The Isle of Mordol: Map FB: Description

  1. Wandering monsters
  2. Map FB

fb A) Bandit’s lair

fb A.jpg

1. Trap room. All except 3 feet from wall is wood, covered with dirt, which will break on 1,610 coins. It is 10 feet deep, and persons will take 2d4 points of damage. There is a 1 in 6 chance that a Dwarf will off-hand notice the difference in dirt color. Noise will bring guards from room 3 in one round.

2. Natural gas chamber. Natural gas comes in near entrance, goes out near back. It is odorless and colorless, and will not light*. Anyone in here for 2d6+1 rounds will fall asleep, dying in d4 turns.

3. Guard room. 1 level 5 bandit, 5 level 3 bandits.

4. Level 3 room. d20 level 3 fighters, no greater than 15 of them.

5. Level 5 room. d4-1 level 5 fighters.

6. Level 12 room. 60% chance that the level 12 bandit will be here.

7. Treasure room. 1,059 platinum pieces, 4 diamond rings (2*600 gold pieces, 700 gold pieces, 450 gold pieces), 6 emeralds (70 gold pieces, 3*50 gold pieces, 2*110 gold pieces), pearl necklace (400 gold pieces), locket (25 gold pieces), 2 gold-threaded necklaces (75 gold pieces), 428 copper pieces, 139 silver pieces, 260 gold pieces, and a spell scroll of mirror image. The secret doors are crude, so there is a 2 in 6 chance to see them.

fb B) Unknown gods

fb B.jpg

Nothing here except toppled pillars, fallen walls, and smashed statues of unknown gods. In the center, however, is an old stairwell, leading down about 20 feet east. The walls are marble, with weird inlaid designs. The doors all have been smashed.

1. Next to the walls in this room are 21 statues, defaced, but still standing, and similar to the ones outside. Behind the middle statue on the east is a scroll of protection from lycanthropes, which the gnolls know about. There are 8 gnolls: AC5, HD2, hp 5, 10, 7, 10, 11, 6, 8, 14, At sword, D2-9, save F2, C.

2. The door to this room is secret, and kept by the gnolls since this is their treasure room. 2,559 gold pieces, 2,336 copper pieces, 50 silver pieces. There’s also a marble altar.

3. d6-1 gnolls (same as room 1, without swords, D2-8). On the west wall is a large picture, showing an aerial fight twixt the gods of which the statues are made, and some evil-looking characters. Under the fight is a temple.

4. 5 gnolls (as room 3). Nothing here but bones, rotted food, and rags.

5. No gnolls. There is a statue of an awful evil-looking person. Anyone looking at it will have an 11% chance of being cursed each time. Anyone trying to take out his ruby eyes will take 4d6 points from lightning (1/2 if save vs. spells). This will also happen if they attempt to mar it. It can do it as many times as it “wants”.

6. 4 gnolls, as in room 3. There is an altar in here, but it has rotted food, bones, etc., on it. Inside it is a ring of spell storing. It will appear out for a chaotic evil wizard. It currently has the spells flesh to stone, animate dead (twice), curse, and wall of fire, at the level of the user.

7. 5 gnolls, 50% for each to have a sword, but as room 3. There are also pictures of the fight again, in mural form.

8. The leader and 3 gnoll guards are in here. The leader always carries a potion of delusion which he thinks is of invisibility. If the party looks too strong, he will try it and attempt to sneak out. Leader: AC2 (shield+2), HD3, hp 16, At scimitar, D2-9, save F2, C. Guards: AC5, HD2, hp 14, 14, 15, At sword, D2-9, save F2, C. In the southwest corner is a rope of climbing. On the south wall is a spiral, 5-foot diameter. If 6 points or more is done to it at one time, in the center (AC8), it will break the entire wall, freeing the demons stuck below. If a person is wearing the ring from room 6, he will be forced to open it, with a +3 ‘to hit’.

fb C) Pyramid top

About 25 feet above ground. The walls are about 8 feet thick. The entrance is 7 feet below ground, on the north side, in the middle of the wall.*

  1. Wandering monsters
  2. Map FB