Bordered by the mountains on one side and the great river canyon on the other is the central plateau. It stands separated from all else by steep, jagged cliff that rise 3000'. There is only three ways to reach the top of the plateau-by crossing the rope bridge (at #15), by using a magical flying device, or by climbing. Characters without the climbing skill cannot successfully scale the cliff, and even thieves must check for falling 100' (30 times). The characters should be givin about the great risk involved in climbing.
The plateau is shown on a separate map (Map D-2) from the rest of the island, and has its own encounter table and lairs. The temperature atop the plateau is somewhat cooler than the rest of the island and less tropical (except for the volcanic crater) resulting in grasslands and some forests. The plateau is dominated y a dormant volcanic mountain, complete with a crater lake. This mountain can be seen from nearly all points on the plateau.
The scale of the map is one mile per hex so characters will only be able to travel six hexes in a day.
Unlike the main island, there is a 33% chance of an encounter every 3 hexes travelled, regardless of terrain. If an encounter occurs roll 2d6 to determine the encounter type:
2. Cave Bears (2); AC: 5 HP: 43,38 (7hd) Thaco: 13 Damage: D8/D8/D12 XP: 650
3. Woolly Rhino (3); AC: 4 HP: 60 (10hd) Thaco: 11 Damage: 2D6 (x2 if charging) XP: 1,400
4. Pteranodons (8); AC: 7 HP: 15 (3+3hd) Thaco: 17 Damage: 2D4 XP: 175
5. Pterodactyls (10); AC: 7 HP: 6 (1hd) Thaco: 19 Damage: D3
6. Boars (9); AC: 7 HP: 25 Thaco: 17 Damage: 3D4 XP: 175
7. Antelope (4D6); "Passive" AC: 7 HP: 15 (2hd) XP: 35
8. Dire Wolves (10); AC: 6 HP: 30 Thaco: 15 Damage: 2D4 XP: 175 Note: These creatures will attack the smallest prey almost singling it out. After a wolf takes half damage it will flee.
9. Mastadons (2); AC: 6 HP: 100 (12hd) Thaco: 9 Damage: 2D8/2D8/2D6/2D6/2D6 XP: 5,000
10. Titanothere (3); AC: 6 HP: 72 (12hd) Thaco: 9 Damage: 2D8 or 2D4 trample XP: 2,000 Note: If a hit is scored an opponant will be hurled 20' into the air and will have to spend the remaining round getting up.
11. Sabre-tooth Tigers (2); AC: 6 HP: 44 (7+2hd) Thaco: 11(13) Damage: 2D6/D4+1/D4+1 XP: 1,400
12. Tremor. This is a minor earthquake
(caused by volcanic activity
underground) that will vary in severity.
Roll D6 and consult the following:
1-4 Minor Shock: no effect on
characters or ground.
5 Major Shock: characters knocked off
their feet, if climbing there is a 30%
chance of falling.
6 Severe Shock: trees tilt, rocks
fall, small cracks appear in the ground,
characters knocked off their feet. (If
PC's are in the forest their is a 15%
chance per character of recieving 3D6
damage from trees). If characters are
climbing there is a 60% chance of
falling.
*The tremors last for 10-30 seconds.
GOLD VEIN. A recent tremor has revealed a lode of high quality gold ore. A dwarf or any character knowledgable about mining can identify the ore and estimate the possible value as 5 gold pieces for every 10 coins of ore mined. The vein is actually a small one and will not yield more thatn 15,000 pieces of refined gold.
However, to obtain this amount, the characters will have to mine, transport, and refine 3,000 lbs. of (30,000 coins) of raw ore. Two men can mine 200 lbs of ore in one day.
Workers may be brought in from the mainlans to mine and transport ore. The cost for each worker is 10 gold per week. The cost of refining the gold is 10-20% of the final value and may be done in any major mainland city.
2. TREANTS. "See Treant encounters"
3. CLIFF WALL. The cliffs surrounding the central volcanic lake form a high, imposing wall of upthrust rock. Often shrouded in low clouds, the tops appear jagged, and in some places snowcovered. There are no clear trails over the cliff wall, but it appears that the wall can be scaled in many places. Even characters without the climbing skill may attempt the climb, as there are obvious handholds and routes up the rock face. For all characters except thieves, the base chance of falling is 50%. This may be reduced 10% if a thief is with the party (to give guidance), 10% if the characters dexterity is 16 or greater, 20% if the characters are roped together. It will take 12 hours of climbing time to reach the top of the cliffs. Only flying or tremor encounters are possible.
4. VILLAGE OF MANTRU (Map E-8). This small village lies on the shore of the large crater lake. Its landward side is surrounded by a crude paliside of palm trunks and branches that extends into the water on both sides of the village. Part of this wall has been expanded to form two fish pens for keeping any extra fish from the daily catch. The village itself consist of six palm-thatched lodges that are raised about 2' off the ground on stilts. Further out in the lake are two more lodges, kept 3' above water on stilted platforms. The small one (20'x40') belongs to Umlat, the tribal cleric, an aged man. The larger building (30'x50') is the main council lodge.
In the village the the party will be introduced to Fano the "talking chief" and the village leader Umlat, the tribal cleric and chief. Both men are elderly and Fano has a badly crippled left arm. Any mockery of Fano will result in a hostile group of villagers towards the PCs. Ulmat is a 10th level cleric.
After the meeting there will be feasting on baked fish, fruits, yam paste, turtle soup, roasted birds, and fermented yam beer. If the PC's have been robbed and are able to communicate they are likely to learn directions to their final destination, the temple.
After a group of adventures stole the PC's treasure they retreated to this long lost temple.
1. Temple Entrance: The
entrance
to the temple has been carved into the
side
of narrow poles and weak planking
extends
from the temple steps; several canoes
are
moored there. Two steps lead to a
landing
lined with pillars. The landing and
pillars
are made of red marble. Set on poles
thrust
into cracks in the floor of the landing
are
many shrunken heads, jawbones, feathered
totems and other primitive tribal
symbols.
Three short flights of steps lead up to
a
second landing 5' above the first. To
either
side of the center steps is a stone foot
and
a ankle, the remains of a huge statue
that
once straddled the stairs. The end
stairways
are each flanked by another red marble
pillar. At the back of the seond
landing is
an opening leading back into the cliff.
The
opening is flanked by another pair of
pillars. Carved out of the angled back
walls
of the landing are two bas-reliefs of
humans
holding light braziers.
Trap: At the bottom of the stairs there is a clear fishing line running between the 2 last pillars. Attached to each pillar on both sides of the character/characters is a primitive dart thrower that will fire 3 darts each that contain a rare poison known as Stirge Sweat. The poison causes 6-24 damage each rd. , it starts its course D4+2rds and last for 2D4 rds. A character or characters setting off this trap will have to roll a saving throw vs. paralyzation 2 times if only one person triggers the trap and only once if it is triggered by two occupants. If a save is successfull the darts miss. However if there is multiple targets it may strike the other victim. If struck by a dart a the PC is considered poisoned (see above).
2. Gaurd Post: The passage has been narrowed with mounds of rubble at this point and only one character can pass through at a time. Waiting on the other side is of the opening are four 5th level fighters.
One warrior has a Spear +1 and wears
bone
armor (250gp).
AC: 7 (5) HP: 32 (45) (5HD) Thaco:
16/15
& 3/2 attacks Damage: D6 XP: 420
each
The men will recieve a +1 saving throw against any fireball, lightning bolt spells or any similar ones due to their cover. If their morale fails they will retreat to room #3.
Meanwhile the last PC going through the passage will be subject to attack by Ixtoytl the female rogue from behind if she makes all rolls needed. Her backstab is at x3 damage. She is worth 3,000 experience if the PC's kill her or talk her out of the dual they will be able to earn 4,500 experience.
3. Main Chamber: This large
hall
was once used as the central living area
of
the temple. The floor is covered with
mats,
bowls, and eating utensils made of bone.
There is a blazing fire in the center of
the
chamber. The hall itself is two stories
high
with balconies on three sides (the
dashed
lines on the map). There is a
rectangular
hole in the ceiling that is open to the
sky.
To prevent debris and small creatures
such as
bats from entering. A rope hangs from
one
corner of the opening to the floor.
In the center of the wall opposite the
entrance is a carved face that fills the
area
from the floor to the ceiling. It looks
like
a human or humanoid creature with its
mouth
agape. The carving has been cut and
defaced,
making the kind of creature it was
difficult
to identify. The other doors are all
located
beneath the balcony level.
In this chamber there are 5 henchman
plus the
men who have retreated from area 2.
Accompaning the men is the mageTeotl and his
friend
Tlazo the
fighter. Teotl is worth 11,000
experience
and Tlazo is worth 2,000 experience.
AC: 7 HP: 22 (3hd) Thaco: 17
Damage:
D6 XP: 120 each.
Teotl will have cast an Advanced Illusion if given enough time and warning. As the PCs enter the room they will hear a loud rolling grating sound as 3 men scream savagely after pushing a boulder 10'high and 10' wide down each set of stairs squishing PC's for 3D10 pts of damage. While PCs stagger from the impact of the boulders Teotl will have cast Flame Arrow on on the warrior now lit arrows. PCs believing they are stunned lose their dex bonuses. Each warrior will fire 2 arrows with a +1 to hit including Tlazo. The remaining Illusional men will race down the stairs to attack. This Illusion will last for 12rds. Those who disbelieve the spell get a saving throw vs. spell + thier wisdom bonus. The men will not let the PC's get past the stairs to harm anyone until disbelieved.
3A-3B. This room is hung with ornaments and headdresses of bones, feathers and fish scales. Shortbows and spears lean against the walls. Mats, gourd pots of paints, and carved obsidian bowls filled with mud and ash are arranged in a circle around a small, smouldering fire. The ceiling is heavily stained with soot and the air reeks of grease, smoke, sweat, and fish.
There is no encounter to be had in this
room
if a gaurd from area 2 has warned this
area.
However if not there will be Seven
warriors
armed with spears and bows with poison
tipped
arrows. The poison causes an extra D6
damage
and cause violent sickness and fever for
2D10
hours. For that time characters will be
at
-4 to hit and lose their dexterity bonus
and
only be able to attack every other
round. A
successful saving throw vs. poison will
negate all effects.
AC: 7 HP: 15 (3hd) Thaco: 18
Damage:
D6 XP: 175 each
4. Secret Viewing Chamber: The
secret door, unknown to the natives,
leads to a small chamber near the main
entrance. The hallway is extremely
dusty and apparently unused. In the
chamber, moldering rags and
unidentifiable lumps dot the floor,
presenting a variety of vivid colors to
they eye. Along the south wall of the
chamber are several large stone levers
and a corroded bronze tube. Hanging
from small holes in the cieling are
three rotted ends of rope. These ropes
and levers once operated chanisms within
the now ruined statue that stood over
the temple's entrance. The metal tube
was used as a megaphone for the "god's"
voice. The slanted section of the wall
has a small niche carved in the back of
the statue (B) in the northeast wall of
area 1. A person can stand in this
niche and ovserve the landing (area 1)
through two small spy holes. However,
the walls of the niche are lined with a
brownish mold (actually yellow
mold).
AC: 9 HP: 0 Special: Emits a cloud
of spores within a 10' radius (50%
chance). Saving throw vs. poison or
die.
5. Priests Quarters: This secret chamber was where the "gods" watched the services held in their honor. The chamber is bare of furniture and has a heavy layer of dust and fine sand on the floor. The dust covers a trap door in the northeast corner of the so it is unlikey to be noticed (1 in 6). The trap door is weak and will break when stepped on, dropping the character into room 3 of the second level. The PC will take D6 points of damage from the fall.
6. Blocked-Up Passage: The hallway ends in a crude wall of stones that completely closes the passage. This wall was built by the renegades to prevent creatures from the lower levels from entering their tribal home. So seldom has anything attepted to come through ths wall, the natives no longer bother to gaurd it. If they have suitable tools, the characters can make a an opening large enough for one character to through in one hour.
7. Weakened Floor: Unused for many years, this section of the floor has been weakened from below. The stone and supporting beams have been rotted b the water slimes. The section marked by the "T" is sturdy enough to support one person crossing it at a time; 2 or more people will cause the section to break, dropping characters into the water-filled room below (level 2 room 1). No damage will be takin from the fall.
8. Private Altar: This altar
room contains several items once used by
the priests in the worship of their
"gods". Across from the door is a
sqaure stone pedistal. Next to it are
several bone rhythm sticks, 3 inlaid and
bejeweled bowls (worth 500gp each), a
crumbling bamboo flute, and the remains
of a feather fan.
On the pedestal is a small, inticately
carved stone box with two hinged doors.
Inside is an unusual statuette of gold
and coral it looks like an amphibious
humanoid witha smooth head, large eyes,
and a tentacled, sphinctered mouth. The
torso is humanlike, with two arms that
end in webbed, clawed hands. From the
waist down, the body divides into three
long tentacles ending in fluke-like
fins, each tipped with a single large
claw. (This is a kopru). The statue is
worth 2,000gp.
All who look at this statue must make a saving throw vs. spell or become a secret servant of the Kopru until the power of the statue is destroyed. This happens when the statuette is blessed by a Lawful cleric or physically destroyed.
Special note: Part of this level is underwater to a depth of 5'.
1. Water-Filled Room: Formerly a torture chamber, this room has flooded with water to a depth of 5'. Characters less than 4' tall and wearing metal armor must keep their heads above the water in some manner, or they will drown. The ceiling above is reddish-black from an oxidizing rot, and the supporting beams are almost entirely rotted away. (Characters wo enter from the hall may break and smash their way through the ceiling to room 5 on the first.)
Several small, harmless cave fish live in this room and the flooded corridors beyond. These will occasionally bump against the legs of the characters, feeling cold and slimy. There are several sharp metal, stone, and glass items hidden underwater. Unless the characters probe ahead with sword, spear, staff, or pole, each character has a 1 in 6 chance of stumbling and stepping on a sharp item every 10' travelled. Stepping on an tem will cause 1-2 points of damage.
The door leading out of this chamber is open, revealing a passage that is also filled with water to a depth of 5'. Along the passage are cells with iron bars. The bars are badly corroded and may be broken by any character who rolls his or her Strength or less on a D20. All the cells are empty.
2. Chamber of the Great One:
The doors to this chamber are 15' above
the level of the chamber floor. The
chamber is filled with water to the
level of the surrounding flooded
passages. If the characters are not
probing ahead, they will stumble on the
stairs (or dais steps) and fall into the
room, taking no damage. Three albino
mako sharks live in this chamber. They
are extremely hungry and will attack any
character or creature who tries to swim
across this chamber.
AC: 6 HP: 35 (5hd) Thaco: 15
Damage: 2D4 XP: 175
2A. At this point on the dais,
5' below the waters surface rests a
giant oyster. The DM must decide when
the party can see it. Between its open
valves is a large black pearl
(3,000gp).
AC: 5open,3closed HP: 75 (10hd)
Thaco: 11 Damage: 4D6 XP: 2,000
If the oyster is attacked from a distance, it will close its shell and not open for at least a turn. The pearl may be "picked" from the open oyster (non-thieves can be given a 5% worse chance than a first level thief). Failure means the oyster closes, possibly trapping the unsuccessful character (roll a normal melee attack). The oyster will not open by itself while under attack. It can be pried open by several characters with a combined Strength of 50+ (a knock spell will also work).
3. Lair of Gaurdians: The floor of this room is covered with small puddles and the walls of this room are lined with statuary, some of graceful creatures, others of women with fashioned, but have deteriorated due to age and moisture. The stone glistens a green-streaked red when struck by light, giving even the simplest and most innocent pieces an unwholesome look. At the point where the secret door is located is a larger puddle of water. In the center of the room's cieling is an obvious trap door to an upper floor ( Level 1, room 5). This trap door is wooden and appears to be severely rotted.
Coiled around several of the statues are a total of 4 spitting cobras. They are coldblooded and cannot be distinguished from the from the statue by infravision. Though they can be seen in normal light, the snakes will not attack unless they are approached. At the base of the statue in the northeast corner is a 500gp gem.
AC: 5 HP: 22 (4+2hd) Thaco: 17 Damage: 1-3 Special: Spit XP: 650
There are 2 exits from this room: the passageway north to (8.) and the secret door in the south wall. At the point on the map marked with a disected triangle is a hidden trigger that will drop the portcullis across the north entrance to this room when the first character steps on it. Raising the portcullis will require the efforts of several characters with a combined strength of 50+. On the other side of the secret door, the hallway is flooded. The doors open inward and any characters near this door when opened will be swept off their feet, and 20-120' down the hall towardthe shaft in area 8. They will be knocked around considerably, taking 2-12 points of damage. Characters not standing near the secret door will be able to brace themselves and remain on their feet. Should the secret door be opened from the other hall side, all characters in the water will be swept through the doorway.
4. Piranha Pool: Just in front of this section of the hallway is a short staircase that leads up to a platform just above the level of water. The floor of the platform is damp and covered with pale fungus, cold and slimy to the touch. If the fungus is cleared away and the floor examined by a dwarf, the dwarf will notice that the rock below must have been too hard to carve through, thus making this change in passage depth necessary.
Beyond the platform, the steps lead back down into the flooded hall. This section contains 9 Giant Piranhas who have only fed on small lizards, rats, and snakes. They will attack anything that enters the water.
AC: 7 HP: 20 (2+2hd) Thaco: 17 Damage: D6 XP: 65
5. Priest's Chamber: The door to this room is closed and, if examined, will look tightly sealed. It has kept the water out of the chamber. Should the door be opened without precautions, anyone in the water will be swept into the room for D6 pts of damage. In the chamber are several stone benches and a small altar stone. Hanging from a stone hook on the wall is a bone-handle mace +2, while hidden in a secret compartment on the right side of the altar are 500 gp and 2 coral statuettes worth 1000 gp each. This compartment will be hidden under water if the room is flooded. There is nothing else in the chamber.
6. Summoned Elemental Lair: Char Arzan has used his bowl to summon this powerful being into existence to defend the area and slay whatever passes through here.
AC: 2 HP: 80 (8hd+2 per die) Thaco: 12 Damage: 5-30 Def: Only hit by +2 weapons XP: 2,000
7. Fire Trap: This room had originally been trapped to fire a burst of flame from a hole near the north wall. Now the room is flooded with 5' of water, but the trap still operates-in a different manner. Across the center of the room is a wire set about ankle height (therefore hidden underwater). If it is broken or pulled, it will release a spray of fine oil into a 10'wide, 10'long area in front of the north door. This special oil will ignite on contact with water. As the oil bursts into flame a mist of water will cover any characters in the area, igniting any remaining oil. The oil will burn for 6 rds and will do 3 pts of damage each round to characters in the fire. The oil may be whiped off.