JN2 Monkey Isle r15

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Monkey Isle

A Basic Fantasy Role-Playing Game Adventure


For Characters of Levels 4 to 6
Copyright © 2009-2014 J.D. Neal
All Rights Reserved

Distributed under the terms of the Open Game License version 1.0a

1st Edition (Release 15)

Rising out of the vast emptiness of the blue ocean is a lush green island filled with ancient beasts and
scattered strange ruins waiting to be explored.

Credits:
Editing: Chris Gonnerman and Ray Schmidt
Cover Art: Cameron Dominick
Artwork: J.D. Neal, Alexander Cook, John Fredericks, Cory "Shonuff" Gelnett, and Kevin Morton
Monkey Isle Introduction

Introduction
If you are not a Game Master, do not read this! Doing so can only lessen the excitement of not knowing
what is going on.
Monkey Isle is a "lost world" setting - an island inhabited by prehistoric beasts and other strange creatures.
It includes background material for the GM (Game Master) and several ready-made adventures. The
intent is to give the GM an island to use for their own adventures. It is a place the gamers can visit and
revisit as they desire.
This adventure was designed for use with the Basic Fantasy Role-Playing Game, available for free from
www.basicfantasy.org, but can in fact be used with a variety of “old school” fantasy RPG systems. If you
plan to use it with a different game, it might still be a good idea to download a copy of the Basic Fantasy
RPG Core Rules for reference.
Some of the creatures used are found in The Basic Fantasy Field Guide of Creatures Malevolent and
Benign, which is also available for free from www.basicfantasy.org.

Setting monkeys, exotic birds and other jungle life. The


temple they looted looked ancient. They saw
The islands included in this adventure are out of another on a high mountain side but did not want
the shipping lanes, rarely visited and little known. to go ashore. There was one great smoking
The goal is to surprise the players with something volcano far in the distance. They saw what looked
new; there are no rumors to warn them of what is like dragons flying in the distance, although they
going on. A "shipwreck" scenario might work, but were too bat-like to be dragons. The roar of titanic
the basic idea is that the player characters are creatures was heard in some places.
well prepared and will have a ship they can use to
circle and explore the islands. Part of the treasure the pirates had with them was
a collection of gold and silver coins with odd seals
The Pirates stamped on the faces (a bust of a male human
and a sheaf of wheat over a curiously shaped
One possible lead-in is to have the player balance scale). Even if the players take them to
characters encounter a band of pirates and take sages or coin collectors, no one will recognize
their small ship (if they need it). The pirates were them. The experts suggest that (given the
blown far off course by a storm and discovered an condition of the coins and seals) they belong to
unknown island. They were focused on loot and some ancient, lost civilization.
pillaging, not writing journals, so the information
they can divulge is scant. Elven Trading Ship
In the south, the pirates met some friendly human The crew of the elven trading ship Silverlake has
natives who seemed to have met outsiders before. heard of both the island and the player
They spoke a strange, almost foreign dialect of the characters. If the player characters are evil, they
common language. will avoid contact. If they are good, they will keep
The pirates attempted a bit of pillaging, but were a watch out and will join them as they approach
driven off with casualties. While sailing around, they the islands, offering to convoy with them until they
met some "...maniacs all covered in bright paint..." discover the natives in the southern areas. They
who attempted to give them a taste of piracy in prefer trade over adventuring, and while a few of
turn. The pirates fled them, suffering more the crew may join the adventurers, most will avoid
casualties. Their major score was a lost temple danger.
along the shore, where they looted much of the This is a handy way to provide replacements for
treasure they had when the PCs met them. slain PCs. As such, most of the crew are not
They know little more about the area. It appeared detailed; the GM can give them classes and levels
to be a normal tropical island, with alligators, as fits their needs.

1
The Islands Monkey Isle

The Islands
There are several islands in this locale, but the Zooming in closer would reveal stretches of cliffs
largest one is the actual "Monkey Isle." These are and rough, dangerous areas with a lot of sharp
tropical islands covered by lush jungle, tall rocks and little beach. Trying to land there would
mountains, streams, and rivers. Birds and monkeys have a high chance of boats swamping, people
are quite common. Lizards and insects are being smashed on rocks, and victims drowning in
everywhere. Around the human settlements in the the rough surf.
south, most creatures will be normal, but going
northward prehistoric beasts of all nature would be Any deeply inset area with 3 or so hexes of land
encountered. around it should be considered a harbor. The GM
might go through and mark the regions they
Fresh water is never a problem. Game animals and consider a harbor before play (placing an "H" on
edible plants are common. Thorns and spiny plants the map in that place). Harbors are protected
can cause problems. General herbal plants from the weather and are safe to land at in almost
include: antiseptic, anti-inflammatory, burn any weather. They also protect ships: normal storms
soothing, and nerve calming. have little chance of damage and hurricanes
should only have a slight chance if the crew takes
One region of Monkey Isle is a desert. If the PCs ask precautions (perhaps a 1 in 6 chance over the
around, the locals will tell them stories of a great entire duration of the hurricane). Small boats
battle waged by wizards that destroyed much of would generally have to be pulled onto high land
the vegetation in that area. Said battle took place or they will be swamped by constant wave action
hundreds of years ago: different people will give during storms.
different quoted time frames.
The GM might consider allowing intrepid
Only major features are shown. Numerous characters to sail cross the island's body in certain
mountains, rivers, and such would exist but are not places by following a large river or two. A river
on the map. Glaciers are not explicitly defined on might emerge from a lake or mountain range and
the map, but they would exist on high mountain split, going in two or more directions, for example.
ranges. They would be the haunt of sabre-tooth The GM might mark their own rivers on the map for
cats, cave bears, mammoths, woolly rhinos, etc. this.
Perhaps some frost giants or white dragons would
be met there. Ocean reefs usually offer enough space for a ship
to pass through, but at reduced speed for safety
Remember that ships would have to skirt the coast (2/3 or so). Offshore reefs represent hazards that
at close range to see details on land. During the prevent safe approach of a ship near the shore.
day they could probably avoid underwater Being driven onto a reef by a storm will almost
obstacles like rocks and sand bars. At night they certainly sink a ship.
will not be able to see details on land nor obstacles
in the water, and would have a high chance of Tides are primarily a concern for shallow areas
crashing into something in the water. where a large ship may be stranded by the
lowering water table caused by common tides.
Given the scale of the map, most of the coast is Many ancient ships were small enough to be
either a beach or a stretch of beach is easy to find moved onto a fairly solid beach during high tide,
along it. Landings there are usually safe in calm propped up and unloaded after the tide
weather, but dangerous in rough weather. Ships retreated. Then they would set sail again when the
are not protected and a storm can damage them tide came back in.
(a hurricane would wreck them instantly).

2
Monkey Isle Encounters

Random Encounter Tables d100 SOUTH ZONE LAND ENCOUNTER TABLE


1-10 FANTASY CREATURES TABLE
Following are tables for random encounters. "‡"
11-20 FLYING ENCOUNTER TABLE
after the name indicates it is detailed in the New
21-25 UNUSUAL LAND EVENTS SUB-TABLE
Monsters section of this module; "*" indicates a
26-27 Ant, Giant (1d6)
creature detailed in "The Basic Fantasy Field
28 Antelope (3d6)
Guide", as explained in the Introduction. If the GM
29 Bear, Grizzly (1d4)
is overwhelmed by the variety offered, the lists can
30-31 Bees, Giant (3d6)
be simplified. For example, the GM might use a
32 Carnivorous Ape (1d6)
Tyrannosaurus Rex instead of the various bigger
33 Cave Bear (1d3)
carnivores shown.
34-38 Cavemen (1d10)
Check for random encounters three times per day 39-41 Centipede, Giant (3d6)
(morning, noon, evening) and three times at night - 42 Crocodiles, Large (1d3)
once every 4 hours (or as the GM desires). A roll of 43 Crocodiles, Normal (1d10)
a 1 on 1d6 indicates an encounter. Each entry is 44-46 Dimetrodon‡ (1d4)
followed by a suggested number encountered in 47-49 Dire Wolf (1d6)
parenthesis. Some entries have a hit die number to 50 Elephant (1d2)
help differentiate those that can be variable. 51 Elephant, Shovel Tusk‡ (1d2)
52-53 Frog, Giant (1d10)
The map is split into North and South zones. There is
54 Giant Beetle, Bombardier (1d6)
a different land encounter table for each zone.
55 Giant Beetle, Fire (2d8)
Other encounter tables do not vary by zone. The
56 Giant Beetle, Tiger (1d6)
FLYING ENCOUNTER table is used for flying
57 Giant Lizard, Draco (1d4)
characters or as desired. OCEAN ENCOUNTERS are
58 Giant Lizard, Gecko (1d6)
designed for encounters UNDER or ATOP the water
59 Giant Lizard, Horned Chameleon (1d4)
surface.
60 Giant Lizard, Tuatara (1d3)
d100 NORTH ZONE LAND ENCOUNTER TABLE 61 Giant Spider, Crab (1d6)
1-5 FANTASY CREATURES TABLE 62 Giant Spider, Tarantula (1d2)
6-10 FLYING ENCOUNTER TABLE 63 Giant Spider, Wolf‡ (1d6)
11-15 UNUSUAL LAND EVENTS SUB-TABLE 64 Glyptodon‡ (1d6)
16-40 SOUTH ZONE TABLE 65 Hippopotamus (1d3)
41-45 Allosaurs‡ 12 HD (1d2) 66-67 Hyena, Prehistoric* (1d6)
46-50 Ankylosaur/Nodosaur‡ (1d2) 68-72 Hyena* (1d10)
Baryonyx‡, Carnotaurus‡, or 73 Leopard [Mountain Lion] (1d6)
51-55
Megalosaurus‡ 9 HD (1d2) 74-78 Lion (1d4)
56-57 Centrosaurus‡ (1d3) 79 Mammoth (1d2)
58-59 Chasmosaurus‡ (1d4) 80 Mastodon (1)
60-62 Dimetrodon‡ (1d4) 81-85 Natives (3d6)
63 Giganotosaurus‡ 24 HD (1) 86 Rhinoceros (1d2)
64-66 Hadrosaur‡ (1d2) 87 Rock Baboon (1d10)
67-68 Iguanodon‡ (1d2) 88-89 Saber-Tooth Cat (1d2)
69-71 Man-Sized Carnivorous Dinosaur‡ (3d6) 90 Scorpion, Giant (1d2)
72-74 Pachycephalosaurs, Medium‡ (1d6) 91-92 Snake, Python (1d2)
75-76 Sauropod, Large‡ (1) 93 Terror Bird‡ (1d6)
77-78 Sauropod, Medium‡ (1d2) 94 Tiger (1d3)
79-80 Sauropod, Small‡ (1d3) 95 Titanothere (1d2)
81-83 Small Carnivorous Dinosaur‡ (1d6) 96 Toad, Giant (1d10)
84-86 Spinosaurus‡ 21 HD (1) 97 Wasp, Giant Gravedigger‡ (1d2)
87-89 Stegosaurus (1d2) 98 Wasp, Giant Parasitic‡ (1d3)
90-91 Styracosaurus‡ (1d3) 99 Wolf (1d10)
92-93 Suchomimus‡ 18 HD (1) 100 Woolly Rhinoceros (1d2)
94-96 Triceratops or Pentaceratops‡ (1d2)
97-100 Tyrannosaurs Rex 18 HD (1)

3
Encounters Monkey Isle

d100 FANTASY CREATURES ENCOUNTER TABLE d100 FLYING ENCOUNTER TABLE


1-3 Black Pudding (1) 48-50 Gargoyle (1d6)
4-6 Blink Dog (1d6) 51-55 Griffon (1d3)
7-8 Bugbear (1d6) 56-60 Harpy (1d10)
9-11 Centaur (1d6) 61-65 Hawk, Giant (1d6)
12-13 Displacer (1d3) 66-70 Hippogriff (1d6)
14-15 Dryad (1d10) 71-74 Insect Swarm 3 HD (1d6)
16-20 Ferret, Giant (1d4)
75-76 Manticore (1d3)
21 Gargoyle (1d2)
77-81 Pteranodon (1d4)
22 Ghoul (1d10)
23-27 Gnoll (1d10) 82-88 Pterodactyl (3d6)
28-29 Goblin (1d20) 89-93 Roc, Normal (1d3)
30-32 Grey Ooze (1d3) 94 Sprite (1d10)
33 Hellhound (1d6) 95-99 Stirge (3d6)
34-36 Hill Giant (1d2) 100 Wyvern (1)
37-39 Hobgoblin (2d8)
40-41 Living Statue, Crystal (1d3) UNDER ATOP
42-43 Living Statue, Iron (1d2) WATER WATER
44 Living Statue, Stone (1d2) d100 d100 OCEAN ENCOUNTER TABLE
45-50 Lizardman (1d10) 1-15 FLYING ENCOUNTER TABLE
51 Medusa (1d2) 1-5 16-20 Snakebite or Poison Sting - see
52-54 Minotaur (1d3) Unusual Events descriptions
55-57 Ochre Jelly (1)
21-30 Pirates - shipload
58-62 Ogre (1d4)
31-35 Pirates - monstrous humanoids
63-65 Orc (3d6)
66-68 Owlbear (1d4) 36-44 Sociable Traders - shipload
69 Pixie (1d10) 45-49 Becalmed for 1d6 days
70-71 Rust Monster (1d4) 50-54 Storm
72-74 Shrew, Giant (3d6) 6-7 Common Eel* (3d6)
75-77 Shrieker (1d6) 8-10 Crocodile (1d10)
78 Skeleton (3d6) 11 55-56 Crocodile, Giant (1)
79 Sprite (1d10) 12-13 Crocodile, Large (1d3)
80-81 Tentacle Worm (1d6)
14 Giant Cone Snail* (1d3)
82-84 Treant (1d2)
85-89 Troglodyte (1d10) 15-17 Giant Crab (1d6)
90-92 Troll (1d3) 18-19 Giant Diving Bell Spider‡ (1d2)
93-96 Weasel, Giant (1d4) 20-25 Giant Eel 4 HD* (1d6)
97 Werewolf (1d2) 26-27 Giant Frog (1d10)
98 Wight (1d3) 28-29 Giant Jellyfish‡ (1)
99 Wraith (1d2) 30-36 57-61 Giant Octopus (1)
100 Zombie (1d10) 37-39 Giant Piranha (1d6)
d100 FLYING ENCOUNTER TABLE 40-44 62-64 Giant Squid (1d2)
1-5 Foggy Ground 45-47 Giant Water Bug‡ (1d2)
6-10 Lightning Storm 48 65-69 Giant Water Termite (1d6)
11-15 Overcast 49-51 Huge Barracuda (1d4)
16-20 Wind Storm 52 70-74 Hydra, Ocean 5 HD (1d2)
21-30 Bat, Giant (1d10) 53-55 Ichthyosaur, Small‡ (3d6)
31-40 Bee, Giant (3d6) 56-57 Ichthyosaur, Medium‡ (1d3)
41-45 Chimera (1d2) 58 Ichthyosaur, Large‡ (1)
46 Dragon, Black 7 HD (1) 59 75-76 Ichthyosaur, Massive‡ (1)
47 Dragon, White 6 HD (1d2) 60 Killer Whale (1d3)

4
Monkey Isle Encounters

UNDER ATOP DISEASES. All party members must save versus


WATER WATER poison or be inflicted with a nasty jungle disease.
d100 d100 OCEAN ENCOUNTER TABLE The GM can make one up or use a simple system:
61-63 77-81 Lizard man (1d10) the disease lasts 4d6 days unless a cure disease
spell (or similar powerful magic) is cast on the
64 82 Mermaids (3d6)
victim. They are allowed another save once per
65-67 Mosasaur, Small‡ (3d6)
week to try to shake off the disease early. While ill,
68-69 Mosasaur, Medium‡ (1d3) they suffer a -2 penalty to die rolls they make using
70 Mosasaur, Large‡ (1d2) d20s (-10% for rolls made with d100). They must
71 83-84 Mosasaur, Massive‡ (1) save versus every day or suffer 1d4 hit points of
72 85 Nixie (1d10) damage (cure light wounds spells or similar magic
73-75 Plesiosaur, Small‡ (3d6) can heal this damage but will not stop the
76-77 Plesiosaur, Medium‡ (1d6) disease).
78 Plesiosaur, Large‡ (1d3) EARTH TREMORS. The ground shakes violently all
79 86-88 Plesiosaur, Massive‡ (1d2) around the adventurers. There is a 2 in 6 chance of
80-82 Pliosaur, Small‡ (3d6) a random encounter with a panicked animal (or
83-84 Pliosaur, Medium‡ (1d4) group of animals) fleeing blindly about and a 1 in 6
85 Pliosaur, Large‡ (1d2) chance of a DEAD FALL event (as explained
86 89-90 Pliosaur, Massive‡ (1) previously).
87 91-95 Sea Dragon 8 HD (1) EXTREMELY STORMY WEATHER. For 1d6 days a
88 96-100 Sea Serpent (1d2) strong tropical storm pelts the islands with blasting
89-91 Sea Snake (1d3) winds and torrents of rain. Anyone moving about
92 Sea Turtle, Large‡ (1d6) outside has a high chance of becoming lost and
93-96 Shark, Bull (1d10) wandering around (visibility is very low). Anyone
who does not have good shelter will be attacked
97-98 Shark, Great white (1d2)
every day as if by a 6 hit die monster and take
99-100 Shark, Mako (1d3)
1d10 hit points damage from flying debris, slipping,
d10 UNUSUAL LAND EVENTS SUB-TABLE or other dangers.
1 Dead Fall FIRE. A forest or grass fire blazes to life. The GM can
2-3 Disease roll 1d6 for each plan of action to see if it has
4 Earth Tremors effect: finding water to shelter in, fleeing ahead of
5 Extreme stormy weather it, waiting it out. Everyone caught in the middle
6 Fire takes 3d8 hit points of damage; a save versus
dragon breath reduces this to half.
7 Flash Flood
8 Mud bog FLASH FLOOD. Torrential rains (locally or in higher
9 Lost areas elsewhere) cause a sudden deluge of water
10 Snakebite or Poison Sting that drenches the surroundings. Anyone without a
boat must seek high shelter and wait it out, unable
Explanations for Unusual Events to move for 1d2 days. There is a 1 in 6 chance per
party member of them being caught in the flood
Adventures can be fraught with various interesting
and having to swim out per whatever swimming
perils and events. Just a few are suggested here.
rules the GM uses.
DEAD FALL. This will only occur in jungles or forests.
LOST. The adventure party becomes lost,
A dead tree weakened by a storm crashes down
wandering in circles for 1d6 days and winding up
onto the party. Each party member suffers
in the same spot. If the players try to "sit it out",
damage as if attacked by a 1 hit die monster
each day the characters do nothing merely adds
(optionally use a save versus death ray modified
to the time they are lost.
by dexterity) and anyone stricken takes 1d10 hit
points of damage. MUD BOG. Each party member must make a save
versus wands or they will fall into a mud bog,
concealed by dirt and leaves. The GM can use

5
Encounters Monkey Isle

custom mechanics, or have those who do fall in Wind Storm: Fliers must land (there is a chance
make another save every round to avoid sinking of crashing when doing so) or be blown
one foot deeper. Once they are in over their uncontrollably for 1d6 x 1d6 hours in a random
height, they drown (in about 3 minutes) unless direction.
valiant rescue can be performed. Use the average
height for a race if one has not been chosen for a Human Inhabitants
character. Rescue attempts with ropes and sticks Several human villages are on the southern end of
will probably prevent someone from slipping under the islands. The natives are friendly if treated with
if they make a saving throw versus wands with a respect, though of course there may be a few bad
bonus; a mechanic similar to forcing a door open apples among them. They dress lightly for comfort
by strength might be used to pull someone free. in the tropical heat and humidity. They fish, hunt,
SKY PIRATES: If the GM allows/uses magical flying and grow simple crops like potatoes and bread
ships, the adventurers encounter a shipload of fruit. They have a few blacksmiths, but lack a
aerial pirates (which the GM must make up). plentiful supply of iron ore and a method for
smelting it in large quantities.
SNAKEBITE OR POISON STING. Poisonous creatures
such as snakes, rock fish, and scorpions are They possess some gold, silver, gems and pearls,
everywhere. They form a minefield where someone gained by mining or from looting old ruins. They
might disturb the wrong creature in the wrong way welcome trade in almost anything except food,
and get bit or stung. The venom involved is usually wood, plants, and agriculture animals, all of which
attuned to killing small prey (for defense) and they have a plentiful supply of (except cattle and
humans have a decent chance of survival. horses). Sturdy metal tools and fine, colorful cloth
especially interests them.
Make an attack roll as if by a 1 hit die creature
against a random party member to see if they are They usually live further back in the trees near a
stricken. A stricken victim must save versus poison river or stream in high stilted houses of bamboo
or be afflicted; if they are poisoned they take 1d4 and grass, or substantial long houses that can hold
hit points in tissue damage, and the poison takes hundreds of people. Villages have wooden
1d6 hours for effect, after which they must save stockades for defense against man and beast.
versus poison at +2 or die. Each village has around 1,000 people, with 300
Weather (for aerial events): being competent warriors. They are strong warriors,
although limited somewhat by their bone and flint
Foggy Ground: Fliers are unable to see the tipped spears, knives, axes, and clubs. Some have
ground due to fog: they are unable to tell if bows and others use slings or blow guns. Their best
they are over ground or water until they get armor is usually a shield. An example of a general
within 1d6+6 feet. They will be lost for the day. warrior population:
Lightning Storm: Each person/creature is 250 Human Fighters: AC 12, F1, #At 1 weapon,
attacked 1d6 times by lightning, striking as a 3 Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 7
hit die monster and doing 1d6 damage with a
HP 4 ☐☐☐☐
hit. Metal-armored characters take 1d6+1
strikes, each with a +1 to the attack roll. See 40 Human Fighters: AC 12, F2, #At 1 weapon,
also "Wind Storm" below for more ideas. Dam 1d6 or by weapon, Mv 40', Sv F2, Ml 7
Overcast: Clear from the ground up to 1d6 x HP 8 ☐☐☐☐☐ ☐☐☐
100 feet, after which clouds dominate the sky.
10 Human Fighters: AC 12, F 3, #At 1 weapon,
Anyone flying in the clouds will be unable to
Dam 1d8 or by weapon, Mv 40', Sv F3, Ml 7
travel any distance with any accuracy unless
they have magic or superb technology. Lasts a HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
day at least.
1 Human Fighter: AC 13 (leather hides and shield),
F 4, #At 1 weapon, Dam 1d8 or by weapon,
Mv 30', Sv F4, Ml 7
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

6
Monkey Isle Encounters

Several major villages are briefly described below


(each is marked by a "V" and number on the main
map).
V1. TRADING VILLAGE. This village is a well known,
well established trading village. Locals from all over
gather here to trade with sea faring traders or with
each other. The population is usually a mix of local
peoples.
V2. VILLAGES OF TAYTAY (North), and INOTOKA
(South). A stretch of water between Monkey Isle
and the southern island separates these sister
villages. The occupants shave their heads (men
and women alike). Their dark brown skin is often
decorated by tattoos, some in garish bright colors,
but most in black or blue. While many of the
tattoos are geometric designs, some are
illustrations of great lizards and crude gorillas.
Coverage is very individualistic; many people have
none, and only a few have full body coverage.
cleric they swear obedience to. They paint their
V3. VILLAGES OF YONDARA and OTODARA. These bodies in a dark but vivid green (Hate), yellow
two villages are near each other on the same river. (Avarice), or red (Pain). They file their teeth, chew
The natives wear their hair in various styles, often plants to stain their teeth black, and wear huge
long and plaited. They are fond of bright feathers; wood or ivory plugs in their earlobes, nose, and lips.
during celebrations they wear bird costumes. They are savage cannibals and torturers.

V4. VILLAGE OF ENEWEETOK. This tribe consists of V7. VILLAGE OF WEETOCK. These people make a
tall, strong people. They have massive frizzy hair, living fishing and collecting occasional pearls for
wear ear rings, arm bands and other jewelry, and trading. They are the most northerly human tribe,
laugh a lot. They are born adventurers. If the player living in a straggling set of huts and houses along
characters make landfall (and are friendly) any the river leading from the inland fresh water lake to
number will petition them to go on adventures. the ocean. They know little of the reed marsh
Honest PCs can pick up several competent, hard temple, avoiding the beasts that lurk in the deep
working warriors here, provided they offer decent waters of the lake. The people are not very flashy
wages and shares. They dwell in a large and at most indulge in a little jewelry.
fortification built from massive tree trunks, which
may sag and bend, but is still a sturdy defense. Intelligence Enhanced Simians
V5. VILLAGE OF TALASEA. As players approach they These odd creatures live in several villages. An
see smoke. Much of the village is burned down, average group might include 200 gorillas, 200
bodies are scattered about. Survivors have fled chimpanzees, 100 baboons, 50 monkeys and 50
towards Eneweetok in canoes or by foot. A raiding orangutans. Two villages are shown on the island
band from the village of Skulls (below) struck and map.
retreated to their home village.
V8. GOOD SIMIANS. These will negotiate and trade
V6. VILLAGE OF SKULLS. This village is much larger with strangers as best they can.
than the others on the island. Three clerics of an
evil sect (each perhaps 5th or 6th level) are V9. EVIL SIMIANS. These simians are up to no good.
attempting to conquer the islands and convert the They routinely harass the others and attack anyone
natives to pure evil. They have gathered three they encounter.
villages here to form an army of conquest, albeit
Few ready-made adventures are provided for
their violent nature means they have fewer citizens
them, but the player characters might interact with
than that would seem to indicate. The villagers are
them in many ways. Some simians will be willing to
divided into sects according to the nature of the

7
Encounters Monkey Isle

join the PCs while they explore the islands for a 1 Orangutan Cleric: AC 18 (chain mail), C4,
regular NPC share of loot. There could be special #At 2 claws or 1 claw/1 weapon, Dam 1d3/1d3 or
quests that the simians involve the players in. 1d3/1d6+2 (war hammer), Mv 20', Sv C4, Ml 7
Examples: HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

Gorilla. A gorilla with her own chain mail and Spells: 1st level - cure light wounds, light
sword. She explores on her own when no 2nd level - spiritual hammer
comrades are willing to join her.
Common monkeys. While small, they serve
1 Gorilla Fighter: AC 18 (chain mail), HD 4, wonderfully as thieves or scouts, and are ideally
#At 2 claws or 1 claw/1 weapon, Dam 1d4/1d4 or suited for dealing with traps and obstacles due to
1d4/1d8+ 3 (sword), Mv 20', Sv F4, Ml 7 their small size.
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 3 Common Monkeys: AC 13, HD 1d4 HP, #At 1 bite
or 1 small weapon, Dam 1d2 or 1d4 with hatchet,
Chimpanzee Brothers. They carry a mix of weapons
Mv 40', Sv F1, Ml 7
to use against different targets: a hand axe (or war
hammer) for 1d6+1 damage, a sword (or mace) HP 4 ☐☐☐☐ 3 ☐☐☐
for 1d8+1 damage, or a spear (war hammer) for 2 ☐☐
1d6+1 damage.
THEIR ORIGINS: Several wizards took over the island
3 Chimpanzee Fighters: AC 16 (leather), F 3, and attempted to create an army by raising the
#At 2 claws or 1 claw/1 weapon, Dam 1d2/1d2 or intelligence of the simian inhabitants through
1d2/weapon + 1, Mv 30', Sv F3, Ml 7 magic, organizing and training them to be human.
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Not all simians were changed: normal, wild
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ specimens still roam the islands. This was a hundred
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ years or more in the past (different sources will
quote different time frames).
Chimpanzee Magic-User. This intelligent, curious
creature is versed in spells and has some
knowledge of potions and magic items.
1 Chimpanzee Magic-User: AC 14, M 4,
#At 2 claws or 1 claw/1 weapon, Dam 1d3/1d3 or
1d3/1d4+1 (dagger plus strength bonus), Mv 40',
Sv M4, Ml 7
HP 8 ☐☐☐☐☐ ☐☐☐
Spells: 1st level (2) - floating disc, magic missile
2nd level (2) - ESP, invisibility
Baboons. At least three baboons with short bows
and hand axes are willing to join a party.
3 Baboons: AC 14, F 3, #At 1 bite or by weapon,
Dam 1d4 or by weapon (1d6), Mv 40', Sv F3, Ml 7
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
Orangutan Cleric. This pious creature is always
looking to spread the faith and prevent evil from
gaining a hold on the area.

8
Monkey Isle Encounters

The current whereabouts of the wizards is not discern that the adventurers are too powerful, they
known. They were doing this in secret and very little will keep an eye out and try to gain power over
is known about them. them in some way; or, if all else fails, avoid them.
The most successful enhanced simians are the Good simians will not attack unless attacked. They
gorillas, chimpanzees, orangutans and baboons. will approach any adventure party that seems
They may have a class and level like humans, but friendly and attempt to open up communications
classed types are uncommon and rarely advance with them. They aren't beyond offering help to
far. The below notes are only general; a member needy people. If the adventure party is evil, they
of any species may be any class. will defend themselves and others. If attacked,
they attempt to overwhelm and imprison enemies.
Gorillas are large and muscular, and often serve as
"tanks" and brute fighters. They are not savage; in FIRST ENCOUNTER WITH THE SIMIANS: The adventure
fact they show a great deal of care and craft party has set ashore at a harbor (or otherwise
when it comes to fighting, avoiding battle if they entered the general area) when they first
can. Chimpanzees can be fighters; and some encounter intelligent simians. The jungle grows lush
have developed enough intelligence and training and green on the shore. Suddenly the racket of
to become magic-users or clerics. Orangutans monkeys chattering and screaming erupts. Amid
often specialize as clerics. Baboons are second- the sounds can be heard the clang of metal on
rate citizens, known mainly for their numbers and metal and the general sounds of a fight. A
mobility. They often serve as skirmishers, cannon common long tailed monkey scampers out of the
fodder and shock troops. trees, running wildly. It sees the adventurers and
stops immediately; it is wearing a grotesque mask
The number of intelligent common monkeys is and has a small hatchet strapped across its back.
actually fewer than their bigger brethren. Their Doing a flip, it turns and scampers back into the
makers did not see much use in them. They are trees, at an angle away from the place it came
often used for skirmishing and as nimble scouts. out of, as if it is fleeing danger. After a few
Few ever gain classes. Some are thieves, though. moments there is relative silence in the trees.
INTERACTION WITH HUMANS: While these creatures If the players wait, eventually a gorilla wearing
have human intellect, they are still apes and chain mail and carrying a sword comes ambling
monkeys. They may have alien ways of thinking. out of the trees, eying them and following the
They do not have thousands of years of culture to tracks of the monkey. If the players attack, it calls
work with; rather, they must work life out as they for the rest of the band and flees, yelling in a
go. They are very self aware and consider their common language, "Intruders! Dangerous!" If they
own existence to be odd. They will understand the entreat with it, it asks a few questions. If satisfied
curiosity of others about their existence. that they are not dangerous, it leads them back to
They are avoiding major contact with the outside the rest.
world, although they are aware of it. The effects of A dozen or more apes of various types lie on the
magic that changed them also prevent them from ground, dead or severely wounded, most wearing
mating with normal non-enhanced members of garish masks like the monkey. Two baboons and a
their species (not that they would) and their own gorilla with masks are slumped to one side, tied
fertility is not high. There is not a lot of them, so they soundly with rope. A dozen or more gorillas,
avoid danger as a general principal. baboons, and a few small monkeys are cleaning
Communication isn't hard. They were taught the the area up, alert and careful. They aren't dressed
common language of the area by their masters. in anything more than leather or chain mail and
They have also had occasional contact with their own fur. Their captives are being well treated:
traders from distant lands and the local humans. a bright orange orangutan is looking them over,
applying salve to cuts.
Evil simians are always looking for loot and power
and their scouts might find the party first. If they do, The day before, a band of evil monkeys attacked
they will attack and try to overwhelm them. If they several traders, leaving two dead and one badly
injured. This band of six gorillas, twelve baboons,

9
Encounters Monkey Isle

and four small monkeys (serving as scouts) tracked 2. ANT MOUND: Rising out of the grass is a huge ant
them down to bring them to justice. mound. The ants will appear 1d6 at a time if it is
disturbed. Inside the mound are 1,500 gp in
If the player characters are agreeable, the simians nuggets. Each nugget has been molded into the
will likely let them join the band. They will take them rough shape of a humanoid insect.
to the nearby simian village, where their captives
will be judged and probably jailed. 12 Giant Ants: AC 17, HD 4, #At 1, Dam 2d6,
Mv 60' (10'), Sv F4, Ml 7 on first sighting, 12 after
Special Land Encounters engaged)
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
These encounters help break up the monotony of
☐☐☐☐☐
random encounters. Most represent something a
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
little more than just meeting monsters. Each occurs
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
if the adventurers move within one hex of the
☐☐
given encounter marker in appropriate terrain (i.e.
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
ocean encounters usually won't occur to those on
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
land). If encounters are occurring too often, the
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
GM can roll 1d6 and allow one to occur only if it
10 ☐☐☐☐☐ ☐☐☐☐☐
results in a 4, 5 or 6 (or just a 6).
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Locations of ruins are marked "R" and ocean ☐☐
encounters are labeled with an "O". 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
1. SABERS IN THE GRASS: While moving through 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
grassy terrain, the party is stalked and attacked by 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
a saber-toothed cat, followed closely by 8 wild
3. PEGASUS AND NATIVES: An injured pegasus flaps
elves who use it to hunt victims. The elves are evil
helplessly on the ends of the ropes of a band of
and will kill anyone they can. The saber-tooth has a
Avarice cultists from Skull village. They intend to
gold-buckled leather collar worth 300 gp. The elves
sacrifice it to their goddess. It can be nursed to
have a total of 40 silver and 40 golden studs on
health and trained (it has taken 13 out of 20 points
their accouterments (each is the size and has the
damage, and one wing is sprained but will heal in
value of 1 coin), as well as sixteen gem stones
a month). Each native has 10 gp; the 2 hit die one
worth 10 gp each.
has 50 gp and the 3 hit die one 100 gp. Their
1 Sabre-Tooth Cat: AC 14, HD 8, #At 2 claws/1 bite, canoes are nearby on the river bank.
Dam 1d6/1d6/2d8, Mv 50', Sv F8, Ml 10 1 Human Fighter: AC 14, F 3, #At 1 weapon,
HP 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ Dam 1d8 or by weapon, Mv 30', Sv F3, Ml 7
☐☐☐☐☐ ☐☐☐☐☐ ☐☐ HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
8 Elves: AC 14 (leather armor and shield), HD 1, 1 Human Fighter: AC 14, F2, #At 1 weapon,
#At 1 scimitar or spear, Dam 1d8 or 1d6, Mv 30', Dam 1d8 or by weapon, Mv 30', Sv F2, Ml 7
Sv F1, Ml 8
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
5 ☐☐☐☐☐ 4 ☐☐☐☐ 10 Human Fighters: AC 13, F1, #At 1 weapon,
4 ☐☐☐☐ 3 ☐☐☐ Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 7
4 ☐☐☐☐ 3 ☐☐☐ HP 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
5 ☐☐☐☐☐ 3 ☐☐☐
5 ☐☐☐☐☐ 3 ☐☐☐
4 ☐☐☐☐ 2 ☐☐
Pegasus: AC 15, HD 4, #At 2 hooves, Dam 1d6/1d6,
Mv 80' (10') Fly 160' (10'), Sv F2, Ml 8
HP 7/20 ☐☐☐☐☐ ☐☐[☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐]

10
Monkey Isle Encounters

4. CARNIVOROUS APE CLAN: Carnivorous apes 6. SQUAWKING TERROR: A small party of friendly
attack from out of the jungle. They are being natives is cowering in a circle, beset by 6 terror
controlled by an evil native magic-user wearing a birds. If they are saved, the humans will gladly
feathered headdress. The magic-user has a reward the party with a potion of healing, 300 gp
necklace with gems worth 500 gp, and three from an ancient cache, and three pearls worth 100
magic-user scrolls (magic mouth, knock, and gp each.
haste).
6 Terror Birds: AC 12, HD 3, #At 1 bite, Dam 1d8,
1 Human Magic-User: AC 14, M 5, #At 1 weapon, Mv 60', Sv F3, Ml 8
Dam 1d4 or by weapon, Mv 40', Sv M 5, Ml 7
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Spells: 1st level (2) - Shield, Magic Missile 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
2nd level(2) - Mirror Image, Web 10 ☐☐☐☐☐ ☐☐☐☐☐
3rd level(1) - Dispel Magic 9 ☐☐☐☐☐ ☐☐☐☐
4 Carnivorous Apes: AC 14, HD 4, #At 2 claws, 5 Beset Natives: AC 12 (shield), HD 1d6,
Dam 1d4/1d4, Mv 40', Sv F4, Ml 7 #At 1 spear, Dam 1d6, Mv 40', Sv NM, Ml 7
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ HP 6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
☐☐☐☐☐ 5 ☐☐☐☐☐ 4 ☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 7. FLOCK OF GIANT BATS: Giant bats swoop down
from several large caves weathered into the cliff
5. HARPIES: These bird women have set up a lair on faces. The caves can be reached by climbing
cliffs, swooping out to sea or inland to find prey to some 100 feet up: they are cluttered with ancient
fill their cauldrons. One has three silver-headed pottery and rotten wooden furnishings. Hanging on
javelins (spears) it will throw or use in close fighting, a bamboo rack is a shiny golden medallion of ESP.
each worth 50 gp or so. If they can capture
multiple victims, they keep them in stout wooden 7 Giant Bats: AC 14, HD 2, #At 1 bite, Dam 1d4,
cages (made by slaves or taken from ships) until Mv 10' Fly 60' (10'), Sv F2, Ml 8
they are ready to eat them. HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
7 Harpies: AC 13, HD 2*, #At 2 claws/1 weapon +
10 ☐☐☐☐☐ ☐☐☐☐☐
special, Dam 1d4/1d4/1d6 or by weapon +
10 ☐☐☐☐☐ ☐☐☐☐☐
special, Mv 20' Fly 50' (10'), Sv F2, Ml 7
9 ☐☐☐☐☐ ☐☐☐☐
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
6 ☐☐☐☐☐ ☐

11
Encounters Monkey Isle

8. PYGMY CEREMONY: Three score small, brown, monkeys. They are keeping them captive inside
savage looking humans dressed in hides and heavy wooden cages. A bag holds their funds: 300
feathers are dancing, chanting and cavorting gp, 1,200 sp and 450 cp.
around a wooden totem pole, beating drums and
playing reed or bone fifes. Most of these pygmies 6 Gnolls: AC 15, HD 2, #At 1 weapon, Dam 2d4 or
are no more than 3 feet (1 meter) tall. They react by weapon +1, Mv 30', Sv F2, Ml 8
with distrust and hostility towards strangers, but can HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
be befriended. The pygmies are restricted to using 10 ☐☐☐☐☐ ☐☐☐☐☐
weapons that do at most 1d4 damage (their small 8 ☐☐☐☐☐ ☐☐☐
bows do 1d4 damage and have a range of 8 ☐☐☐☐☐ ☐☐☐
40/80/120). 6 ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐
60 Pygmies: AC 11, HD 1d4 HP, hp 2 each,
#At 1 unarmed or weapon, Dam 1 point unarmed 8 Hobgoblins: AC 14, HD 1, #At 1 weapon,
or 1d4 by weapon, Mv 30', Sv F1, Ml 6 Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 8
HP 4 ☐☐☐☐ 3 ☐☐☐ 2 ☐☐ 2 ☐☐ HP 9 ☐☐☐☐☐ ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
2 ☐☐ 2 ☐☐ 2 ☐☐ 1 ☐ 5 ☐☐☐☐☐ 5 ☐☐☐☐☐
3 ☐☐☐ 3 ☐☐☐ 2 ☐☐ 2 ☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐
2 ☐☐ 2 ☐☐ 3 ☐☐☐ 3 ☐☐☐ 4 ☐☐☐☐ 3 ☐☐☐
2 ☐☐ 1 ☐ 3 ☐☐☐ 1 ☐
4 ☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ 9. ILLUSORY MASS BATTLE: The thumping of
2 ☐☐ 2 ☐☐ 4 ☐☐☐☐ 2 ☐☐ thousands of feet and the thunder of drums erupt.
3 ☐☐☐ 1 ☐ 2 ☐☐ 1 ☐ Two massive human armies wearing ancient armor
2 ☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ and carrying colorful banners march out onto a
2 ☐☐ 3 ☐☐☐ 2 ☐☐ 2 ☐☐ flat area and stop, facing each other. Horns blare
1 ☐ 2 ☐☐ 1 ☐ 3 ☐☐☐ and they charge, screaming at each other.
2 ☐☐ 2 ☐☐ 3 ☐☐☐ 2 ☐☐ And then they disappear. Silence falls in the area.
3 ☐☐☐ 3 ☐☐☐ 2 ☐☐ 3 ☐☐☐ Twenty natives decked out in feathers and gaudy
4 ☐☐☐☐ 2 ☐☐ 2 ☐☐ 2 ☐☐ body paint stand facing the party (they were
2 ☐☐ 2 ☐☐ 2 ☐☐ 4 ☐☐☐☐ hidden by the illusion and trying to sneak up on the
They are dancing to beg aide from their god. Their party). They charge, screaming. Most wear
favored totem animal was recently captured by shrunken heads, skulls, or other body parts from
"the evil ones". They are considering a direct attack victims. They hail from a village of 300 or so
to recover it, but asking for aide first. cannibals some 3 miles away.

They are able to provide food, fresh water and the Each one has about 20 gp in gems or coins on its
equivalent of a healing potion. They have some person. The coins are worn as jewelry on thongs
900 sp they can trade for goods, as well as ivory (each minted with a hole in the center for this
worth another 500 gp. If the player characters help purpose).
free their totem animals, they will also be given a 20 Native Cannibals: AC 12 (shield), HD 1,
reward of six silver-tipped arrows, three +1 arrows, #At 1 spear, Dam 1d6, Mv 40', Sv F1, Ml 7
and three conch shells worth 100 gp each (in
addition to the funds they have for trading). HP 7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐
The "evil ones" are six gnolls and eight hobgoblins 5 ☐☐☐☐☐ 4 ☐☐☐☐
who arrived on a small longship weeks ago. The 4 ☐☐☐☐ 4 ☐☐☐☐
pygmies burned their ship to keep them from 4 ☐☐☐☐ 4 ☐☐☐☐
leaving. They are living in a nearby camp of hides 4 ☐☐☐☐ 4 ☐☐☐☐
surrounded by thorns, and have collected several 3 ☐☐☐ 3 ☐☐☐
specimens of local wildlife for sport. These include 3 ☐☐☐ 3 ☐☐☐
a cave gorilla (which is the totem animal), a 3 ☐☐☐ 3 ☐☐☐
glyptodon, a leopard, and several common 3 ☐☐☐ 3 ☐☐☐

12
Monkey Isle Encounters

10. CAVEMAN ATTACK: A tribe of cavemen 12. ALLOSAURS: A distant hillside glints in the sun, as
attempt to kill or capture the party and drag them if covered by shards of glass. A shattered stretch of
back to their caves in the woods. They worship a the hill is covered by chunks of shining basalt and
moon idol made of electrum worth 550 gp and marble: mixed in are 200 pieces of quartz worth 5
have 2,300 cp in old coins. Captured victims will be gp each; 2,000 gp worth of gold nuggets; and 10
sacrificed (if alive) or eaten (if dead) at a full moon gems worth 100 gp each. The hillside is the haunt
feasting ceremony. of two small allosaurs. Usually one is met by itself,
and the other will arrive 2d6 rounds later, attracted
12 Cavemen: AC 12, HD 2, #At 1 weapon, by the calls of the first.
Dam 1d8 or weapon + 1, Mv 40', Sv F2, Ml 7
2 Allosaurs: AC 20, HD 9, #At 1 bite, Dam 3d6,
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
Mv 40' (10'), Sv F5, Ml 9,
10 ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ HP 50 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 40 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 13. EVIL MONKEYS: A band of intelligent, evil
6 ☐☐☐☐☐ ☐ simians attacks the party, attempting to rob them.
6 ☐☐☐☐☐ ☐ They have 2,700 cp, and 1,200 sp in coins, and the
6 ☐☐☐☐☐ ☐ leader wears a jeweled necklace worth 500 gp.

11. GARGOYLES: These creatures inhabit the rocky 2 Gorillas: AC 18 (chain mail), HD 4, #At 2 claws or
ruins of a tumbled down villa. 1 claw/1 weapon + 3, Dam 1d4/1d4 or 1d4/1d8+ 3
(sword), Mv 20', Sv F4, Ml 7
2 Gargoyles*: AC 15 ‡, HD 4**, #At 2 claws/1 bite/1
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
horn, Dam 1d4/1d4/1d6/1d4, Mv 30' Fly 50' (15'),
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Sv F6, Ml 11
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 3 Chimpanzees: AC 14, HD 2, #At 2 claws or 1
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ claw/1 weapon + 1, Dam 1d3/1d3 or 1d3/1d6+1
(spear), Mv 40', Sv F2, Ml 7
Their simple stone lair contains 2,000 cp, and a
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
crown worth 2,000 gp. After defeating them, the
9 ☐☐☐☐☐ ☐☐☐☐
PCs find an odd rock with runes on it saying, "Crush
8 ☐☐☐☐☐ ☐☐☐
this holy object for strength." Whoever smashes the
rock (using a hammer or such) releases its magic, 4 Baboons: AC 14, HD 1, #At 1 bite or by weapon,
which will permanently increase their strength Dam 1d4 or by spear (1d6), Mv 40', Sv F1, Ml 7
score by 1 point. If they already have the
maximum score (usually 18) the rock will fail to HP 5 ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐
break unless they strike it six times in a row; then it 3 ☐☐☐ 1 ☐
will shatter and all of its magic is wasted. 3 Common Monkeys: AC 13, HD 1d4 HP, #At 1 bite
or 1 small weapon, Dam 1d2 or 1d4 with hatchet,
Mv 40', Sv F1, Ml 7
HP 2 ☐☐ 2 ☐☐
3 ☐☐☐

13
Encounters Monkey Isle

14. BONEHEAD MATING SEASON: The PCs enter an 16. LARGE LOG CABIN: A hill giant lives in a crude
area inhabited by many different dinosaur species: log cabin here, roaming the region hunting people
sauropods, iguanodons, etc. The party will suffer and animals. Inside the cabin is a large hide bag
1d4 attacks per round (a total of 12 maximum) holding 3,600 sp and 800 gp. Tacked to the wall is
from male Pachycephalosaurs caught up in a a scroll of protection from lycanthropes and
mindless mating frenzy. They do not fight; they leaning under it is a staff of commanding (19
make one charge to head-butt a random target charges).
(usually the closest) and then try to leave so they
can butt heads with others of their kind. These Hill Giant: AC 15, HD 8, #At 1, Dam 2d8, Mv 40',
dinosaurs engage in a ritual pawing of their hind Sv F8, Ml 8
feet before charging; an alert party would rarely HP 44 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
lose initiative to them. ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐
12 maximum Small Pachycephalosaurs: AC 13, HD
1, #At 1 bite or butt, Dam 1d2 or 1d4, Mv 40', Sv F1, 17. CLOAKED HORROR: Traveling along a path is
Ml 7 what appears to be a group of cloaked pilgrims. If
HP 3 ☐☐☐ 5 ☐☐☐☐☐ they get close, these ghouls attack with savage
4 ☐☐☐☐ 3 ☐☐☐ glee. They have silver necklaces worth 180 gp, a 50
6 ☐☐☐☐☐ ☐ 2 ☐☐ gp gem, and a +2 maul.
5 ☐☐☐☐☐ 2 ☐☐ 8 Ghouls: AC 14, HD 2*, #At 2 claws/1 bite,
3 ☐☐☐ 5 ☐☐☐☐☐ Dam 1d4/1d4/1d4, all plus paralysis, Mv 30', Sv F2,
4 ☐☐☐☐ 5 ☐☐☐☐☐ Ml 9
15. MISPLACED ORCS: The player character's eyes HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
are attracted to a few pterodactyls circling and 8 ☐☐☐☐☐ ☐☐☐
diving on small figures on the rocky shoreline. The 8 ☐☐☐☐☐ ☐☐☐
flying dinosaurs leave before the PCs get close. 8 ☐☐☐☐☐ ☐☐☐
Their victims are orcs huddled in a relatively safe 7 ☐☐☐☐☐ ☐☐
place at the base of the cliffs (which is where the 7 ☐☐☐☐☐ ☐☐
pterodactyls are nesting). 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐
In their midst is a mermaid they have captured
and tied up with ropes. If rescued, she gives the 18. BULL HEADED MEN: Two minotaurs lurk in the
PCs a plain comb of decorative seashell which, ruins of a town of stone buildings overgrown by
when dipped in ocean water and blown like a jungle. They will wage hit-and-run attacks against
whistle, will summon a sea creature to their aid (the the characters while they explore it.
GM must choose what sort). She was able to use it
twice before the orcs took it away from her (the 2 Minotaurs: AC 14, HD 6, #At 1 gore/1 bite or 1
last time, the summoned creature wrecked their weapon, Dam 1d6/1d6 or by weapon + 2, Mv 40',
small boat) and it has only one use left. The orcs Sv F6, Ml 11
have bags with 2,000 sp and 500 gp with them. HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐ ☐☐☐☐☐
1 Orc leader: AC 11, HD 2, #At 1 weapon, ☐☐☐☐☐ ☐☐
Dam 1d8 or by weapon, Mv 40', Sv F1, Ml 8 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

HP 10 ☐☐☐☐☐ ☐☐☐☐☐ They have a hide bag containing 1,300 sp and 500
ep. Between them they are carrying a suit of plate
12 Orcs: AC 11, HD 1, #At 1 weapon, Dam 1d8 or mail +2 (which they use for stew pots and such,
by weapon, Mv 40', Sv F1, Ml 8 enjoying the way the armor never burns or
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ corrodes, and how little cleaning it needs).
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
7 ☐☐☐☐☐ ☐☐ 1 ☐
6 ☐☐☐☐☐ ☐ 1 ☐

14
Monkey Isle Encounters

19. HOOK-CLAWED VERMIN: The PCs are spotted,


tracked, and attacked by hobgoblins riding small
carnivorous dinosaurs. The hobgoblins have spears
(3), short bows (2) or a light crossbow (1). They
have bags with 2,100 sp and 900 gp.
6 Hobgoblins: AC 14, HD 1, #At 1 weapon,
Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 8
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ Special Ocean Encounters
5 ☐☐☐☐☐ 4 ☐☐☐☐
O1. CANOES AND SAILING SHIPS from the
4 ☐☐☐☐ 4 ☐☐☐☐
headhunter tribe at Skull village attack anyone
6 Small Carnivorous Dinosaurs: AC 15, HD 3, rounding this point. They rely on two small sailing
#At 1 bite, Dam 1d8, Mv 50', Sv F2, Ml 8 boats with 18 crew each, and six even smaller
canoes with sails with 10 crew each. They have to
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ spread out ahead and behind a victim to try to
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ prevent it from escaping; not all the vessels can
10 ☐☐☐☐☐ ☐☐☐☐☐ attack at one time (usually only 1d3 are close
9 ☐☐☐☐☐ ☐☐☐☐ enough). They can oar fast, but a crafty crew in a
8 ☐☐☐☐☐ ☐☐☐ fast sailing vessel will get free of them by using
7 ☐☐☐☐☐ ☐☐ aggressive tactics. Spoils in the form of ornamental
20. FLYING LIZARDS: These cliffs swarm with pearls and jewelry consist of 2,000 gp, 2,500 sp and
pterosaurs: every time the player characters pass 3,000 cp.
by, they will be attacked. Roll 1d6: on 1-4 a flock of 88 Human Fighters: AC 13, F1, #At 1 weapon,
pterodactyls spots the party and swoops down. On Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 7
5-6 a group of pteranodons come gliding in.
HP 4 ☐☐☐☐
12 Pterodactyls: AC 12, HD 1, #At 1 , Dam 1d4,
Mv Fly 60' (10'), Sv F1, Ml 7 6 Human Fighters: AC 14, F2, #At 1 weapon,
Dam 1d8 or by weapon, Mv 30', Sv F2, Ml 7
HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
5 ☐☐☐☐☐ 4 ☐☐☐☐ HP 8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐ 3 ☐☐☐
2 Human Fighters: AC 14, F 3, #At 1 weapon,
4 ☐☐☐☐ 3 ☐☐☐
Dam 1d8 or by weapon, Mv 30', Sv F3, Ml 7
4 ☐☐☐☐ 2 ☐☐
4 ☐☐☐☐ 1 ☐ HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

3 Pteranodons: AC 13, HD 5, #At 1, Dam 2d6, O2. GIANT WATER TERMITES infest this otherwise
Mv Fly 60' (15'), Sv F3, Ml 8 perfect harbor area. Some 1d6 will find the ship
and attempt to feed off it.
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐ 1d6 Giant Water Termites: AC 13, HD 4, #At 1 spray,
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ Dam Stun, Mv Swim 30', Sv F4, Ml 10
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

15
Encounters Monkey Isle

O3. PIRATES: A pall of smoke rises above two ships 1 Giant Squid: AC 17, HD 6, #At 8 tentacles/1 bite,
locked together by grapnels. One is a merchant Dam 8 x 1d4/1d10, Mv Swim 40', Sv F6, Ml 8
vessel from foreign lands and the other (attacking
HP 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
it) is full of human pirates. The merchant crew is
☐☐☐☐☐ ☐☐☐
small (12 or so in number) and consists mainly of
normal men. They are desperately in need of help. The other is home to a giant octopus. It contains a
chest with 1,800 ep and 50 pp, and a small casket
If the merchants are rescued, they reward the
with a necklace with gems worth 200 gp, and two
party with 500 gp in coins and about 500 gp worth
earrings worth 100 gp each.
of goods that can be used in trading with the local
natives. The pirates have 500 gp in loot aboard 1 Giant Octopus: AC 19, HD 8,
their ship. #At 8 tentacles/1 bite, Dam 8x 1d4/1d6,
Mv Swim 30', Sv F8, Ml 7
1 Human Fighter as a Pirate: AC 12, F2,
#At 1 weapon, Dam 1d8 or by weapon, Mv 30', HP 49 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
Sv F2, Ml 8 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
O5. CANNIBALS IN THE FOG: A strange sight
8 Human Fighters as Pirates: AC 12, F1, appears on the ocean: a woman sitting on a huge
#At 1 weapon, Dam 1d8 or by weapon, Mv 30', tree (an oak) floating in the waves. Her weeping
Sv F1, Ml 8 can be heard from a distance. If the PCs
HP 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ investigate they will find that she is a dryad. Her
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ tree was blown into the ocean by a heavy storm
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ and she has been floating with it for days. It is
4 ☐☐☐☐ 1 ☐ slowly dying.

16 Normal Men as Pirates: AC 11, HD 1d4 HP, If the PCs offer aide (they can haul the tree onto
#At 1 weapon, Dam by weapon 1d6, Mv 40', their ship and bring it to shore to replant it), she
Sv NM, Ml 7 reaches inside it to bring out a potion in gratitude
(randomly choose one as needed by the party).
HP 4 ☐☐☐☐ 3 ☐☐☐ She also pulls out a wooden staff with many small
4 ☐☐☐☐ 3 ☐☐☐ silver bells on it. If the party aides her in planting the
4 ☐☐☐☐ 3 ☐☐☐ tree she will (when done) give them the staff and
4 ☐☐☐☐ 3 ☐☐☐ tell them the command word (in common). It is a
4 ☐☐☐☐ 2 ☐☐ staff of clear vision and allows the user to see
3 ☐☐☐ 2 ☐☐ through fog, darkness, leaves or other such
3 ☐☐☐ 2 ☐☐ obscuring conditions as if they are not there up to
3 ☐☐☐ 1 ☐ three times per day; each use lasts 1d6 rounds.
O4. SHIP WRECKS: A smallish cargo ship is smashed 1 Dryad: AC 15, HD 2*, #At special, Dam 0, Mv 40',
against rugged rocks along the shore, its sailing Sv M 4, Ml 6
masts bare. A mile or two away is a second ship, its
half broken sails flapping like flags in the breeze. HP 8 ☐☐☐☐☐ ☐☐☐
Both of the vessels are pretty simple: the top deck Regardless of how the party handles the situation:
has the captain and officer's quarters. The next fog rolls in thick over the ocean all around them.
deck has a hole to access the cargo space, and The wind falls dead still and will remain so for 2d6
around it a simple crew quarters (two large open hours. From out of the fog comes the thumping of
spaces for common crew, and a make-shift a drum. As it gets closer the rhythmic creaking of
kitchen). The bottom deck is another cargo hold. oars is heard along with human yells exhorting the
These vessels are long past use. crew to keep up the pace. If the dryad is with the
The only thing of value in one is a rotten chest party she shakes the staff to ring the bells (uttering
containing a tiara worth 300 gp, and coins worth a word in dryad as she does) while looking in the
500 gp, 2,000 sp and 3,000 cp. It is home to a giant direction of the sound and tells them, "Humans
squid: who eat humans are coming in a ship."

16
Monkey Isle Encounters

whales will simply flee if released). They will try to


drift close to a ship, and then suddenly assail it with
ropes and wood (or bone) grappling hooks. They
try to climb aboard, kill the crew and carry their
bodies off to feast. Twelve of their number use
slings for missile fire. Each has a small gem on a
thong around its neck worth 25 gp. In the lair is
1,100 gp in various bags and sacks. Remember:
not all of them will be in a position to attack at
once.
18 Lizard Men: AC 12, HD 2, #At 1 weapon,
Dam 1d6+1 or by weapon +1, Mv 30' Swim 40' (not
in armor), Sv F2, Ml 11
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐ 7 ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
O7. CASTAWAY: A pillar of smoke from a signal fire
will attract attention here. A bedraggled man will
run around on the beach waving his arms and
legs, jumping, etc. This is a sailor castaway by a
Head hunting cannibals (from an unknown tribe ship wreck that killed the rest of the crew - those
north up the coast) are in a galley and will attempt not eaten by the beasts further inland. He's quite
to close with and capture the PCs ship. The dryad sane and ordinary, and can tell exciting stories
can help the party escape (by charming leaders, about his adventures. He's even more excited
etc.). If the PCs capture the cannibal's ship they about being rescued. He speaks in a thickly
will find 1,400 cp, 1,900 sp, and 2,800 gp. accented version of the common language (he is
70 Human Fighters: AC 13, F1, #At 1 weapon, a foreigner from distant lands). He has a map
Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 7 which he does not understand: with the PCs help, it
will be decoded and lead to the coast up north
HP 4 ☐☐☐☐ where the PCs can find the cove for the R5:
6 Human Fighters: AC 14, F2, #At 1 weapon, UNDERWATER EXPLORATIONS scenario detailed
Dam 1d8 or by weapon, Mv 30', Sv F2, Ml 7 later.

HP 8 ☐☐☐☐☐ ☐☐☐ 1 Normal Man: AC 11, HD 1d4 HP, #At 1 weapon,


Dam by weapon 1d6, Mv 40', Sv NM, Ml 7
2 Human Fighters: AC 14, F 3, #At 1 weapon,
Dam 1d8 or by weapon, Mv 30', Sv F3, Ml 7 HP 3 ☐☐☐

HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
O6. LOG MASS: A mass of floating logs capped by
green plants appears on the ocean surface at a
distance. They circumnavigate the islands,
seeming to drift with no purpose. Actually they are
home to a small tribe of lizard men who use two
captive killer whales to move them around (the

17
Encounters Monkey Isle

O8. LIZARD MEN PIRATES: Lizard men riding two sea Sixteen spear-and-shield carrying men in bright red
serpents attack passing ships, throwing spears and paint stand guard here. They will fight to the death
grapnels. There are 6 on each sea serpent. Each to keep out intruders. Each has 10 gp in coins worn
lizardman wears 100 gp in jewelry. as jewelry (160 in total).
12 Lizard Men: AC 12, HD 2, #At 1 weapon, 16 Human Fighters: AC 12, F1, #At 1 weapon,
Dam 1d6+1 or by weapon +1, Mv 30' Swim 40' (not Dam 1d8 or by weapon, Mv 40', Sv F1, Ml 12
in armor), Sv F2, Ml 11
HP 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐ 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐
7 ☐☐☐☐☐ ☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐
6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ 2 ☐☐
6 ☐☐☐☐☐ ☐ 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ 2 ☐☐
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ 1 ☐
2 Sea Serpents: AC 17, HD 6, #At 1 bite, Dam 2d6, 2. INNER CHAMBERS: The ceiling is 30' high and well
Mv Swim 50' (10'), Sv F6, Ml 8 supported by arched beams. Two sets of statues
flank the last set of steps. These are images of old
HP 34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
gods: one has a sword and spear; another scales
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
of justice; the third a sickle and sheaf of grain; and
30 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
the last a scalpel and censor. There is nothing
☐☐☐☐☐ ☐☐☐☐☐
special about them.

R1: HUMAN SACRIFICE The floor is covered by dust. Footprints make trails
across the floor; most lead to the northeast door
See the map later. Cannibals from the cult of Pain ("c") but some do lead to the southeast door ("d").
from Skull village have captured some of the
villagers from Yondara to use in ritual sacrifices to This was the general service area; it would have
appease their evil deity. This adventure does not been set up as need be for special purposes. A
contain any gruesome gore - the GM must add it if few old, rotten benches have been pushed into a
they need it. How the player characters learn of small pile to the southwest corner. Several old,
this is up to the GM. A frantic native of Yondara rusted tripods (which once held great fires to help
may come to them, pleading for help. with illumination) are mixed in.

This temple is set against low sea side cliffs that are (a). The floor is here cracked and decayed.
60' high. At the entrance to the temple, the cliff Anyone walking across it has a chance of falling
wraps around and rises another 40 feet. The through. Underneath is a featureless muck pit,
temple is carved from soft stone. Unless noted, about six feet deep. Getting out can be annoying,
there is no lighting beyond the natural light around but it is not a trap.
the entrance or other openings. The floors are
(b). A heavy stone slab about ten feet tall has
coated with dust and grime.
been placed against this wall. It is carved with a
1. ENTRANCE: The entrance is fairly clear of trees; relief displaying religious tales. Most are common
patches of grass are scattered over the sparsely themes seen almost anywhere, even if the actors
watered, rocky ground. The two statues shown on are different.
the map are very ancient, about six feet tall and a
(c). and (d). Each set of doors is 20' high and 18'
foot around, worn badly by hundreds of years of
wide, and made of thick wood with iron banding
wind and rain. They are dedications to the ancient
for strength. The south pair is shut but the north pair
guardian of a religion that has long since
is partially open. Anyone listening at the north set
disappeared. The entranceway is 40' wide and 20'
can hear what seems to be distant surf, over which
high. It leads down a long stairway into the inner
rolls a louder sound: drums and ceremonial
sanctum (a drop of 50 feet).
chanting.

18
Monkey Isle Encounters

(e). Normally concealed by a tapestry (which is tribe who had been captured with them were
long gone), the secret door in the south wall is taken away to be sacrificed elsewhere in the
opened by pushing on the east end; it will swing temple.
open at a push. It isn't obvious: anyone looking the
area over but not pushing on the wall has to find it 9. OFFICE AND LIVING QUARTERS: This room was the
via standard secret door finding rolls. main office for the head priest, and opens into
his/her quarters. It is now empty of anything but
3. TRAP: Some ten feet down from the secret door some old, rotten straw mats.
is a well hidden loose stone: it is near the bottom
on the east wall. Pressing it sets a safety that 10. LIVING QUARTERS: These quarters provide
prevents the trap to the south from firing. Near the various personal luxuries - or used to. It is now fairly
top of the wall is another stone; pressing it releases disorganized. Simple wooden partitions broke it up;
the safety. they could be moved around as desired and most
have collapsed. Pipes dot the ceiling; they are 1
Anyone with a weight greater than 50 pounds foot in diameter and provide ventilation, going to
stepping on the marked square at the corner the surface above.
triggers the trap. Spears propelled by strong fiber
ropes shoot out from the south wall. They attack as 11. PIG STY: Three common pigs are in this room,
3 hit die monster and do 1d6 points of damage. feet tied fast, ready to be slaughtered for a feast.
They are spaced out high and low every 3 feet or 12. LOCKED ROOM: The door to this room is strong,
so. thick, and locked. Even if picked, it will still be
4. MAINTENANCE ROOM: The secret door that stuck, swollen tightly into its frame; the hinges are
allows access to this corridor opens at a push from also rusted and useless. It can be forced open, but
either side; it is not easily seen. This corridor allows will make a lot of loud noise.
access to the spears and machinery that form the This was once a storage room for artifacts and
trap at #3 above. vestments. Not much seems to be here except
5. ARMORY AND STORAGE: Intended for times of rubbish scattered about. In the southeast corner
strife. Only some random garbage has been left by the rubbish is several feet thick. It covers a locked
looters. wooden chest. Disturbing the rubbish will send
ordinary rats skittering about. They are nesting here
6. TO 8. APARTMENTS: Apartments for guests. These in the garbage, and have a small hole chewed
are mostly barren; if anything they contain trash. under one edge of the door.
Standing in the hallway are six savage looking men
and four ugly women dressed in bright red paint, The chest contains a potion of healing and 3,000
with spears and shields at hand. They attack silver coins (sp).
intruders on sight and fight to the death. Each is 13. TRACKS AT AN INTERSECTION: Be sure to read
wearing 10 gp in coins as jewelry. #14, too. The sound of the ceremony being held
10 Human Fighters: AC 12, F1, #At 1 weapon, there is loud. Characters will hear the rumble of
Dam 1d8 or by weapon, Mv 30', Sv F1, Ml 12 drums and drone of loud chanting over the crash
of waves on rocks. They will likely see some of the
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ participants.
7 ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ Footprints in the dust on the floor form a trail that
5 ☐☐☐☐☐ 3 ☐☐☐ leads north; none go left down the hall to the west.
5 ☐☐☐☐☐ 3 ☐☐☐ The hallway to the west has collapsed in the two
rough areas shown. Climbing and wiggling through
The door to this room #8 is jammed shut by a them would be slow.
wooden pole propped up against it (it opens
outward). Inside are five bewildered and
downtrodden people (three women and two
children) from Yondara. They are lashed up tight
with vines. If rescued, they tell their rescuers in
desperate voices that two older members of the

19
Encounters Monkey Isle

14. CEREMONY ROOM: A ceremonial sacrifice is necklace. Each of the twelve warriors has (as a
being held here. On an altar against the east wall sign of their initiation into an inner circle) a carved
lie two people bound side by side, while a high ivory nose plug worth 25 gp.
priest in robes and wearing a horrific demon mask
looms over them, a stone mace raised. A great 15. SCENIC OUTLOOK: The six foot high, five foot
horrific demon statue squats behind the altar, its wide openings on each external wall look out over
brightly painted red tongue jutting out from its the crashing, rolling waves of the ocean.
motionless mouth. A dozen warriors stand in the 16. SCENIC OUTLOOK: Per #15 for the most part.
southern end of the room near the entrance. Three The drone of wings comes from this room. A huge
brutish looking men pound wildly on hide drums. paper nest in the southeast corner is occupied by
The northwestern corner has crumbled and spilled parasitic giant wasps (see the New Monsters
into the ocean as shown, opening up to a pile of section in the back of the book). When first met,
rubble on which waves break rhythmically. Unless 1d4 will be attending the nest; the rest of the hive
the PCs stop the ceremony immediately, a giant (there are a total of 8) come and go 1d3 at a time,
octopus will appear within 1d6 rounds, slumping its always leaving one on guard. There is a brood of 6
way through the opening and headed for the larvae in the nest.
people tied to the altar. The framework of the nest is a golden candle
1 Human Cleric: AC 14, C3, #At 1 weapon, stand about six feet tall, weighing 50 pounds and
Dam 1d8 or by weapon, Mv 30', Sv C3, Ml 8 worth 1,000 gp to a collector (only 500 gp for the
gold itself; 500 for collector's value). A dead native
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ on the floor is wearing a necklace of 20 gold coins
with a 500 gp gem in the center.
Spells: 1st level (2) - protection from goods, cure
light wounds 8 Giant Parasitic Wasps: AC 14, HD 3*, #At 1 sting,
D 1d6 + paralysis + parasitic infestation, Mv 30' Fly
3 Human Fighters (on drums): AC 12, F2, 60', Sv F2, Ml 9
#At 1 weapon, Dam 1d8 or by weapon +2 for
strength, Mv 40', Sv F2, Ml 12 HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 9 ☐☐☐☐☐ ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ 9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐
10 ☐☐☐☐☐ ☐☐☐☐☐
17. SCENIC OUTLOOK: Per #15.
12 Human Fighters: AC 12, F1, #At 1 weapon,
Dam 1d8 or by weapon, Mv 40', Sv F1, Ml 12 18. LIBRARY/CEREMONY ROOM: Intended for
special ceremonies, this room features many tall
HP 6 ☐☐☐☐☐ ☐ 4 ☐☐☐☐ wooden torch holders on tripods, old broken
5 ☐☐☐☐☐ 4 ☐☐☐☐ benches, and some rotten tables. Several old
5 ☐☐☐☐☐ 4 ☐☐☐☐ scrolls lie around on one table; they are old
4 ☐☐☐☐ 3 ☐☐☐ religious scrolls of minor value (50 gp each; total 3).
4 ☐☐☐☐ 3 ☐☐☐ One details rumors of a powerful stone gate
4 ☐☐☐☐ 2 ☐☐ created by some ancient cyclops race: it is full of
1 Giant Octopus: AC 19, HD 8, #At 8 tentacles/1 wild speculations about the location and nature of
bite, Dam 8 x 1d4/1d6, Mv Swim 30', Sv F8, Ml 7 the gate.

HP 37 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ In the center of the west wall about 5' up is a
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ hidden door about two feet wide and high.
Opening it releases a cloud of poisonous gas that
The cleric's mace is actually made out of silver and engulfs a 10' diameter area (save versus poison or
only looks like stone. Once polished up, it is easily take 2d6 hit points damage). Inside is a thick,
valued at 100 gp due to its beauty. The cleric also timeworn tome written in an ancient language
wears large gems in his ear lobes worth 250 gp very close to common. The title reads, "The Astral
each. Each drummer has a string of 20 pp on a Tome of The Intellect: Diverse Magic to Improve
One's Mind." Reading the book thoroughly (which

20
Monkey Isle Encounters

takes 2 hours) results in it falling apart and releasing swim around, although most are harmless. Birds
its magic, which permanently increases the can be seen around the fringes, fish are in the
reader's intelligence score by 1 point. If a reader's water and frogs croak now and then.
score is already the maximum (usually 18) the tome
has no effect. Attempting to copy it destroys it and The temple is built from red, hard stone that yellows
results in the loss of all of its magic. in the sun. The roof is about fifty feet over the water
level; it has a steep angle intended to shed torrents
of water during the monsoon.
R2: REED MARSH TEMPLE
1. ENTRANCE: The bottom stone steps are usually
See the map later. This ancient temple was raised ten feet or so under water, while the top steps
among the tall reeds and sparse islands of the leading up to the first floor are ten feet over the
marsh on the south end of the great lizard lake. It water. The main structure is two stories. See room
can only be reached by boat or flying. Luckily the #2 for descriptions of the main doors. Windows in
tribe of Weetok is positioned in the north outlet of the second story (see #11 and #12) peer down
the main river that forms the lake. over the doors.
A number of prehistoric creatures reside in the lake 2. MAIN HALL: The north and south walls are
including plesiosaurs and ichthyosaurs. Travel pierced by a set of large double doors. These are
anywhere but in the shallow reeds along the banded and faced in brass. They are never locked
edges is dangerous. If the player's have their and will open easily, but swing shut unless wedged
characters scoot across the center of the lake, open.
they will be attacked instantly by a monster from
the table below for each hex they pass through. If This is a simple entrance hall. Beside each of the
they skirt the edges there is only a 1 in 6 chance of four pillars is a brazier for offerings and incense:
them encountering any monsters during the entire inside each is a melted lump of gold and silver
trip (roll below if they do). worth 100 gp (weight 20 pounds), some of which is
still visible as coins. The high ceiling (20' tall) and
Reed Marsh Lake Random Encounters lack of any windows means the interior is always
dark, except where light flows in from either
1d8 Result entrance. The sound of skittering claws on stone
1 1d2 Large Crocodiles: AC 17, HD 6, #At 1 , comes from the west. The place stinks of the marsh
Dam 2d8, Mv 30' (10') Swim 30' (10'), Sv F6, smell, and mud and slime.
Ml 8 3. KOMODO DRAGONS: From out of the darkness
2 1d6 Giant Bats: AC 14, HD 2, #At 1 bite, looms four low hulking lizards - komodo dragons -
Dam 1d4, Mv 10' Fly 60' (10'), Sv F2, Ml 8 and further back in the darkness are another four
4 1d4 Giant Crabs: AC 18, HD 3, #At 2 pincers, (eight total). They lair here during the heat and exit
Dam 2d6/2d6, Mv 20' Swim 20', Sv F3, Ml 7 through the doors to swim through the reeds and
3 1 Giant Octopus: AC 19, HD 8, #At 8 hunt along the small islands nearby.
tentacles/1 bite, Dam 8x 1d4/1d6, Mv Swim
30', Sv F8, Ml 7 The stone steps in the south west go up to the
second floor room #9.
5 1d2 Ichthyosaurs, Medium‡: AC 17, HD 7,
#At 1 bite, Dam 2d8, Mv Swim 60', Sv F7, 8 Komodo Dragons: AC 14, HD 2*, #At 1 bite,
Ml 8 Dam 1d6 + disease, Mv 30' (10'), Sv F2, Ml 8
6 1 Mosasaur, Large‡: AC 16, HD 12,
HP 10 ☐☐☐☐☐ ☐☐☐☐☐
#At 1 bite, Dam 3d8, Mv 40', Sv F12, Ml 9
9 ☐☐☐☐☐ ☐☐☐☐
7-8 1d2 Plesiosaurs, Large‡: AC 17, HD 7, 8 ☐☐☐☐☐ ☐☐☐
#At 1 bite, Dam 3d6, Mv 40', Sv F7, Ml 8 8 ☐☐☐☐☐ ☐☐☐
The temple is surrounded by thick reeds, although 8 ☐☐☐☐☐ ☐☐☐
there is a clear path to the entrance (#1 below). 8 ☐☐☐☐☐ ☐☐☐
Moving through them by boat is possible but slow. 7 ☐☐☐☐☐ ☐☐
6 ☐☐☐☐☐ ☐
The smell of the marsh is a strong, wet, rotten stink
on top of the alkali of the lake. Small crocodiles

21
Encounters Monkey Isle

4. EMPTY ROOM: The stone steps in the northeast 7. MAIN SANCTUARY: This sits on a stone platform
go up to the second floor to room #13. equal in height to that at #2. Stone columns
support a stone roof that starts some fifteen feet
5. CAUSEWAY: There is a sharp dip down some over the deck, inside the shade of which is a
eight feet to the top of this flat stone causeway square building constructed from heavy stone.
between the buildings. The surface is no more than There are no windows, only the doors in front.
two feet over the level of the goopy mess around it
and is dirty with dried mud. The massive double doors here are solid bronze
and will not budge. Given an army and a huge
6. MUD BOG OF THE DEAD: On each side of the ram, they might be knocked down. Each door is
causeway is what appears to be a mud bog locked in place by ten heavy bronze bolts (five on
strewn with human bones, armor, rusted weapons, top; five on bottom) that slide down/up inside the
wheels from chariots and other rubbish. Nothing of frame. They are set and withdrawn via the
value can be seen in it; the debris was thrown in by cranking gear upstairs in the room #12.
someone smart.
8. TEMPLE OF HORROR: A massive statue broods on
Anyone disturbing the sacred place in the temple a dais. While it once may have been nothing but a
(fighting in room #8) releases a curse: for 6 rounds common idol of some vain deity, something has
1d8 skeletons will animate each round and begin corrupted it with grotesque evil. The room stinks of
to rise up from the muck. They will slog out of it death and decaying flesh.
(taking 1 round before the first wave gets onto the
causeway) and attack the trespassers. Once Five 5 hit die necrotic oozes (found in The Basic
disturbed, they stand guard for four weeks before Fantasy Field Guide of Creatures Malevolent and
returning to the muck. Benign) inhabit the room, one over the door, two
on the statue, and two in the darkness behind it.
Attempting to destroy all the bones in the muck is They come sliding down to attack when victims
a massive undertaking that would require months get within twenty feet or so of where they lurk.
of work; the limits of the number of undead are
due to limited magic, not bone supply. 5 Necrotic Oozes: AC 15, HD 5, #At 1, Dam 1d8 +
rotting disease, Mv 10', Sv F5, Ml 11
Up to 48 Skeletons: AC 13, HD 1, #At 1 weapon,
Dam 1d6, Mv 40', Sv F1, Ml 12 HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 4 ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
5 ☐☐☐☐☐ 5 ☐☐☐☐☐ 3 ☐☐☐ 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
3 ☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ Behind the statue is a pile of shining treasure
5 ☐☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ consisting of 3,000 gp, 14,000 sp, 500 ep, and 3,000
4 ☐☐☐☐ 4 ☐☐☐☐ 5 ☐☐☐☐☐ cp.
4 ☐☐☐☐ 5 ☐☐☐☐☐ 4 ☐☐☐☐
5 ☐☐☐☐☐ 4 ☐☐☐☐ 2 ☐☐ The statue has been corrupted to evil. It emanates
4 ☐☐☐☐ 3 ☐☐☐ 2 ☐☐ evil so strongly it cannot only be detected by
3 ☐☐☐ 2 ☐☐ 4 ☐☐☐☐ magic, but can simply be detected by standing
4 ☐☐☐☐ 4 ☐☐☐☐ 6 ☐☐☐☐☐ ☐ nearby and becoming very calm. Destroying it
2 ☐☐ 1 ☐ 4 ☐☐☐☐ should net the player at least 2,500 experience
4 ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐ points alone.
4 ☐☐☐☐ 3 ☐☐☐ 3 ☐☐☐ 9. UPSTAIRS: Nothing here. The stairs go down to
1 ☐ 4 ☐☐☐☐ 1 ☐ room #3.
10. WATCH ROOM: This door opens into an empty
room with table, cot, chairs, etc. All of the furniture
is made of bamboo and so old and soft that it will
collapse if sat on.

22
Monkey Isle Encounters

11. BATS!: Twelve giant bats are hanging from the R3: LAKE SIDE TEMPLE
ceiling, roosting during the day or leaving to feed
at night. A large, open window is in the center of See the map later. This is a quick jaunt through a
the south wall, some 4' high and around 20' wide. lake side temple. The stone cliff that it is built into is
Heavy wooden pegs rim the window's edge where some 100' high. If the player characters climb on
tarps might have been tied in place or wooden top, they find a rough, rocky area with grass. They
shutters lashed down during monsoons. On the will be able to go down into the area with the
floor in a heap of dung including some undigested scorpions (room #2) and either might meet the
bones is a slightly mangled gold necklace with 5 ogres or at least find the hole they made in the
gems: total value 600 gp (100 gp each gem, 10 gp hallway ceiling at #8.
gold, 90 gp workmanship). 1. LAND SIDE ENTRANCE: The area around the
12 Giant Bats: AC 14, HD 2, #At 1 bite, Dam 1d4, entrance is swampy and mucky, overgrown with
Mv 10' Fly 60' (10'), Sv F2, Ml 8 grass and wet with standing water. Hidden in the
grass here are the guardians of the entranceway,
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐ three giant constrictor snakes (pythons).
10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐ A passage lined with heavy stone blocks leads into
9 ☐☐☐☐☐ ☐☐☐☐ 5 ☐☐☐☐☐ the cliff side; on the north end are steps that go up
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐ 30' and open onto the garden area at #2. The
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐ passage ceiling is 10 feet high.

12. GEAR ROOM: The heavy bronze double doors 3 Pythons: AC 14, HD 5*, #At 1 bite/1 constrict,
to this room are squeaky and jammed shut from Dam 1d4/2d4, Mv 30', Sv F5, Ml 8
the outside by spikes hammered into the edges. A HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
large bronze hoop in each door is set in a position 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
that makes them perfect for a heavy padlock, but 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
none can be found.
A large open window facing north looks out over
the walkway at #5. The window is some 4' high and
20' long and has heavy wooden pegs along the
rim for tarps or wooden shutters.
A huge wheel is on the east end of the room,
attached to a crank system. The wheel can be
turned by one to three people: the fewer the
people the slower it works (3 people = 5 minutes;
2 = 10 minutes; 1 = 20 minutes). Turning it east-to-
west for the duration causes a loud clanking to
come from the temple doors at #7 as the bars
inside are drawn to unlock the doors. The doors are 2. GARDEN: A grassy area with some wiry weeds,
currently locked. If the main temple doors are small fruit trees and shrubs. Amid the weeds are
unlocked, anyone looking out the window will note giant scorpions, hungry for prey. Each of the set of
a shudder pass through the mucky debris at #6, stone steps that lead out of the garden descend
even though there is no wind at the moment. 30'.

Once the doors are unlocked, turning the crank 4 Giant Scorpions: AC 15, HD 4*, #At 2 claws/1
west-to-east forces the bars back into the holes in stinger, Dam 1d10/1d10/1d6 + poison, Mv 50' (10'),
them. Sv F2, Ml 11
13. STAIRWELL: The stairs go down to room #4 on HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
the main floor. 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
14. WATCH POST: An empty room with cots, chairs, 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
tables, and other items, most of them of old, soft
bamboo that will collapse if sat on.

23
Encounters Monkey Isle

3. BRONZE DOOR: The thin bronze door to this Stepping on either one causes the three false walls
chamber is latched but not locked (lifting the latch to the north to rise up, releasing the zombies and
opens it). The hinges are very squeaky; oil would skeletons in room #6.
be handy. The room itself has assorted furniture
(desks, tables, beds), all fairly rotten and useless. When this temple was occupied, a warden would
Two 5 foot wide passages lead to a room in back stand on a small plate to one side of the main
with a library of old and worthless scrolls stuffed into entryway, greeting visitors. They would step off it if
wooden shelves. The secret door in the south wall is infidels attacked; without a warden, the trigger
made to foil visual searches but swings in or out at plates operate automatically.
a push. It is 3' high and 6' wide. 6. GUARDIANS: Zombies and skeletons wait here to
4. SECRET LIBRARY: The corridor that leads into this attack any infidels.
room is protected by six spear traps set into the 12 Skeletons: AC 13, HD 1, #At 1 weapon,
ceiling, with trigger plates set in the floor below Dam 1d6, Mv 40', Sv F1, Ml 12
them. There is a 2 in 6 chance (1-2 on 1d6) that
each person passing through will trigger one and HP 8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
will be attacked as if by a 3 hit die creature, 8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐
suffering 1d6 damage if they are hit. Once 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
triggered, a trap must be reset manually; they 6 ☐☐☐☐☐ ☐ 2 ☐☐
hang down until reset. 5 ☐☐☐☐☐ 2 ☐☐
4 ☐☐☐☐ 1 ☐
This secret room is a repository of secret teachings
of the divine faith. It contains old wooden shelves 6 Zombies: AC 12, HD 2, #At 1 weapon, Dam 1d8,
with small pigeonhole locations for scrolls (most of Mv 20', Sv F2, Ml 12
the scrolls are long gone). One remains: it provides HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
sketchy details about a temple hidden in a lake 10 ☐☐☐☐☐ ☐☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
that can only be found once a month when the 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
lake drains. Where said lake exists is not known.
Each zombie body has a necklace with 10 gp on it
5. MAIN HALL: Stone steps lead down from the and each skeleton has a necklace with 5 gp on it.
garden at #2 to the main chamber. The main The coins are very ceremonial, cast with a
entrance (the south one) is open year round (there triangular hole, but otherwise will be accepted as
are no doors). The double doors in the east wall money.
are made from thick wood and have racks for
bars, but are not currently barred. 7. BREAK ROOM: A small room with a table, cot
and chairs.
The floor is covered by a foot or so of dirty water,
under which is a foot of syrupy silt. Opening the 8. HALLWAY: This hallway humps in the middle a
double doors east does not let the water out; the few feet, sloping gently down to the east and
hallway it opens into is humped in the middle and west.
slopes gently down to this room.
Ogres! Four ogres have discovered a small vein of
Columns support the 20 foot high ceiling (unless gold on the surface. Mining it out from the top,
stated, all other ceilings in the complex are 10 feet they have dug down into the hall at this location
high). The walls are decorated with colorful if (where the number is on the map). They now have
ragged frescoes and tapestries. In front of three gold nuggets in a leather bag (1,800 gp worth). Be
false walls to the north (each marked "F" on the sure to read room #10 as well.
map) is a bowl on a tall pedestal intended to
4 Ogres: AC 12, HD 4+1, #At 1 weapon, Dam 2d6,
receive offerings; the wall itself is a highly stylized
Mv Unarmored 40', Sv F4, Ml 10
frieze with the image of a deity.
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
Pressure plates are set in the floor in front of the 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
main entrance and eastern doors. Detecting them 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
under the mucky water would be hard at best. 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

24
Monkey Isle Encounters

9. MASTER'S QUARTERS: Empty except some rotting 11. GALLERY OF DIVINATIONS: This area eroded
wooden furniture. Evidence was that whoever away centuries ago; the hallway is an easy route
lived here was in charge. around it. The eroded region slopes down to the
north and is full of crickets and chirping insects. It
10. EVIL SECT: If the player characters encounter
funnels the sound of the surf pounding on the shore
and fight the ogres in #8, the noise might result in
(see room #13). The natives believe this area is an
this encounter; otherwise random luck does. As the
oracle; if a sanctified priest chants a reasonable
player characters get close, the secret door in the
question, the answer (it is said) will appear in a
north end of this room opens and out steps a
whispering combination of surf and insect chirping.
native covered in vivid green paint, wearing a
fancy feathered head dress and bone necklace. 12. HALLWAY: Each set of steps goes down 10' in
This is an evil witchdoctor from the sect of Hate elevation.
from Skull village. Depending on the conditions of
the encounter that results, he might scream and 13. GALLERY: This gallery overlooks the lake, with
flee, or act jovial and try to talk the characters into high cliffs all around and crushing breakers below.
the room, where he calls for his followers to attack. Most of the north wall is open (with arches every
ten feet). There is an open arch on the west end
This secret room is devoted to evil and features which allows access to steps going 10' down to the
three 15 foot tall statues of demons devoted to platform below.
torture, murder and mutilation. Each statue has 50
gp gems for fingernails (30 gems x 50 gp = 1,500 gp 14. SMALL BOAT DOCKS: This exit/entrance opens
value). The ceiling is 20 feet tall. onto a platform of cement and stone. The cliff
face it was built against is some 70' high. Crumbled
Scattered inside are twelve natives in green paint. rocks form a barrier against the erosive effects of
Their traveling gear (woven baskets, hide sacks, the blue-green breakers (waves) that wash
flint tipped battle axes, spears, shields, fruit, meat, constantly against the cliff base. This gravel slopes
etc.) is stacked around a broom of flying that has down from the cliff to the ocean.
a continual light spell cast on it. Three large leather
sacks contain 1,200 sp and 500 cp, as well as a pit Two cement piers stretch out into the ocean. The
viper snake in each to guard it. end of each is 10 feet above the waves. The old,
rotten frames of portable ladders/stairs lie at the
Evil Sect Witch Doctor: AC 12, C4, #At 1 weapon,
end of each pier. Two canoes lie upside down on
Dam 1d8+2 for strength, Mv 40', Sv C4, Ml 8
the piers (each has a capacity of about eight
HP 9 ☐☐☐☐☐ ☐☐☐☐ people plus some cargo).
Spells: 1st level (2) - cure light wounds, light There is a tangle of roots at the location marked
2nd level (1) - resist fire "crabs", from gnarly shrubs scattered along the cliff.
Among the roots are over a dozen brown shapes,
2 Natives: AC 12, F2, #At 1 weapon, Dam 1d6 or covered by sea weed and barnacles, making
1d8, Mv 40', Sv F2, Ml 8 them difficult to spot until they move. They will
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ come scuttling across the rocks towards any prey
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ that appears on the platform. These are five giant
crabs and their smaller offspring. The locals know
10 Natives: AC 12, F1, #At 1 weapon, Dam 1d6 or they are there and usually avoid them.
1d8, Mv 40', Sv F1, Ml 8 5 Giant Crabs: AC 18, HD 3, #At 2 pincers,
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐ Dam 2d6/2d6, Mv 20' swim 20', Sv F3, Ml 7
10 ☐☐☐☐☐ ☐☐☐☐☐ 8 ☐☐☐☐☐ ☐☐☐
HP 18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 7 ☐☐☐☐☐ ☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
3 Pit Vipers in sack: AC 14, HD 1*, #At 1 bite, 10 ☐☐☐☐☐ ☐☐☐☐☐
Dam 1d4 + poison, Mv 30', Sv F1, Ml 7
HP 5 ☐☐☐☐☐ 3 ☐☐☐
4 ☐☐☐☐

25
Encounters Monkey Isle

8 Giant Crab Offspring: AC 16, HD 1, #At 2 pincers, 2. MAIN GREETING ROOM: Piles of packs and other
Dam 1d4/1d4, Mv 20' swim 20', Sv F1, Ml 6 traveling gear are stashed here, guarded by six
baboons (they usually exit to help the three at #1
HP 8 ☐☐☐☐☐ ☐☐☐ 3 ☐☐☐
and hence are detailed as part of that room). Piles
6 ☐☐☐☐☐ ☐ 3 ☐☐☐
of fruit, some dead animals, a fire and a piglet tied
5 ☐☐☐☐☐ 2 ☐☐
to a large, heavy rock are here. Two large stone
5 ☐☐☐☐☐ 2 ☐☐
bowls have been filled with ordinary water carried
The crabs cannot attack the PCs all at once. The in by a crude wooden bucket. Three simple
GM should base how many can on situation, rolling wooden bowls have been set up with string as a
1d6 to see how many giant crabs attack at a time wick to serve as crude oil lamps. There are three
and 1d8 for the number of offspring (for example). water/wine skins with oil among the belongings.

Among the roots that the crabs infest are rag- 3. TEMPLE ROOM SOUTH: This temple has three
draped human bones. A torn leather sack nearby statues. One is the spouse of the head of the
spills out 100 pp, and there are an additional temple, whose statue is in room #5. It is flanked by
500 gp, 300 sp, and 400 cp scattered about. statues of their children. The ceiling of the room is
some 30' high, supported by the columns shown
R4: TEMPLE COMPLEX WITH SIMIANS and arches along the walls. The ceiling features a
faded fresco in colorful pastels of a religious
See the map later. A group of evil simians have theme: the god/goddess gracing a city beneath a
dug up an old scroll containing a map leading to smoking volcano with the gift of grape vines and
the location of a lost relic. (The one used in the sheep.
adventure is generic; the GM might want to
Three evil enhanced gorillas are here, along with a
replace it with something more suitable for their
chimpanzee and two baboons. The gorillas wield
campaign).
pole arms and wear chain mail. The gorillas have
The good simians have informants who tell them of pouches with a total of 230 gp and 340 sp in them;
the location; or the players can chase the evil ones the chimpanzee has a cloth sack with 40 platinum
down through an adventure the GM creates. coins and 50 ep. Each baboon has about 10 gp.

Eventually the PCs arrive at a set of temples 3 Gorillas: AC 18 (chain mail), HD 4, #At 2 claws or
hidden away in caves, where the evil simians are 1 claw/1 weapon, Dam 1d4/1d4 or 1d4/1d10+ 3
hunting for the artifact. The evil simians have (pole arms), Mv 20', Sv F4, Ml 7
brought torches and oil to burn in bowls for
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
illumination. They have placed some torches in
☐☐☐☐☐ ☐☐
torch holders on the walls of the halls to illuminate
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
them (about one every thirty feet) and carry others
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
with them. The ceilings are all fifteen feet high
unless otherwise noted. 1 Chimpanzee: AC 16 (leather), HD 2, #At 2 claws
or 1 claw/1 weapon, Dam 1d3/1d3 or 1d2/1d6+1
1. ENTRANCE: Three baboons hunker in the center
(short sword), Mv 30', Sv F2, Ml 7
of this intersection and will attack intruders on sight,
screeching loudly (which calls forth six more from HP 8 ☐☐☐☐☐ ☐☐☐
room #2; all nine are detailed below). Each wears
2 Baboons: AC 16 (leather), HD 1, #At 1 bite or by
leather armor and carries a spear. They have a
weapon, Dam 1d4 or by spear (1d6), Mv 30', Sv F1,
total of 30 gp and 150 cp on them.
Ml 7
9 Baboons: AC 16 (leather), HD 1, #At 1 bite or by
HP 5 ☐☐☐☐☐ 3 ☐☐☐
weapon, Dam 1d4 or by spear (1d6), Mv 30', Sv F1,
Ml 7 4. MAIN PASSAGE: This area is a natural crevice
that leads up to the sky. It does not have a ceiling;
HP 8 ☐☐☐☐☐ ☐☐☐ 5 ☐☐☐☐☐
sunlight and moonlight, rain and weather will pour
8 ☐☐☐☐☐ ☐☐☐ 4 ☐☐☐☐
down from overhead. There usually isn't enough
7 ☐☐☐☐☐ ☐☐ 2 ☐☐
sunlight to support vegetation, although vines and
6 ☐☐☐☐☐ ☐ 1 ☐
creepers might snake down from the rain forest
6 ☐☐☐☐☐ ☐

26
Monkey Isle Encounters

above. The walls are steep, rough, and slimy with line the south and west walls. Some are drinking
moss and slowly leaking water runnels. They are from a goat shaped fountain spilling into a marble
climbable if patience and gear are used. The lined pool about 10 feet in diameter, situated in
surface of the ground above is some 100' (30 the center of the room. The baboons are guarding
meters) overhead. The steps to each temple three large sections of bamboo a foot round each:
hallway come out and go down about 10' to the one contains 300 gp, one 400 sp and the third 50
rough floor. pp and 250 ep.
The northern end (#4a) is home to two giant bola 7 Baboons: AC 16, HD 1, #At 1 bite or by weapon,
spiders, who lurk in the vines trying to catch prey. Dam 1d4 or by spear (1d6), Mv 30', Sv F1, Ml 7
2 Giant Bola Spiders: AC 15, HD 4*, #At 1 bite, HP 7 ☐☐☐☐☐ ☐☐ 3 ☐☐☐
Dam 1d8 + poison, Mv 50', Sv F4, Ml 8 6 ☐☐☐☐☐ ☐ 1 ☐
6 ☐☐☐☐☐ ☐ 1 ☐
HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 4 ☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
8. NORTHEAST HALL: A continuation of #7 with the
5. EAST TEMPLE: There is only one large statue here same general characteristics, except it is empty.
(20 feet high), representing the head of the The two sets of steps to the northeast go up some
pantheon. The entranceway leads to steps which 10 feet to the next room (#9).
go up five feet to the chamber the statue is in. The
ceiling is some 30 feet high, supported by columns 9. SOUTHEAST TEMPLE PROPER: This chamber has
and arches along the walls. The ceiling features a three statues, each representing a lieutenant of
faded fresco in colorful pastels of a religious the pantheon: one is a goddess of the ocean, one
theme: the head of the pantheon and family a goddess of the moon, and one a god of goats
overlooking the island region with benevolence. and wine. The walls are covered with murals
depicting life on the island, with the
Two gorillas are here along with three hyenas on gods/goddesses featured as participants in major
long leather leashes. They are searching the place events: recovering from wreckage after a
for secret doors. Each gorilla has a battle axe typhoon, celebrating a rich harvest, and so on.
(1d8+3 or 4-11 damage) and wears chain mail (AC
+ 4). They have 340 gp in coins on them in total. Three evil orangutans and two gorillas are directing
two baboons in a search for the relic. The baboons
2 Gorillas: AC 18 (chain mail), HD 4, #At 2 claws or have climbed to the top of the northeastern
1 claw/1 weapon, Dam 1d4/1d4 or 1d4/1d8+ 3 statue. The relic is hidden in the statues' neck,
(battle ax), Mv 20', Sv F4, Ml 7 although they have not found it yet; the head can
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐ be swung aside on a well hidden steel hinge to
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ reveal the hollow neck. Inside are a mace +2 and
a gaudy holy symbol made of gold and silver
3 Hyenas: AC 13, HD 2+1, #At 1 bite, Dam 1d6, covered in gems inscribed with the runes "Wisdom
Mv 60', Sv F2, Ml 8 Before Greed."
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ The holy symbol will be appraised at 250 gp in
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐ value. It radiates magic. Crushing or breaking the
9 ☐☐☐☐☐ ☐☐☐☐ holy symbol causes it to fade to dust; the Wisdom
6. SOUTH PASSAGE: This is a continuation of entry score of the person holding it will be permanently
#4 above. The floors of room #7 and the halls it increased by 1 point (if they have the maximum
leads to are level with the bottom of this passage. score - usually 18 - they cannot crush it, or
optionally it will break and all magic will be lost).
7. SOUTH EAST TEMPLE VESTIBULE: This is an enclosed
room carved into the mountain. The ceiling is some In total, the gorillas carry 300 gp, the orangutans
15 feet high. 450 gp, and the baboons 30 gp.

Seven baboons in masks and carrying spears stand


guard here and will attack interlopers. They are
relaxing around the ornate marble benches which

27
Encounters Monkey Isle

2 Gorillas: AC 18 (chain mail), HD 4, #At 2 claws or out of a piece of paper to measure it). That is for
1 claw/1 weapon, Dam 1d4/1d4 or 1d4/1d8+ 3 large moving objects; smaller objects can only be
(sword), Mv 20', Sv F4, Ml 7 seen at 30 feet or so.
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ The floor of the cove is a mixture of sand and silt in
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ some places, with coral or seaweed elsewhere.
Fish thrive here, as do normal crabs and other
1 Orangutan Cleric: AC 18 (chain mail), C3, #At 2
common, inoffensive sea life.
claws or 1 claw/1 weapon, Dam 1d3/1d3 or
1d3/1d8+2 (mace), Mv 20', C3, Ml 7 Hunting fish in the cove is a large sea turtle. It will
HP 9 ☐☐☐☐☐ ☐☐☐☐ not attack the PCs (it flees if attacked). It might be
charmed, tricked or otherwise used by clever PCs
Spells: 1st level - cure light wounds, light to help them.
2 Orangutans: AC 16 (leather), HD 3, #At 2 claws or 1 Sea Turtle, Large: AC 18, HD 4, #At 1 bite,
1 claw/1 weapon, Dam 1d3/1d3 or 1d3/1d6+2 Dam 1d8, Mv 10' - Swim 60', Sv F4, Ml 8
(short sword), Mv 30', Sv F3, Ml 7
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
HP 22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 1. UNDERWATER RUINS: This is a collection of
crumbled columns. The ocean floor here is
2 Baboons: AC 14, HD 1, #At 1 bite or by weapon, covered by flagstones, with a scattering of
Dam 1d4 or by spear (1d6), Mv 40', Sv F1, Ml 7 seaweed and coral growing about them. Four
nixies float amid the weeds, shackled to chains
HP 5 ☐☐☐☐☐ 3 ☐☐☐
attached solidly to the bottom of a column. They
were stolen from their inland lake by a sea witch
R5: UNDERWATER EXPLORATION (which they have not seen for days). Consider
rewarding the PCs 100 XP (25 each nixie) for
See the map later. This adventure features a clear
rescuing them. These nixies may aid them in the
glass globe about 4 inches (10 centimeters) in
local adventures (especially with their water
diameter that appears empty but maintains
breathing spells), but they are desperate to return
neutral buoyancy (neither rising nor descending
to their lake.
when in water at any depth). When gripped, the
gripper gets the sense that shattering it will 4 Nixies: AC 16, HD 1*, #At 1 dagger, Dam 1d4,
permanently increase their constitution by 1 point. Mv 40' Swim 40', Sv F2, Ml 6
Someone with a maximum score (usually 18)
cannot smash it; if they insist in trying it might HP 7 ☐☐☐☐☐ ☐☐ 6 ☐☐☐☐☐ ☐
shatter but not benefit them or anyone else. Roll a 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
six-sided die (d6): on a 1 to 3 it is in the seaweed 2. CORAL RIDGE: This ridge of coral rises some 10
patch at #3 and on 4 to 6 it is in the seaweed feet up. Sea life thrives here, including scores of
patch at #4, moving slowly about in a current of clams, which have not been harvested in
water so as to attract attention centuries. If the PCs hunt for pearls they will find
There are numerous ocean coves in this area; this 1d3 pearls/hour until 16 have been found (total
one can only be found with the aid of the map value 1,600 gp; 100 gp each). There is a 1 in 6
possessed by the shipwrecked castaway found at chance per hour of a hungry mako shark
the preset ocean encounter O7. The cove is about appearing.
30 feet deep, but slopes down around the 1 Mako Shark: AC 15, HD 4, #At 1 bite, Dam 2d6,
entryway at #6 to reach 60 feet or so. The jagged Mv Swim 80', Sv F4, Ml 7
cliffs around the cove rise at least a 100 feet high
and are populated by sea birds and pterodactyls. HP 17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

The ocean around the beach is clear enough to


allow sunlight to penetrate down deep and
provide decent vision, although the refraction and
rippling of the water causes distortions. Clear vision
is perhaps to 120 feet or so (if desired, cut a circle

28
Monkey Isle Encounters

3. SEAWEED PATCH: This patch of seaweed is the ability to move and breathe in water as if it is
inhabited by two giant waterbugs. The PCs can air (they can swim) for 1d6+6 turns. The shower
collect a gem-quality collection of coral worth 500 system itself grants this; the water is fresh and
gp and weighing 10 pounds. drinkable but has no effect if removed.
2 Giant Waterbugs: AC 18, HD 5*, #At 2 claws (or 1 8. CAVERN: The walls and ceiling of this dark
sucking bite), Dam 1d6/1d6 or 2d6, Mv 30' Swim chamber are natural, rough and uneven. The floor
30', Sv F5, Ml 7 has been paved by stone blocks. In the back of
the cave is what appears to be a pile of coins; it is
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
a pile of colorful, shiny rocks of little value. A giant
☐☐☐☐☐ ☐☐
2-headed snake rests atop it. The "secret doors"
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
between this room and #9 are sections of wall
4. SEAWEED PATCH: This patch of seaweed is carefully hinged to be pushed out (to the east) but
inhabited by three different giant diving bell not in (to the west). Tiny cracks allow a person to
spiders. There are also the half buried bones of a look through it.
human in tatty remnants of good clothing. 1 Giant Two-headed Snake: AC 14, HD 5*, #At 2
Searching it reveals a silk eye patch sporting a 100 bites, Dam 1d8 + poison, Mv 50', Sv F4, Ml 8
gp gem in the center, and a gem sprinkled golden
dagger worth 200 gp, preserved by being buried in HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
silt. ☐☐☐☐
3 Giant Diving Bell Spiders: AC 15, HD 4*, 9. GUARDS: If the PCs do not detect the secret
#At 1 bite, Dam 1d8 + poison, Mv 50', Sv F4, Ml 8 doors between this room and #8, the troglodytes
behind them will come out and attack from
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
behind when they leave the chamber. The trogs
☐☐☐☐
do not have light and even if the PCs try to look
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
through cracks in the doors, they will see little.
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
6 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite,
5. EEL LAIR: This wide, deep tunnel is the lair of a Dam 1d4/1d4/1d4, Mv 40', Sv F2, Ml 9
giant eel.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
1 Giant Eel: AC 12, HD 6, #At 1 bite, Dam 1d12, 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
Mv 60', Sv F6, Ml 8 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐ 10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
6. EXIT TO OCEAN: The sea floor slopes down to a
depth of 60 feet here. This entrance way is 30' high. 10. MUCKY HALLWAY: The floor of this hallway looks
The section nearest the ocean is vaguely obscured normal, appearing solid to casual inspections, but
by what appears to be seaweed. These are the as characters move across it the crust will break
tentacles of a giant jellyfish that has parked itself and they will begin to slowly sink. It is covered by
here to snatch passing fish. gooey muck about two feet deep that reduces
movement to 1/10 the normal. Troglodyte guards
1 Giant Jellyfish: AC 15, HD 8*, #At 1d8 tentacles, keep watch through a peephole in the door at the
Dam 1d4 + poison each, Mv 20', Sv F8, Ml 8 east end; they will come out and attack slowed
HP 38 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ PCs with crossbows.
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ 6 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite,
7. HALLWAY: There is no light here. This stretch of Dam 1d4/1d4/1d4, Mv 40', Sv F2, Ml 9
natural tunnel slopes upward, rising some 30 feet HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
total as it moves from south to north. About 10 feet 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
from where it opens into the chamber to the north 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
the water ends and air takes over. A constant 10 ☐☐☐☐☐ ☐☐☐☐☐
shower of clean, fresh water sprinkles down there. 10 ☐☐☐☐☐ ☐☐☐☐☐
Stepping through it grants humans and humanoids 9 ☐☐☐☐☐ ☐☐☐☐

29
Encounters Monkey Isle

11. EMPTY CRYSTAL ROOM. This room has crystal 1 Troglodyte Priest: AC 17, HD 4, #At 2 claws/1 bite,
walls that reflect light in a kaleidoscope effect. It is Dam 1d4+1/1d4+1/1d4+1, Mv 40', Sv F2, Ml 9
empty.
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
12. COMMON ROOM. Three troglodytes inhabit ☐☐☐☐☐
each of the three chambers (the one with the
2 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite,
number and the two to the south). Any noise or
Dam 1d4/1d4/1d4, Mv 40', Sv F2, Ml 9
bright light will cause them all to converge on the
source. The chambers are furnished with simple HP 10 ☐☐☐☐☐ ☐☐☐☐☐
wares like clay jars and rattan chairs and cots. A 8 ☐☐☐☐☐ ☐☐☐
stew of fish and clams is cooking in a pot over a
small fire in the main chamber. 15. STORE ROOM. This chamber contains woven
baskets full of dried meats, vegetables and fruit.
9 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite, There is about 4d6 x 100 pounds of food here.
Dam 1d4/1d4/1d4, Mv 40', Sv F2, Ml 9
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ R6: DRAGON HARBOR
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
See the map later. This scenario assumes the
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
characters are traveling about and going through
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
other encounters. If plucked from the module, the
10 ☐☐☐☐☐ ☐☐☐☐☐
GM might have to adjust it some.
10 ☐☐☐☐☐ ☐☐☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐ Place this wherever you want it. If the elven trading
9 ☐☐☐☐☐ ☐☐☐☐ ship SILVERLAKE is convoying with the player
9 ☐☐☐☐☐ ☐☐☐☐ characters, it might be attacked by the dragon;
otherwise the dragon might attack the character's
13. TROGLODYTE CHIEF QUARTERS: The head
ship. The dragon will usually be driven off, and fires
troglodyte is here, along with three others.
extinguished. The local natives know of the dragon
1 Troglodyte Chief: AC 17, HD 6, #At 2 claws/1 bite, and can point to the ancient harbor city it has
Dam 1d4+2/1d4+2/1d4+2, Mv 40', Sv F2, Ml 9 taken residence in. Most of the buildings of the city
have been knocked down by earth quakes, or
HP 25 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ fallen down from neglect.
☐☐☐☐☐
Random Encounters
3 Troglodytes: AC 15, HD 2, #At 2 claws/1 bite,
Dam 1d4/1d4/1d4, Mv 40', Sv F2, Ml 9 1-2 2d6 cavemen: AC 12, HD 2, #At 1 weapon,
Dam 1d8 or weapon + 1, Mv 40', Sv F2, Ml 7
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
HP 8 ☐☐☐☐☐ ☐☐☐ 6 ☐☐☐☐☐ ☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐ 5 ☐☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐ 6 ☐☐☐☐☐ ☐
In the far western alcove is a pile of coins (2,000 9 ☐☐☐☐☐ ☐☐☐☐ 6 ☐☐☐☐☐ ☐
sp), gems (5 gems worth 100 gp and 2 worth 500 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 3 ☐☐☐
gp), and a locked treasure chest (the lock is 9 ☐☐☐☐☐ ☐☐☐☐ 3 ☐☐☐
trapped with a needle; save versus poison or die)
3 1d6 Small Carnivorous Dinosaurs: AC 15, HD 3,
with 1,100 gp.
#At 1 bite, Dam 1d8, Mv 50', Sv F5, Ml 8
14. TEMPLE: The troglodyte temple is here, guarded HP 10 ☐☐☐☐☐ ☐☐☐☐☐
by a head priest and two others. Skeletons hang 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
on wooden cross-poles, decked out in gaudy
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
feathers and leather clothing. Bones are arranged
7 ☐☐☐☐☐ ☐☐
in various symbols along the wall. A great hulking
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐
skeletal figure reclines on a bone throne. It has
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ ☐☐☐☐
been assembled from dinosaur bones. The priest is
not a cleric per se, but is a devoted follower and
worshiper of a troglodyte deity.

30
Monkey Isle Encounters

4 1d6 Terror Birds: AC 12, HD 3, #At 1 bite, 3 Human Fighters: AC 16, F 3, #At 1 weapon,
Dam 1d8, Mv 60', Sv F3, Ml 8 Dam 1d8 or by weapon, Mv 20', Sv F3, Ml 7
HP 10 ☐☐☐☐☐ ☐☐☐☐☐ HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐ 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐ 3. GRAVEYARD: The shell of an old church looms
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐ over a large old graveyard. Nothing of value is
here. If the PCs hesitate here for too long, a pack
5 1d4 Lions: AC 14, HD 5, #At 2 claws/1 bite, of giant wolf spiders will come scampering from
Dam 1d6/1d6/1d10, Mv 50', Sv F5, Ml 9 the trees and gravestones to attack.
HP 27 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ 8 Giant Wolf Spiders: AC 12, HD 1*, #At 1 bite,
☐☐☐☐☐ ☐☐ Dam 1d4 + poison, Mv 60', Sv F1, Ml 8
20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ HP 6 ☐☐☐☐☐ ☐ 5 ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐ 4 ☐☐☐☐ 4 ☐☐☐☐
4 ☐☐☐☐ 4 ☐☐☐☐
6 2d6 Giant Rats: AC 13, HD 1d4 HP, #At 1 bite, 3 ☐☐☐ 3 ☐☐☐
Dam 1d4 + disease, Mv 40' Swim 20', Sv F1, Ml 8
4. PARK: Although grown up, this is obviously a well
HP 3 ☐☐☐ 2 ☐☐ 2 ☐☐ 1☐ planned park, with paved pathways crisscrossing it,
2 ☐☐ 3 ☐☐☐ 4 ☐☐☐☐ 3 ☐☐☐ flowering shrubs and fruit trees, and a central
1 ☐ 2 ☐☐ 2 ☐☐ 4 ☐☐☐☐ shrine with a fountain that still flows. Hidden here in
a burrow that is very difficult to detect is a giant
1. HARBOR ISLAND: A small fort lies atop a natural
trapdoor spider. It will leap out and attack the first
island in the harbor. Long, man-made stone
PC to travel through this region, surprising on 1-6 on
causeways connect the island to the mainland on
1d6 (so that, in effect, it surprises anyone not
the dotted line shown; they are perforated by wide
having a bonus vs. surprise, and even most who do
channels for ship's passage.
have one).
2. DOCKS: These docks are constructed from strong
1 Giant Trapdoor Spider: AC 15, HD 4*, #At 1 bite,
hardwood and stone, and are still in decent
Dam 1d8 + poison, Mv 50', Sv F4, Ml 8
shape. Nearby are the remnants of large
warehouses, and harbor related buildings, many HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
broken down by the ravages of time. Ragged bits
of a stone-paved road lead northward. Along the This region is also the hunting grounds of a jaguar
road are remnants of houses, all now rubble. that feeds off deer and antelope coming to
browse or drink.
This area is the abode of a hermit witch doctor
who has three main helpers and thugs. If the 1 Jaguar: AC 16, HD 4, #At 2 claws/1 bite,
adventurers need allies, he will offer to join them Dam 1d4/1d4/2d4, Mv 70' Swim 30', Sv F4, Ml 8
for a share of loot; if they need a challenge he HP 24 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
attempts to extort a “tax” as if he owns the place. ☐☐☐☐
1 Human Magic-User: AC 11, M 3, #At 1 weapon, 5. COLOSSEUM: This is a large Colosseum with a
Dam 1d4, Mv 40', Sv M3, Ml 7 race track, stalls for vendors, and plenty of seating.
Spells: 1st level (2) - magic missile, shield Rotten support beams make walking here
2nd level (1) - phantasmal force hazardous. There is a chance (1 on 1d6) of rocks
falling on a passerby. They attack as if a monster at
HP 7 ☐☐☐☐☐ ☐☐ AB +3 (+5 vs. characters not wearing helmets), and
do 2d6 damage with a hit.
6a, 6b, 6c, 6d. FORTS: These are fairly simple stone
forts with a tower on each corner, barracks,
warehouses, and administration quarters.

31
Encounters Monkey Isle

7. CRUMBLED BRIDGE: A long bridge once crossed 1 Megatherium: AC 13, HD 9, #At 2 claws,
the river here. It has collapsed. The area teams Dam 1d10/1d10, MV 40', Sv F 5, Ml 8
with crocodiles. They can be dealt with in many
HP 35 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
ways, including avoiding them or roping them and
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
dragging them out. They aren't malicious except
they will hunt anything that gets near the water 10. MAIN TEMPLE: Home of the dragon, built into a
edge. cliff face. The ornately decorated entrances are
30' high and the ceiling inside 40' high. The main
1d8 Crocodiles: AC 15, HD 2, #At 1, Dam 1d8,
area (#10a) features a set of stairs on the west side
Mv 30' (10') Swim 30' (10'), Sv F2, Ml 7
which lead 15' up to the main platform where the
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ main statue is featured (#10b) and where the
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ dragon usually curls around its treasure. The GM
10 ☐☐☐☐☐ ☐☐☐☐☐ might give the dragon fewer hit die and hit
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐ points (as provided in the Basic Fantasy rule book)
9 ☐☐☐☐☐ ☐☐☐☐ for a weaker and less clever party of adventurers,
10 ☐☐☐☐☐ ☐☐☐☐☐ reducing the treasure some as well.
10 ☐☐☐☐☐ ☐☐☐☐☐
7 ☐☐☐☐☐ ☐☐ Red Dragon: AC 21, HD 10** (+9), #At 2
claws/1 bite or breath/1 tail, Dam 1d8/1d8/4d8 or
8a. and 8B. APARTMENTS: These are particularly breath/1d8, Mv 30' Fly 80' (20'), Sv F10, Ml 8
dense concentrations of apartment complexes,
HP 45 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
featuring two or three story housing.
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
9. OLD GARDEN: Fruits and vegetables grow here; ☐☐☐☐☐
roughly 1d6 weeks rations of foodstuffs can be
Dragon's Treasure: 4,100 cp, 39,000 sp, 10,000 gp,
collected. There are also some anti-septic and ant-
15 gems (10 x 100 gp, 3 x 500 gp, 2 x 1000 gp), 2
inflammatory herbs. One herb is known to help with
jewelry (bracelet worth 1,900 gp, and knife worth
most snake bites when carefully brewed into a
1,800 gp)
gummy poultice (local natives can explain how),
slowing the poisons' process; there is enough for 1 Short Bow +1, Dagger +1
dose. These replenish in about a month or two. The
megatherium (giant ground sloth) that lives here A pair of gaudy silver-wrapped platinum bracers is
will try to drive off interlopers. also in the treasure (they will radiate magic if
detect magic is used). If worn, they increase the
wearer's dexterity score by 1 point, unless the
wearer has already reached their maximum
(usually 18).
11. FARM LAND: Large swaths of land were
devoted to farming. Crops included rice and
wheat.
12. SWAMP: An insect riddled swamp of grasses
and mud pools.

32
Monkey Isle Maps

Maps

33
Maps Monkey Isle

34
Monkey Isle Maps

Random Lairs: For Assorted Encounters


The GM can use these for such things as random encounters with cavemen or orcs.

35
Maps Monkey Isle

A Common Village Set Up

36
Monkey Isle Maps

Map for R1: HUMAN SACRIFICE

37
Maps Monkey Isle

Map for R2: REED MARSH TEMPLE

38
Monkey Isle Maps

Map for R3: LAKESIDE TEMPLE

39
Maps Monkey Isle

Map for R4: TEMPLE COMPLEX WITH SIMIANS

40
Monkey Isle Maps

Map For R5: UNDERWATER EXPLORATIONS

41
Maps Monkey Isle

Map for R6: Dragon Harbor

42
Monkey Isle New Monsters

New Monsters
This details unusual creatures as they are encountered on Monkey Isle. If they are detailed elsewhere,
pick the statistics desired.

Apes and Monkeys


Name AC HD #At Dam Mv # App Sv Ml
Ape, Carnivorous* 14 4 2 claws 1d4/1d4 40' 1d6 Wild/Lair 2d4 F4 7
Rock Baboon* 14 2 1 club/1 bite 1d6/1d4 40' 2d6 Wild 2d6 Lair 5d6 F2 8
Baboon 14 1 1 bite or weapon 1d4 40' 2d6 Wild only F1 7
Chimpanzee 14 2 2 claws 1d3/1d3 40' 2d6 Wild only F2 7
Orangutan 14 3 2 claws 1d3/1d3 40' 2d6 Wild only F3 7
Gorilla 14 4 2 claws 1d4/1d4 40' 2d6 Wild only F4 7
Gorilla, cave 14 5 2 claws 1d6/1d6 40' 1d4 Wild only F5 7
Monkey, Common 13 1d4 1 bite 1d2 40' 6d6 Wild only F1 7
* These details are from the current version of the Basic Fantasy Rule Book and are provided for reference.
The gorilla is pretty much just a copy of statistics and the others are extrapolated simplistically to reduce
needlessly arbitrary definitions.
NOTE: All have a treasure type of NONE Common gorillas are generally herbivores, and are
usually only aggressive in defense of their family
The Core Rules already define carnivorous apes group. Otherwise they avoid intruders. They can
(far more carnivorous than normal gorillas) and weigh 800 pounds, though many weigh far less.
rock baboons. Monkey Isle is populated by other, Intelligent gorillas using melee weapons get a +3
more normal ape types. They usually do not bonus to their damage and hit rolls for strength.
represent a threat to adventurers unless met under
special circumstances; enhanced versions may Cave gorillas (AKA Gigantopithecus) are
willfully attack PCs if they are evil or in self defense. estimated to be up to a thousand pounds in
Intelligent versions wearing body armor are treated weight (perhaps less but usually larger than a
as humans (leather increases their AC to 16 and common gorilla), these ancient beasts dwell in lost
reduces movement rate to 30'; chain mail worlds. They might behave like modern gorillas, or
becomes AC 18 and movement is 20'). Most they might be fearsome carnivorous beasts.
already have the rough equivalent of leather Enhanced versions may exist on Monkey Isle, but
armor due to their hide and fur, and hence are not known. When using melee weapons they
wearing anything beyond chain mail would be would get a +3 bonus to their damage and hit rolls
uncomfortable to say the least. for strength.
Common baboons only weigh 60 to 90 pounds Common monkeys rarely weigh more than 40
(many are smaller). They live in packs and pounds or so (often far less). They aren't very
sometimes hunt other, smaller creatures. They special, but can be numerous. Intelligent monkeys
might face down predators; it helps that many often use weapons, but are restricted in size to
predators do not like being challenged. They are those generally doing 1d4 damage or less.
much smaller than the rock baboons in the rule
book (which weigh 200 to 250 pounds). Intelligent Orangutans are often heavier than humans
ones use weapons, while non-intelligent baboons (averaging up to 225 to 250 pounds or so) and
rely on intimidation, family groups, and alertness to stronger. The above statistics are for larger ones.
avoid danger. Females might have the statistics of a chimpanzee.
Intelligent orangutans using melee weapons get a
Chimpanzees weigh as much as an average +2 bonus to damage and hit rolls for strength (+1 if
human, but are stronger. They will hunt and eat chimpanzee sized). On earth they occupy only an
other monkey types. Intelligent chimpanzees using isolated, small area of the world.
melee weapons gain a +1 bonus to their damage
and hit rolls for strength.

43
New Monsters Monkey Isle

Dimetrodon
Armor Class: 18 These reptilian predators predated dinosaurs. They
have a high, long fin ("sail") of skin on their back.
Hit Dice: 5
They were slow movers due to their awkwardly
No. of Attacks: 1 bite splayed legs. Their prey may have included
Damage: 2d6 Edaphosaurus (ground lizard), a herbivorous sail-
backed creature. Rather than try to create a
Movement: 30' (10')
unique and arbitrary definition with random
No. Appearing: 1d3, Wild 1d6 differences, the statistics used here are a copy of
Save As: Fighter: 4 one of the basic lizards in the main rules with only a
Morale: 7 change to the movement rate.
Treasure Type: None
XP: 360

Dinosaurs, Land Carnivores


Creature AC HD No. Attacks Damage Move # Appear Save Ml XP
Less than man-size 11 1d4 hp 1 bite 1d2 70' Wild 1d12 NM 7 10
Man-sized 13 1 1 bite 1d4 60' Wild 1d12 F1 7 25
Small 15 3 1 bite 1d8 50' Wild 1d8 F2 8 145
Dilophosaurus 18 6 1 bite d6+d8 40' (10') Wild 1d6 F3 9 500
Baryonyx 20 9 (+8) 1 bite 3d6 40' (10') Wild 1d4 F5 10 1,075
Carnotaurus 20 9 (+8) 1 bite 3d6 40' (10') Wild 1d4 F5 10 1,075
Megalosaurus 20 9 (+8) 1 bite 3d6 40' (10') Wild 1d4 F5 10 1,075
Allosaur, small 20 9 (+8) 1 bite 3d6 40' (10') Wild 1d4 F5 10 1,075
Allosaur 21 12 (+10) 1 bite 4d6 40' (10') Wild 1d4 F6 10 1,875
Allosaur, Large 22 15 (+11) 1 bite 5d6 40' (10') Wild 1d4 F6 10 2,850
Suchomimus 23 18 (+12) 1 bite 6d6 40' (10') Wild 1d4 F9 11 4,000
Spinosaurus 24 21 (+13) 1 bite 4d10 40' (10') Wild 1d4 F9 11 6,000
Giganotosaurus 25 24 (+14) 1 bite 4d12 40' (10') Wild 1d4 F9 11 8,250

Carnivorous land dinosaurs came in many different Small predators include the famous hook-clawed,
sizes, although they were uniformly bipedal. A few stiff-tailed members of the dromaeosaur family
basic size categories can be matched to names such as Deinonychus (terrible claw),
(based on the general size of the family) to add Dromaeosaurus (running lizard), and Velociraptor
easy variety. Even the largest was born small and (fast thief). These reached 1 to 3 hit die. Some were
had to grow up; categories for smaller animals 1/2 hit die (1d4 hit point) creatures. The largest
help handle immature members of a type. member of the family by some estimates may
have been the Utahraptor (Utah's predator),
There were a number of less well-known meat or reaching the lower end of medium size (6 hit dice).
insect-eating dinosaurs of the 1 to 3 hit die type, Dilophosaurus is another example of the type.
including the Compsognathus (pretty jaw),
Gallimimus (chicken mimic), Ornitholestes (bird The Allosaur (different lizard) is a lighter Jurassic
robber), Ornithomimus (bird mimic), Oviraptor (egg period predator that usually reached the medium
thief), Struthiomimus (ostrich mimic), and Troodon category (9 or 12 hit die) and occasionally maybe
(wounding tooth). These dinosaurs were 15. The Baryonyx (heavy claw), Carnotaurus (meat
opportunistic feeders as opposed to true eating bull) and Megalosaurus (great lizard) were
predators. relative lightweights (usually only 9 hit die).

44
Monkey Isle New Monsters

The Tyrannosaurus Rex is defined in the main rule Several of the large types had long alligator-like
book as an 18 hit die creature, although some may snouts and may have preyed on fish. This includes
have reached 21 hit dice. A number of members Spinosaurus (spine lizard) with a spine stiffened sail
of the Tyrannosaur family were smaller, being from along its back which may have vied for size with
9 to 15 hit dice; examples include Albertosaurus, the Giganotosaurus at 21 hit die or so. Suchomimus
Daspletosaurus, Gorgosaurus, and Tarbosaurus (crocodile mimic) had short spines and reached
(terrifying lizard). about T-rex size (18 hit die).
Giganotosaurus (giant southern lizard) is perhaps
the largest known carnivorous dinosaur reaching
21 to 24 hit die super-predator sizes.

Dinosaurs, Land Vegetarians


Creature AC HD # Attacks Damage Move # Appear Save Ml XP
Ankylosaur 18 8 1 tail/1 bite 2d6/1d8 20' (20') Wild 1d6 F 6 7 875
or trample or 2d6
Nodosaur 18 8 1 tail/1 bite 1d8/1d8 20' (20') Wild 1d6 F6 7 875
or trample or 2d6

Ceratopsians:
Centrosaurus 17 7 1 gore or 1d10 or 1d10 30' (15') Wild 1d6 F4 8 670
trample
Chasmosaurus 15 5 " 1d8 or 1d8 30' (15') Wild 1d6 F3 8 360
Pentaceratops 19 11 (+9) " 3d6 or 3d6 30' (15') Wild 1d4 F7 8 1,575
Protoceratops 14 2 1 bite 1d4 30' (15') Wild 1d8 F1 8 75
Styracosaurus 16 6 1 gore or 1d10 or 1d10 30' (15') Wild 1d4 F4 8 500
trample
Triceratops 19 11 (+9) " 3d6 or 3d6 30' (15') Wild 1d4 F7 8 1,575
NOTE: Triceratops is from the Basic Fantasy rulebook and is provided for reference only
Hadrosaurs:

Hadrosaur 18 10 (+9) 1 tail/1 bite or 1 1d6/1d6 or 1d10 40' Wild 1d6 F10 8 1,300
trample
Iguanodons:
Iguanodon 18 9 (+8) " 1d6/1d6 or 1d10 40' Wild 1d6 F9 8 1,075

Pachycephalosaurs:
Small 13 1 1 bite or butt 1d2 or 1d4 40' Wild 1d12 F1 7 25
Medium 14 3 1 bite or butt 1d6 or 1d8 40' Wild 1d8 F3 7 145
Large 15 6 1 bite or butt 1d8 or 1d10 40' Wild 1d6 F6 7 500

Sauropods:
Small 13 6 1 tail/1 bite or 1 1d4/1d4 or 1d6 20' (10') Wild 1d12 F6 7 500
trample
Medium 15 12 (+10) " 1d6/1d6 or 2d6 30' (15') Wild 1d10 F9 8 1,875
Large 17 18 (+12) " 1d10/1d10 or 3d6 30' (15') Wild 1d8 F13 9 4,000

45
New Monsters Monkey Isle

Creature AC HD # Attacks Damage Move # Appear Save Ml XP


Massive 19 24 (+14) " 2d6/2d6 or 4d6 20' (20') Wild 1d6 F18 10 8,250
Super-massive 21 30 (+15) " 2d8/2d8 or 5d6 20' (20') Wild 1d6 F23 10 12,750
Titanic 23 36 (+16) " 3d6/3d6 or 6d6 20' (20') Wild 1d6 F27 10 17,250

NOTE: All have a Treasure Type of None. Iguanodon: These bipedal herbivorous dinosaurs
were well known for the spikes replacing the
Vegetarian dinosaurs came in both bipedal and thumbs on their forelimbs. Specimens include
quadrupedal types. Some were huge, yet most Iguanodon (Iguana tooth), and Ouranosaurus
began life rather small. (brave lizard).
Ankylosaurs: Ankylosaurs are four-legged Pachycephalosaurs: These bipedal herbivorous
herbivorous dinosaurs that are low built and dinosaurs sported thick skulls often surrounded by
covered by fused bony plates, nodules, and spikes. spikes at the base, often resembling bald men with
Some had a clubbed tail (Ankylosaurs, damage short hair on the fringes. They came in many sizes,
2d6 with tail). from human on up. Specimens include
Nodosaurs (a sub-family of Ankylosaurs with much Pachycephalosaurus (thickheaded lizard; perhaps
the same characteristics) often do not have a 6 hit dice), and Stegoceras (roof horn; 1 hit die).
clubbed tale (damage 1d8 with a tail swing). Sauropods: These massive herbivorous dinosaurs
Ceratopsian: This entry is for anyone who wants walked on four limbs and sported small (for their
more four-legged horned-faced critters besides body weight) heads on long necks and long tails.
the Triceratops. Lighter animals included the They came in many different types and weights.
Centrosaurus which had one single horn, and They could easily be 18 to 36 hit die, or much
Chasmosaurus which had hollow frills. smaller at 1 to 12 hit die. They relied on size and
Pentaceratops had five "horns" but only three true herd tactics to avoid predation.
horns. Styracosaurus had many horns radiating off Some specific common names and approximate
its frill, but only one facing forward. The smallest, hit die are:
earliest ceratopsian was the Protoceratops; it did
not have horns. Argentinosaurus (Argentine lizard) up to 36
Apatosaurus (deceptive lizard) 24 hit dice
Hadrosaurs: These bipedal herbivorous dinosaurs Barapasaurus (big legged lizard) 18 hit die
are commonly referred to as "duck-billed" Barosaurus (heavy lizard) 18 hit die
dinosaurs due to the shape of their mouth. Crested Brachiosaurus (arm lizard) 24 to 30 hit dice
specimens include Corythosaurus (Corinthian Brontosaurus - see Apatosaurus
helmet lizard), Lambeosaurus (Lambes lizard), Camarasaurus (chambered lizard) 18 hit dice
Saurolophus (lizard crest), and Parasaurolophus Cetiosaurus (whale lizard) 12 hit die
(beside Saurolophus or near crested lizard). Non- Diplodocus (double beam) 12 hit dice
crested specimens include Anatosaurus (which Mamenchisaurus (Mamenxi lizard) 18 hit dice
may very well actually be the Edmontosaurus), Saltasaurus (Reptile from Salta Province) 18 hit dice
Bactrosaurus (Bactrian lizard), Edmontosaurus Seismosaurus (earth shaking dinosaur) up to 36 hit
(Edmonton lizard), Hadrosaurus (sturdy lizard; dice
namesake of the bunch), Kritosaurus (separated Shunosaurus (Shuno lizard) 12 hit die
lizard), Maiasauru (good earth mother lizard), Titanosaurus (Titan lizard) 12 to 18 hit dice
Trachodon (varying tooth), and Tsingtaosaurus Vulcanodon (Volcano tooth) 6 to 12 hit die
(Tsingtao Crested Lizard; originally believed to
have a crest, but it was found to be a misplaced
bone, not crest).

46
Monkey Isle New Monsters

Dinosaurs, Marine
Creature AC HD # Attacks Damage Move # Appear Save Ml XP
ICHTHYOSAURS
Ichthyosaur, small 15 1 1 bite 1d4 60' 2d6 F1 7 25
Ichthyosaur, medium 17 7 1 bite 2d8 60' 1d8 F7 8 670
Ichthyosaur, large 19 14 (+11) 1 bite 3d10 60' 1d6 F14 9 2,500
Ichthyosaur, massive 21 22 (+13) 1 bite 4d12 60' 1d4 F22 10 6,750

MOSASAURS
Mosasaur, small 12 1 1 bite 1d6 40' 2d6 F1 7 25
Mosasaur, medium 14 6 1 bite 2d8 40' 1d8 F6 8 500
Mosasaur, large 16 12 (+10) 1 bite 3d8 40' 1d6 F12 9 1,875
Mosasaur, massive 18 24 (+14) 1 bite 3d10 40' 1d4 F24 10 8,250

PLESIOSAURS
Plesiosaur, small 13 1 1 bite 1d6 40' 2d6 F1 7 25
Plesiosaur, medium 15 3 1 bite 2d6 40' 1d10 F3 7 145
Plesiosaur, large 17 7 1 bite 3d6 40' 1d8 F7 8 670
Plesiosaur, massive 19 11 (+9) 1 bite 4d6 40' 1d6 F7 9 1,575

PLIOSAURS
Pliosaur, small 11 1 1 bite 1d4 40' 2d6 F1 7 25
Pliosaur, medium 14 5 1 bite 1d10 40' 1d8 F5 8 360
Pliosaur, large 16 10 (+9) 1 bite 2d10 40' 1d6 F10 9 1,300
Pliosaur, massive 21 20 (+13) 1 bite 4d10 40' 1d4 F20 10 5,250

Ichthyosaurs: These air breathing, fish-like weigh tons. They were not necessarily fast but they
prehistoric aquatic creatures came in many sizes, were very maneuverable and the long neck was
from no bigger than a human to monsters that built to sweep through fish schools at a distance.
rivaled whales in weight. Examples: Ichthyosaurus
(fish lizard) 1 hit dice, Opthalmosaurus (eye lizard) 7 Specimens include Cryptoclidus (hidden clavicles)
hit dice, Shonisaurus (Shosone Mountain Reptile) 14 (up to 11 hit dice), Elasmosaurus (ribbon lizard or
to 22 hit dice, and Temnodontosaurus 14 hit dice. thin plate) (7 hit) and the rather small Pleisiosaurus
(near lizard) (1 hit die or so).
Mosasaurs: These short necked, large-headed
marine reptiles had four flippers, and a medium Pliosaurs: These short necked marine reptiles look
length lobed tail. They were one of the few much like mosasaurs with minor differences (on
"dinosaurs" that were actually true lizards. Earth they appeared much earlier). Kronosaurus is
Examples: Mosasaurus (Meuse River lizard) HD 24, a pliosaur that reached large categories (10 hit
Plotosaurus (floating lizard) HD 12, Tylosaurus (knob die), while Liopleurodon could be massive.
lizard) HD 12.
Plesiosaurs: These monsters have a very long neck
and small head. Their bite is not necessarily scaled
to their body mass, and they normally hunt fish and
various life forms smaller than they are. Some were
small (the weight of a human), but others could

47
New Monsters Monkey Isle

Elephant, Shovel Tusk Jellyfish, Giant


Armor Class: 20 Armor Class: 15
Hit Dice: 10 (+9) Hit Dice: 8*
No. of Attacks: 1 bite or trample No. of Attacks: 1d8 tentacles
Damage: 1d10 or 4d10
Damage: 1d4 + poison each
Movement: 40'
Movement: 20' Swim
No. Appearing: Wild 1d12
No. Appearing: Wild 1d4
Save As: Fighter: 10
Morale: 8 Save As: Fighter: Fighter: 8
Treasure Type: None Morale: 8
XP: 1,300 Treasure Type: None
XP: 945
Shovel-tuskers predated modern elephants. Their
bottom jaw extends in a shovel-like plate which These beasts drift or propel themselves sluggishly
may have been used for various purposes. Sizes through the oceans in search of prey of any sort.
vary; the above statistics are for the larger types. The Portuguese man o' war floats on the surface,
blown by a small "sail". They possess an array of
Glyptodon sensory tentacles which make it difficult for any
creature to pass underneath them unnoticed.
Armor Class: 18 Upon the slightest touch of any sensory tentacle, at
Hit Dice: 4 least one main tentacle will wrap around prey
No. of Attacks: 1 tail or 1 trample stinging it for damage and injecting poison (save
versus poison or die). It is possible that more than
Damage: 1d8 or 1d8 one will attack a single victim (1d4 or as
Movement: 20' (15') appropriate). If a victim is slain, they drag it into the
No. Appearing: Wild 1d6 simple stomach in the center of their mass where it
is digested. They are often used as guardians of
Save As: Fighter: 4
various portals by underwater creatures who utilize
Morale: 7 specific training techniques to cause them to draw
Treasure Type: None aside at a signal.
XP: 240
Komodo Dragon
A huge prehistoric armadillo-like creature the size
of some compact cars, covered by thick bony Armor Class: 14
scutes. Herbivorous, they likely were only Hit Dice: 2*
dangerous to perceived predators.
No. of Attacks: 1 bite
Damage: 1d6 + disease
Movement: 30' (10')
No. Appearing: 1d6 Wild only
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 100

These great lizards are up to twice as heavy as a


human (150 to 300 pounds). They are aggressive
carnivores who hunt by ambush, and have a very
toxic bite that can kill a victim in a matter of hours.

48
Monkey Isle New Monsters

Victims must save versus poison or take 1d8 hit Spider, Giant, Variant
points damage per hour for 8 hours. They have a
good sense of smell and can track down dead or Armor Class: 15
dying prey. Hit Dice: 4*
No. of Attacks: 1 bite
Megatherium Damage: 1d8 + poison
Movement: 50'
Armor Class: 13
No. Appearing: 1d3, Wild 1d3, Lair 1
Hit Dice: 9 Save As: Fighter: 4
No. of Attacks: 2 claws Morale: 8
Damage: 1d10/1d10 Treasure Type: None
Move: 40' XP: 280
No. Appearing: Wild 1d4 only
These are additional types of giant spider.
Save As: Fighter: 5
Giant Bola Spider: These throw a web attached to
Morale: 8
a long thread of silk at victims. If they succeed with
Treasure Type: None a hit, they drag the victim in, biting them until they
XP: 1,075 can be fed upon.

This is an elephant-sized prehistoric ground sloth. Giant Trapdoor Spider: These dig deep burrows
While sloths are usually vegetarians, these may and cover the entrance with a hinged door made
have been omnivorous, scavenging kills from other from silk covered by dirt and debris. The door is so
creatures or preying on glyptodons by flipping well made it takes the equivalent of a find secret
them over. doors check to detect. They lay down a network of
well-camouflaged web lines about them and
(based on the signals received through these
Snake, Giant Two-Headed triplines) either let prey pass by or lunge out to
Armor Class: 14 attack. A giant trapdoor spider surprises its prey 1-6
on 1d6; in practice, this means that all creatures
Hit Dice: 5*
not having a bonus vs. surprise are automatically
No. of Attacks: 2 bites surprised.
Damage: 1d8 + poison
Movement: 30' Giant Diving Bell Spider: These catch a bubble of
air in the hairs on their body and swim under water,
No. Appearing: 1d4 Wild only
where they use silk and a natural framework such
Save As: Fighter: 5 as seaweed or tree roots to form a bell of air.
Morale: 8
Treasure Type: None
XP: 405

These beasts have two heads and are rarely


surprised, as one is usually alert. Each head can
attack an individual target, though the targets
have to be very close to each other.

49
New Monsters Monkey Isle

Spider, Giant Wolf Turtle, Sea


Armor Class: 12 Small Medium Large
Hit Dice: 1* Armor Class: 14 16 18
No. of Attacks: 1 bite Hit Dice: 1 2 4
Damage: 1d4 + poison No. of Attacks: 1 bite
Movement: 60' Damage: 1d4 1d6 1d8
No. Appearing: 1d12, Wild 1d12, Lair 1d12 Movement: 10' Swim 60'
Save As: Fighter: 1 No. Appearing: 1d6
Morale: 8 Save As: Fighter: 1 Fighter: 2 Fighter: 4
Treasure Type: None Morale: 8 8 8
XP: 37 Treasure Type: None
XP: 25 75 240
These smaller members of the giant spider family
exhibit the behavior of common wolves, attacking Sea turtles are armored, but not as heavily as land
victims in packs. They are faster than most other tortoises. They make up for it with a hydrodynamic
spiders. shape and flippers that make them fast in the
water, although slow on land. Archelon (ruling
Terror Bird turtle) was one of the largest.

Armor Class: 13
Hit Dice: 3
No. of Attacks: 1 bite
Damage: 1d8
Movement: 60'
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 3
Morale: 8
Treasure Type: None
XP: 145

These flightless prehistoric birds could weigh up to


800 pounds. Their massive beaks gained them the
nick name "axe beak." They will be found in lost
world settings, hunting smaller game in packs of
1d6 or more, and guarding their nests.

50
Monkey Isle New Monsters

Wasp, Giant remove the egg, or they receive a cure disease


spell or similar powerful magic. If they die, the new
Gravedigger Parasitic wasp emerges as a 1 hit die version and tries to fly
Armor Class: 15 14 off, after spending 1d6 combat rounds to dry its
Hit Dice: 4* 3* wings. Some also form paper nests and raise their
young in broods.
Attacks: 1 sting 1 sting
Damage: 1d8 + paralysis 1d6 + paralysis &
Waterbug, Giant
egg
Movement: 60' flying 30' 60' flying 30' Armor Class: 18
No. Appearing: 1d6 anywhere 1d6 anywhere Hit Dice: 5*
Save As: Fighter: 2 Fighter: 2 No. of Attacks: 2 claws (1 bite if both claws hit)
Morale: 9 9 Damage: 1d6/1d6 or 2d6
Movement: 30' Swim 30'
Treasure Type: None None
No. Appearing: 1d6 Wild only
XP: 280 175
Save As: Fighter: 5
These predatory insects can sting victims multiple Morale: 7
times, limited only by poison supply. Some are Treasure Type: None
loners, but others form paper nests and are social. XP: 405
A meaner, larger, more aggressive wasp is usually
called a hornet. These beetle-like insects live in the water. They
have a snorkel-like breathing tube they can
Anyone stung by a gravedigger wasp must save extend from their aft section that allows them to
versus poison or be paralyzed for 2d6 days. This remain submerged as long as they wish (to depths
duration is reduced significantly by stimulants and of up to 50'). They attack with two long, scythe-
first aid. The wasp will try to drag or fly off with hooked claws. If both hit, they grasp their prey and
suitable victims (about man-sized or smaller) to find bite; from then on they automatically "hit" their
soft soil. If it can, it will then dig a burrow, lay an victim each round with the bite, siphoning out the
egg, and cover the burrow entrance back up. The insides of the victim for 1d12 hit points of damage
victim will be consumed if not rescued before the per round. The GM might allow a mechanic for
egg hatches in 1d6 days or so. breaking free; if damaged badly the bug might let
Someone stung by a parasitic wasp must save go and flee, for example.
versus poison or be paralyzed for 1d6 turns (10 - 60
minutes). The sting also injects an egg into their
body. For 1d6 days there will be no evidence of
the egg. Then the victim will begin suffering pain
and start taking damage (1d2 points the first day,
1d4 the next, 1d6 the third, 1d8 the fourth and so
on) until the victim dies, or surgery is used to

51
Open Game License Monkey Isle

Open Game License


Designation of Open Game Content: The entire text of Monkey Isle (except the Open 5. Representation of Authority to Contribute: If You are contributing original material as
Game License, as explained below) is Open Game Content, released under the Open Open Game Content, You represent that Your Contributions are Your original creation
Game License, Version 1.0a (reproduced below) as described in Section 1(d) of the and/or You have sufficient rights to grant the rights conveyed by this License.
License. Artwork incorporated in this document is not Open Game Content, and remains
the property of the copyright holder. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game
Designation of Product Identity: Product identity is not Open Game Content. The Content You are copying, modifying or distributing, and You must add the title, the
following is designated as product identity pursuant to OGL v1.0a(1)(e) and (7): (A) copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any
product and product line names, including Basic Fantasy Role-Playing Game; (B) all original Open Game Content you Distribute.
artwork, logos, symbols, graphic designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual representations, including 7. Use of Product Identity: You agree not to Use any Product Identity, including as an
the “eye” logo, which is the personal trademark of Chris Gonnerman for his various indication as to compatibility, except as expressly licensed in another, independent
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clearly identified as product identity by the owner of the product identity, and which indicate compatibility or co-adaptability with any Trademark or Registered Trademark in
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The terms of the Open Game License Version 1.0a are as follows:
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 portions of the work that you are distributing are Open Game Content.
Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors
2. The License: This License applies to any Open Game Content that contains a notice Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
indicating that the Open Game Content may only be Used under and in terms of this Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on
License. You must affix such a notice to any Open Game Content that you Use. No original material by E. Gary Gygax and Dave Arneson.
terms may be added to or subtracted from this License except as described by the
License itself. No other terms or conditions may be applied to any Open Game Content Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors
distributed using this License. Davis Chenault and Mac Golden.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your Castles & Crusades: Monsters Product Support, Copyright 2005, Troll Lord Games.
acceptance of the terms of this License.
Basic Fantasy Role-Playing Game Copyright © 2006-2014 Chris Gonnerman.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with
Monkey Isle Copyright © 2009-2014 J.D. Neal.
the exact terms of this License to Use, the Open Game Content.

END OF LICENSE

52

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