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D2 - Shrine of The Kuo-Toa PDF

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100% found this document useful (4 votes)
1K views24 pages

D2 - Shrine of The Kuo-Toa PDF

Uploaded by

Mike Redd
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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IDYIICEB

BU.6.8IS • BI,eOIS™

Dungeon Module D2
Shrine of The Kuo-Toa
by Gary Gygax

This module contains background information, a large -scale referee's map with a matching partial map for players, referee's notes,
special exploration and encounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an
additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting
for play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series
of three m odules (with DESCENT INTO THE DEPTHS OF THE EARTH. 01 , and VAULT OF THE DROW, 03), or as the fourth part of a
continuing scenario (DUNGEON MODULES GI, G2, G3, 01 , 02, 03, and QI , QUEEN OF THE DEMONWEB PITS).
If you have found this module and its companions exciting, stay tuned for more action from The Game Wizards!

C1918, TSR Games

ISBN 0-935696-06-7
t TSRGOmeS
POB 756
LAKE GENEVA, WI 53147

3rd Printing , December 1979 9020


IDIllelB
BI16E81S It D~~

Dungeon Module D2
Shrine of The Kuo-Toa
by Gary Gygax
This module contains background information. a large-scale referee -s map with a matching partial m ap for players, referee 's notes,
special exploration and enr;ounter pieces, a large map detailing a temple complex area, encounter and map matrix keys, and an
additional section pertaining to a pair of unique new creatures for use with this module and the game as a whole. A complete setting
f or play of ADVANCED DUNGEONS & DRAGONS is contained herein. This module can be played alone, as the second part of a series
of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH. 01 , and VAULT OF THE DROW, 03), or as the fourth part of a
continuing scenario (DUNGEON MODULES GI , G2, G3, 01, 02, 03, and QI , QUEEN OF THE DEMONWEB PITS).
If you have found this module and its companions exciting, stay tuned for more action from The Game Wizards!
Distributed to the book trode In the United States by Random House, lnc. and In Canada by Random House ot Canada, ltd .

@1978, TSR Games

TSR Games
POB 756
LAKE GENEVA. WI 53147

ISBN 0-935696-06-7 PRINTED IN U.SA


Advanced Dungeons .. Dragons walls are hewn straight in places. and there are cracks and gaps
here and there. The ftoor of the tunnel is occasionally littered with
Dungeon Module #D2 stone-fallen stalactites and bits of ceiling, and the walls show
natural collapsing of small sections. Many glowing lichens are
common here. and fire beetles are less so. The floor is damp, the
Shrine Of The Kuo-Toa
walls are wet. the air is chill. Absolute quiet prevails when the party
ceases their echoing progress, but if silence is maintained for a
Background: Having put down a rising of giants, it was time small twitterings, rustlings, and faint echoes from far distant
discovered that the motivating force behind their depredations can be heard-rats. bats, insects and other subterranean vermin.
was that of long-forgotten evil-the Dark Elves. Determined to but what else? A vague air movement can also be felt when the
seek out these creatures, a body of doughty adventurers explorers are still. a damp and musty-smelling current moving
mounted an expedition to learn the strength of the Drow and ever downward along the route the party must follow in pursuit of
bring retribution to them (DUNGEON MODULE D1, DESCENT INTO the Drow. A new series of adventures lies just ahead
THE DEPTHS OF THE EARTH). Using a map which depicts hundreds,
of miles of passageways, the bold expedition delved into this Notes For The Dungeon Master Only
underground labyrinth. Within a day's journey they had to fight first
an outpost of the Dark Elves, then a pair ofthe dreaded "Illithids" Travel along the system of subterranean passages will be at a
of Drow speech-creatures called mind ftayers, with a dozen slow rate because of the slippery and often slanting or terraced
wererat allies. Wending ever deeper into this weird underworld, floors. Footing is treacherous in places, and the tiers to clamber
the party overcame various and sundry obstacles only to enter a down are often nearty 3' from top to bottom. If mules accompany
great cavern filled with hostile creatures. By clever tactics and the party, these beasts will not slow movement. for they are sure-
hard fighting a conglomerate force of servants of the evil elves- footed and negotiate the worst places with relative ease. The
bugbears, trogs, and trolls, along with various and sundry other rubble and detritus. natural projections, protrusions, ledges, and
monsters-were overcome. Valuable additional information and stone "icicles" are more common and prove a real hazard in the
possibly useful items were also gained, and the expedition now secondary and tertiary tunnels. These lesser-traveled ways offer
presses on ever deeper, hot on the track of the Drow, bent on more places for lurking foes than do the primary arteries of the
bringing a reckoning to these hateful foes. underworld. ASSUME THE MAXIMUM RATE OF TRAVEL IS 1 MILE (1
hex) PER DAY PER 1" OF BASIC MOVEMENT RATE OF THE SLOWEST
Your map shows that there are three areas of certain danger MEMBER OF THE EXPEDITION. and this rate only if unnecessary
along the route the party must follow. The first to contend with is delays and careful map making are avoided. Reduce move-
what will undoubtedly prove to be an underground river, after ment by 1 mile for every hour of delay. and assume that careful
that, no one knows for certain . You must all exercise great care, mapping will slow the party to 6 miles per day maximum travel.
and utmost wisdom must be employed in all that is done if the
party is to remain strong enough to continue onwards and Ceiling height in primary tunnels varies from 20' to SO '. In
downwards. Having to turn back would be dishonorable and secondary corridors of about 20' width, the roof overhead varies
possibly fatal ... from 1S' to 40' distance. The narrow tertiary passages and secret
adits have ceiling vaults of from 8' to 2S' in the obvious tunnels, the
CAUTION: This module is designed for players with experience-both secret ways being from S' to 1S' high. Where natural enlarge-
game levels and actual knowledge. This experience should be coupled with ments occur, ceiling height will be at least 20'. and it can be as far
a high degree of actual skill. If your group has successfully adventured in as 60' or 70' in the large caves. In the partially-natural, partially-
the four previous modules (STEADING OF THE HILL GIANT CHIEF. carved cavern where this module terminates, a low central spot
GLACIAL RIFT OF THE FROST GIANT JARL. HALL OF THE FIRE GIANT has been hewn to give a sunken shrine area. Elsewhere the floor
KING. DESCENT INTO THE DEPTHS OF THE EARTH) or merely done so to ceiling height is only 40' to SO'.
without undue difficulty in the last named (the first of this trilogy). they
should perform well here. If your group has not had the opportunity to There are two encounter areas along the route. Hex W27. the river
adventure in these previous modules, you should caution them with crossing, can be very easy to accomplish, or the rash party can
respect to the following: turn it into a deadly nightmare. A'31 . a minor tunnel nexus. is set
up to help the clever party. for the Deep Gnomes (a new type of
T. The party should have an average level of not less than 9th. figuring gnomes detailed at the end of this module) will be likely to lend
multi-classed characters as 2 or 3 levels higher than the level of their their numbers to the party. However, while neither area can be
. strongest class. avoided. both can be moved through switlly and at little cost, or
2. The expedition should number at least 6 and be balanced as to class. gain. to the adventurers.
with at least T magic-user and T cleric in a party of 6. When a random or pre-set encounter occurs. use the special
3. All members must be provided with magical items of offensive. encounter piece included specially forthe purpose-the sample
defensive and curative nature. passageway sections or the encounter pieces as appropriate.
Note that encountered monsters will act/ react with intelligence
4. Inform your players that they can " feel" from the pressures and
and organization commensurate with their mentality and social
magnetic forces prevailing in this weird underworld that teleportation
development. This is especially applicable with respect to the
will most certainly not work., and short of use of a powerful wish. they
ancient race of Kuo-Toa People (also detailed fully in a separate
are committed to going and returning in the same manner-afoot and
section at the end of the module). who have a highly structured
braving the dangers of random monster encounters as well as the evil
and complex society within their shrine area.
inhabitants of certain areas.
Camping for the night in a passageway (including a spur or
5. If they do not wish 10 take a few risks. their characters should stay
room off of same) will incur a random monster check according
"home" and become shopkeepers or farmers.
to the passage type, but only 1 such check for a "normal" sleep
Then wish them luck! period of B hours. unless the party simply flops down in the middle
As Dungeon Master. you should read all modules in this series before of the passage.
beginning this one, especially if you plan to have your players continue Finally. when the main passage nears the shrine chamber, the
adventuring in the third one (VAUL T OF THE DROW). way will become quite welHit for a subterranean tunnel, with
Start: This module begins in the primary passage which runs many growths of the phosphorescent lichen growing along walls
northwest, just beyond the "Caverns and Warrens of the and even ceilings to shed a dim but constant light.
Troglodytes" (DUNGEON MODULE D1), hex co-ordinate R20 on Separate encounter tables are given for random meetings with
the master map. The passageway is about 30' wide-a sample monsters in passages and at the terminus of the module.
section is included in the encounter piece map page. The rough Familiarize yourself with all of these tables, and note the
2
composition of heretofore unknown parties of such creatures as Tertiary Passage, 1 in 12 chance of encountering a monster
the Kuo-Toa. 1. lurker above (50%)/ 2-5 fire beetles (50%)
While many facts and details are given toyou here, it is incumbent 2. 2-5 xorn (50%)/ 2-3 subterranean lizards (50%)
upon you, as Dungeon Master, to bring them to vivid life and give 3. Drow patrol, mixed
this selling a personality. Have fun. 4. 1-2 umber hulks (50%)/ 3-12 shadows (50%)
5. 2-8 Deep Gnomes
6. rust monster (50%)/ 2-5 fire beetles (50%)
7. 5-20 piercers (50%)/ 2-8 huge spiders (50%)
8. green slime (50%)/ 2-3 subterranean lizards (50%)
9. 11-30 g iant ants
10. Kuo-Toan pilgrims
11 . vampire (50%)/ 2-5 fire beetles (50%)
12. 2·8 Deep Gnomes
13. Drow merchants, small train
14. 5-20 piercers
15. slithering tracker (50%)/ 2-5 fire beetles (50%)
16. lich (50%)/ Kuo-Toan war party (50%)
17. 1-4 shambling mounds (50%)/ 2-8 shriekers (50%)
18. Drow patrol, males
19. 11-30 giant ants (50%)/ giant constrictor snake (50%)
20. trapper
Drow patrol: There are three types of Drow patrols, male, female,
RANDOM MONSTER TABLES FOR PASSAGES and mixed. The composition of each type is:
Encounters occur as shown; check each hex (1 mile): Males: There will be 7-10 fighters of 2nd level (H.P.: 9 each; +1
chain mail, +1 buckler, +1 for 15 dexterity, for an overall AC of
Primary Passage, 1 in 10 chance of encountering a monster 1) with +1 dagger, +1 short sword , and hand crossbow (6"
1. Drow patrol, males maximum range) and 1 0 poisoned bolts (1-3 h.p . of
2. giant slug (50%)/ purple worm (50%) damage, save vs. poison at -4 or sleep for 3-12 turns). Each
3. Kuo-Toan clerics can use the equivalent of a dancing lights, darkness, and
4. 2-5 ghasts with 9-16 ghouls faerie fire spell (at 2nd level) once per day per spell. They will
5. rust monster (50%)/ 2-5 fire beetles (50%) be led by a 4th level fighter (H.P.: 18; +2 chain mail, +2 buckler,
6. Drow merchants, small train +2 for 16 dexterity, for an overall AC of -2) with +1 dagger, +1
7. Drow patrol, females short sword , atlall and 3 poisoned javelins (9 " range ,
8. 1-2 giant spilling snakes (50%)/ 2-5 fire beetles (50%) +1/ +2/ +3 to hit at long, medium, and short range, 2-7 h.p.
9. Drow merchants, medium train damage plus poison as above). He is also able to use the
10. gas spore (50%)/ 1-4 trolls with 9-16 troglodytes spells noted above. The patrol will be commanded by a
11 . 3-12 shadows (50%)/ 2-5 fire beetles (50%) fighter/ magic-user of 5th/ 5th level (H.P.: 23; +2 chain mail, +2
12. gas spore (50%)/ Kuo-Toan war party (50%) buckler, +3 for dexterity of 17, for an overall AC of -3) with +2
13. 3-18 gargoyles (50%)/ 2-5 fire beetles (50%) dagger and +2 short sword. He will have the following spells in
14. Drow patrol, mixed addition to those noted above:
15. yellow mold (33-1 / 3%)/ brown mold (33-1 / 3%)/ green slime First Level: comprehend languages, detect magic',
(33-1 / 3%) magic missile (x2), sleep
16. 19-24 bugbears with 25-30 slaves
17. Drow merchants, large train Second Level: know alignment', levitate', mirror image,
18. Kuo-Toan pilgrims web
19. black pudding (33-1 / 3%)/ ochre jelly (33-1 / 3%)/ gray ooze Third Level: fireball
(33-1 / 3%) 'innate power o f Drow over 4th level
20. Drow patrol, mixed
Females: There will be 7-10 fighters of 3rd level (HP.: 15 each;
Secondary Passage, 1 in 12 chance ot encountering a monster +1 chain, +1 shield, +2 for dexterity of 16, for an overall AC of 0).
1. 5-8 shriekers They are armed as are males. Each can usetheequivalentof
2. 2-5 giant spiders (66-2/ 3%)/ Drow merchants, medium train clairvoyance, dancing lights, darkness, detect lie, dispel
(33-1 / 3%) magic, taerie tire, and suggestion spells (at 3rd level) once
3. Drow patrol, mixed per day per spell. They will be led by a 5th level fighter (H.P.: 25;
4. Drow merchants, small train +2 chain mail, +2 buckler, +2 for dexterity of 16, for an overall
5. lurker above (50%)/ 2-5 fire beetles (50%) AC of -2) with +2 dagger,+2 short sword, allall and 3 poisoned
6. 4-16 shadows (50%)/ 2-5 subterranean lizards (50%) javelins. She can use the spell powers noted above plus
7. giant slug (50%) / Kuo-Toan war party (50%) detect magic, know alignment, and levitate. The patrol
8. 2 subterranean lizards (huge, +4 h.p. per die) commander will be a female cleric of 7th level (H.P.: 35; +3
9. bulelle (50%)/ giant spilling snake (50%) chain mail, +3 buckler, +3 for dexterity of 17, for an overall AC
10. 5-20 piercers (50%)/ 2-5 fire beetles (50%) of -5) with +3 mace. She will have the following cleric spells in
11. rust monster (50%)/ 2-5 subterranean lizards (50%) addition to those powers noted for the 5th level commander:
12. Drow patrol, mixed First Level: cause light wounds, cure light wounds
13. 2-5 ghasts with 9-16 ghouls (x2), fear
14. 13-18 bugbears with 19-24 slaves
15. purple worm (50%)/ 2-5 fire beetles (50%) Second Level: hold person (x2), silence 15' radius
16. 2-5 ropers (50%)/ giant constrictor snake (50%) Third Level: cause blindness, prayer
17. Kuo-Toan clerics
18. Drow patrol, males Fourth Level: tongues
19. Kuo-Toan pilgrims Mixed: Mixed patrols will always contain 2 2nd level male
20. 1-4 shriekers with 1-4 violet fungi fighters and a 4th level fighter with the same statistics as
3
shown above for a patrol of male Drow. With the Drow will be a Train Number of Slave Pack
number of lesser (by Drow standards) creatures to bear the Size Merchants Guards and Level Bearers Lizards
brunt of any fighting. The type of creatures and number are as
follows: sm. 1-2 2 2nd, 14th, plus 5-8 1-2
4 bugbears
med. 3-4 6 2nd, 24th, plus 9-16 3-4
PRIMARY PASSAGE: 8 bugbears
Ole Creatures Ig. 5-8 12 2nd, 34th, plus 17-24 &-9
1-3 11-16 bugbears (H.P.: 15 each) with ring mail 16 bugbears
jacks and large shields (AC 3) and each armed
with heavy moming stars ( +2 on damage) and Slave bearers: will be a mixture of captives. The exact mixture
2 heavy spears. One will be a leader (H.P.: 24) can be determined as follows:
attacking as a 4 hit dice monster and adding +1
to damage from all weapon hits he scores. Die Roll Race of Slave
4-5 2 trolls and 11-16 troglodytes (H .P.: 9 each) 1 bugbear
armed with a stone battle axe and 3 javelins 2 dwarf
each. One will be a leader with 3 hit dice (H.P.: 14) 3 elf
and cany a sword and 3 javelins. 4-5 gnoll
6 goblin
6 4 ghasts and 7-12 ghouls.
7 half-elf
8-9 half-orc
SECONDARY PASSAGE: 10-12 hobgoblin
Die Creatures 13-17 human
18-19 orc
11 -14 bugbears as above. 20 troglodyte
2-5 2 trolls and 11-16 troglodytes as above. Bearers are always leg chained in files of up to 6. Bugbear
6 4 ghasts and 7-10 ghouls. and troglodyte slaves are former servants who are enslaved
for disobedience, committing some error, etc.
TERTIARY PASSAGE: Pack Lizards: These creatures are a breed of subterranean
lizard-slow, sturdy, strong, stupid, and not easily panicked.
Ole Creatures
The statistics on these creatures are:
1-3 2 trolls and 7-10 troglodytes as above.
ARMOR CLASS: 5
4-6 4 ghasts and 5-8 ghouls. MOVE: 9"
HIT DICE: 6+6
Drow merchants: Each Drow merchant is male and a NO. OF ATIACKS: 1
cleric/ fighter of 4th/ 4th level (H.P.: 18; +3 chain mail, +3 DAMAGE/ ATIACK: 2-8
buckler, +1 for dexterity of 15, for an overall AC of -3) . Each is SIZE: L (15' long, broad backed)
armed with a +2 mace. They have the following spells: These creatures seldom will attack anything unless harmed
First Level: cure light wounds (x2), detect magic first. Their loads are carried on special back harnesses.
Second Level: hold person, speak with animals Goods Carried: In addition to the normal (relatively
worthless) goods (cloth, leathers, wood, foodstuffs, wine,
In addition, they have the usual Dark Elven spell-like abilities etc.) typically found in a Drow merchants' train, there is a
of dancing lights, darkness, and faerie fire once each per chance that some valuable items will be carried . The chance
day at 4th level of experience. is 30% for a small, 45% for a medium, and 75% for a large train .
The size of the train determines the components. The guards If valuable items are indicated, roll on the following table,
will conform to the same level of fighter found in a patrol of once for a small train, twice for a medium train, thrice for a
male Drow, or mixed patrol with respect to bugbears. large train:

4
Dice Roll Treasure Bugbear and slave groups are maintanance crews going about
their duties of clearing paths and passages blocked by rockfalls
01-45 110-300 silver ingots, 100 g .p. weight each or anything else.
46-75 31-50 gold ingots, 100 g.p. weight each
76-80 5-10 platinum ingots, 100 g.p. weight each Shadow groups are spies for the Drow, for they are the major
81-83 2-5 mithril bars, 100 g.p: weight each' creations of the Drow deity.
84-85 1-4 adamantite bars, 100 g.p. weight each" Kuo-Toan CleriCS: A party of these priests will be going to or
86-89 1-100 base 50 g.p. value gems coming from the shrine. Kuo-Toa are detailed fully at the end of
90-94 5-12 potions the module. The party will consist of the following:
95-98 1-4 scrolls
99 1 ring or rod/ staff/ wand 7-12 2nd level fighters armed with shield, dagger,
00 1 miscellaneous magic item and spear
' value in the underworld only is 2,500 g.p./bar 5-8 2nd level fighters armed with dagger and short
"value in the underworld only is 4,000 g.p.jbar bow
2 4th level fighters armed with dagger and
Drow Treasure: Unless stated otherwise, each Drow will have harpoon
1-4 p .p . per level of experience, 2-8 p .p . per level if 4 3rd level clerics, each with these spells:
multiclassed . Each Drow merchant will have an equal
number of gold pieces as well, and 1-4 100 g.p. base value First level: cure light wounds, light
gems . Each Dark Elf above 4th level, as well as each Second level: hold person
merchant, will have either a black metal medallion on a fine 7th level cleric with the following spells:
metal chain (75%) or both a medallion and a special
broach (25%). These pins are always well hidden on the First level: bless, detect good, defect
person of the merchant. Dice for which particular broach magic
type is possessed, all merchants in a train having the same Second level: silence 15' radius, snake
kind : charm, speak with animals
Die Roll Description of Broach Third Level: dispel magic, prayer
1 blue enameled prism Fourth level: protection trom evil 1 0' radius
2 white enameled morel mushroom 5-8 slave bearers carrying supplies and fire beetle
3 bronze coiled whip abdomen lights.
4 silver crescent
5 tan enameled puffball mushroom Slave bearers will be a mixture of captives; the exact mixture is
6 iron hook, black found on the table below (d20):
7 russet enameled shelf fungi Die Roll Race of Slave Die Roll Race of Slave
8 brass chain links (3)
9 yellow enameled mushrooms (2) 1 dwarf 8 haif-orc
10 pewter bars (4) 2 elf 9 hobgoblin
11 violet enameled urn 3 gnoll 10-14 human
12 pink enameled horsetail mushroom 4-5 gnome (Deep Gnome) 15-16 lizardman
13 red enameled gern 6 goblin 17-18 orc
14 lilac enameled star of 5 points 7 half-elf 19-20 troglodyte
15 green enameled lozenge Kuo-Toan Pilgrims: A party of these travelers will consist of the
16 white enameled bone following individuals:
SpeCial Note Regarding Drow Cloaks, Armor, and Weapons: All 13-18 unarmed Kuo-Toans (males)
of these items have special properties, although none of them
radiate any magic. The items are made under the conditions 1-6 unarmed Kuo-Toans (females)
particular to the strange homeland of the Drow, for this place has 2-5 3rd level fighters armed with dagger and short
unknown radiations which impart special properties to these bow
cloaks, armor and weapons. When such items are exposed to 5th level fighter armed with dagger and har-
direct sunlight a rotting process sets in. The process is absolutely poon
irreversible, <lnd within 2 weeks cloaks will fall to shreds, while
armor and weapons become pitted and unusable. If items are monitor (see section on Kuo-Toa People)
not exposed to sunlight, they will retain their magical properties leader
for 31 -50 days before losing them, and if they are exposed to the 2 3rd level cleriCS with spells as noted for Kuo-Toan
radiation of the Drow homeland 30 or so days, they will remain clerics above
potent. Items not spoiled by sunlight will eventually lose their
special properties if not exposed to the special radiation, but they 11-14 slaves bearing the party's food, clothing, and
will remain serviceable as normal cloaks, armor, shields, swords, various worthless gear and shell offerings to or
maces, etc. tokens of "Sea Mother" (see above for slave
types, see hereafter for details of the goddess).
Drow sleep poison decays instantly in sunlight. Its power is lost (If pilgrims are traveling away from the shrine,
after about 60 days in any event, and the coating on the small half the number of slaves will be present as the
bolts and javelins must be periodically renewed with fresh balance will have been sacrificed.)
applications of the fungoid substance. The Dark Elves will often
have small barrels filled with several packets ofthis poison, each Kuo-Toan War Party: These creatures will occasionally go forth to
sealed to insure the poisonous substance remains fresh for about capture slaves or raid a group that is hostile to their kind or has
1 year. given offense to Sea Mother. A war party will consist of:
Troll and troglodyte groups are Drow servants, usually checking 24 2nd level fighters armed with shield, dagger,
on something specific or going to report for service. and spear
Ghast and Ghoul groups are Drow connected . They report to the 8 2nd level fighters armed with dagger and short
female Drow nobles and serve the deity of the Drow. bow
5
8 3rd level fighters armed with dagger, net and immediately see any illusion or phantasm. They make all saving
spear throws at +4, except against poison, which is at +2.
4 5th level fighters armed with dagger and Treasure: Each SVirfneblin (Deep Gnome) will carry 4-20 base
harpoon value 10 g.p. gems.
2 8th level fighters armed with dagger and
harpoon
10th level fighter armed with dagger and
harpoon
2 monitors
4 3rd/ 3rd level fighter/ assassins ("whips") armed
with dagger, spear, and garrote
7th / 7th level cleric/ assassin armed with a
pincer staff (see section of Kuo-Toa People at
end) and garrote and having the same spells
as a 7th level cleric with a party of that ilk, except
that as a Second level spell he will have hold
person rather than speak with animals, and ENCOUNTER AREA W27
tongues rather than protection as his Fourth
level spell. Use encounter piece IV for the crossing of the Svartjet River. The
12 slave bearers with miscellaneous gear and surtace is very smooth here, as the channel is over 80' deep. On
equipment (who can also be eaten if the need the far bank, in the cove shown, is moored an 8' x 14' barae with a
arises) sculling oar. This barge is operated by a Kuo-Toan of great size
Hit Dice: These creatures have the following hit points: and strength (18/ 00) -a rogue monitor (AC 0, 90 hit pOints) -with
18 dexterity. He is quite chaotic and a bit insane. He is 13th level for
Number of Hit Points for purposes of attack and saving throws. He moves at normal
Level Hit Dice Males Females monitor speed (18") and attacks 4 times per round (2 x 4-1 0, 2 x 2-
5 biting), always to kill. Thoopshib may be unbalanced, but he is
2 2 12 10 very sly. Normally, any creature acquainted with his service will
3 3 18 15 whistle or call for service, pay a feeof1 p .p . (or its equivalent), and
4 4 28 24 be ferried across. The solitary Kuo-Toan does not care who or
5 5 35 30 what he transports. If the barge is threatened or attacked, he will
6 6 42 36 leap into the Svartjet and summon his only companion , a giant
7 7 56 49 gar over 30' long with AC 2 and 65 hit points. It stays just upstream
8 8 64 56 from the crossing area, and if it is urged on by Thoopshib, it has a
9 9 72 15%/ round chance of upsetting the barge. The gar will bite for
10 10 90 7-28 h.p . of damage 80% of the time anyone is in the water there,
11 11 99 25% if walking on the water, and only 10% if levitating or flying up to
12 12 120 20' above the water.
The noise of the river will mask normal sounds from the hearing of
Treasure: Each Kuo-Toan will have 1-6 e.p., g.p ., and p.p. per level. the Kuo-Toan, but bright light in the cavern will certainly attract his
Those above 5th level will have 1 base value 100 g.p . pearl per attention. He will come forth and offer in the common speech of
level above the 5th. Those above 8th will have 1 pearl of 500 g.p. the underworld to take the party across for the proper fee each.
base value per level above the 8th in addition to the other pearls. Each time he repeats this offer (and it will not be understood by
the party without magical aid or an interpreter), he has a 10%
cumulative chance of going berserk and attacking. When
Deep Gnomes: These relatives of common gnomes are reclusive Thoopshib sculls the barge, it will take him only 6 rounds to travel
creatures of neutral (with good tendencies) alignment. Full
directly across to moor the barge in the oppOSite bank cove. If
details are given in a separate section at the end of this module. others scull the craft, it will take twice that long, they will move
Those encountered will be: diagonally downstream, and there will be no possibility of
mooring the barge, so it will be carried off downstream by the
2-5 3rd level fighters (H.P.: 20 each; AC2) armed with current after disembarkation. If he is somehow forced to take a
(non-magical) +1 dagger, +1 military pick, party across, Thoopshib will leap into the Svartjet in midstream,
7 +1 darts (1-4 h.p . damage, poison gas stuns/ taking the sculling oar with him, and seek his giant gar friend. The
slows, 40' range) which they can loose at 2 per barge will be carried downstream at a rate of 9 miles per hour.
round There is 70% chance that the vessel will ground at hex B' 24, but
1-2 4th level fighters (H.P.: 25 each; AC 1) armed as failing that it will continue at an average speed of 5 miles per hour
above but having in addition 3 acid-filled darts all the way to the Sunless Sea. Travel upriver in the barge is
(2-8 h.p . damage and destroy 3" diameter of impOSSible. It is not possible to walk along the riverside.
armar where hit occurred). One of the side caves serves Thoopshib as a home. He has a
large pile of dried seaweed to sleep on, various shell and stone
1 5th level fighter (H.P.: 30, AC 0) armed as are 4th
containers and utensils, and odds and ends of worthless gear
level fighters, but with a +2 military pick.
about the place. He has found a natural pot in the Hoor, however,
and a stalagmite thrust into the mouth of this opening appears to
be quite natural. Beneath this stopper he has sequestered: 1,420
Note: Deep Gnomes are 20% l1]agic resistant, plus an extra 5% per g.p., 691 p .p., 77 10 g .p . value gems, 2 extra-healing potions, a
level over 3rd, i.e. 25% of 4th, 30%of 5th, etc. Each is able to employ black metal medallion with a spider relief on 1 side and the head
the following illusionist-like spells once each per day: blindness, of a female Drow on the other, a poisonous cloak, and a gold
blur, change self. Each radiates non-defection continually. They sphere (a 9 hit dice fireball from a necklace of missiles).

6
ENCOUNTER AREA A2 31 KEY TO THE SHRINE OF THE KUO-TOA PEOPLE
Wandering Monsters:
Use encounter piece V wher.· this orea is reached. Describe the
multitude of openings available to the party, and indicate that Encounter occurs 1 in 12, check each turn :
this area is faintly lit by the glowing lichens and phosphorescent Western Half Eastern Half
streaks of mineral in the walls of the passageway. They will not see
any creatures or heor any noise, but there are 8 Deep Gnomes 1. Drow merchants, small train 1. Kuo-Toan pilgrims
(as described previously under random encounters) watching 2. Kuo-Toan guords· 2. Kuo-Toan priests
them from hiding. If the party stops and seorches the orea-or 3. Drow merchants, lorge train 3. Kuo-Toan monitor
calls out in friendly terms-the Svirfnebli leader will show himself
and offer the peace sign, recognizing the party as creatures from 4. Kuo-Toan monitor 4. Kuo-Toan pilgrims
the upper world. He will converse in sign language, or speak 5. Drow merchonts, medium train 5. Kuo-Toon guords·
normally if some magical means of communication/ under-
standing is available. If the adventurers offer not fewer than 1 100 6. Kuo-Toan pilgrims 6. Kuo-Toan pilgrims
g.p. gem per Deep Gnome, and agree to going " halfies" on any 7. Kuo-Toan priests
others taken, the Svirfnebli will certainly agree to accompany the 8. Drow merchants, small train
party to the shrine cavern.
-guard parties are composed exactly as noted in 5. below
The Deep Gnomes hate the Kuo-Toa People as much as they
despise the Drow, and this group has spied upon the shrine, for
they ore prospecting in the area. As they have just taken the last A KUO-TOAN PILGRIM APARTMENT: From 3-6 of the Kuo-Too will
gems from a vein here, they ore willing to get others from their be found in each such apartment. If 5 or 6 ore indicated,
enemies. Naturally, the small fighters know the passages well, 1 is female. All ore simple 2nd level creatures and unormed.
ond they have small secret passages which allow them to spy The sporsely furnished chamber will have mounds of sea-
upon the shrine from high on the walls or from above. weed on wooden sleeping pallets, a rough bench, a small
table and several stools. Walls are about 1W thick, doors
The Deep Gnome leader is Trosli Gornetgetter, of a very respected
are of (precious here) wood with iron bindings. Each pilgrim
family. He has an ability normally possible only to Deep Gnomes
will have 2-8 each e.p., and p.p.
of higher level; that is, he is able to call a creature from the
Elemental Plane of Earth once per day to serve or otherwise aid B BARRRACKS: Each borracks chamber holds the number of
him, but this Trosli is loath to do, for he must pay the elemental troops shown in porentheses after the B. These are special
creature in fine gems. The creature answering the call is shrine guards with 12 hit points each, commanded by a
determined at random using the following table: "sergeant" of 4th level with 28 hit points. The arms used are:
Die Roll ",R",-es~u",It,,-- _ _ _ _ _ _ _ _ _ _ _ _ __ - 50% with shield, dagger, and speor
1 24 hit dice earth elemental - 50% with dogger, net, and speor
2-7 16 hit dice earth elemental - leaders have dogger and horpoon
8-12 12 hit dice earth elemental BF BARRACKS, FEMALE: These correspond to the borrocks
noted above, butthesoldiers therein ore female Kuo-Toans.
13-16 8 hit dice earth elemental Each of these 2 areas houses 16 femoles of 2nd level
17-19 xorn (H.P.: 10 each) ormed with dogger and short bow. There are
2 3rd level (H.P.: 15) "sergeants" in command at each bor-
20 summons fails
racks, armed with shield, dagger, and spear.
Each of these Svirfnebli has a small tablet compounded of C COMMON ROOM: These ore oreas spec:olly set aside for
special minerals which restores 4 hit points of damage, while their pilgrims to meet, have meals, read, etc. There are a number
leader has a full dozen extra of these curatives. Trosli Garnetgetter of tables, benches and stools in each such room-2-8 of
also has a pouch containing 6 lorge stones which shatter and each if a number is needed. There ore words of praise to
release an obscuring gas (15' diameter cloud, 10' high) when "Sea Mother" painted on the walls and religious tracts on
smashed by hurling against a hord surface, as well as 4 yellowish tables. There will be from 1-8 pilgrims in a common room at
rocks which release poison gas in a simi lor cloud when smashed. any given time.
Each of these Deep Gnomes has double the number of gems M MONITOR POSITION : The Kuo-Toan at these positions is an
usual to their kind, Le. 10-40 base 10 g .p. gems. always alert monk-like fighter of 7th level (H.P.: 56) who
Remember that each of these characters radiates non-detection, guords the orea and assures peace and tranquility for
and is able to use blind, blur, and change self (as illusionist worshippers at the shrine. (See 27. below and the special
spells of the same name) once per day. section on the Kuo-Toa People for more information.)

W See room 33 .

1. ENTRANCE TO THE LOW CAVITY: The party is met by a chilling


scene when first they step for enough northwest to view the
dimly lit space ahead. Greenish phosphorescence from
lichens, coupled with a grayish luminosity from slug-like>
creotures os lorge as a man's fist which crawl everywhere
(walls, ceilings, noars) give the orea an undersea appeor-
ance, and a strange salt tong is in the air to enhance this
impression. Directly to the north the adventurers will see a
huge dork green creature, rather like a giant lobster-headed
woman , with one pincer raised and the right extended
ahead and open. This stone idol is detailed at 4. below. The
walls and pavement of this place ore well-mode, but very
worn. ObviouslY, this orea is old. It feels alien and foreboding.
7
The shope of the stones and the illumination of the area are escort for 1 mile to such persons, but they must know the
wrong to any creatures from the upper world, particularly secret sign/ counter-sign of worshippers of Sea Mother (fore-
warm-blooded ones. A glance left and right will reveal the and middle fingers raised in a 'V' as the claw of Sea Mother,
archway to the west and the 20' wide, 40' high opening the some sign from the left, with fingers pointing ahead as the
leading east. counter), with the utterance of Sea Mothe(s true nome
(Blibdoolpoolp, pronounced Blibbb - doool - pooolpp).
As the group proceeds further into the area, they will note the
stairs up to the west and the slits in the east wall of the Third AHar: This green stone is 3' x 3' x 6' long and holds two
entranceway. The bend of the eastern corridor will be noticed gold inlayed shells with insides of mother of pearl. The shell on
if the area is observed. Looking ahead, the adventurers will the left holds salt water and live lobsters, the one on the right
see that the space to the north is a great sunken area, and if contains 24 bose 100 g.p. gems and 16 pearls (base value
they proceed closer they will observe it is on arena or pool 500 g.p.). Supplicants foro special favor from Sea Mothertake
filled with translucent green water and surrounded by 6 tiers of a lobster to the pool at 15., and place it prayerfully there. Any
stone benches, the whole forming a square around a raised other use of on offering is sacrilege! A gem or pearl is offered
stone platform in the middle of the 25' deep depression up when the lobster is token. Approach to the tier should only
(actually 30' deep with 5' of water in it). Northeast and be mode by means of the north romp; if any other mode of
northwest will be seen stone block walls with one arched entry approach is observed, the Kuo-Toans will regard the action
on each side and many narrow (1 ' wide x 3' high) slits as defilement of the shrine and react accordingly, i.e. a full-
piercing them at about 20' above floor level. The whole area is scale alarm and attock.
quiet, but there is a definite feeling that there are other
creatures about, hostile creatures, alien things. 4. IDOL OF BLlBDOOLPOOLP, SEA MOTHER: Upon the summit of
At this point any intelligent creatures observing the party will the ziggurat stands a malachite statue 20' toll. It appears to
ignore it. This is a place where traffic is not uncommon, and be a nude human female body, with articulated shell
those entering are permitted to approach the shrine and covering the shoulders, and a lobster head and claws in
make obeisance to Sea Mother, obtain the required place of the expected human head and arms. The right claw
"posses", and move on. (See 3. below.) The shrine com- is open and raised, the left is open and held out about 8'
munity is organized only with respect to its guards and above the floor of the tier. The idol will not move or come to life,
heirarchy, not its pilgrims or passersby. but it is possible to be gated to her on the Elemental Plane of
Water. Blibdoolpoolp's nome is carved into the bose of the
2. RAMP AND STAIRS: The romp leads to a flight of brood steps statue in Kuo-Toan characters. If the extended left claw is
which give into the pool of water surrounding the idol. From grasped while the individual stands upon the altar, and her
this position it will be evident that the seats of the arena will name is pronounced correctly (Blibbb - doool - pooolpp).
hold about 2,000 creatures of approximately human size. The the creature is immediately transported to deep waters of the
depth of water in the pool cannot be determined due to its plane where Sea Mother holds court. (If the individual cannot
transluscent quality. The 20' toll idol atop the dais can be breathe water, he, she, or it is immediately in Blibdoolpoolp's
seen as stone. Although the rising tiers of the pyramid obstruct debt for having the goddess save the individual from
vision northward, it can be observed that there is some sort of drowning by magic spell.) The individual coming before Sea
opening in the northern wall of the place. Mother must offer the goddess from 10,000 to 60,000 g.p .
When the party descends to the place where the water meets value in pearls, or double that amount in gems, or risk the
the steps, they will have to measure with a pole of some sort, wroth of Blibdoolpoolp. She will grant a small fovor to the
or actually enter the water, to find its depth. If the party stays individual making on offering, and then return the individual
on a direct route to 3., the steps leading uptothefirsttier of the to the altar before her idol. Those without offerings are geas-
pyramid, they will be safe, but there are dozens and dozens of quested not to harm or couse to be harmed or aid in the
leeches elsewhere in the pool, and these will attock any harming of any worshippers of Sea Mother. They must further
warm-blooded creature at a rate of 1-4 per 10' traveled. All are contribute 60,000 g.p. value in gems to the shrine (or bring in
small for their kind, having only 1 hit die, but they are very a number of Drow whose combined levels equals 1/ 10oth of
hungry. Of course, the Kuo-Toans can pass amongst these the g.p. value for sacrifice-Blibdoolpoolp hates the Dark
creatures without being molested. Elves, but cannot oppose their patroness and other helpers
3. STEPS OF THE ZIGGURAT: If the group reaches this pointtheywill directly!). The individuals are then returned to the altar, with
be able to see low altar stones with shells upon them. There the ability to speak Kuo-Toan and marked secretly so that all
are 2 sU'ch containers on the first tier of the ziggurat, and other the Kuo-Toa People will recognize one in the service of
pairs on each successively higher altar. Each tier of the Blibdoolpoolp.
pyramid is 12' high, and the steps are steep. These steps must Note: From the upper tier of the ziggurat the guards at 5. can
be ascended by all creatures passing through, so that be distinguished.
homage can be paid to the goddess, on offering paid, and 5. GUARD POST: There is a squad of soldiers here, 8 2nd level (12
passage continued elsewhere. Groups coming in from other hit points each), with a 3rd and 4th level (H .P.: 18, 28) fighter in
tunnels are held in waiting areas while appointed reprenta- charge. 5 face to the north, 5 to the south. They are here to
tives perform the necessary obeisance. check and regain the tokens of homage to Sea Mother from
First Altar: This block of white stone tinged with green those who pass through the shrine cavern. Those without
splotches is relatively small (2 'x 2'x4 ' long) and has 2 posses are netted, subdued, and token to location 9. (D) for
ordinary-looking basin-sized sea shells atop it. On the left is incarceration and eventual sacrifice. If they are threatened,
one filled with 337 gold pieces; on the right is a shell filled with the soldiers here will alert location 6. ("Corporal of the guard,
fresh water and snail shells. (Pay 1 g.p. per person-excluding post number 5!"). The 2nd level troops are evenly dividec
slaves and lowly servants, of course-and toke a snail shell between those with shield, dogger, and spear and dogger,
pass for each, and present them to the guards as usual.) net, and spear. The "sergeants" have dogger and harpoon.
Second AHar: This stone block is blue and twice as large as 6. PALACE OF THE PRIEST-PRINCE: The entire north wall at this
the one below it. It holds 2 beautiful shells with silver chasing location is token up by the palace of the Kuo-Toan spiritual
upon their edges and ridges. Upon the left the shell basin is and temporal ruler, the Priest-Prince Va-Guulgh. Upon the
filled with brackish water and crab claws; the one on the right steps of the paloce are posted 8 2nd level soldiers (H.P.: 12
contains 71 p.p. and 18 gems of 10 g .p . value each . each; armed as 5. above) with 2 "sergeants" (H.P.: 18, 28) of
Worshippers of the Kuo-Toan goddess go here and pay for a 3rd and 4th level exactly as 5. above. Also there is a 6th level
crab claw pass. The guards will accord friendly treatment and fighter (H.P.: 42; armed with dogger and harpoon) who is
8
official herald; this fighter also bears a shell horn upon which They will give warning of any intruder. Va-Guulgh wears only a
on alarm is blown if the area is under attock, and this alerts harness with a dagger. He has 90 hit points, being a 10th/ 10th
pOSitions 5., 30., 32., and the barracks 60' immediately level cleric/ assassin with the following spells available:
southwest. Other positions can hear the alarm, but it must be First Level: command, cure lighf wounds, detect
sounded a second time to alert all soldiers to corne to the magic, protection from evil, protection
palace. If it is blown a third time, all Kuo-Toans in the shrine from good
cavern will then come to bottle with the enemy.
Second Level: hold person, resist fire, silence 15' radius,
The ancient facade of the palace is carved from living rock.
spiritual hammer
Upon it are pillars, and columns, hewn so as to give the place
on imposing aura. Upon its walls are bas-relief figures of all Third Level: continual daItmess, dispel magic, prayer
sorts of sea creatures and Kuo-Toans carved so as to present Fourth Level: cause serious wounds, tongues
the appearance of coming towards the entrance of the
palace. Crab-like creatures with Kuo-Toan heads are carved Fifth Level: plane shift, true seeing
into the stone near the doorway, the stony gaze of these weird'
sentinels appearing to fall upon all who ascend the steps. If given the chance, Va-Guulgh will ftee through the secret
7. THRONE ROOM OF VA-GUULGH: Immediately to the north of door to the west if threatened by powerful antagonists.
the arched entrance to the throne room is a low dais with a Otherwise, he will attempt to seek safety in the bottom of the
shell throne upon it. The throne is a strange chain carved of pool, where various fish, shellfish, crabs, turtles, and other
white coral, set about with rare sea shells and sculptings in creatures will obey his commands to obscure his movements
ornamental stone of octopi, crabs, eels, and fish . There are 32 and hinder the passage of any enemies. (There are several
bose 100 g .p. pearls and 16 bose 500 g .p. pearls set as eyes large clams Which can hold a limb with a strength of 18/ 01 ). If
for these sculptures, and there are 4 figures of crabs fashioned this fails, hewill either go down to the underlying rooms or fight
from precious red coral (each of these is worth 6,000 g.p.) to the death.
which can be pried from the settings of the throne. Flanking
the throne are a pair of malachite statues 7' toll, each resting
on a pedestal 3' high-copies ofthe idol of Sea Motherinthe
shrine area. They have no value and hide nothing. EaCh,
however, radiates a faint dweomer, as Blibdoolpoolp uses
them to view what happens in the chamber-50% chance
that she will do so on any given turn .
The noor of the palace is of polished serpentine, and the 6
pillars in the chamber are carved of white marble in the form
of water spouts. The whole place is alive with a shining green
luminosity from the glowing green and gold ceiling over-
head.
The throne room is guarded by 6 cleric/ assassins of 6th/ 6th
level, one before each pillar. Each is armed with dogger,
harpoon, and garrote. They will attack any intruder in the Secret Room : This small area is known only to the ruler of the
most effective manner. Their spells are: place. The door has an iron bar, and Va-Guulgh will use it to
secure the door from any chasing him. He will then proceed
First Level: cure light wounds, darkness, fear to equip himself with a pair of speed boots, a ring of
Second Level: chanf (3) , defecfcharm (3) , hold person, protection +3 (which has 6 charges for saving throw
know alignmenf (3), resist fire (2) , silence purposes before it is totally drained and useless) , and a
15' radius (1) tridenf of submission. There is also a pouch of 20 500 g.p.
base value pearls there, and he will attach this pouch to his
Third Level: blindness, dispel magic harness. If the priest-prince conceives the sifuation to be
hopeless, he will abandon the shrine entirely, making for the
Each possesses the above listed spells, except those spells Svartjet or Pitchy with all haste to alert the main community of
followed by a number, which are possessed by the number of Kuo-Toa People of the dire events atthe shrine. If the situation
cleric/ assassins noted for those spells. can be recovered, he will attempt to rally his troops and
The eastern archway leads to a private audience chamber counterattack.
and council room. It has on upper balcony which extends Lower Area: The stairs to the soufh lead westwards to a lower
along three sides of the place. There is a long stone table, a complex of rooms, each secured by a very thick wooden
throne choir, and 6 smaller stone choirs in the center. There is door with iron bindings. The 2 rooms to the south and east are
nothing of value, although the wall murals of undersea those of the priest-prince. He has various items of furnishing
scenes, inlaid in bifs of colored stone, appear valuable to there, including a couch, 4 choirs, 2 large tables, a small
those not able to determine the worth of the minerals used to table, 2 benches, and a large cabinet in which are several
form them . In other respects this place is much the same as special ceremonial robes embroidered with shells and sewn
the throne room . with seed pearls (value 3 x 1,000 g .p ., 1600 g.p., and 2,750 g.p.
respectively) . In the far chamber is a chest with his personal
8. PRIVATE WING: The western wing of the palace is given over to arms, a shield, a spear, and a pincer staff. In a secret
the personal pool of Va-Guulgh , and it is here that he comportment within a shell ewer of no particular value are
entertains honored and important guests. All the area is of hidden 3 pairs of rose quartz lenses (these cusps are of use to
green stone-serpentine, malachite, and slate. The pillars in those who adventure in the Drowvaull area, MODULE 03) and
the center of the pool are a mixture of malachite and azurite, two broach-like pins, one a pair of silver daggers inscribed
carved so that they go from green to blue in their upper parts. Everhaite, the other an adamantite miniature of a mace with
The waters of the pool are of transluscent green, and here it is Despana written in Drowic runes thereon. The 6 small rooms
likely that the priest-prince will be desporting (unless on alarm (about 10' x 15') are the cells of the personal attendants of
has been sounded). the ruler, the 6th/ 6th level cleric/ assassins detailed above.
There are 24th level fighters, 1 to either side of the pool, who Amongst their personal effects and a pallet of seaweed will
guard the ruler. Each has 28 hit points, but neither is armed. be found 1-100 each of s.p., g.p., and p.p. plus 2-12 gems of 50
9
g.p. base value. The faur rooms to the west and south are 11 . TRAINING ROOMS: These chambers are for the training of
storage chambers for food. seaweed, and various worthless assassins. There are dummies and charts of Kuo-Toans, Deep
items. There are, however, 2 large casks of brandy which have Gnomes, Draw, trogs, humans, etc. A few common weapons
no great value, but if they are sampled there is a 10% chance are strewn about, but there is absolutely nothing of real value
per individual drinking that too much will be imbibed, thus in either room.
causing the individual to become noisy and clumsy (-2 on 12. FIGHTING INSTRUCTION ROOMS: Hung about the walls of this
dexterity and all attacks). place are various daggers, spears, n ets , shields and
9. PASSAGE TO THE SLAVES' QUARTERS: The worn stones along this harpoons. It is here that the Kuo-Toan fighters practice to
tunnel indicate it has seen the passage of countless scores of hone the edge of their weapon skills. All of the weaponry is
feet. The Kuo-Toans keep their numerous slaves penned quite normal. Floor area is clear for fighting. In the eastern
below. The stairs lead down into a guard room where 4 2nd room 25th level fighters (H.P.: 35 each) practice with net and
level fighters (H.P.: 12 each) armed with dagger, net, and spear versus shield and spear. In the other room are 4
spear and a 4th level "sergeant" (H.P.: 28) armed with dagger troopers of 2nd level (H.P.: 12 each) trying net and spear
and harpoon, and carrying the keys to all of the doors in the versus the same and shield and spear versus the same.
slave area, are on duty. This area, like those above, is well lit by
underworld standards. All doors are of bronze and iron here. 13. LIBRARY: This chamber is the repository for countless works on
To the east and west of the guard room are 2 general slave clericism, fighting, assassination, orms, combat, and tactics.
barracks rooms of 20' x 70' size. The western room holds 3 There are 1,786 various folios, scrolls, books, and collections in
gnolls, 1 half-arc, 2 hobgoblins, 2 lizordmen, 9 arcs, and 8 Kuo-Toan and Drowic of no more than 10 -100 g .p. value if
trogs. The eastern chamber contains 2 dwarves, 3 Deep sold to a book dealer of the upper world. There are many
Gnomes, and 21 humans (one of whom isa 7th level paladin shelves and pigeon-holes, racks and cabinets holding these
with 17S, 141, 16W, 17D, 17C, and 15Ch - H.P.: 60) . All slaves works and single sheet folders as well. 4 small wooden desks,
are fairly well acquainted with the normal parts of the shrine 4 chairs, a bench, and 210ng tables are in the room . There are
cavern , especially the orcs and Deep Gnomes. Freed slaves 6 light globes suspended from the ceiling, each of which
will happily kill Kuo-Toans; whether or not they will help holds a phosphorescent liquid which gives a yellowish green
liberators directly is a function of alignment and treatment as light. If the chain of the 5th is pulled, let loose,andthen pulled
well as initial reaction. down strongly, a secret compartment in the north central wall
The corridor north leads to a dozen small cells. In the first pair will open. Note that this small space cannot be detected by
are 2 bugbears each, the next pair is empty, there are 2 trolls magical means other than true seeing, and it is lined with
in the next two, and again 2 empty cells, then a Drow sheets of bronze and lead inside so as to prevent magical
merchant of the puffball clan (with his clan pin hidden inside viewing orthe radiation of magic from its contents . Inside this
his boot - an enameled tan broach shaped like a puffball nook are stored a map of the shrine area (which does not
mushroom, useful in the next module, VAULT OF THE DROW) show the secret doors and adits!) and a black iron box. The
chained to the wall, and in the last cell is a pair of ghasts. box is locked and cursed with a plane shift which will move
Empty cells usually contain filthy seaweed bedding and the first creature touching it to the Elemental Plane of Fire
some scattered and gnawed bones. unless the word sloolbpah is pronounced. Inside the box are
a Manual of Puissant Skill at Arms, a Manual of Gainful
The large room to the west is a standard torture chamber, with Exercise, a Tome of Understanding, and a Grim Grimoire (a
the usual rack, iron boot, chains, irons, etc. The place at the far nonesuch work which will cause the loss of 20,000 experience
(north) end of the line of cells is a disused storage chamber, points from any reader except a thief or assassin - a thief
with a few barrels and crates of provisions in the forepart, and gains or loses nothing, but an assassin will gain 1 level of
junk stuffed into the back. Behind this refuse is a concealed experience from reading and pondering its contents for 1
escape tunnel which leads north about 40 ' to a 60' deep month). As all of these works are scribed in Kuo-Toan, reading
sinkhole. The sinkhole gives onto a natural passageway them might be troublesome ...
which eventually ends in a shaft upwards into the secondary
passage northwest (about a mile north of the shrine cavern) .
10. MEDITATION ROOMS: These chambers are provided for the
use of pilgrims and regular inhabitants of the shrine area to
read various writings pertaining to Sea Mother and her works.
There are 4 stone tables, 2 stone benches, and 8 bone stools
in each room. Besides short tracts, there are 27 scrolls and 18
books in each place, and these items are worth 1,000 g.p.
and 2,500 g.p. respectively if brought to the upper world and
sold to a book dealer or religious college. In both of these
rooms the party will note a tract-like sheet which contains
writings in Elvish and in Kuo-Toan. The latter is a translation of
an account of an Elfwho escaped from the homeland of the
Dark Elves. The fragment says:
"and these degenerate filth continue to consort with all
manner of foul things and d«smear destroys several
words» but this does not mean that they are particularly
watchful for trespassers. Any wearing the cloak of sickening
«another smear here) can move freely about, and the
merchant clans and noble houses employ all sorts of
servants and slaves who roam through the black and
debauched City of «smear» -ng the broaches. Most of
these abominations worship the disgusting creature they
call "Mather of Lusts" and if I could only . . . ((the fragment
ends here»
The Kuo-loans use this to emphasize the badness of the Draw
who do not warship Sea Mother. \\\1" 11111111\1\1
10
14. BREEDING POOL: This is where the Kuo-Toan females lay their 19. GUARDROOM: This chamber is furnished with 19 narrow
eggs, and the males then fertilize them with milt. The pool is pallets covered with dried seaweed and silk cloths. There are
about 42' deep in the center. There are presently 4 females a small table and 2 benches also. This is the quarters of the
and 11 males spawning. If they are disturbed, the females will female guards, and there are 4 in the place, with level, hit
not fight, but the 2nd level males will fight at double normal points, and arms exactly as those guards at 17. above.
level and damage (H.P.: 24; 4-1 0 points of damage by biting). 20. SERAGLIO: The 6 concubines of the priest-prince dwell here.
There is a jade idol of Sea Mother with pearl eyes (1 ,000 g .p . They are indolent and parnpered, and theywill not fight. Each
each) worth 19,000 g.p . at the exact center of the pool. It has a couch, various personal effects, and the following
weighs 35 pounds. jewelry: 1 5,000 g .p . value, 1 2,000 g.p . value, and 3 600 g.p .
15. OFFERINGS POOL: Devotees of Blibdoolpoolp bring their live value. Also on the 3 tables about the place are 11 gold
lobster offerings to this place and toss them into its bluish vessels worth 450 g .p. each and 14 silver ones valued at 75
green waters. (The diamond-shaped pool is ritually emptied g.p . each. The average weight of gold utensils is 15 pounds,
by servants of the priest-prince who gains the benefit of th& that of silver dishes is the same. The walls are draped with
sacrifices as table fare.) There is a body of 10 soldiers here, 8 gauzy green hangings of no value, but they hide the stone
2nd level and 1 3rd and 14th level exactly the same as those behind.
at 5. There are in addition 4 archers (H.P.: 12 each), a pair at 21. COMMON POOL: This large body of water is 80' deep at the
the mouths of the corridor north and that west, armed with middle point. The west entry point is only 4' deep. II is filled
dagger, short bow, and quiver of 20 arrows. These soldiers are with various sorts of small fish and other water creatures. The
alert, watching the area and 14. as well. Kuo-Toans come here to exercise and sometimes feed on
16. FINGERLING POOLS: The young of the Kuo-Toans are raised in these live fish as well. There will be 13 males and 3 females, all
these pools until they are about a year old and nearly 2' tall. of 2nd level and without weapons, swimming here. They will
(At this time their lungs are capable of breathing air, and they viciously attack any warm-blooded creature entering the
are brought out and taken to the main city for raising and waters of this black pool.
training.) There are 315 tiny, 161 small, 43 medium, and 9 22. OFFICERS' QUARTERS: These areas are furnished with the few
large fingerlings in these 20' deep pools.4 female 2nd level stark items typical to Kuo-Toan existence - pallets for each
fighters (H.P.: 10 each) armed with dagger, net, and spear individual, a few stools, small wooden tables, and pegs in the
guard the place. walls ready to accept harness or weapons .
17. ROYAL SPAWNING POOL: Only the ruler of the shrine area and East Section : Here the 10th level captain (H .P.: 90) is
his concubines (see 28. below) may use this pool. II is 40' quartered. He has shield, 2 daggers, spear, and a harpoon at
deep and its bottom is strewn with 311 large base 100 g .p. hand. His strenglh enables him to get +2 hit probability and
gems. 4 female fighters of 4th level (H .P.: 24 each) are in pairs +4 damage with any weapon he uses. He has 40 base 100
guarding the two arched entrances to the place, and g.p . pearls sewn inside one of the harnesses hanging from a
another pair is stationed at the north. Each is armed with peg. His pouch contains 20 each s.p., g.p., and p .p.
shield, dagger, and paralysis spear (a normal weapon with
a one-time-only substance coating its head) . Creatures West Section: There are 28th level lieutenants (H.P.: 64 each)
failing to save versus poison are paralyzed until a neutralize quartered in this part of the area. Each is armed with dagger
poison spell is cast upon them. See also 19. and has spear, net, and harpoon at hand, with shield
hanging nearby. Each of these fighters has 10 each s.p., g.p .,
18. ROYAL FINGERLING POOL: There are 7 large fingerlings in the and p.p., plus 5 base 100 g.p . pear1s.
pool here, spawn ofVa-Guulgh, swimming happily about in
23. SERGEANTS' QUARTERS: 12 of these minor fighting leaders
the greenish 20' depths of the water. Beside the pool are 2
dwell in this chamber. They are 16th level, 25th, 44th, and 5
platinum basins-1 ' deep by 1W diameter-in which food is 3rd (H .P.: 42, 2x35, 4x28, 5x18). Each has dagger and
brought to these creatures. The value of each basin in perfect harpoon at hand, and shields, spears, and nets are hung on
condition is 5,800 g.p., half that if damaged. Metal weight is nearby wall pegs. Each fighter has 1 each s.p ., g .p., and p .p .
10 pounds each. See also 19.
per level. There is a chest in the room which contains 120 s.p.,
200 g.p., and 78 p .p . There are 16 pallets, 2 benches, 4 stools
and a long table also.
24. QUARTERS OF VA-GUULGH'S FEMALE GUARDS: There are 16
fighters of 4th level here (H.P.: 24 each). They are currently not
on duty. Each has dagger, spear, and shield nearby. There
are 24 pallets in the place, as the 8 guards of the royal area
are quartered here when off duty. Each guard has her own
stool, and there are 3 tables and 6 benches in the room. Each
female carries 10 p .p. and 4 pearls of 100 g.p. base value on
her person. The on-duty troops' wealth is hidden in their
seaweed mattresses.
25. ARMORY: This large chamber has racks full of the following:

150 shields 250 shield glue applications


200 spears 30 nets
100 daggers 60 empty quivers
40 harpoons 40 soldier harnesses
60 short bows 1 container of paralySis
1000 arrows poison (60 applications)

There are also some boxes with Draw weapons, but these are
all so old and corroded as to be useless. There are 12
bucklers, 12 short swords, 14 daggers, and 6 hand crossbows

\lUI \\ \lIIIIIH 11
with 28 bolls. (If these items are used they will break
immediately upon any employment.)
26. STORAGE CHAMBER: This area is filled to overflowing with Chest #5: This is an iron-bound wooden trunk which is not
bales, boxes, crates, barrels, trunks, hogsheads, and kegs - locked. Inside are 100 10 pound copper ingots.
stacked and piled all over, with only narrow paths between 20 of those at the bottom contain platinum (their
them. All of the contents are of small worth, being dried fish, weight will give them away, as they are 25 pounds
seaweed, cheap cloth, fish skins and scales, shells, bone each, although there is copper plating on the
meal, carved bone items, and similar goods used in trade. outSide. There is also a small coral coffer worth
27. MONITORS' QUARTERS: There are a total of 12 monitors (see 1,000 g.p. containing 188 g .p. base value gems
the section on Kuo-Toa People at the end of the module) in resting atop the ingots.
the shrine cavern. 6 are in various places elsewhere, 1 is just Chest #6: This locked bronze chest is trapped identically
outside the chamber, and 5 are within. These 5 spend their to chest #1 (moving seals the chamber with a 10'
off-duty hours practicing hand-to-hand fighting. Each thick stone block). II holds 12 pieces of jewelry set
monitor is 7th level, has 56 hit points, moves 18", is AC 1, and with gems (average value is 6,000 g.p. each), 20
can attack 4 or 6 times per melee round - 4 times if attacking pieces of ivory jewelry worth 500 g.p. each, a bone
to subdue, with hand attacks at double value. Attack routine tube with a scroll of 3 cleric spells (lower water,
is hand/ hand/ bite, followed by opponent attack, and then a true seeing, restoration), and an icon of Blibdool-
second routine of hand/ hand/ bite (no biting if subduing poolp set with 10 100 g.p. base value gems and
attacks). Damage from blows by hand is 2-8 hit points, biting 100 base 100 g .p . base value gems. The icon will
dOiQg 2-5 hit points. Typically only one or two opponents at a automatically transport any creature touching it
time will be fought, but a monitor can fight as many as 4 to stand before the goddess on the Elemental
different foes simultaneously. The chamber has only 12 Plane of water Wthey fail to make their saving throw
pallets in it, but the ftoor is covered with piles of dried seaweed versus magic. This must be made each time the
here and there. Under one such pile is a loose stone icon is put down and then touched again. Sea
concealing 60 base 50 g .p. gems. Each monitor carries a Mother will be angry at those looting her servant's
pouch with 20 p.p. in it. treasure room . . .
28. SECRET PASSAGEWAY: This corridor leads to a very deep well Chest #7: This is a locked chest plated silver over iron. All of
(6' to water, then 50' deep). The well shaft leads to a circular the seams and cracks of the chest are filled with
conduit of 6' diameter. This pipe connects areas 14., 17., and silver solder also. The container is worth 3,000 g .p.,
21 . by secret entrances in each pool bottom. On the pool and inside is a jeweled medallion worth 25,000 g.p..
side these appear to be normal stone blocks, each about 2' (15,000 in gems alone). Also trapped inside is a
square. very powerful spectre (8 h.p. per die) which will
There is also a hidden trapdoor, its iron ring concealed under attack anything which frees it from its hated
a small flagstone. The 2' square block is about 6 inches thick imprisonment.
and very heavy. It opens to a small square shaft leading down 30. GUARD POST: Here 8 female soldiers (H.P.: 10 each) armed
by iron rungs 16' to a 5' wide passage to 29. Note the passage with dagger and short bow are on watch. They are com-
widens to 10' after 40' east. manded by 2 3rd level female fighters (H.P.: 15 each) armed
with shield, dagger, and spear.
29. SECRET SUNKEN CHAMBER: The passage into the room and
the chamber itself are about 7' from floor to ceiling. Only the 31 . GUARD POST: There are 10 soldiers here, exactly conforming
priest-prince knows of this place. It is a secret passed from to those at position 5. (q.v.)
ruler-ta-ruler. The wealth of the shrine is stored here, wealth 32. GUARD POST: In add~ion to 10 soldiers conforming to those at
from decade upon decade of contribution and sacrifice to location 5., there are also 4 2nd level (H.P.: 10 each) female
Sea Mother, as well as tax and trade monies. There are 7 large archers armed with dagger, short bow, and quiver of 20
chests in the room, each of about 3' height by 3W depth, by arrows each.
4W length. Each of these chests is described below, for some
are cleverly trapped. 33. QUARTERS OF THE "WHIPS": As the monitors enforce the social
decorum of the shrine, the whips see that the religous-
Chest #1: This bronze chest has an ancient lock. It is filled political order is kept. These spartan quarters are for the 6
with 8,124 shells which are precious to Kua-Toans 3rd/ 3rd level fighter/ assassins (H.P. : 18 each) who are
but are otherwise valueless. MOVING THIS CHEST enforcers of the order. There are only 6 pallets and 1 table with
FROM THE STONE IT RESTS ON TRIGGERS THE 2 benches in the place. The 3 apartments nearby (Ws) house
MECHANISM WHICH CAUSES A 10' THICK STONE 34th/ 4th level fighter/ assassin whips (H.P.: 28 each). Each of
BLOCK TO SEAL OFF THE WHOLE ROOM. these enforcers uses shield and long sword after throwing
nets to entangle opponents. They also have garrotes in
Chest #2: This is a heavy wood and iron box with a great
harness pouches. They act in concert on any occassion
iron padlock on it. Inside are 48,912 g.p.
demanding it. Each whip has 2 each s.p., g.p., and p.p. per
Chest #3: This is an iron chest with a secret catch lock. It each level, i.e. 6 or 8 of each coin . In addition, each has 1
holds 2,440 p .p., and a green silk altar cloth base 100 g.p. gem per level hidden inside his harness. (See
wrapping 3 gold service pieces set with pearls also 34.)
total value is 60,000 g .p ., pearls only, 36,000 g.p.) .
34. CHAMBER OF THE CHIEF WHIP: A dedicated fighter/ assassin of
Chest #4: This bronze and iron chest has two iron bars 7th/ 7th level (H .P.: 56) is quartered here. He is Quolp-Ool, chief
attached by rings on the back side. When the lid whip and confidant of the priest-prince. Although his room is
is unlocked and lifted, the bars are depressed to as spartan as the others, Quolp-Ool has a small iron box
trigger a 10' wide by 20' long trapdoor which hidden in the wall of the place, and inside it are 366 s.p ., 291
swings down to drop all standing on it into a 70' g.p., and 98 p.p. Behind the box, and concealed by rock dust,
deep pit. The last 10' of the pit are water filled, so is a small case made of rare shells. II contains a string of
only 1-8 h.p. of damage will be sustained, but any perfectly matched pearls (18,500 g.p. intact, 15,600 g.p .
creature in armor will drown in 2 rounds unless separated) and 12 base 100 g.p. gems. The chief whip wears
able to escape by climbing (as a thief) , levitate, an invisibility ring (for dealing with non-Kua-Toans) Draw
fly, etc. The chest holds 5,320 s.p., 2,100 e.p., 12 boots and +2 Draw short sword and +2 dagger. He also uses
water breathing potions, a helm of underwater the usual Kua-Toan shield, and a garrote is tucked into his
vision, and gaunflets of swimming and climbing. narness. Quolp-Ool will rush to any disturbance in the place,

12
armed and ready.
35. LOCKED ROOM: This second room of Quolp-Ool's is closed
by a heavy iron door, and he carries the only key to it. Inside is
a noble Drow female, a 9th level fighter of the House of
Noquar, Derinnil. She is held in durance vile by the chief whip.
and is slated for formal forture soon. in order to find what
plans the Drow have againstthe Kuo-Toa People, as well as to
learn the current state of affairs amongst the Dark Elves'
noble houses. The room is bare of furnishings. save a pile of
dried sea weed. Derinnil is chained to the wall with short
fetters. She will volunteer to aid and guide rescuers. but she
will. of course. betray them at first opportunify. Carefully
hidden in the lining of her lett boot is her bronze broaeh
depicting the head of a nightmare. with a reverse inscription
in Drowic, Noquar. Once freed of chains she can use each of
the following spells (at 9th level) once per day: dancing KUO·TOA
lights, darkness, taerie fire, clairaudience, detect lie,
suggestion, dispel magic, detect magic, levitate, know FREQUENCY: Very rare
alignment. Derinnil has 16S, 161. 13W. 18D. 15C, and 17Ch. NO. APPEARING: 2-24 (40-400)
She does not fear death. but she will certainly do her utmost ARMOR CLASS: 4
to avoid it if possible! She will not betray her house, nor will MOVE: 9"//18"
she compromise the safefy of the Drow communify. but HIT DICE: 2
anything else is fair game. so to speak. % IN LAIR: See below
TREASURE TYPE: Individuals L. M, N; Z in lair
FINAL NOTE TO DUNGEON MASTER NO. OF ATIACKS : 1 or 2
If you are using this module as a part of the whole campaign. be DAMAGE/ ATIACK: By weapon fype and/ or 2-5
certain to keep a careful note of all that the party does. You can SPECIAL ATIACKS: See below
do this by writing on the margin of this booklet. Any opponents SPECIAL DEFENSES: See below
which escape attack by the party will give warning to their masters MAGIC RESISTANCE: See below
or fellows if possible-particularly Drow, Kuo-Toans. and their INTELLIGENCE: High and up
more intelligent servants. However. the chaotic nature ofthe Dark ALIGNMENT: Neutral evil (chaotic tendencies)
Elves precludes the chance of organized search for the party. so SIZE: M (higher levels to L)
at best the Drow will be aware of intruders and more watchful and PSIONIC ABILITY: Nil
suspicious. The Kuo-Toans are not numerous enough to mounta Attack/ Defense Modes: Nil
major search ettort.
If the party is moving on to the next module. cease play in this one The ancient Kuo-Toa People once inhabited the shores and
as soon as they pass into one of the northern tunnels, and begin islands of the upper world. As the race of mankind and its
with the next package. associate species grew more and more numerous and powerful.
THIS ENDS THE SECOND SECTION OF THE DESCENT INTO THE DEPTHS, the men-fish were slowly driven to remote regions. Continual
warfare upon these evil, human-sacrificing creatures threatened
SHRINE OF THE KUO-TOA
to totally exterminate the species, for a number of powerful
beings were aiding their sworn enemies, mankind. Some Kou-
Toans sought refuge in sea caverns and secret subterranean
waters, and while their fellows above were being slaughtered.
these few prospered and developed new characteristics to
rnatch their lightless habitats. However. the seas contained other
fierce and evil creatures with deSigns of their own, and the deep-
dwelling Kuo-Toans were eventually wiped out,leaving only those
in the underworld to carry on. These survivors were unknown to
rnen. and mankind eventually forgot the men-fish entirely. Even
the word goggler. a term used derisively for their ichthyoid foes,
lost its meaning. But the Kuo-Toa People remaining in their
underworld places did not allow memory of the past to lapse,
REGARDING THE LARGE-SCALE HEX MAP OF THE UNDERWORLD and woe to the hapless human who falls into the slimy clutches of
You will note that the players' version of the map shows only a the Kuo-Toans!
relatively narrow section of the whole area-that part which Now the Kuo-Toa People are haters of sunlight and are almost
pertains to this module and the other two in the set. As Dungeon never encountered on the surface of the earth. This, and their
Master you might wish to develop other material regarding the inborn hatred of discipline. prevent the resurgence of these
encounter areas shown on your large-scale map. You can then creatures. for they have become numerous once again and
allow your players to explore passages which are off their map. have gained new powers. However, they have also become
thus eventually completing their version; and, of course. having somewhat unstable. and insanify is not uncommon amongst the
many adventures along the way. You can place other Drow species.
enclaves, locate the realm of the mind flayers. expand the The Kuo-Toans sometimes are encountered in small groups
underground sea and place the Kuo-Toan stronghold, etc. journeying in the upper world to kidnap humans for slaves and
sacrifice. Such parties are also found occasionally in the
SMAll SCALE ENCOUNTER PIECES AND PASSAGE MAPS dungeon labyrinths which connect to the extensive systern of
The widest passage is a section of Primary Tunnel. the next widest underworld passages and caverns which honeycombs the crust
is a Secondary Route section, the smallest is a Tertiary Passage. of the earth. Only far below the surface will the intrepid explorer
regular or secret. These and the two encounter pieces can be find the natural caverns and spaces hewn from living rock over
joined with other like map sections from the other modules in this the ages in which the Kuo-Toa People build their underground
set if desired. communities.
13
These creatures normally travel in wel~armed bands. lfmorethan • always strike at such individuals.
20 Kuo-Toans are encountered. it is 50% likely that they will be Kuo-Toans spawn as do fish. and hatchlings are raised in pools
within 1-6 miles of their lair. For every 4 normal warriors in an until their amphibian qualities develop about 1 year after
encountered band there will be an additional fighter of 3rd or 4th hatching. The now 2' (or so) high young are then able to breathe
level. For every 8 normal fighters encountered there will be an air. and they are raised in gens according to their sex and fitness.
additional fighter of 5th or 6th level. For every 12 in the group there
will be a cleric/ assassin of equal levels. either 4th/ 4th. 5th/ 5th. A list of typical slave-types is given hereafter.
6th/ 6th. or 7th/ 7th (d4 +3 for level determination). If more than 20
normal (2nd level) fighters are in the group. it will be a war party. The number of hit dice possessed by this hardy race is not
Le. a full-scale raiding/ fighting detachment. A war party will indicative of their actual strength. as their breeding gives them
include: exactly the same number of hit points per die. varying by level:
1 10th level fighter as "captain" Number of Hit POints for
level Hit Dice Males Females
28th level fighters as "lieutenants"
4 3rd/ 3rd level fighter/ assassin "whips" 2 2 12 10
1 monitor (see hereafter) 3 3 18 15
1 slave per 4 Kuo-Toans 4 4 28 24
The "whips" are fanatical devotees of the Sea Mother goddess of 5 5 35 30
the Kuo-Toans. They incite the troops to stand firm and fight 6 6 42 36
without quarter for the glory of their ruler and their deity.
7 7 56 49
If a Kuo-Toan lair is found. it will contain 4G-400 2nd level males. In
addition. there will be higher level fighters in the same ratio as 8 8 64 56
noted above for outside groups. war parties. and: 9 9 72
1 priest-king of 12th/ 12th level. a cleric/ assassin. il350 or more 10 10 90
normal Kuo-Toans are indicated. or
11 11 99
priest-duke of 11th/ 11th level if 275-349 normal Kuo-Toans are
12 12 120
indicated. or
priest-prince of 1oth/ 1oth level if fewer than 275 normal Kuo- Typical arms carried by Kuo-Toan fighters are:
Toans are indicated. and dagger. spear. and shield . . .... ... .... .... . .......... . 40%
8 "eyes" of the priest-king (or priest-duke. or priest-prince). dagger. spear. and weighted throwing net .... ..... ... . 30%
8th/ 8th (or 7th/ 7th or 6th/ 6th) level cleric/ assassins
dagger and harpoon· . ......... . ......... . ........... 10%
1 "chief whip". a 6th/ 6th fighter/ assassin
dagger and short bow (half female population) . .... .. 20%
2 "whips" of 4th/ 4th or 5th/ 5th level
·The harpoon is generally used only by higher level fighters. It is a
1 monitor per 20 2nd level male Kuo-Toans wickedly barbed throwing weapon with a range of 30'. It inflicts
females equal to 20% of the male population 2-12 h.p. damage. exclusive of bonuses. Creatures struck must
young (non-combatant) equal to 20% of the total Kuo-Toans roll a saving throw of 13 or better (d20) to avoid being snagged
by the weapon. Creatures of man-size or less who are so
slaves equal to 50% of the total population of males caught will be jerked off their feet and stunned for 1-4 rounds.
The harpooning Kuo-Toan will haul in his victim and slay with a
In special religious areas there will also be a number of Kuo-Toan killing dagger thrust. for the weapon is fastened to the hurler by
clerics. For every 20 individuals in the community there will be a a stout cord.
3rd level cleric. for every 40 there will be a 4th level cleric. for every The shield employed by these creatures is fashioned of special
80 there will be a 5th level cleric. all in addition to the other boiled leather. and just before battle it is treated with a special
individuals. These clerics will be headed by: glue which is very sticky. There is a 25% chance that any frontal
16th level cleric if the group is 160 or fewer. or attack upon a shield-bearing warrior will strike this glue and stick
7th level and 16th level if the group is between 161 and 240 fast until the wielder is able to pull it free (same chance as the
individual has of opening a dungeon door) .
or
Kuo-Toans wear no clothing. only leather harnesses for their
8th level. 17th level. and 16th level if the group numbers weapons and a small amount of personal gear. as any other
between 241 and 320. or garments would hinder their swimming. Their skin is tough . scaled.
9th level. 27th level. and 36th level if the group is between 321 and very slimy. Coupled with their dexterity. it gives them a high
and 400. or natural armor class. Note that shields do not add to armor class;
10th level. 28th level. and 46th level if the group numbers in they are used as weapons.
excess of 400. Hit probability for these creatures is the same as a human of the
same level. but males gain +1 .. to hit.. and on damage as a
It is 50% probable that any Kuo-Toan cleric above 6th level will be bonus due to their strength. This bonus applies only to weapons.
armed with a pincer staff. This is a 5' long pole topped by a 3' not to their natural biting attack mode (which causes 2-5 h.p.
long " claw". It corresponds to a medieval man-catcher. and if the damage). When fighting with dagger only. these creatures are
user scores a hit. the claw end has closed upon the opponent. also able to bite at an opponent.
making it impossible for the trapped individual to get free. When 2 or more Kuo-Toan clerics or cleric/ assassins operate
(Naturally. this weapon can be employed onlyversus creatures of together by joining hands. they can generate a stroke of
a girth about that of a small to large human. Le. elf-gnoll sized). It lightning. This bolt is very narrow. so that only the specific target
is 10% probable that both arms will be pinned by the claw. 40% victim will be affected unless some other creature gets into the 2'
probable that one arm will be (75% probability for left arm- wide path of the stroke due to mischance. The bolt of electricity
assuming the victim is right handed). Trapped opponents lose all causes 6 h.p. of damage per cleric or cleric/ assassin to any
shield and dexterity protections. and nearby Kuo-Toans will creature struck - half that if the saving throw versus magic is

14
made. The chance of generating such a stroke of lightning is 10% ity to community, although they have special religious places in
cumulative per Kuo-Toan involved. Each round that priests are common. These places are usually used for inter-group trade,
acting in conjunction this possiblity must be checked . councils, and worship of Sea Mother, so they are open to all Kuo-
Special defenses of these creatures include their skin secretion Toans. These religious communities, as well as other Kuo-Toan
which makes it 75% improbable to grapple, grasp, tie, or web a settlements, are open to the Drow and their servants, for the Dark
Kuo-Toan. Although their eyes are set on the sides of their heads, Elves provide useful goods and services as slave traders and
Kuo-Toans have excellent independent monocular vision, a very merchants. But the Drow are both feared and hated by the Kuo-
wide d e gree of field (180°) , and they are able to detect Toa People, so there are frequent kidnappings and minor
movement even though a creature is normally invisible due to skirmishes between the two peoples. The Illithids (mind flayers)
magic, astrally projected or ethereal. Thus, only complete are greatly hated by the Kuo-Toans and they and their allies are
motionlessness can avoid sight detection by a Kuo-Toan. They attacked on sight.
see into the infra-red and ultra-violet spectrums. Also, vibrations
Slaves obtained by the Kuo-Toa are used for labor, food, and
within 10' can be felt by these creatures, so they are surprised only
on a 1 (d6). sacrifice. The composition of any slave group can be randomly
determined (d20) by using the following table:
The race of Kuo-Toa People are totally immune to poison, and
they are not affected by paralysis. Spells which generally affect Die Roll Race of Slave Die Roll Race of Slave
only humanoid-type creatures (charm person, hold person,
sleep) have no effect on these creatures. Electrical attacks cause dwarf 8 haif-orc
only half, or no, damage. A magic missile will cause only 1 h.p. of 2 elf" 9 hobgoblin
damage to a Kuo-Toan, and all forms of illusion are useless 3 gnoU- - 10-14 human
against them. However, Kuo-Toans hate bright light-such as
from a light spell-and fight at -1 on "to hit" dice rolls when 4-5 gnome (Deep Gnome) 15-16 lizardman
exposed to such illumination. They suffer full damage from all fire- 6 goblin 17-18 orc
based attacks, and saving throws against such attacks are at-2
7 half-elf 19-20 troglodyte
on the dice.
. 25'% chance for bugbear rather thon elf if in co mmunity isola ted fro m Draw
Especially fit fingerlings, usually of noble spawning, are trained for
.. 50% c hance for Dra w rother than 9noll if in community isolated tro m Draw
the priesthood-as clerics , cleric / assassins , or as special
celibate monks. The latter are monitors whose role it is to control The Kuo-Toans speak the strange subterranean trade language
the community members who become violent or go insane. The common to most intelligent dwellers in the underworld. In
monitor is capable of attacking to subdue orto kill. A monitor has addition , they speak their own arcane tongue and can
56 hit points, attacks at 7th level, and has the following communicate with most fish by empathic means. Their religious
characteristics: speech is a corruption of the language used on the Elemental
- twice normal movement rate Plane of Water, and if a cleric is near it is 75% improbable that any
creature from this plane will attack Kuo-toans, for the cleric will
- surprised only on a 1 in 10 speak and requestthatthey be spared in the name of Sea Mother
- armor class 1 (Blibdoolpoolp).
- 6 attacks/ round, 2 bare handed doing 2-8 h.p. of damage Description: A Kuo-Toan presents a cold and horrid appearance.
(double if attacking to subdue), 2 attacks with teeth (unless A typical specimen looks much as if a human body, albeit a
subdu ing) doing 2-5 hit pOints of damage, a hands/ bite paunchy one, had been covered with scales and topped with a
routine in the forepart of a round and the second in the last fish's head squarely atop the shoulders. The huge fish eyes of the
portion. head tend to swivel in different directions when observing an area
or creature. Hands and feet are very long, with three fingers and
Subdued creatures cannot be larger than man-sized or slightly opposing digit, partially webbed. Legs and arms are short for the
larger (up to about 8' tal 1/500 pounds) . Subduing attacks cause body size. Coloration is pale gray, with undertones of tan or
only half actual damage, but when pOints scored equal the total yellow in males only, and thewhole skin has a sheen from its slime
for the creature it is rendered unconscious for 3-12 rounds. covering. Color darkens when the individual is angry, or pales
The Kuo-Toa People do not generally co-operate from commun- when the creature is badly frightened.

I
L

15
through the narrow corridors favored by the Svirfnebli. For every
level above 3rd, a Svirfneblin's armor class will improve by 1 place,
i.e. a 4th level is AC 1, a 5th level is AC 0, and a 6th level is AC -1 .
These gnomes are typically armed with a non-magical +1
dagger and non-magical +1 pick (horseman's pick for purposes
of damage assessment). Each individual also carries a pouch of
special darts, 7-10 hand-hurled missiles of about W size, with a 40'
range, which innict 1-3 hit poinfs of damage. When one of these
darts strikes it is constructed so as to compact and break a small
glass bead containing a gas. Any creature struck on its front parts
FREQUENCY: Very rare must save versus poison, or this puff of gas has reached the
NO. APPEARING: 3-30 creature's system; it will be stunned on the next round and slowed
ARMOR CLASS: 2 for the 4 rounds following that. Deep Gnomes above 3rd level also
MOVE: 9" carry 3-6 darts which have an acid which eats a 1;.1' hole in armor
HIT DICE: 3 +6 hit pOints • protection in 1 round, or innicts an additional 2-8 hit points of
% IN LAIR: 0 damage on non-protected targets (such as armor with holes, i.e.
TREASURE TYPE: IndMduals K (x2) and Q (x3) ring mail, chain mail, etc.). A Svirfneblin can hurl2 darts in a single
NO. OF ATIACKS: 1 or 2 melee round.
DAMAGE/ ATIACK: By weapon type Deep Gnomes fight as humans of the same level, but when
SPECIAL ATIACKS: See below hurling darts they add +2 to hit probability.
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20% These small and fast-moving creatures are able to move very
INTElliGENCE: Exceptional quietly despite their metal armor and arms. They are 60% likely to
ALIGNMENT: Neutral (good tendencies) be unseen by any observer, even a KUo-Toan, as Deep Gnomes
SIZE: S (about 3' tall) are able to "freeze" in place for long periods without any hint of
PSIONIC ABILITY: Nil movement. They are surprised only 1 in 12 due to their keen
Attack/ Defense Modes: Nil ~cS hearing and smelling abilities. They are 90% likely to surprise most
opponents.
Far beneath the surface of the earth dwell the SVirfnebli, the Deep
Gnomes, a race related to the gnomes of the bright wOrld. Small All Deep Gnomes are 20% magic resistant, gaining an extra
parties of these demi-humans roam here and there in the magic resistance of 5% for each level above the 3rd they attain.
underworld mazes of small passageways, always in search of No illusion , phantasm, or hallucination is able to affect a
gem minerals. Their realm is in a region unknown, but thought to Svirfneblin's mind. Because of this, and their high wisdom, speed,
consist of a closely connected series of vast caverns in which and agility, they make all saving throws at +3, except poison,
thousands of these diminutive creatures labor for their king. Only which they make at a +2 on the dice.
males have ever been seen, and those only in very deep places The Svirfnebli communicate with each other by a form of racial
beneath the ground. empathy when ou"tside their own domains. They have their own
All of the race are doughty fighters. For every 4 normal SVirfnebli language, a dialect of gnomish which a normal gnome is 60%
encountered, there will be an additional leader-type of 4th level likely to understand. Most Deep Gnomes are also able to
(4 hit dice plus 7 hit paints). If more than 20 normal Deep Gnomes converse in the underworld cant (the trade language), and
are encountered, there will be an additional 6th level fighter (6 hit speak and understand a fair amount of Kuo-Toan and Draw
dice plus 9 hit paints), a burrow warden, with 25th level assistants (tongues of their hated and feared enemies who, along with the
(5 hit dice plus 8 hit pOints). It is 25% probable that a 6th level II lith ids, are the worst threat to any Deep Gnome gem gathering
Deep Gnome will have illusionist abilities of 5th, 6th, or 7th level. expedition). All of these small creatures can converse with
speaking creatures from the Earth Elemental Plane, and it is 90%
Note that a Svirfneblin of 6th level is 50% likely to be able to unlikely that any such creature will harm a Svirfneblin, although
summon an earth elemental if the individual is not an illusionist as the Deep Gnome might have to pay a heavy bribe in precious
noted above . The type of earth elemental which can be metal and gems to so escape. Deep Gnomes have infravision to
summoned is found on this table (d20): 120' and can also see into the ultraviolet spectrum in a limited
manner (30'). They have normal gnomish powers with respect to
1 24 hit dice earth elemental determination of direction, distance beneath the surface, and
2-6 16 hit dice earth elemental detection of traps.
7-10 12 hit dice earth elemental When being pursued by enemies, the Svirfnebli will typically dash
to a secret escape passage tunneled to their size. Larger escape
11-15 8 hit dice earth elemental routes used by the Deep Gnomes will be filled with covered pit
16-18 xorn traps and rock deadfalls. A gnome leader is 75% likely to have 3-
12 small rock-like containers, and these will be strewn in the path
19-20 summoning fails of pursuing foes if no handy escape route is nearby. These crystals
are crushed when stepped upon by any creature weighing more
Elemental summoning can be attempted once per day. than 100 pounds, and each releases a cloud of poison gas of
Summoned elementals must be paid in fine gems by the about 15' diameter and 10' height. Any creature passing through
summoner, a commodity the deep gnomes are loath to give up. such a gas cloud must save versus poison or lose consciousness
In addition to the abilities given above, all the Svirfnebli have the for 3-12 turns. The cloud dissipates in 2 rounds.
following magical powers of illUSionist nature: blindness, blur, Deep Gnomes will usually aid any non-enemy for a fee, and they
change se". Each of these spell-like abilities can be used once will certainly help if these creatures are fighting Draw, Illithids, or
per day by any Deep Gnome. All of these creatures always Kuo-Toans, provided the situation is not hopeless with respect to
radiate a non-detection identical to the spell of the same name defeating the Svirfnebli's foes. They love gems and will take great
(q.v.) . risks for them!
The Deep Gnomes wear leathern jacks sewn with rings of mithril Description: A Svirfneblin is gnarled and very muscular. They tend
steel alloy over fine chain mail shirts. They do not carry shields to be bald. Skin color is medium brown to brownish gray. Eye
usually, as these devices would tend to hinder movement color is gray.
".
~
- ::.-

I
Terrace Line Sinkhole
ledge or Shelf Crevasse
~~, Pool
' ..~; Column or Pillar
D Stalagmite Streamlet
" .. Stalactite (> Rubble
This item is only one of the many popular playing aids for DUNGEONS & DRAGONS · produced by TSR Hobbies, Inc.
Other D & D accessory items currently available include:
Dungeon Geomorphs. Set One (Basic Dungeon) . . . . . .... $2,49
Dungeon Geomorphs, Set Two (Caves & Cavems) .. $2.49
Dungeon Geomorphs, Set Three (Lower Dungeon) , ....... $2.49

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D & D Character Record Sheets Pod. . ...................................... $2.98

The entire selection of this series of Dungeon Modules for ADVANCED DUNGEONS & DRAGONS ' is comprised olthe following items:
Dungeon Module G1 (Steoding of the Hill Giant Chief) .............................. ........ . . $4.49
Dungeon Module G2 (Glacial Rift 01 the Frost Giant Jarl) .. . ......... $4.49
Dungeon Module G3 (Hall of the Fire Giant King) ........ . . .... $4.98
Dungeon Module D1 (Descent into the Depths of the Earlh) ..... $4.98
Dungeon Module D2 (Shrine of the Kuo-Toa) ..... . .......... $4.98
Dungeon Module D3 (Vault of the Drow) .......... . ...... $5.98

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