is much

Miscellaneous Possessions: Bag of holding (1,000#/150 cubic Potions: of Poison, Sweet Water, Fire Giant Strength, Human
feet), Boots of kried Tracks, Chime of Opening, 6 Darts ofHom- Control, Humanoid Control; Philtre of Love
ing, Gauntlets of Dexterity*, Hat of Disguise, Periapt of Proof Scrolls: one 2nd-level druid spell, one 4th-level illusionist spell,
against Poison (+ 4), Ring ofLevitation (as boots), Wand of Magc two magic-user spells (lst, 4th levels)
Detection (40 charges), Wand of Secrebt Door & Trap Location Rings: Delusion, Fire Resistance, Protection + 1; Spefl Storing
(CureLight Wounds, Protection from E d )
* (;auntlets of Dexterity do not increase IIexterity to 19. Rods, et. al.: Rod ofBeguiling (3 charges), Wand ofIllumination,
Wand of Wonder
.Bac-1.K- gr-ouna3: TnTa. ving_ LDeen rai’sea1 .in nTTexpools, the rise to high level Miscellaneous: Bag ofBeans, Boots ofElevenkind, Horn ofBub-
bles, Necklace of Strangulation, Pipes of the Sewers, Rope of
came by successes in South Province, the Iron Hills, and other nearby Climbing, + 1 dagger, + 1 long sword
regions. Gravitating to Onwal, Scant became home, and ambition and
natural abilities soon made you the leader of all thieves there. The Character’sRelationships:Feels inadequate and inferior to others
and thus desires to prove himself. Finds Rowena very attractive. Dis-
place is smallish, however, and rather boring, all things considered. likes Agath and Reynard

When you chanced to be asked to participate in a daring, dangerous
undertaking, you hastened to the rendezvous to be certain that no
other of your profession arrived before you, as the chall-e”&,n- u- 2ndYll” tch11--
promise of real treasure is one which you will not miss! Nlot wishing to
alert the Guild to your departure, you take your principal items, and
select any three of the additional lesser items you have Iiandy:

27 O1985 TSR, Inc. All Rights Reserved.

(Ranger 16th level, Lady Marshal of the Vesve Forest) Rowena of the Silverbrow

Neutral Good (Ehlonna) Strength: 18/50 I

Hit Points: 122 Intelligence: 17
Armor Class: -7 (or -9) Wisdom: 17
Dexterity: 18
X.P.: 2,601,001 Constitution: 18
Movement: 12”or 24” Charisma: 14
THACO: 5 Comeliness: 18

+ 3 Wisdom Adj. Vs.: Beguiling, charm,fear,hypnosis, illusion,magicjar, mass charming,
phantasmal forces, possession, rulership,suggestion, telepathicattack, etc.

Magic Items:
Potions: Clairvoyance,Flying, Healing, WaterBreathing
Scrolls: Protection fromLycanthropes, Magic, & Possession
Armor: + 5adamantitechainmail, + 2 buckler
Weapons: + 2 bow, 24 composite long elven arrows + 2, 18 arrows + 3,

4 Arrows ofSlaying (to be selected); + 3 battle axe, + 2/ + 3 dagger

(Magic-User 18th level, Arch-Mage of Umst) Warnes Starcoat

Neutral (Zagyg) Strength: 15
Hit Points: 62 Intelligence: 19
Armor Class: -4 Wisdom: 16

X.P.: 3,001,001 Dexterity: 18
Movement: 12” Charisma: 17
THACO: 13 Comeliness: 11

Spell Immunities: 1st level illusion/Phantasmspells

+ 2 Wisdom Adj. Vs.: Beguiling, charm, fear, hypnosis, illusion,magicjar, mass charming, phantasmal
force,possession,rulership,suggestion, telepathicattack,etc.

Magic Items:
Potions: GaseousForm, Growth, Fire Resistance,Invisibility
Scrolls: Six spells (levels 3,4,5,6,7,8), plus 1spell level 9, Protection fromDemons, Devils

Magic Protections: Bracers ofDefense AC 3; Boots of Striding & Springing, + I; Cloak ofDisplacement

+2

Weapons: + 3dagger, + 2 knife

(Onwalic Thief, 15th level, Thieves’ Guildmaster of Scant) Rakehell Chert

Neutral (Olidammara) Strength: 18 c
Hit Points: 70 -
Armor Class: -4 Intelligence: 15
Wisdom: 13
X.P.: 1,321,001 Dexterity: 18
Movement: 12” Constitution: 16
THACO: 14 Charisma: 13
Comeliness: 16

Special Abilities: Backstab at + 4 “to hit”, 5x damage;
75% chance reading scrolls (druid, illusionist, magic-user)

Magic Items:
Potions: Clairvoyance,Extra-Healing, Treasure Finding
Scrolls: Protection fromE S e Magic, Undead

Armor: non-magical Elfin chainmail
Protections: Ring of Protection + 1/ + 5
Weapons: + 5 short sword, + 3 dagger

28

@1985 TSR, Inc. All Rights Reserved.

b 1

CAVES OF THE BIRD PEOPLE
(MAP 3)

Scale: 1hex = 10 yards

R = Rubble

-

P

27. Plateau Area The Cave Dwellers (Barbarians) Damage
Hunting Party Bonus
The hills here are set apart from the sur-
roundingterrain. They are high and cliff-like, Number AC Move Level THACO HP Weapons +1
as if a faultdropped away to leave their sheer +1
bluffs to serve as a wall against the monsters 4 5 15" 2 (19*) 22 spear, club +2
on the lower land. The vegetation here is 3 5 15" 3 (18*) 33 spear, club +2
more familiar appearing, less exotic, and the 2 5 15" 4 (16*) 44 2 spears, club +3
air is slightly cooler and less damp. 1 3 15" 5 (15*) 55 2 spears, club +3
1 3 15'' 6 (14*) 66 2 spears, club
This area is the territory of a group of cave 1 3 15" 7 (12*) 77 2 spears, club
dwellers, often raided by the Kawibusas.
These people are basically hostile and excep- * Base score needed to hit Armor Class 0.
tionally alert because of this. However, they
will not necessarily attack the adventurers Tribal Strength
unless the latter enter their home area, the
"X" hex in the general area. Number AC Move Level THACO HP Weapons Damage
Bonus
After an initial volley of spears, lower-level
hunters work to the flankswhile the higher-level 4 5 15" 3 33 spear, club +1
ones loose another volley. Melee with clubs then 2 44 2 spears, club +2
takes place (these weapons do damage equal to 2 5 15" 4 55 2 spears, club +2
morning stars with standard bonuses for 2 66 2 spears, club +3
strength). Armor class is due to dexterity and 2 3 15" 5 77 2 spears, club +3
hide garments worn for a base AC 9. 2 88 2 spears, club +4
1I***** 3 15" 6 99 2 spears, club +5
If seen, greeted in a friendly fashion, and 110 2 spears, club +6
some means of communication is established, I(+) 3 15" 7 50 club
the cave barbarians will be reserved and wary, 80 club +I
but not hostile. This assumes that there are no I(++) 3 15" 8
Kawibusas or their ilk with the party, for the +1
cave dwellers are larger, somewhat lighter, and 1 15" 9
easily distinguished from the savages and their
cousinsof the nearby islands. If shown any prop- 1 15" 10
erty that obviously belonged to the Kawibusas,
and told that the party killed their foes, these 5 15" 5
cave dwellers will become indifferent to the
adventurers, and if they ask the cavemen, and 3 15" 7
offerbribes or furnish assistance in hunting, the
party will be taken to the caves to speak with the * Base score to hit Armor Class 0
chief and shamans. ** Sub-chief of tribe
*** Chief of tribe
The Great Shaman
( + ) Little Shaman = 3rd-level cleric:
The Great Shaman of the cave dwellers is Cure Light Wounds(x2), Protection vs. evil, Chant
very old and rather cantankerous. He has
refused to turn over the secret ritual to his ( + + ) Big Shaman = 5th-level cleric:
successor and retire as is custom, for he has Cure Light Wounds(x2), Light(x2), Protection vs. Evil, Chant, Produce Flame, Speak with Ani-
an irrational fear that the tribe will kill him mals, Prayer
when his usefulness is ended. He will see the
characters' request as a way to show his Shamen will, after protecting themselves are females equal to 125% of males, children
importance and will readily agree to help. equal to 50% of females.
However, he is prone to forgetfulness and from evil, use their curative spells on leaders
senile ravings, and there is a 50% chance at and strong types only. They will use prayer Interacting With the Cave Dwellers: If the
any given moment that he may forget who the and chant as soon as possible, ifneeded. Note party has been successful in gaining the indif-
PCs are, what he agreed to do, or even the that these shamen have a mix of druidical ference of the tribe, there is a chance that
ritual itself. Stress will always cause him to they can actually gamer some friendliness. A
forget the ritual, so magical or physical force spells (cf. Encounter 9). considerable kill, offering trophies from the
cannot be used to take it from him, nor will he Cave dwellings will be above ground level at Kawibusas, or merely relating the defeat of
reveal it after death. that group of savages might do so. Use a
about 20 foot height. No direct entry is there- standard reaction test with whatever modi-
fore possible by normal means, until the ledge fiers you find appropriate. These people know
that there are others on the island who are like
has been ascended. Attackers attempting to themselves, sort of-they are the people,
scale to cave entrances are attacked first by those like them are others, while the Kawibu-
hurled boulders which hit for 2-8 points of sas are enemies. The adventurers are some-
damage, plus strength bonus, plus l d 6 for where between others and enemies when
height. There are about six such large stones first met.
for each fighter in the group. Note that there
are only two hunting parties. If they are not Cooperativeness gains the party only the
encountered and wiped out, they will be at the
caves when the party amves there. There

31



services of 1-2 cave dwellers of 5th-6th As the party attempts to reach the islet, a 5) for fertility, nature (Neutrality)
level-those lower being too young, those random encounter of the appropriate kind 6) for constraint (Law)
above that level being too important to the automatically occurs. Check columns B or D 7) for divine power (Lawful Good)
tribe-to assist in tracking or whatever. The on the Random Encounter Table (see module 8) for good (Neutral Good)
shamen might also help by curing wounds, or cover) or use flocks of pteranodons to inter- 9) for light and prosperity (Chaotic Good)
a disease the following day. Nothing more can cept flyingcharacters.
be done. Each rune leads to an area where the appro-
If the party manages to gain access to this priate sort of character can rest. As a character
They know of no Oonga, but they will tell of place, they will first have to negotiate the 40- comes within one foot of the rune which stands
temble, hairy giants who sometimes come to 60-foot-high cliff face. The island is ver- for his or her alignment, it will glow and pulse. If
near. Smaller giants can be slain-if there dant, but there are few monsters dwelling the character stays within that distance, the slab
aren’t too many of them, and they are good to there, for it is inaccessible to them. There are of stone upon which the rune is graven will
eat. The larger hairy giants are to be fled some snakes and flying monsters, but no slowly sink, revealing a short flight of steps
from. other dangerous forms of creatures here. If which leads to a place where up to a dozen indi-
an encounter check does not indicate snakes viduals can rest, eat, sleep, and otherwise
28. Rocky Islet or flying monsters, then the party is safe. At refresh themselves. Food, drink, and compo-
the center of the islet is an overgrown stone nents fornine spells of a spell-caster’s choice will
This bit of land is well above the surface building. Access is from the top of its nine- be provided magically. If any character of differ-
of the lake. It has steep-sided walls of faced pyramidal shape. ing alignment is within the area, however, noth-
sheer rock, although these are covered ing save empty space will be there. This is a safe
with vegetation growing from above and in There is an open-sided roof atop the struc- house provided by Zagyg, but it must be utilized
small crannies and ledges. The top seems ture. This area is plain, but there are nine correctly,and if the players fail to understand the
flat and fertile, for there are trees growing runes engraved to form a nine-sided shape correct operation of these areas, then the
from it-jungle growth which appears at conforming to the sides of the building. These opportunity will be lost. After nine mixed-
least as thick as any you have seen. In the will be viewed by the adventurers in the order alignment entries, or nine turns, whichever first
center of this place is a regular hill which is indicated below: occurs, the dweomer placed upon the place dis-
liewise covered with vegetation in riotous sipates unless correct usage is made. No clues
profusion. Rune 1stands for individuality (chaos) other than the runes and their operation are to
2) for demon (Chaotic Evil) be given.
3) for evil (Neutral Evil)
4) for evil power (Lawful Evil)

33

29. Plateau Area has another cave dweller with them. pied by the Kawibusas, and they will take over
as the inhabitants of the peninsula. The cave-
See Area 27 for details. This group knows The handlers of these huge carnivorous men from Area 29 will eventually move to the
where the other cavemen from Area 27 are, but birds use bolas to wrap the creatures’ legs area abandoned by the bird people. The cave
they fear them as “otherswho are different and dwellers of Area 27. will be absorbed into the
will try to make us othersinstead of people.” and topple them. This will cause them to tribe of the bird people. Apes will be hunted
down and slain, and within 20 years time,
30. Very High Plateau Area become relatively docile until their legs are these former cave dwellers will have a society
freed and they are set onto the hunting trail similar to that of the Kawibusas, although
~ they will not be cannibals.
once again.
This corner of the island rises in two When the party reaches the hex indicated Notes on the Shaman of Shamen:Their sha-
sheer steps, each about 70 to 110 feet in man’s price for cooperation regarding the rit-
height, sheer, and wall-like. by an X, they have come to the home territory ual will be a show of ability. The characters will
of the bird people. be required to best one of the female gargan-
The top of the plateau is nearly sub- tuan apes that roams this area periodically.
tropical, and it is more familiar-looking to Summary: These cave dwellers are fierce and The shaman is a trifle cracked and believes he
you than the exotic jungles and savannahs able fighters. They will fight to the last, if neces- can turn into a bird and fly at will. The other
sary. If the party approaches on non-hostile shamen restrain him and will warn the party to
, you have seen previously. Although not terms, they will be treated with suspicion and do so lest he dive ofi the plateau.
care. If the adventurers prove themselves to
dry, it is not steamy and fetid dampness these folk, then the cavemenwill send from 2-5of 30a-n. Cliff with Many Caves
everywhere. From what you can deter-
mine, the place has a central grassland their warriors with the party. These cavemenwill Before you is a sheer, high clii with an
which is rimmed by hills and mountains. be barbarians of 4th to 7th level, and each will arm of the mountain behind it. Many open-
carry a bolo in additionto normal weapons shown. ings perforate the cliffside. A few cavemen
The tribe of cave-dwellers here is large, There is a 50% chance of a shaman (5th level) can be seen disappearing into the lowest of
aggressive, and comparatively advanced. these openings.
Hunting parties will be accompanied by sev- accompanying the group if there is either a cleric
eral of the cave people’s hounds (see below) or a druid with the party. If there are both, then If the party has slain any of the hunters of
but otherwise are same as those encountered the shaman will certainly go along if requested, these people, the main tribe will know (via
in Areas 27 and 29. and he will wish to be taught more spells. survivors) or suspect (lack of returning
hunters). In this case, they will prepare to
The cavemen use three phororhacoses as If the adventurers wish to go back and bat- ApfonA +heirhome as follows:
hounds. There is a 50% chance that these tle the Kawibusas, and they demonstrate
creatures will be well in advance of their mas- some of their prowess to these cavemen,
ters and attack immediately. They will attack then the tribe will send all but two hunting par-
in any event, but the hunters will pull them off
if the party speaks to them understandably or ties and the big shaman to accompany the
adventurers on their mission. If the adventur-
ers and cavemen succeed in wiping out the
tribesmen, then the balance of the cave dwell-

ers will be brought to the area formerly occu-

~~ ~ ~

Tribe of the Bird People (All have 15”movement) - Base score needed to hit armor class 0
Number AC Level THACO HP Weapons ** Sub-chief of tribe
Damage *** Chief of tribe
Bonus
16 5 2 22 bolas, axe ( + )CLuritetleLiSghhatmWanou=nd.s3,rdA-.mle.mveall.cF-lerri.iedndd.rsuh.iidp:,
10 5 3 33 bolas, axe +1
10 5 4 44 2 spears, axe +1 Speak with Animals, Chant
8 3 5 55 2 spears, axe +2
8 3 6 66 spear, axe +2 ( + + ) Shaman = 5th-level cleriddruid:
6 3 7 77 spear, axe +3
6 3 8 88 spear, axe +3 Cure Light Wounds, Light, Animal Friend-
4 1 9 99 spear, axe +3
4 1 10 110 spear, axe +4 ship, Speak with Animals, Chant, Resist
1 11 115 bolas, spear, axe +4
2 1 12 120 bolas, spear, axe +5 Fire, Produce Flame, Trip, Hold Animal
2 1 13 125 bolas, spear, axe +5
1** 1 15 135 bolas, spear, axe +6 (x) Big Shaman = 7th-level clericldruid:
I*** 30 club +6
5 3 50 club +1 Cure Light Wounds,Light, Animal Friend-
4(+) 5 5 70 club +1
2(+ +) 3 7 80 club +1 ship, Speak with Animals, Chant, Resist
3 8 +1
1(x) Fire, Produce Flame, Trip, PrayeG Hold
1(XX)
Animal, Produce Fire

(xx)Shaman of Shamen = 8th-level cleric/

druid:

Cure Light ubunds, Light, Animal Friend-

ship, Speak with Animals, Chant, Resist

Fire, ProduceFlame, Trip,PrayeG Hold Ani-

m,31, Snare, Dispel Magic, Produce Fire

34

Ube at They .will not breed in this environment, but round allowed on each target. Two rounds of
.iously the humans do not care, as they capture occa- exposure are necessary to enter. One charac-
sional fledglings and add them to the pack. If ter at a time can enter the smaller cave
aesuoyea DY m e party. wirn rnem will be loosed, these creatures will slowly exit their mouths, two at the large one. Knock will not
their hunting phororhacoses plus another six pen area, and as soon as they see movement affect the rock closures, but other spells-
of these creatures. Refer to Map 3. on the ledge. run and leap t o attack, for the! passwall, disintearate. etc.-will.
are always hungry.
30a. High Ledge 30f. Large Low-Ceilinged Cave
30c. Fifteen-Foot-Hi!gh Ledge
I- This p.lace .has a smok. e-b.l.ac.kened. cel.l.-
ing, heaps of driec3 grass and leaves, ani-
20 feel:up. At its mal skins, and various and sundry
evidences of habitation by the cavemen.
tus, and there appears to be ;I series of ere is another ledge
AU creatures of 2nd to 6th level dwell in this
small ledges and hand holds tht:re, so the I at the southern porticIn of the long one common area. With them are females equal to
125% of their total number, and children equal
cave dwellers must gain a c c e s s: tn itc tnn upward to the lowestwhich certainly leads 11 to the total number of males. Upon forced
hisch certainly leads entry, all remaining cavemen in the area will
Lv attack the party. Females will also attack with
weapons equal to daggers and attack level of
from that position. cave openings. There appears to be a 2nd. There is no treasure.

series of steps in its central portion where 30g. Deeper Cave Area

The foregoing is accurate. The giant birds climbing is possible. There are three rooms here which are
are driven up at this point also, as the pile of smaller than the large cave to the east, but
rocks enables them to jump to the top of the Again, the party will be subject to hurled otherwise resemble that place. It is appar-
ledge, and down as well. When the party rocks on this ledge. ent that many cavemen use this complex
comes atop the ledge, two cavemen will pull as their home.
aside the crude fence between Areas 30b and 30d. Uppermost Ledge
30c, loosing the phororhacoses there (from 6 Those of greater fighting and hunting ability
to 18, depending on previous events). This Some 20 feet above the small middle dwell here-7th to 10th level fighters. These
assumes, of course, that they are hostile to outcropping, 35 feet above the first ledge, fighters will defend here at the last, and with
the adventurers. The pair of cavemen, 2nd- and at least 55 feet above the ground, is a them are females equal to 150% of their num-
level boys, will then attempt to climb to safety relatively long and narrow shelf of stone ber, and children equal to 100% of their num-
by means of ropes lowered to them from that leads to three cave openings. The ber. Females fight as noted in Area 30f. There
above. northern and central openings appear to be is no treasure.
some 8 to 10 feet wide, and about as high.
If the adventurers venture anywhere north The southern cave opening is perhaps 15 30h. Sloping Cave
of area 30d, they will be subject to hurled to 18feet broad but only about half as high.
rocks from above (ledge Area 30e). Rock This smallish cave slopes gradually
damage is easiest to deal with by using an If the adventurers gain this ledge in combat downward to the west. At its rear is a pool
average for strength, as there are too many with the cave dwellers, the latter will deem of clear water that is fed from seepage
cave dwellingbarbarian fighters to easily keep themselves in big trouble. They will retreat above. This place must serve the cave
track of. Use 15 as an average score to hit rapidly to their caves, roll boulders to block dwellers as a well.
armor class 0. Damage willbe 5-20 per hit. As the entrances (see area 30f below), and pre-
many as 1 2 rocks can be hurled down in one pare to remain hidden until the enemy gives 30i. High Ceilinged Cave
round, assuming six or fewer adventurers as up and goes away.
potential targets. If there are more charac- This is another area utilized by the cave-
ters, increase the number of rocks by two for 30e. Boulders men as living quarters. In addition to the
each additional character present. usual materials, there are many hides on
the floor, and there are more than the usual
30b. Brush and Poles number of stacks of dried food.

There is a section of the first ledge These large stones could easily be used
which is screened by a mixture of dead to block the cave entrance. They are
brush, living plants, and thin logs, all inter- heavy and might prove very difficult to
woven by vines and creepers. This hedge move out of the way.
is well over 12 feet high, and what is
behind it can only be seen from a higher In fact, once in position, these rocks are
position. wedged tight with smaller pieces of stone, so
that even application of 24 strength will not
The ledge here is used to pen in the hunting move them. There are small openings which
birds when they are not being used by the will allow a person to crawl through, but there
cave dwellers to find game. There is a spring are also armed cavemen ready to attack any-
from which they drink, and the cavemen also one foolish enough to do so. Use automatic
use these birds as garbage disposal units. hits and maximum damage when any adven-
turer tries to enter this, with four attacks per

35



The chief and his three wives and three chil- their vicious birds, animals, dinosaurs, and lair, the weakest willbe farthest away. Each of
dren dwell here, as do the sub-chief, his two even Kawibusas tribesmen-all in atti- these creatures is female. None have any
wives, and two children. An 11th-levelfighter, tudes of being slain or already dead. The treasure.
a 12th-levelfighter, four women, and four chil- stone overhead is very dark and sooty, so
dren also quarter here. it is apparent that the tribe brings torches Use the statistics in the New Monsters sec-
here to light the place for painting and per- tion at the end of the module for handling
There is no treasure. The men will fight to haps ceremonial activities. encounters with any of these creatures.
the death; women fight as previously noted.
No cave dweller will fight here. There is no Caverns will be about 40-50 feet wide, 60-
30j. Shamen’s Cave treasure here. If a carefulcircuit of the place is 90 feet long, and have a ledge upon which the
conducted, the slab of stone covering the ape dwells.
The wall paintings, hides, and skullsdec- entry to area 30n will be noted. This is a 3-
orating this area make it obvious that this foot-high crawlway for its first 10 feet. 37. The Dormant King
is the place of the tribal medicine men. It is
otherwise not remarkable. 30n. Secret Chamber In the middle of a large grassy plain
appears to be a round and flat structure. It
The shamen will make their stand here. The This grotto is certainly the secret place seems there is no animal activity of any
four little shamen are quartered near the of the tribal shamen, for it contains a store sort, not even the usual cries and squeals
entrance, the two shamen in the main area, and of pigments, wood, and feather masks, of birds and small mammals.
the big shaman at Area 301. There is no treasure oddly shaped bits of rock and bone in hide
here, nor are there any spell components. bags, and many round stones, large bones, The party sho e the struc-
and wooden drums with hide drumheads. ture from appro1
30k. Small Cave .It is an ele-
The above is correct. Amongst the stones in
This is more of a tunnel off the main the hide bags are 1040 uncut gems of 1,OOOgp vated pool that raaiares a strong magical aura
room than a separate cave, althoughit cer- base value. The round rocks are split geodes,
tainly was used to quarter an important the bones hollow, and some of the smaller designed to keep all low intelligence creatures
tribal cleric, for it is highly decorated with wooden drums are containers also. In these
various paintings, skulls, hides, feathers, receptaclesare the spellcomponentsof the sha- at least 600 feet away. However, anytime
and the like. men. There are sufficient stores for 21-30 of
each spell they are able to cast. Druidical-type someone approaches within 30 feet of the
301. Small Low-CeilingedCave spellsdo not requiremistletoe,but they do use a
special sort of orchid leaf. A druid will not have pool, a tyrannosaurus rex of the most fero-
This place is another of those housing any use for the latter component.
the tribal clerics, and it resembles the cious kind suddenly emerges from the water.
other areas seen with respect to furnish- 31. Waterfall
ings and decoration. There is a rough, It is a creation of Zagyg uses to defend the
vaguely bird-shaped stone standing in the Note that the outlet of the lake has a shallow
area of the cave farthest from the fall into the mountain,where its channel runs pool. Unlike normal rexes, this one is highly
entrance. underground until it falls to the sea some
three miles distant. This fall is about 30 feet, magical in nature. It has the ability of gaining
This is the cave of the “shaman of shamen.” the water plunging into a deep ravine and dis-
There is no treasure here, save the statue- appearing from there into the rock. Other falls hit points (up to its possible maximum of 152
like rock that the tribe regards as their totem. are 40 feet or more high.
The chief shaman, and all survivors of any hp) each time it kffls a victim. If any character
other areas will stand in and around this place 32-36. Huge Cavern
to make certain that the party does not steal Openings is kffled, the tyrannosaur gains that charac-
the totem object, for then their tribe would be
powerless. (See notes on Shaman of Shamen There is a great hole in the side of the ter’s original total in hit points.
on page 34.) mountain, and it is likely that some mon-
ster dwells here. The entrance is nearly 30 The tyrannosaur will charge and pursue
30m. Large Painted Cave feet wide and at least as high.
trespassers up to the aura’s limit. If the party
This area seems to be a sacred place of There are signs of a gargantuan ape all
the cave dwellers, for its walls are painted around the area. Encounters 32 through 36 escapes beyond that point, the tyrannosaur
with crude representations of themselves, are exactly the same. The strongest other
gargantuan ape will live nearest to Oonga’s then returns to the pool. Characters attempt-

ing to fly within the aura are very soon

attacked by a flock of voracious pterosaurs.

To study the pool closely, the tyrannosaur

must be killed or neutralized. If it is killed, it

returns to the D O O ~and will not rematerialize

until the next day.

38. The Magic Pool

The pool seems to be made of the same
purplish metal found on the titanic gate on
the isle’s peninsula. The metallic structure
is 30 feet in diameter, and 10 feet high,
with a set of stairs going to the top.

On the surface, many runes are
engraved around a dark pool. Strangely,
the water does not reflect the sky or the
adventurers observing the liquid. All that
can be seen is a night sky dotted with a
myriad of stars.

37

The pool is a magical portal to a part of the 5-6 l d 6 small spheres fly around ld4 larger character may enter a large spnere witn a suc-
ethereal plane affected by Zagyg’s mind. Any- ones; 7-8 l d 4 large spheres alone. At the end cessful roll under Dexterity. The large
one stepping into or touching the liquid is of the round, all of those spheres are consid- spheres are AC 0 and may be destroyed with
pulled into the other plane (see Encounter ered out of range. 10 points of physical or magical damage from
39). The water and the metal are totally outside (those inside cannot affect it).
immune to mortal magic of any sort. The party must avoid each small sphere,
rolling under their Dexterity scores (treat the Once inside, the adventurer may attempt to
If the party has a way of deciphering the spheres as magical projectiles). Victims hit by understand the nature and meaning of the
runes, they will find the following sentence: a small sphere must immediately save vs. thought by successfully rolling under his cur-
“Ye who have fought the dormant king, enter spell or be affected as described below. (A rent Intelligence score. If the character fails
my knowledge. Zagyg.” small sphere vanishes once it hits one target.) that roll, he temporarily loses one point of
Intelligence. At 0, the character is affected as
If the party has not disturbed the dark water D6 Roll Temporary Insanity above. Once inside, the character cannot get
after three turns, large black bubbles fly out out until he has attempted to understand the
and attempt to envelop any character around 1 Hatred: save each round or attack near- thought. Thoughts may be one of the follow-
the pool (roll under Dexterity score on a d20 est creature. ing:
to avoid). There are l d 4 bubbles pursuing
each character up to 600 feet from the pool. 2 Love: save each round or remain fasci- S p h e r e s of Thought
nated (as with Comeliness) by closest
Bubbles are AC 10; 50 points of magical or creature. 1. Whispering voice-“...visitors in my
physical damage will pop a bubble, releasing
its energy in a 30-foot-radius blast causing 3 Humor: save each round or keep on divine mind.. .welcome mortal one.. .”
2d20 points of damage (save vs. spell for half laughing and making puns. 2. Whispering voice-“. ..enter one more
damage). They move at 40” per round, roll-
ing, flying or bouncing until they trap a victim. 4 Sadness: save each round or keep on thought and think hard to leave my mind
Read Encounter 39 to the victims’ players. crying and lamenting.
Bubbles disappear upon reaching the aura’s ...else, insanity will save ye.. .”
limit. They reappear after someone remains 5 Curiosity: save each round or try to
once again on the side of the pool for three or catch the next sphere of any size that 3. Telepathic message-“...beware of the
more turns. comes close (roll under Dexterity).
Carelessness: save each round, or spheres! Some may be inhabited.. .”
After seconds of a nauseating freefall spend the round wandering about.
sensation, you emerge into a huge sphere 4. Mentalimage-the ancient stone pillar is a
of nothingness. The limits of the sphere, TIle effects last for ld12 hours after the vic- magical portal to Oonga’s domain.
like a night sky, seem close and immensely tim has left this plane; a successful saving
remote at the same time. You are in the throw at the beginning of a round negates a 5. Mental image-three scriptures a r e
middle, floating among strange billowing temporary insanity for one round. required for the ritual at the stone pillar.
swirls of mist constantly clashing and
changing colors. Small brilliant spheres of The effects change when the victim is hit by 6. Telepathic message-the character gains
light dart by, some so close you must sud- another sphere. Each time a new sphere hits a some arcane knowledge if a magic-user or
denly dodge. Once in a while, a larger one victim, the feeling changes to that of the new illusionist. He may use one 9th-level spell
follows, at a slower pace. sphere and the character temporarily loses 1 over and above normal limitations (perma-
point of intelligence. At 0, the character goes nent until cast). For others, or if the spell
The party is in a region of the ethereal plant permanently insane as described below and is is not understood, the character goes per-
that is affected by Zagyg’s thoughts. Charac- immediately expelled from this plane (to the manently insane.
ters can move by simply concentrating. How- side of the pool).
ever, none of them will manage to reach the 7. Whispering voice-“...home ye seek?
sphere’s limit. As they move in that direction, D6 Roll Permanent Insanity Only Oonga knows.. .fetch the crook or rot
the night sky seems to become more and
more distant. 1 Victim thinks he is a bird. forever.. .”
2 Victim thinks he is a tyrannosaur.
The swirls of color are inoffensive. How- 3 Victim thinks he is Zagyg. He or she 8. Whispering voice-“. ..Oonga.. . a fine pet
ever the small spheres of light contain various indeed.. .mine now and forever.. .”
feelings randomly affecting Zagyg’s subcon- affects the party at random, as a Wand
scious. of Wonder. 9. Telepathic message-the character gains
4 Victim thinks he is Oonga and will some divine knowledge if a druid or cleric.
The larger ones contain more elaborated charge anyone pretending otherwise, He may use one 7th-level spell over and
thoughts (see below). Roll ld8 at the begin- including the real Oonga. above normal limitations (permanent until
ning of each round: 1-2, no sphere is in range; 5-6 Roll on the Insanity table (DMG, page cast). Roll under Wisdom or turn perma-
3-4, ld4 small spheres dash toward the party; 83). nently insane (others automatically
become insane).
The larger spheres contain some thoughts
occurring in Zagyg’s mind. When those 10.Letters of fire-“Zarn’s the way out!’*
appear, consider they are close enough so that
any character in the party may touch one. Any If an adventurer damages any sphere or
character doing so is sucked inside. Only one attempts to affect the plane magically, he is
immediately expelled to the rim of the pool.
However, the character will find himself
locked inside a Prison of Zagyg. He will
remain there until the rest of the party man-
ages to open the cage. Several characters can
fit in the cage if necessary. Thought 10 is the

38

..--

magic word to open the cage. If the entire reduced to 01, he remains in the sphere, lost
party ends up in the prison, it teleports to forever unless someone attacks the sphere
Zagyg where the party remains at the service from outside.
of the demi-godfor ld10 years. They are then
returned to the world of Greyhawk. Once the Once a character attempts (successfullyor
captive(s) break free, the prison teleports not) to understand the thought in a sphere,
back to the plane of Zagyg. the sphere vanishes with a loud popping sound
and the character returns to the ethereal
There is a 35%chance each of those larger plane.
spheres contains a creature, such as:
To exit this plane, each member of the party
-one brain mole must attempt to understand the contents of
-one intellect devourer one sphere and then concentrate on returning
-3-12 cerebral parasites to the pool (a permanently insane character is
-one thought eater automatically expelled to the pool). The char-
-one ustilagor acter then appears on the side of the pool; all
-one obliviax temporary insanities and losses in Intelligence
points are cancelled. The pool functions only
Any such occupant must first be defeated once per creature (no one may enter that
before the thought in the sphere can be under- plane twice in its existence).
stood. If the character entering the sphere
does not have psionics, then the creature
feeds on the character’s spell-casting abilities
(use memorized spell levels x5) or Intelli-
gence (use current Intelligence x10) like they
were psionic points. Defeated spell-casters
lose their spell- casting abilities. Then, if the
creature is stillalive and hungry, it starts feed-
ing on the character’s Intelligence. If the char-
acter is defeated (psionics or Intelligence

39

Encounter Setting from 30 feet for 1 6 4 6 more points of damage All attacks are made at + 2 due to size.
(6d6 + 10) = 56-86, then stamp down for 4- They will come from wall and floor area, so all
All passages are 50% higher than they are 16 more points = 60-102 total points of dam- six of these monsters will be able to operate at
age inflicted in two rounds.) once, Of course, they have no treasure,
broad. Thus, a 10-foot-wide area is 15 feet although there will be a shambles of bones at
high, a 20-foot-wide area is 30 feet high, etc. If long-range attack methods are employed the rear of their lair area.
The main passage, Areas 1-4-6-9, is ascend- against Oonga, he will retaliate by hurling
ing at an incline of about 1foot for every 20 boulders-there are plenty strewn through- 3. Large Sinkhole
feet of horizontal distance. There are numer- out the cavern complex. These will inflict 17-
ous sheer places where the cavern or passage 32 (5d4 + 12) points of damage when they The floor of this cave drops out of
continues at a higher level. These ledges are hit. Such missiles can be hurled one per sight-a deep shaft with vertical sides
each approximately 15 feet high. Thus, round, from 1"to 36" distance. All targets plunging to who knows where. Occasional
Oonga's lair (9) is well over 200 feet above the within a hex will be struck by a single boulder, wafts of steamy vapor rise from this hole.
lake (12) which the lair overlooks. but each will be subject to separate damage of
17-32. If any adventurer peers over the edge of the
Encounters are numbered. The letter R shaft, he or she must save vs. poison or else
indicates rubble-broken slabs of rock from Lesser gargantuan apes hurl boulders for become giddy from the gasses which rise
ceiling or ledge. Sufficient natural light filters 14-26 points of damage (4d4 + 10) at ranges from below. Failure will cause the individual to
in to allow vision to extend to 60 feet clearly, fall headlong into the shaft. It terminates in a
120 feet dimly (only vague shapes can be of 1" to 30 ". lava bed 200 feet below, and falling into this
seen, although movement will be obvious). will result in instant death without magical
Climbing to ledges where rubble is present is Oonga knows his cavern complex perfectly, protection from the fall and the lava both.
relatively fast-one round to accomplish this and he will be able to chase very effectively.
climb. Other rises are more difficult to scale, Don't forget he has considerable brain power 4. Great Cavern
and normal climbing time will be three to five for a monster. If he is encountered outside his
rounds per rise. lair area, he will be lurking in wait for the party come to a high-domed cavern. It is over 80
if the dice check indicates they are surprised feet wide on the average, at least 130 feet
There is a 1in 20 chance that Oonga will and Oonga is not. If this occurs near a ledge, long, and perhaps 100 feet high! The trail
decide to come out of his lair while the party is assume that Oonga is on higher ground. In of your quarry leads northeastwards
in the cavern complex. If this occurs (score of such case, the ape will greet the party with a through this vast space.
20 on ld20), the ape will be encountered as hurled boulder, and for each 15feet of eleva-
follows (roll ld20 again): tion add 2-8 points of damage. Immediately If Oonga is not in this area, there will be two
after throwing the missile, Oonga will leap giant poisonous snakes attacking at + 2 due to
1- 5 = atop ledge (Area 5) down to attack the party-possibly stamping their size. These reptiles are slithering
6-10 = Area4 them, again with an additional 2-8 points dam- through the place on their way out, but they
11-16 = Passage4-6 age for each 15foot distance he drops to come will attack the party deeming them to be
17-20 = Area6 to their level. Note that the ape will not drop choice prey.
and stamp in areas of rubble (R).
Oonga passes through 20-foot-wide tunnels 5. Large Ledge
easily, traveling on all fours. He cannot go into Encounter Key
10-foot-wide areas, but he is able to reach into .There is a 30 foot or so high ledge along
such areas by wedging his shoulder into the 1. Entrance Tunnel
opening and extending a mighty arm. Oonga's the cavern's north wall The place is dark
reach in such cases is 20 feet. There is light from the opening and dim and heavily shadowed, but it appears that
light ahead as well. This indicates that the shelf-like area is deserted. It is not
If he grasps an opponent, Oonga can apply there are openings at intervals within this possible to tell if there is or is not a passage
squeezing damage equal to the maximum hand place. The main passage seems to lead leading from this place.
attack-24 points per round of crushing pres- generally east, but there appear to be sev-
sure. Once grasped and squeezed, an oppo- eral side passages. If Oonga is not here, four subterranean liz-
nent will be brought forth, raised to a height of ards are here. All attacks are made at + 2 to
40 feet, and hurled down. Damage from such 2. Dark Passages hit due to size.
attack is 22-72 points (10d6 + 12), and the
victim will also suffer a stamping attack imme- Although the narrow tunnel you chose At the eastern end of this place there are a
diately during the same round. has broadened, the way has sloped down- series of step-like ledges leading downward to
ward, and the area before you is dark. Area 4.
To illustrate this attack form, follow this There is a faint odor of dampness which
example: Grasp and crush two rounds for 24 indicates you are underground.
points damage per round = 48, then hurl
down for 22-72 additional points = 70-120, If the party continues to where the cave is
then stamp for 5-20 = 75-140 total damage 30 feet or more wide, six subterranean lizards
point's in two rounds! (One of the lesser gar- attack them.
gantuan apes will inflict two rounds of grasp
and crush for 40 points of damage, hurl down

40

6. Huge Cavern lurking just west of the final step up into his room. Ifyou state what is on your mind, your
lair area (see New Monsters section). When rewards willnot be hard to find.”
After going many feet along the gently the adventurers begin to ascend this ledge,
upward sloping, southerly winding pas- Oonga will rush out to its edge, boulder ready Someone must ask aloud the whereabouts
sage and then negotiating another pair of to hurl. of the Crook ofRao, or merely state that he or
high ledges, you have entered a vast she seeks it. As soon as this is uttered, the
space. As dimly illuminated as the other, it If the combat goes badly for the ape, he will symbols will glow brightly and then fade and
is still more impressive for its ceiling peak slowly retreat into Area 10. There, Oonga will disappear. The non-dimensional space will be
is beyond sight in places, and it is 120feet grab up a boulder from the rubble, hurling it gone, its contents emptied into Area 8, and a
and more in breadth. Pale sunlight streams with effect, and then retreat to the outside force field will be in place surrounding the
in from the eastern side of the titanic vault ledge, Area 11, using the sheltered southern area.
where part of the cavern roof has col- portion to avoid spells if necessary. His strat-
lapsed. A huge stone column rises to the egy will be to grasp adversaries, squeeze The treasure accumulated by Oonga is due
very ceiling in the central portion of the them, and hurl them off the ledge. In fact, to a command from Zagyg which the creature
place. There seem to be numerous side Oonga will attempt to bounce them on the followed. The savage Kawibusas witch doc-
passages, but the main portion of the lower ledges-the one to the south being 60 tors likewise followed it. Strange items were
cavern runs northward, and your path feet below the cave ledge. Striking either to be placed at the place of sacrifice. Oonga,
seems to lie in that direction. ledge will inflictinstant death upon any charac- finding such there was to place them in Area
ter who is not magically protected from fall- 9. Characters leaving the island by means pro-
Unless Oonga is encountered here, a nastv ing. If both are missed (successful saves vs. vided by Zagyg were stripped of all non- living
tanystropheus-will be waiting for the party to death), then impacting the water below will material, the latter going into the non-
pass near the pile of rubble (northeastern por- inflict 12d6 damage, and the character must dimensional holding space until properly
tion of the cavern1) where it lies in wait. save vs. paralyzation or else be stunned and claimed or recovered as treasure. The trea-
drown in 5-8 rounds unless removed from the sure list which follows does not include van-
7. Water Passage water and revived with artificial respiration. ous items of clothing and other materials
which are non-magical or otherwise valueless.
- 9. The Small Space Assume time has caused them to appear faded
The floor of t m pasadgeway 13Luvered and obviously of no value.
with water, and it seems to slope gently This will not be noticed by the party unless
downward to the east and south. Although one of their number actually scrambles to an The Treasure of Oonga’s Cavern: The
adjacent hex and shifts the top rubble. This Crook of Rao; a Horn of Vdhalla, silver;
the water is relatively still, there is plant will reveal an opening below, and the party Keoghtom’s Ointment, 2 jars; MerIyndS
growth in it, so it probably is an arm of can then investigate further. Spoon*; a pouch full of 66 gems: 6 @ 10,000
some larger body. gp, 10 @ 5,000 gp, 10 @ 1,000 gp, 10 @ 500
Circular Opening: Shifting the rubble gp, 10 @ 100 gp, 10 @ 50 gp, 10 @ 10 gp.
As above a tanystropheus lurks in the water reveals that there is a nearly circular entrance
to strike and drag prey down into its watery to a small space beyond-10 feet deep, nearly All the items Tenser mentioned earlier are
den. The other outlet to the underground pool globular in form. The stone here is of greenish also present in this treasure.
is in the rubble in Area 6 where its mate lurks. hue, and there are strange symbols graven
over its entire surface. As the party readies to leave the chamber,
8. Dark Chamber they will see that mist seems to obscure the
If the party, or any one of its number enters exits. This is because they have been trans-
This place has a pair of low entrances. It the area, the runes will gradually begin to ported again, and this time not at the whim of
has smooth walls and floor, and the ceiling glow, and in three rounds-time it!-he, she, Zagyg, but by something which entered
is domed and smooth. In all, it is quite or they willbe transported into an airless non- through the end of non-dimensional space
unlike the rest of the complex. The air dimensional space where the treasure is kept. where the treasure was kept.
feelsodd, and you are vaguely uncomforta- They are trapped in this space and will perish
ble here. There seems to be nothing what- quickly, unless they have some magical means The Transformation
soever here, however. of survival. Survival will mean imprisonment
until freed by some character more able than As you gather up the heaps of treasure
If magic is detected for, there will be a strong this party, and that must be left entirely in the and prepare to leave the chamber, you see
aura of enchantment as an antipathy spell has hands of the DM, but in any event the confine- that mists swirl in the area of both exits,
been cast permanently upon the area. Nothing ment cannot be less than one month, and it and a pale white radiance is coming from a
will be found here, however, until Area 9 has could be years, decades, or centuries. newly-appeared opening in the northeast
been properly interacted with. comer of the cavern! Even as you stare,
If the symbols are read magically, the party the mists in the eastern and western por-
Important Note: If Oonga has not already willlearn that Zagyg has posted a warning not tions of the chamber clear, and all is solid
been encountered and slain, the ape will be to enter this place. There is also a message of material. In fact, you can easily see that
encouragement:
11 the entire chamber now seems to be of
“You have overcome the tests of the island, metal.
and now you must solve the riddle of this

41

THE PASSAGEWAY

Nothing can be done to leave this room by 15. Green-hued corridor Above you float huge jewels-about 20
any means other than the passage to the 16. Amber-hued corridor feet up is a ruby, a foot above and 10feet to
northeast. No magic or any other means will 17. Blue-hued corridor its left is a jacinth, higher, and to the left is
enable the adventurers to win free. The sub- 18. Olive-hued corridor a golden sapphire (corundum topaz, or Ori-
stance of the walls is multiversal material, for 19. Indigo-hued corridor ental topaz), higher still, and to the left is a
it has now become a pocket-plane, a sort of 20. Violet-hued corridor clear emerald, then some 10feet away and
gate which will bring them to another place. 21. Sepia-hued corridor another foot above is a blue diamond, then
away and above is a sapphire of deepest
You must see where the magically Corridor Terminal Points blue, and finally, in the center, and just
tunnel will lead, so you proceed below the ceiling of the crystal, floats a
X:Leaving by this corridor will cause the fol- huge corundum amethyst. Each of these
The Passageway gems appears as large and fine as the next.
lowing words to come to the minds of each
1. Red-hued corridor adventurer: Another strange thing which cannot be
2. Pink-hued corridor ignored are other bright-hued prisms
3. Orange-hued corridor “Reach high in your aims, take the ultimate which touch the six sides of your own. One
4. Lilac-hued corridor course, or else sorrow will be your lot!” is transparent green, another pale blue,
5. Brown-hued corridor one golden yellow, another deep blue, the
6. Peach-hued corridor Y: Leaving by this exit gains the party no next blood-red, and the last brilliant
7. Silver-hued corridor orange.
8. Peacock-hued corridor warning at all.
9. Gray-hued corridor A voice speaks, coming from the very
10. Bronze-hued corridor All corridor exits lead to the Crystal Prism. air itself. It is deep, resonant, command-
11. Yellow-hued corridor ing: “Choose now one jewel. It is your
12. Pearl-hued corridor The Crystal Prism fate. The others are your prizes.”
13. Lavender-hued corridor
14. Cream-hued corridor ~~ As soon as any character states a prefer-
ence for one gem, that particular one will fly
When your party reaches the end of the down and rest in his or her hand. The other
corridor, the world seems to tremble and six will float gently to the floor of the prism. If
your head swim. Now you are seemingly
inside a great, hollow crystal of hexagonal
shape. It is 30 feet across and as high.

42

THE CRYSTAL PRISM

they are not picked up within one round, they ’ face, and as you peer into these prisms you “Bow to me, for Z am Erak, True Ruler
vanish. Each is worth 50,000 gp, so in all can see that their far sides are open. From of the Eight Circles. Those here with m e
there are 350,000 gp worth of gems in the each openingstreams a radiance of appropri- are the Eight Paladins of Might-my
crystal. As the jewels are taken, or disappear, ately colored light, a glowing pathway to guards and enforcers of the wiU of the
one of two things will happen: somewhere, perhaps... Now you must Circles-my will, of course! ”He gives you
choose which prism to enter, and thus exit a moment to obey his command, then he
If the amethyst was selected, the party will this place. proceeds:
be instantly transported from the prism to the
great Hall of Magic in Tenser’s castle. They No matter which they choose, the results “I grant that you have accomplished
are safe, all is well. They must turn the arti- are the same. As soon as they pass through much. Well done, Brave Adventurers!
fact over to the Arch-Mage, but the balance of the prism and onto one of the radiance Place now the artifact in the Chest of Safe
their gain remains their own. If there is resist- bridges, the adventurers will all be trans- Keeping.”As he so speaks he points to a
ance to delivery of the artifact to Tenser, then ported to the glowing pearl chamber. great metal chest of gleaming golden hue
they must combat the solar and six astral near him. “Keep the other trantlums
devas, plus the pair of planetars currently at The Glowing Pearl Chamber and baubles. You have earned these petty
the fortress awaiting the safe return of the magicks and colored stones. Then you are
artifact! Your path of light disappears, and - safely off to where you belong.”
instantly you are in a large room. The place
If the party selects any of the six other is covered with mother-of-pearl, and eve- Iggwilv learned of her foe’s efforts to gain
gems, then read the following: rything herein is pearl, ivory, or gold col- the Crook, so she took what steps she could
ored. A long ivory table is before you. to foil their plans. While she was unable to gain
The Crystal Shatters Seated behind it are eight fighting men in entrance to Zagyg’s demi-plane, she could lay
pearl-like armor, all chased with gold. As a trap for those successfully leaving it-and
As you wonder what to do next, the you appear, another figure seems to have she did. As the treasure was emptied from its
walls of the prism shatter, and evaporate risen from a place at the head of this board, null-space depository, the action triggered the
into nothingness. You are now surrounded a tall, robed man dressed in ivory-hued trap Iggwilv laid, and the place was removed
by the six brightly-hued prisms which you robes and gold. He appears stern, but from Zagyg’s purview to a neutral zone, more
could see through the walls of your former kind. He speaks: or less.
prison-ruby-red, bright jacinth, golden
topaz, emerald green, palest blue, and Of course, other powerful beings were
deep sapphire. Each has an opening in its aware of what the monstrous Iggwilv was

43

doing, but as long as she followed certain Level 2: Darkness (20foot r.)*, ESZ: Mirror Magic Jar (1 maximum), Repulsion (1 maxi-
rules, there was nothing which they could Image, Ray of Enfeeblement, Stinking mum), Wnd Walk (1 maximum), Word of
do-until the right moment. Of course, Cloud, Web Recall (1 maximum), Etherealness (1 maxi-
Iggwilv followed those rules. There is a true mum).
and safe path out of her trap to bring the party Level 3: Dispel Magic, Fireball, Fly*, Hold
back to where they came from. While the Person, Lightning Bolt, Slow Immunities: Charm, Suggestion, paraly-
ivory robed figure pretends to be something sis, poison, non-magic weapons, iron or silver
he is not, his words and actions are obviously Level 4: Confusion, Dimension Door*, Ice weapons.
incorrect if the observer uses discernment. Storm, Polymorph Others, Wall of Fire,
The figure is actually an arcanadaemon, and Wall ofIce Half Damage: Acid, cold, fire of any sort.
the eight “paladins” are mezzodaemons. All
are polymorphed to appear otherwise, and the Level 5: Cone of Cold (x 31, Telekinesis*, Magic Resistance: 95% to 1st-level
chamber has a permanent non-detection Eleport (once/day)* , Wall of Force, Wall spells cast at 11th level.
placed upon it. of Stone**
The six mezzodaemons will ply their
Note: for the daemons to flee, the characters Level 6: Disintegrate, Flesh to Stone, swords in combat, saving their offensive
must raise the Crook of Rao and summon its Repulsion spells to use against an opponent who is obvi-
powers loudly. The crook otherwise has no effect. ously dangerous because of spell power. The
Level 7: DelayedBlastFireball, Power Word polymorph spell will be used if there is an
If the party simply hands the artifact over, Stun, Reverse Gravity opponent with a bastard sword, or a long
placing it in the box, they will be thanked, a sword, perhaps, so that the similarity will
hidden doorway will be revealed, and they will Level 8: Polymorph any Object, Symbol cause obfuscation as to who is an enemy.
be able to walk through it into the fresh, green (Pain)** * Recall be used if the situation is obviously bad
world beyond-the Sixth Gloom of Hades, but for them-certainly when the arcanadaemon
revealed as such only after the portal behind Level 9: Shape Change (any humanoid is slain or leaves.
them closes. How they fare there is strictly a form)* , Time Stop
DM’s problem! If the adventurers recognize the group as
* Spell-like power usable with no limitation evil and willingly turn over the artifact then
If the party knowingly and willingly hands the daemons will not attack. In fact, the
the artifact over, then they, and the nine other unless so indicated. arcanadaemon is wise enough to attempt the
daemons, will be forced to battle the avenging ** First of a two-spell combination that will recruitment of the adventurers, for he has
solar and his six astral devas. some inkling that there is other trouble com-
be used. ing with regard to possession of the Crook of
In either of these cases, the artifact will * * * Second part of a two-spell combination. Rao. As was stated earlier, duping the party
have to be returned to the island-by daemon means their entry into the lowest plane of
or deva. It will be effectively out of the pic- Remember that this daemon has 100% Hades, the appearance of the solar, and the
ture. Iggwilv will have won her first great, resistance to 1st-levelspells cast at up to 11th fleeing of the daemons-no sense in their
possibly decisive, battle against her foes. experience level, 95% to 2nd, etc. Be sure to fighting an obviously impossible battle! The
check for this anytime a spell is used against artifact is then returned to the isle, and a
If the party hesitates in complying with the it. stand-off has occurred. If the party resists,
orders of the robed figure, he will become fails to call for help, and is slain, the solar
imperious, threatening force from his guards, Actual direction cannot be given, but this appears, and a stand-off situation again
and his own great power. This should indeed creature will use its most effective spell attack occurs. Both are virtual triumphs for Iggwilv
make the party highly suspicious. At this junc- forms initially. If these fail to bring good and the daemons. If the party resists and calls
ture, outright refusal to comply, or physical results, the wall and symbol combination for aid, then the solar appears and the evil
attack upon the disguised daemons, will force might be employed to weaken the party. Pro- creatures flee. Good wins. If the party assists
them to reveal their true identities. tective spells will be cast immediately, of the evil forces knowingly, then whoever sur-
course, and if there is opportunity, a mirror vives the contest that follow will possess the
Once in true form, each of these creatures image followed by shape change so that there artifact. Evil will then be empowered to
will use its most efficacious means of attack to might suddenly be many who look exactly like sequester it on the Lower Planes, wherever
destroy the adventurers. They will have to one of the party members! At the last, the they choose. Good will be able to use it as a
fight alone only so long as they do not call out arcanadaemon will use its teleportation to principal weapon on the Prime Material
for assistance from any force for good. At the seek safety. Prior to this, physical attacks will Plane.
instant that they ask for succor, there will be made with the burning hands included, to
appear the solar and the six astral devas to find just how strong the opponents remain. As Solar’s Magical Items: two-handedsword + 5
fight the daemons. All battle will take place on psionics are optional, no details of these (dancing), + 12 (total + 11to hit and + 1 7
a formless, featureless plain. powers will be given. If you choose to ignore damage), 36“ range long bow with seven
the option it is suggested that the arcana- arrows of daemon slaying and 1 arrow of
Tul-oc-luc, the arcanadaemon, is able to use daemon be given the following to replace the slayingforeach character type ( + 3, + 5,
magic at 18th-level proficiency. This is why he psionic abilities: charm person (x 2), disinte- + 6 = + 14 to hit).
was selected as an ally by Iggwilv. The grate, and the ability to heal25 points of dam-
arcanadaemon’s spells are: age in lieu of any other power that round.

Level 1:Magic Missile (x4), Protectionfrom The spell-like powers of the six mezzo-
Good daemons are: Comprehend Languages,
Detect Magic, Detect Invisibility, Read
Magic, ESZ: Invisibility, Levitate, Dimension
Door ( 2 maximum), Passwall (4 maximum),
Polymorph Self (4 maximum, 1used already),

44

\

While combat wltn tne astral devas will be This rocky chamber is covered with dry Iu. the lake
murderous, the solar is assured of killing one vegetation-branches, sticks, and leaves
opponent each time he looses one of his all spread around to make it homey for the This lake extends about a mile to the north
arrows. In the initial four rounds of combat, monstrous simian. There is a pool of water of Area 11.It is about 30 feet deep below Area
the solar will ply his sword, and on the fifth along the north wall of the place, and this 11.
through the eighth he will allow the weapon to undoubtedly serves as the creature’s
attack alone, while he uses his bow to slay the watering place when it choses not to leave
remaining foes. The sword has qualities of its lair. There is a heap of rubble and boul-
dancing, but will always be + 5 when not held ders in the southwestern corner, and it is
by the solar. In any event, on the fifth round of probable that the ape uses this as a stock of
combat, the solar will fire twice, both arrows missiles to discourage unwanted intruders
loosed late in the sequence-segments 7 and from outside, forthe chamber has an open-
10. Thereafter, the solar will fire on the 1st ing to the outer world at its western end.
and 3rd segments, so eight opponents will be
slain after the end of the eighth round due to 11. The Outside Ledge
these missiles alone. The solar will slay
This large area is open to the outside world
daemons first, starting with the arcana- on its western end. A small grove of coconut
daemon. If all attacks possible are not brought trees flourishes in the northeastern corner of
to bear upon the solar, there is no hope to win Area 11.There is a drop of about 200 feet to a
the battle. In any event, there is small likeli- large lake below. The cliff face is sheer except
hood of the demons and evil characters win- for two smaller ledges 60 and 100 feet below
Area 11.
ning, but. . .

Be certain to assist your players in utilizing
the full power of the daemons if they ally with
them. In all cases, play the solar and devas to
their maximum-and then some! This is
indeed a stacked-deck contest, and Good
should triumph with ease.

45

Oonga: The largest of all gargantuan apes,

Oongais monarch of the island. He dwells alone.

Other apes stay away. Creatures too stupid to

know better are tom to bits and devoured by

him.The savage Kawibusa tribe offers sacrifices

to Oonga, thinking the ape is a god. If Oonga

happens to be roaming nearby when they sound

their sacrificial gong and beat their huge drums,

then he will stop and enjoy the snack-human,

small ape, swine, or even a speciallyfattened liz-

ard, for all are surrounded by mounds of

selected fruits and vegetables as well!

Oonga travels rapidly, upright and then on all

four, according to his desire. When charging, he

can leap 60 feet upward (total upward reach) or

across.

Attack is by a pair of clubbing fist blows and

a bite. Oonga’s great strength gives a bonus of

+ 12 points of damage to the former sort of

attack mode, and if both fists strike the same

opponent, then this indicates the mighty sim-

ian has grasped the creature and pulled amd

wrenched it. Such rending inflicts an additional

1-20 points of damage to the victim.

If the monster charges and strikes, he 1ias

grappled with the opponent, and there iis a

50% chance it has been overborne. SLich

m doverbeariung ;nfl;rto 9-911n n i n t e nf r l ~ r n ~ nc o
uvLLuLaLLLLs yv.LLLu ,.uxL.u6.+

enables the ape to automatically inflict biting

damage as well. Of course, Oonga will grapple

Ape, Gargantuan with opponents which are near his size, or

Oonga The Others larger. Against small (man-sized or shorter-8

FREQUENCY Unique Very Rare feet or less) foes, the gargantuan ape will also
NO. APPEARING:
ARMOR CLASS: 11 use a stamping attack, each huge foot inflict-
MOVE:
HIT DICE: 23 ing 5-20 points of crushing damage against
HIT POINTS:
’30IN LAIR: 18” + 6“charge 18” + 6 ” charge separate opponents. Oonga is also able to
TREASURE TYPE:
NO. OF ATTACKS: 24+4 18 + 3 effectively uproot trees of 90 foot height or
DAMAGEIATTACK:
288 hp Var. less and 9 feet or less diameter. Against struc-
SPECIAL ATTACKS:
SPECIAL DEFENSES: 100 (70unless encountered randomly tures such as gates and walls, Oonga’s club-
MAGIC RESISTANCE:
INTELLIGENCE: Special Nil bing attacks and subsequent pushing act as a
ALIGNMENT
SIZE: 3+2 3+2 battering ram (qv., DMG).
PSIONIC ABILITY
LEVELIXP VALUE: ld12 + 12(x2), ldlO + 1O(x2), Oonga attacks as a 2 5 + hit die monster

4d4, 5d4(x2) 3d4, 4d4(x2) (roll to hit scores on the Supplemental Attack

See below See below Matrix for Monsters on page 47).

See below See below Because of his size, heavy coat, thick skin,

100% See below and exceptional constitution, Oonga regener-

Low to average Low to average ates 1hit point per round, until serious dam-

Neutral Neutral age (more than 72 points) has been

L, 30 ft. tall L, 24 ft. tall accumulated and unregenerated. Such dam-

Nil Nil age is only restored at the rate of 1point per

31,880 9,650 + 25lhp turn. If more than 144 points of damage is suf-

They are long lived, but the population is too fered, then Oonga will require 1day per point

It is certain that these monsters are not native small to sustain a viable community, so that of damage above 144 points sustained.
to this place. They, as the other inhabitants, those on the island are all there are. Perhaps the
were seeded on the island for whatever odd pur- carnivorous apes here are descended from Similarly,successful magical attacks such as
pose Zagyg had in mind when he devised the these gargantuan simians, but if so no further
demi-plane. All of these monstrous creatures breeding has taken place for years. Those left fireballs, lightning bolts, and cold- based ones
are omnivorous, preferring vegetation to animal are the last of their kind on the demi-plane.
matter, but not disdaining the latter if offered. are at -1 per die of damage due to Oonga’s

bulk and toughness. His brain and nervous

system are such that he can’t be magically

charmed, held, or even slowed.

46

Grasping is an attack form which can be takes place, all possessions, except weapons, defenses against magx are exactly the same
must be saved for vs. crushing blow. as they are for Oonga.
applied to any opponent of 8feet or less height
The Others:There are only five other gargan- Gargantuan apes appear to be huge gorillas.
and weighing 500 pounds or less. The mighty tuan apes on the isle. They are located at Areas They have substantially no different appear-
32 to 36. They have 168,159,150,141,and 132 ance. This is not the case with their cousins,
ape simply wraps the creature within its grasp hit points respectively. Each is female, but they carnivorous apes, where the jaws have devel-
are as fierce and aggressive as Oonga with oped more to suit their diet of flesh.
and squeezes. This inflicts 24 points of dam- respect to all other creatures save the great sim-
ian.For purposes of attack, consider each as a Graspingby a lesser gargantuan ape inflicts 20
age on the round grasping and squeezing monster of 18- 19+ hit dice (see Supplemental points of damage per round. Opponents up to 7-
Attak Matrix for Monsters on page 47). foot height and 400 pounds weight can be so
occurs. The ape will then squeeze and hurl the attacked. Subsequent hurling to the ground is
Rending damage is an additional 1-12 from approximately30-foot height and inflicts6d6
opponent down to the ground and stamp on points. Overbearing inflicts 2-16 points of + 10 (strength) points of additional damage. A
damage. Stampingattack is against opponents stamping attack can also follow on that round.
the victim, all during the second round after of 7 feet or less height. Trees of up to 72-foot Hurling boulders occurs at ranges of 1to 30”and
height, 6 feet or less diameter, can be inflicts 4d4 + 10 (strength) points of damage to
initially grasping. Hurling from a 40-foot uprooted. Battering ram effects are effective
only every other round. Damage regenerated creatures withinthe 10foot x 10 foot target area.
height inflicts-1026 + 12 (strength) poin!tSof is 1per round to 25%, 1per turn from 26% to Checks for hitting and damage are made for each

damage. 50%, and 1 per day above 51%. Special potential target, just as is done for the great gar-
.Oonga is idso able to hurl boulders and simi- gantuan ape when attacking in a similarfashion.
lar missiles Irrom I LO a,.,, ai1.sr1 ance. mi h e s e

$0 ’

missiles will hit a target area of approximately

10 feet x 10 feet, and all creatures within the

target area will receive damage. Damage is

5d4 + 12 (strength) and found separately for

each creature struck.

Whenever a blow, foot stamp, or grapple

Supplemental Attack Matrix For Monsters

0 20-sided Die Score to Hit by
A1 Monster’s Hit Dice

b21+ 22-23+ 24-25+ 26 &
11
14 13 12
10
13 12 11 9
8
12 11 10 7

11 10 9 6
5
10 9 8 4
3
987 2
1
876 0
-1
765 -2
-3
6 54 -4

54 3 -5
-6
432 -7
-8
I ‘f 3 2 1 -9

2 3 2 10

3 2 1 0 -1

4 1 0 -1 -2

5 0 -1 -2 -3

6 -1 -2 -3 -4

7 -2 -3 -4 -5

8 -3 -4 -5 -6

9 -4 -5 -6 -7

10 -5 -6 -7 -8

Negative numbers indicate Additional Damage Inflicted to Auttomati

47

Ss

Serpent Missile (Evuca LWI I) Log to Lizard (Alteration) Reversible

Level: 1 Level: 4
Components: V,S,M
Components: V, S,M Range : 3 ’I
Casting Time: 7 segments
Range: 6 ” + 1”/level
Casting Time: 1segment Duration: 2 rounds/level
Saving Throw: None
Duration: Special Area of Effect: 1cubic “
SavingThrow: Reduces damage to 1point per
missile Explanation: This is a special derivation
Area of Effect: One or more creatures in a of the clerical sticks to snakes spell, and it is
100-square-foot area known only to certain members of lizard deity
cults and certain primitive shamen and witch
-__-Explanation: This spell is a variation 1of doctors. It is virtually the same as the spell
the rnmmnn rnnoir missileD - -_--_ _I_ _ I I _ ^ I snd. I-t.iitilizes a.. from which it is derived, but the material com-
ponent is a sizable log. For each clerical level
_I__-_ of the caster, he or she causes a lizard with
that number of hit dice to replace the log. Hit
scale of a venomous snake to produce each dice are always full, Le. 8 points per die. The
lizard brought forth will be a typical giant one,
missile. By throwing one or more scales, but its bite will always be poisonous, so that it
inflicts 1-8points of damage, and the victim so
depending upon the caster’s level, of course, bitten must also save versus poison or die.
The reverse of this spell will change any
one or more glowing green serpent forms lizard-like reptile into a log for the spell’s dura-
tion. The number of hit dice of the lizard must
appear from the caster’s fingertips and flash be equal to, or less than, the level of the cleric
casting the reversed spell.
towards the desired target($. If the target

creature successfully saves versus the spell,

then only 1point of damage per serpent mis-

sile is inflicted. If a save is not made, then 2-8

points of damage per missile are caused by

this dweomer.

This spell is never commonly available, and

in order to gain it, the magic-user must locate

it in a spell book some place.

9153xxx1501 48

I

1


Click to View FlipBook Version