Isle of the Ape (AD&D Fantasy Roleplaying 1st ed, Greyhawk by Gary Gygax

By Gary Gygax

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Extra resources for Isle of the Ape (AD&D Fantasy Roleplaying 1st ed, Greyhawk Adventure & Map, WG6 9153)

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Such missiles can be hurled one per round, from 1" to 36" distance. All targets within a hex will be struck by a single boulder, but each will be subject to separate damage of 17-32. Lesser gargantuan apes hurl boulders for 14-26 points of damage (4d4 + 10) at ranges of 1" to 30 ". Oonga knows his cavern complex perfectly, and he will be able to chase very effectively. Don't forget he has considerable brain power for a monster. If he is encountered outside his lair area, he will be lurking in wait for the party if the dice check indicates they are surprised and Oonga is not.

There, Oonga will grab up a boulder from the rubble, hurling it with effect, and then retreat to the outside ledge, Area 11, using the sheltered southern portion to avoid spells if necessary. His strategy will be to grasp adversaries, squeeze them, and hurl them off the ledge. In fact, Oonga will attempt to bounce them on the lower ledges-the one to the south being 60 feet below the cave ledge. Striking either ledge will inflict instant death upon any character who is not magically protected from falling.

He will see the characters' request as a way to show his importance and will readily agree to help. However, he is prone to forgetfulness and senile ravings, and there is a 50% chance at any given moment that he may forget who the PCs are, what he agreed to do, or even the ritual itself. Stress will always cause him to forget the ritual, so magical or physical force cannot be used to take it from him, nor will he reveal it after death. Number AC Move Level THACO HP Weapons 4 3 2 1 1 1 5 5 5 3 3 3 15" 15" 15" 15" 15'' 15" 2 3 4 (19*) (18*) (16*) (15*) (14*) (12*) 22 33 44 55 66 77 spear, club spear, club 2 spears, club 2 spears, club 2 spears, club 2 spears, club 5 6 7 Damage Bonus +1 +1 +2 +2 +3 +3 * Base score needed to hit Armor Class 0.

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