D2 - Shrine of The Kuo-Toa PDF
D2 - Shrine of The Kuo-Toa PDF
D2 - Shrine of The Kuo-Toa PDF
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‘ A
dungeon odule D2
Shrine of The Kuo-Koa
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 containedherein. This module can beplayedalone, as the secondpart ofaseries
of three modules (with DESCENT INTO THE DEPTHS OF THE EARTH, D l , and VAULT OF THE DRO W. 03). or as the fourth part of a
continuing scenario (DUNGEON MODULES G1, G2, G3, D l . 02. 03. and 01. QUEEN OF THE DEMONWEB PITS).
If you have found this module and its companions exciting, stay tuned for more action from The Game Wizards!
Distributedto the book trade in the United States by Random House, Inc. and in Canada by Random House of Canada. Ltd.
6
ENCOUNTER AREA A231 KEY TO THE SHRINE OF THE KUO-TOA PEOPLE
Wandering Monsters:
Use encounter piece V wher.-this area 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. Theywill notsee
any creatures or hear any noise, but there are 8 Deep Gnomes 1. Drow merchants, small train Kuo-Toon pilgrims
I.
(as described previously under random encounters) watching 2. Kuo-Toon guards' 2. Kuo-Toon priests
them from hiding. If the party stops and searches the area-or 3. Drow merchants, large train 3. Kuo-Toan monitor
calls out in friendly terms-the Svitfnebli leader will show himself
and offer the peace sign, recognizingthe party as creaturesfrom 4. Kuc-Toon monitor 4. Kuo-Toon pilgrims
the upper world. He will converse in sign language, or speak 5. Drow merchants, medium train 5. Kuo-Toon guards'
normally if some magical means of communication/under-
standing is available. If the adventurers offer not fewer than 1 100 6. Kuc-Toon pilgrims 6. Kuo-Toon pilgrims
j,p. gem per Deep Gnome, and agree to going "halfies" on any 7. Kuo-Toon 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-Too People as much as they
despise the Drow, and this group has spied upon the shrine, for
they are prospecting in the area. As they have just taken the last A KUO-TOANPILGRIM APARTMENT: From 3-6 ofthe Kuo-Toowill
gems from a vein here, they are willing to get others from their be found in each such apartment. If 5 or 6 are indicated,
enemies. Naturally, the small fighters know the passages well, 1 is female. All are simple 2nd level creatures and unarmed.
and they have small secret passages which allow them to spy The sparsely 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 1%'thick, doors
The Deep Gnome leader is Trosli Garnetgetter, of a very respected are of (precioushere) 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 barracks chamber holds the number of
him, but this Trosli is loath to do, for he must pay the elemental troops shown in parentheses 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:
W Seeroom33.
10
14. BREEDING POOL: This is where the Kuo-loanfemales laytheir I S). 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; 4-10 points of damage by biting).
20I. 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 pampered,andtheywill notfight.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 I 1 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 the 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 1 4th 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. It 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-Toons come here to exercise and sometimes feed on
16. FINGERLING POOLS:The young of the Kuo-Toons 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 breathingair, 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 pools4 female 2nd level stark items typical to Kuo-Toon 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. It is 40'
quartered. He has shield, 2 daggers, spear, and a harpoonat
deep and its bottom is strewn with 311 large base 100 g.p, hand. His strength 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 normalweapon with
a one-time-only substance coating its head). Creatures West Section: There are 2 8th 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. pearls.
pool here, spawn of Va-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 1 6th level, 2 5th, 4 4th, and 5
platinum basins-I' deep by Ix'diameter-in which food is
3rd (H.P.: 42, 2x35, 4x28, 5x18). Each has dagger and
brought to these creatures. Thevalue ofeach basin in perfect
harpoon at hand, and shields, spears, and nets are hung on
condition is 5,800 9.p.. half that if damaged. Metal weight is
nearby wall pegs. Each fighter has 1 each s.P., 9.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 inthe 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:
There are also some boxes with Drow weapons, but these are
all sa old and corroded as to be useless. There are 12
bucklers, 12 short swards, 14 daggers, and 6 hand crossbows
with 28 bolts. (If these items are used they will break
immediately upon any employment.)
I1
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.
stocked 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, cawed 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-Too 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 66: This locked bronze chest is trapped identically
outside the chamber, and 5 are within. These 5 spend their to chest #(moving
I seals the chamber with a 1 0
off-duty hours practicing hand-to-hand fighting. Each thick stone block). It holds I 2 pieces ofjewelryset
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 ivoryjewelryworth500 g.p. each, a bone
to subdue, with hand attacks at doublevalue.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
doing 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 if they fail to make their saving throw
pallets in it, but the floor 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 67: 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 wodh 25,M)o g.p..
side these appear to be normal stone blocks, each about 2’ (15,ooO in gems alone). Also trapped inside is a
square. very powerful spectre (8 h.p. per die) which will
thereis 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 leadingdown 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 I O ‘ offer 40‘ east. manded by 2 3rd keel fernak 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 solders here, exactly conforming
priest-prince knows of this place. It is a secret passed from to those at position 5. (q.v.)
ruler-to-ruler. The wealth of the shrine is stored here, wealth 32. GUARD POST: In addition to 10 solders confomina to those at
from decade upon decade of contribution and sacrifice to location 5.. there are also 4 2nd level (H.P.: 10 &h) 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 3%’ depth, by arrows each.
4%’length. Each of these chests is described below, forsome
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 X1: 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 Kuo-Toons 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 1table with
FROM THE STONE IT RESTS ON TRIGGERS THE 2 benches in the place. The 3 apartments nearby(Ws) house
MECHANISM WHICH CAUSES A I O ’ THICK STONE 3 4th/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 X2: 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 bose 100 g.p. gem per level hidden inside his harness. (See
wrapping 3 gold setvice 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 QuolpOol, 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, QuolpOol has a small iron box
trigger a I O ’ 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. Behindthe box, and concealed by rock dust,
deep pit. The last I O ’ of the pit are water filled, so is a small case made of rare shells. It contains a string of
only 1-8 h.p. of damagewill besustained,butany 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-Kuo-Toons) Drow
fly, etc. The chest holds 5,320 s.P., 2,100 e.p., 12 boots and +2 Drow short sword and +2 dagger. He also uses
water breathing potions, a helm of underwater the usual Kuo-Toon shield, and a garrote is tucked into his
vision, and gauntletsof swimming and climbing. narness. QuolpOol will rush to any disturbance in the place,
12
armed and ready.
35. LOCKED ROOM: This second room of QuolpOol's is closed
by a heavy iron door, and he caries 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 durancevile by the chiefwhip.
and is slated for formal torture soon, in order to find what
plans the Drow have againstthe Kuo-Too 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 opportunity. Carefully
hidden in the lining of her left boot is her bronze broach
depicting the head of a nightmare, with a reverse inscription
in Drowic, Noquar. Once freed of chains she can useeach of
the following spells (at 9th level) once per day: dancing KUO-TOA
lights, darkness, faerie fire, clairaudience, detect lie,
suggestion, dispel magic, detect magic, levitate, know FREQUENCY: Vew rare
alignment. Derinnil has 16S, 161, 13W, 18D, 15C, and 17Ch. NO.APPEARING:'2-24 (40400)
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 safely of the Drow community, 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 ATTACKS: 1 or 2
If you are using this module as a part of the whole campaign, be DAMAGEIATTACK: By weapon type and/or 2-5
certain to keep a careful note of all that the party does. You can SPECIAL ATTACKS: See below
do this by writing on the margin of this booklet. Any opponents SPECIAL DEFENSES: See below
which escape attack by the padywill givewarning to their masters MAGIC RESISTANCE: See below
or fellows if possible-particularly Drow, Kuc-Toons, and their INTELLIGENCE: High and up
more intelligent servants. However, the chaotic nature of the 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 morewatchfuland PSlONlC ABILITY: Nil
suspicious. The Kuo-Toons are not numerous enough to mount a Attack/Defense Modes: Nil
major search effort.
If the party is moving on to the next module,cease play in this one The ancient Kuo-Too 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 OFTHE DESCENT INTOTHEDEPTHS, the men-fish were slowly driven to remote regions. Continual
SHRINE OF THE KUO-TOA warfare upon these evil, human-sacrificing creatures threatened
to totally exterminate the species, for a number of powerful
beings were aiding their sworn enemies, mankind. Some Kou-
Toons 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
match their lightless habitats. However,the seas contained other
fierce and evil creatures with designs of their own, and the deep
dwelling Kuo-Toonswereeventuallywiped out, leaving onlythose
in the underworld to carry on. These survivors were unknown to
men, 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 Kuc-Too People remaining in their
underworld places did not allow memory of the past to lapse,
REGARDING THE IARGE-SCALE HEX MAP OF THE UNDERWORLD and woe to the hapless human whofalls into theslimyclutchesof
You will note that the players' version of the map shows only a the Kuo-Toons!
relatively narrow section of the whole area-that pari which Now the Kuo-Too 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-scalemap. 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 insanity is not uncommon amongstthe
many adventures along the way. You can place other Drow species.
enclaves, locate the realm of the mind flayers. expand the The Kuo-Toons sometimes are encountered in small groups
underground sea and place the Kuo-Toon 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 system 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-Too People build their underground
set if desired. communities.
13
These creatures normally travel in well-armed bands. If more than I always strike at such individuals.
20 Kuo-Toons are encountered, it is 50% likely that they will be Kuo-loans 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 or4th 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 groupthere
will be a cleric/assassin of equal levels, either 4th/4th. 5th/5th. A list of typical slavetypes 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 paw, The number of hit dice possessed by this hardy race is not
i.e. a full-scale raiding/fighting detachment. A war patty 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 Hii Dice Males Females
2 8th 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-Toons 4 4 28 24
The “whips” are fanatical devotees of the Sea Mother goddess of 5 5 35 30
the Kuo-Toons. They incite the troops to stand firm and fight 6 42 36
6
without quarter for the glory of their ruler and their deity.
7 7 56 49
If a Kuo-Toon lair is found, it will contain 4B400 2nd level males. In
addition, there will be higher level fighters in the same ratio as a 8 64 56
noted above for outside groups, war parties, and: 9 9 72 -
1 priest-king of 12th/l2th level, a cleric/assassin, if 350 or more 10 10 90 -
normal Kuo-Toons are indicated, or 11 11 99
1 priest-duke of 11th/l1th level if 275-349 normalKuo-Toonsare 12
12 120
indicated, or
1 priest-prince of 1Oth/lOth level if fewer than 275 normal Kuo- Typical arms carried by Kuo-Toon fighters are:
Toons 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 levelfighters. It is a
1 monitor per 20 2nd level male Kuo-Toons 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-Toons 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-Toon will haul in his victim and slay with a
In special religious areas therewill also be a numberof Kuo-Toon 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 every40 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
1 6th 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 1 6th 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-Toons wear no clothing, only leather harnesses for their
1 8th level, 1 7th level, and 1 6th level if the group numbers weapons and a small amount of personal gear, as any other
between 241 and 320, or garments would hindertheir swimming.Their skin istough,scaled,
1 9th level, 2 7th level, and 3 6th level ifthe 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 odd to armor class;
1 10th level, 2 8th level, and 4 6th 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 +I “to hit” and on damage as a
It is 50%probable that any Kuo-loan cleric above 6th levelwill 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 ifthe 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-Toon 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, i.e. elf-gnollsized). 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 opponentslose all causes 6 h.p. of damage per cleric or cleric/assassin to any
shield and dexterity protections, and nearby Kuo-Toons 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-Toon 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 Toons. These religious communities, as well as other Kuo-loan
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-Toon.Although their eyes are set on the sides of their heads, Elves provide useful goods and services as slave traders and
Kuo-Toons have excellent independent monocularvision,a very merchants. But the Drow are both feared and hated by the Kuo-
wide degree of field (180°). and they are able to detect Too People, so there are frequent kidnappings and minor
movement even though a creature is normally invisible due to skirmishes between the two peoples. The lllithids (mind floyers)
magic, astrally projected or ethereal. Thus. only complete are greatly hated by the Kuo-Toons and they and their allies are
motionlessness can avoid sight detection by a Kuo-loan. They attacked on sight.
see into the infra-red and ultra-violet spectrums. Also, vibrations
within IO' can be felt by these creatures,so they are surprised only Slaves obtained by the Kuo-loa are used for labor, food, and
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-loa 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 1 dwarf 8 half-orc
only half, or no, damage.A magic missilewillcause only 1 h.p. of 2 elf' 9 hobgoblin
damage to a Kuo-Toon. and all forms of illusion are useless 3 gnoll" IS14 human
against them. However, Kuo-Toons hate bright light-such as
from a light spell-and fight at -1 on "to hit" dice rolls when 4-5 gnome (Deep Gnome) 1516 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
on the dice. 7 half-elf 19-20 troglodyte
'25% chance for bugbear rather than elf if in community isolated hom Drow
Especially fit fingerlings, usually of noble spawning, are trainedfor
"50% chance for Drow rather than gnoll if in community isolated horn Drow
the priesthood-as clerics, cleric/assassins, or as special
celibate monks. The latter are monitors whose role it is to control The Kuo-Toons speak the strange subterranean trade language
the community members who becomeviolent or go insane. The common to most intelligent dwellers in the underworld, In
monitor is capable of attacking to subdue orto ki1l.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%improbablethat any
creature from this plane will attack Kuo-toons, for the cleric will
- surprised only on a 1 in 10 speak and request that they 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-Toonpresents 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
subduing) 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'ta11/500 pounds).Subduing attacks cause
body size. Coloration is pale gray, with undertones of tan or
only half actual damage, but when points scored equal thetotal 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 angty, or pales
The Kuo-Too People do not generally co-operatefrom commun- when the creature is badly frightened.
15
through the narrow corridors favored by the Svirfnebli. For every
level above 3rd. a Svirfneblin's armor classwill 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 + I
dagger and non-magical + I (horseman's pick for purposes
pick
of damage assessment). Each individualalso carries a pouch of
special darts, 7-10 hand-hurledmissiles of about ?&size,with a 40
range, which inflict 1-3 hit points 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 creaturestruckonits front parts
FREQUENCY: Very rare must save versus poison, or this puff of gas has reached the
NO. APPEARING: 530 , creature's system; it will be stunnedon the next round and slowed
ARMOR CLASS: 2 for the4 roundsfollowingthat. DeepGnomes above 3rd level also
MOVE: 9" carry 5 6 darts which have an acidwhich eats a Whole in armor
HIT DICE: 3 +6 hit points ' protection in 1 round, or inflicts an additional 2-8 hit points of
% IN LAIR: 0 damage on non-protectedtargets (such as armorwith holes, i.e.
ring mail, chain mail, etc.).A Svirfneblin can hurl 2 darts in a single
melee round.
DAMAGE/ATTACK: By weapon lype Deep Gnomes fight as humans of the same level, but when
SPECIAL AllACKS: 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 obsewer, 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
PSlONlC ABILIW. Nil movement. They are surprised only 1 in 12 due to their keen
Attack/Defense Modes: Nil hearing and smelling ab es. They are 90%likely to surprise most
opponents.
Far beneath the sulface 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.
undeworld 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 ofthis, 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 outside 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-typeof 4th level likely to understand. Most Deep Gnomes are also able to
(4 hit dice plus 7 hit points).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-loan and Drow
dice plus 9 hit points), a bunow warden,with 2 5th 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 Illithids, are the worst threat to any Deep Gnome gem gathering
Deep Gnome will hove 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 individualis 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 inhavision to
summoned is found on this table (420): 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 h/pically 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
16-10 xorn traps and rock deadfalls. A gnome leader is 75% likely to have 5
12 small rock-like containers, and these will be strewn in the path
19-20 summoning fails of pursuing foes ifno handy escape route is nearby.These clystals
are crushed when stepped upon by any creatureweighingmore
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 I O ' height. Any creature passingthrough
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-enemyfora fee, and they
change self. Each of these spell-like abilities can be used once will certainly help if these creatures are fighting Drow, Illithids, or
per day by any Deep Gnome. All of these creatures always Kuo-Toons, provided the situation is not hopeless with respect to
radiate a non-detection identical to the spell of the same name defeatingthe Svirfnebli's foes. They love gems and will take great
(q.v.1. 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.