D2 - Shrine of The Kuo-Toa PDF
D2 - Shrine of The Kuo-Toa PDF
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!
ISBN 0-935696-06-7
t TSRGOmeS
POB 756
LAKE GENEVA, WI 53147
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 .
TSR Games
POB 756
LAKE GENEVA. WI 53147
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 .
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
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