The Isle of Mordol: Map GC: Cave system

  1. Map GC

The hole goes straight down about fifty feet.

GC (2).jpg

Wandering monsters

• 1-2 giant shrew: AC4, HD1, hp 7, 8, At 2 bites, D1-6/1-6, save F1, N.

• 1-4 robber flies: AC6, HD2, hp 12, 9, At 1 bite, D1-8, save F1, N.

Cave system: gc A

1. Twelve robber flies inhabit this cavern. They gain surprise on a roll of 1-4: AC6, HD2, hp 10, 5, 15, 10, 9, 3, 11, 11, 10, 5, 6, 8, At 1 bite, D1-8, save F1, N. There are 4 skeletons with various rusted out armor and weapons. Lying around the skeletons is some treasure. Skeleton 1: 11 copper pieces, 2 gold pieces; skeleton 2: 3 electrum pieces, silver holy symbol (25 gold pieces); skeleton 3: 12 copper pieces, 4 platinum pieces; skeleton 4: a large pouch holding 3 gold pieces, 4 silver pieces, a ring of flying and unknown control (Grabdok*) and a scorpion: AC5, HD1/2, hp 4, At 2 claws/1 sting, D1-4/1-4/1-2+poison, save NM, N.

2. 8 giant shrews live here: AC4, HD1, hp 5, 3, 4, 8, 5, 7, 2, 8, At 2 bites, D1-6/1-6, save F1, N.

3. In here is an animated skeleton of an allosaurus: AC4, HD7, hp 41, At 1 bite, D4-24, save F3, C. Hidden by stalactites and stalagmites in the south is a pile of rocks. Under it is a helm of telepathy. Any who wear this or who have worn it will not see the way down to cavern 4.

4. There are 20 boulders, 6 feet by 8 feet, in this room. 5 hold a Rock Dryad: AC3, HD4, At special, D special, save F4, N. They can attack by doing a rock-to-mud and immediate mud-to-rock which will, if a save vs. dexterity is failed, cause the victim(s) to be stuck; or by charming and sending the charmed victim to room 5. Five dryads are required for the charm attack. They will not attack unless the party starts to hit the boulders, move them around, etc.

a) Dryad 1: hp 20; 312 gold pieces, 15 silver pieces, 25 platinum pieces, and a vial with 4 hits of a potion of attribute something-or-other. The first three hits are for increasing attribute numbers. The 4th is decreasing.*

b) Dryad 2: hp 19; 856 platinum pieces, a wand of metal detection, a map of the lost world, and a potion of longevity.

c) Dryad 3: hp 21; emerald (10 gold pieces, diamond (600 gold pieces, giant peridot (1,000 gold pieces), powder of light (3 pinches).

d) Dryad 4: hp 17; 2,138 gold pieces and a ring of control dinosaur.

e) Dryad 5: hp 16; staff of healing, scarab of protection, and a potion of invulnerability.

5. Nothing in this room except lots of boulders. The one in the middle (there are 25 that size) covers a 6-foot diameter hole which goes down 20 feet, then opens to an 8-foot room with a 6-foot diameter pool in the middle. In the water is a giant octopus: AC7, HD8, hp 45, At 8 tentacles, D 1-3/round + special, save F4, N. Anyone hit by a tentacle automatically takes d3 damage per round from then on per tentacle, and a penalty of 1 to hit per tentacle; if they fail a save vs. dexterity the octopus will attempt to bite the victim for d6 points damage. An edged weapon that does six points severs a tentacle. The water hole is 50 feet in diameter and 60 feet deep. At the center on the bottom, under some coral, is a coffin, nailed shut, holding a water vampire: AC2, HD9, hp 33, At 1 touch+charm on gaze, D1-10+2 levels, save F4, C. Under the coffin, in a hole, is a rope of climbing, a potion of growth, and a ring of two questions.

6. Ten skeletons line the walls. Each one when touched will utter a hideous laugh, then turn to dust.

7. A living darkness: AC6, HD3+2, hp 21, At 1, D 1-6, save F3, CE. It always hits, except where magic protection is used, then subtract bonuses from AC 9; it takes 1/2 damage from magic weapons and full damage from fire. It takes 1-4 points from a light spell if it doesn’t save vs. spells at -2. The ‘tunnel’ in this room starts out three feet in diameter and goes to 20 feet. It converts 1 inch to 1 foot. There are 25 platinum pieces and 30 gold pieces around a skeleton wearing +1 chain mail and a +1 spear at the short end. It is only seen if someone walks through from the large end. There are also six skeletons in the area:

a) Skeleton 1: 3 gold pieces, a peral necklace (100 gold pieces), and a potion of heroism.

b) Skeleton 2. 10 gold pieces, 9 copper pieces, 3 rubies (100 gold pieces).

c) Skeleton 3. Sword+1, +3 vs. undead.

d) Skeleton 4. Gold necklace (50 gold pieces), two pearls (100 gold pieces).

8. Three gargoyles: AC5, HD4, hp 17, 19, 24, At 2 claws/1 bite/1 horn, D 1-3/1-3/1-6/1-4, save F8, C. There are 900 copper pieces in a pile here. Under it is a mace+1 and a cursed shield-2.

9. In this room, characters can hear shuffling and squeaking like a bunch of insects were in the room.

10. Five rhagodessa: AC5, HD4+2, hp 14, 32, 18, 25, 13, At 1 leg then 1 automatic bite, D0 then 2-16, save F2, N. 53 copper pieces, and a sword-2, cursed.

11. Two wyverns: AC3, HD7, hp 33, 27, At 1 bite/1 string, D2-16/1-6+poison, save F4, C. On a jut to the west are 245 silver pieces, 833 gold pieces, a vial of two hits of poison, and an x-ray ring.

12. A fire illusion fills this room. It gives no real heat, but the characters will feel it.

13. A freeze illusion fills this room. It acts as room 12.

14. Two hydramen: AC0, HD10-generation, hp (37, 18, 9, 4, 2, 1), (52, 26, 13, 6, 3, 1), At sword at +1, D 1-8, save F10-generation, N.

  1. Map GC