[No-Artpunk] #12 The Ivory Islet (AD&D)

The Ivory Islet
C. Dantes

AD&D
Lvl 9 – 11
Pages: 47 (+2 maps)
Classification: Dreadnought

Part of the appeal of working with higher levels is that adventures will be had that not only task the player but also the DM. This is exemplified nowhere but with The Ivory Islet, an adventure that is brilliant but dense and complex even when compared with some of its heavier NAP cousins (Shangri-La & Cairn of Night). Someone actually did it. Someone looked at the official NAP tournament bible and realized the unlimited power of the material that is at their disposal. Everyone else was just using 5% of their brains. Ivory Islet freely uses material from Oriental Adventures, Creature Catalog, White Dwarf and a great profusion of obscure Dragon Magazine articles. The result is something that feels hyper-exotic even though not even a single new creature is introduced. The power was inside you all along.

An advanced adventure is right. This thing is dense, two levels, 44 rooms taking up 20 pages, the rest being taken up with appendices, premade character sheets, monster stattblocks, additional information on faction goals and NPCs within the Ivory Islet etc. Complex encounters in surreal, exotic locations with rich descriptions. Detailed NPCs. Orders of battle, countermeasures, contacts, connections and multiple ways of egress. A complicated plan to usurp the ossified ruling caste of the elephantmen and impose on them the racial supremacy that the BBG thinks they so richly deserve. This has just about everything you would ever need and the question is, are you strong enough, oh mortal man, to wield its power. It tries to help you out by highlighting treasure, creatures and features so there is order in the chaos, again, probably a good decision because without it running this would require a companion volume worth of notes.

The premise is great, very imaginative. The Ivory Preservatory is a sort of fantasy Shadow Moses island that the Nagmellans (elephantmen, as Pachyderms, Creature Catalog) use to dispose of cursed items, and also secretely guards a portal into an abyssal demiplane. Hannibar, Archbull, exile, fantasy bond-villain and would-be messiah, has struck deals with various foul spirits and seeks to stage a coup on the Nagmallen leadership. Enter the PCs, who can come as anything from burglars, negotiators to exterminators.

This thing is dense, rich with high fidelity detail. I am not talking floor-tiles and latrines either. Gameable information, considerations how the Nags perfect memory affects their response to intruders, intelligent responses from multiple groups, coverage of what other parties interact with the Preservatory in case the party decides to try to bluff their way in, a defence that protects the building from spells of 5th level or higher but which can be disabled (!), a crucial detail, easy to miss. A lot of this information is grouped so it does not need to be teased out of individual room entries, which is a small mercy. Even the random encounter tables have a little extra.

Good map, multiple means of egress, including a few that are not immediately obvious, like a hole in the ceiling or the means to crawl up via a latrine. Treasure vaults, secret hiding spaces and booby-trapped areas to snare intruders are the name of the game, and elevate the adventure above pure spec-ops D&D. Instead a location of wonder, closest analogy G3. A complex inhabited by intelligent opponents, but with different (though non-hostile) factions, prisoners that can be interrogated/rescued, an underlying design and a bizarre versimilitude to the whole. Some people have this great gift, to create a living, breathing complex that is simultaneously a place of wondrous adventure. This is sustained by a sort of Trentian or Kuntzian depth and specificity to all of the contents. It is the exact opposite of the perfunctory ‘2000 gp worth of jewels.’ All this while staying within the contest parameters.

Encounters are properly high-level. Combinations, complexity and variety. Its not just pachyderms, its the Goldtusks, the honor guard with their right tusk replaced by a gold prosthetic wielding falcatas and trunk maces (seperate proficiency if you want to learn), a special elite guard with poisoned crossbows and tower shields with bags of memory moss to take out spellcasters, two different varieties of flying bone relics holding the memories of ancient Nag spellcasters (and yes these are in AC 9). Two devils that can be called in. A horn that can be blown to alert the complex and an iron golem that can be woken up. Elite NPCs with abilities and magic items. This is advanced D&D kids.

This sort of hyper-tactical spec-ops D&D is interspersed with fiendish obstacles with open-ended secrets. Take the above, a secret treasure vault with an albino nag that must be charade-communicated with in order to get certain items out of the vault (with an exchange mechanism based on weight, something that would be utterly impractical were it not that fairly meticulous attention has been paid to the weight of treasure and other items throughout the adventure). Later on, in the Gurgothan side of the outpost, there is a gigantic dice that opens into six extra-dimensional rooms, or pools of memetic fluid that hold the congealed memories of Nag elders, or the cabin of a sadistic dual whip (one cockatrice feather) wielding Nag NPC, his submissive slave and his menagerie of minature tigers. A brass tube studded with diamond spikes underneath a pit of white hot coinage is used to prevent intruders in the southern gate. Machinery can be adjusted using levers in adjoining rooms.
There are no breaks on this crazy train.

I want to zoom in on a single encounter to illustrate what makes this adventure so sick. In 36. there is the frozen (using ice from the memory pools, which retains its temperature unless intervened with by intelligent life) body of a Leveller (a 45 HD behemoth from AC 9). Only its leg is not frozen. The Nags get rid of the cursed items by having them hyper-smashed by the leveller. Ok fair. That would be a feature in some item. But its a game. So there is a pile of (to the nags, valueless) treasure, coins and a few items, underneath the leg. If the leg takes damage it will step down. Do you risk it? There is an Alpha Astra (the floating wizard item things) hiding in the room that will fire MM on the leg if the players get underneath the leg. AND you can dispel the weird ice (which is also used elsewhere to preserve the Goldtusk reserves and save on food-supplies) and release the Leveller! This is a single encounter, totally gameable, it can be used or be resolved in multiple ways but it is also simultaneously part of the weird but consistent internal logic of the complex.

All the usual gripes and grouches about crude errors or shortcomings sort of fall by the wayside. There is a craftsmanship here that borders on the obsessive, an attention to exactly the correct detail that elevates the adventure and allows the DM to adjudicate and anticipate, a willingness to boldly expand one’s horizons and utilize material from the extensive legacy of Dungeons & Dragons and create a proper open-ended location THEN also include a timetable in case there is overmuch dithering on the PC side. Subtle details that reflect actual play and familiarity of clever players, the information they would receive if they cast Speak with Animals on the seals (Dragon magazine #137 in case you were wondering) near the island’s entrance. The one requirement is that you, like the author, get your hands dirty and dig in deep. If you can handle D3 you can handle this.

There is an extensive coverage of the aftermath, consideration of what happens if the players try to call in help from the elephantmen government, a list of rumors that may be gleaned from sages or the right contacts, a description of Hannibars plan to help you out in case you could not read between the lines etc. The information is presented in a way that is considerate towards the reader, it is something to be taken into account and used. Additional permutations like the nature of some of the prisoners is also included. Several new items, including a mummified trunk that can transport items to a person as long as his name is well known, a Mancatcher that can deal damage to someone’s oldest relative and other items of power and wonder are included. Extensive use is made of items in Dragon and occasionally White Dwarf, which is very cool. The premades are the most colorful motherfuckers this side of Greyhawk, and include in their ranks an LE Kensai, an NE Aztec priest, a half-ling thief-acrobat with teeth of the saint, Joan Comette, Nine of Diamonds Half-Orc Assassin and so on. Bravo.

I suspect difficulty is high, but not unreasonably so for a high level adventure. Save vs death is used sparingly, the Pachyderms with their advanced tactics should be comparable to hill giants, and the inclusion of advanced enemies like Bone Devils using their abilities intelligently should provide for a formidable challenge to even veteran players. Brute force is interspersed with poison, paralysis, curses and miscellanious spell use. Gimping is kept to a minimum, with 5th level+ spells being supressed within the complex, but not in a way that is impossible to bypass. I suspect the adventure is robust enough to handle intelligent use of wizard eye, invisibility, clairvoyance etc, and the tips for handling repeat incursions are appropriately merciless.

Great work, very unconventional. Have we peaked? Are there still worlds to conquer? Can we do even better?


23 thoughts on “[No-Artpunk] #12 The Ivory Islet (AD&D)

  1. *sigh* I suppose I’m the asshole that needs to point out that AC 9 Creature Catalogue is an accessory for BASIC D&D, not AD&D. Yes, it is in the “NAP Bible” but not for the AD&D system.

    So…what is this then, really? An adventure for “OSR?”

    Mm.

    I should probably wait to post my comments till there’ve been half-a-dozen positive comments saying “This looks great! Good job!” I probably should. But my time is limited and right now I have time to post. And I’m wondering: what the hell do high level AD&D characters care (or give a rip about) the plight of elephant people?

    Because that’s the hook here, right? Am I reading this review wrong? Elephant people struggling against an evil elephant guy? Like Flash and the Superfriends coming to the aid of Gorilla City when they’re struggling against Grodd?

    I don’t know. Maybe it’s very game-able. Maybe it’s very well-written. Maybe I’m just a jerk. Probably I’m just a jerk.

    Two ice devils. 55% magic resistance. Rough for a party of 9th-11th. Libram of teleportation…from Dragon #145. Era of 2nd edition AD&D. When “XP” meant “XP to create” (because 2E doesn’t award XP for magic items as default). An illusionist traveling spellbook is worth 12,000 g.p.? Strange as UA (where such things are published) puts cost of such an item at 1,700. I’m a jerk…sorry.

    What the hell is this “e” stuff all over the text? Is this an encumbrance reference? Doesn’t match up with anything in AD&D that I’m aware of.

    It’s been a long day. A couple beers in on an empty stomach. I’m grouchy (as usual).

    This looks ambitious. Probably an overreach (IMO). Dantes is using the resources given. Awesome. Density. Also awesome. Still needs work.

    ALSO: I give props to anyone who works Oriental Adventures into a 1E adventure. Not enough OA stuff out there…an un-plumbed resource. That’s cool, no snark. Kensai’s a little “O.P.” (in my kids’ vernacular). But still 1Eish. Dig it.

    Like

    1. Not your finest dish. A little on the salty side.

      – As per the current tournament format, conversions between systems is a legal move.
      – The protestation against the hook is a bit weak. ‘This elephant guy is declared outcast. If you want to raid the shit out of his reliquary you will not be punished. And then massive riches.’ Thats fine.
      – Two ice devils is rough, but you have to work real hard to encounter them simultaneously, and 55% MR is good but its not immortality.
      – e is just #..
      – Illusionist spellbook. This is probably a real mistake, but shouldn’t the value of a spellbook go up as it is filled with High level spells? Veil is 7th? 6th? Shades is 6th? What is the price for a 6th level scroll these days?

      Like

      1. There are rules for that in UA, if I remember spells in spellbook are valued differently than scrolls, but end up being valued very close. So I think 10,000 gp or more is easily plausible if there are 6th and 7th lvl spells in there.

        Like

      2. Yeah, I was in a mood…probably needed a Snickers.

        RE Cross-Formatting

        “For the purposes of the contest, some ruffians will occasionally try to import monsters from one system into an adjacent system. As the curtailed list is comprised almost exclusively of variants of the worlds most succesfull roleplaying game, such subterfuge, while frowned upon, is not illegal.” -Prince of Nothing

        Yes, you are right: it is a legal move. But I frown at it…I frown mightily.

        RE Hooks

        I will not belabor this one. It is a focused scenario…which is good (recall I bitched about the lack of focus in Shangri-La). My complaint is about theme (doing jobs for elephant people) which is a (personal) taste thing, not a serious knock. As I said, I was in a mood. Probably because I was already frowning due to the AC 9 thing.

        RE Ice Devils

        There aren’t many encounter excerpts in your review, so I may be judging harshly (probably)…just had the whole MR thing on the mind after Shangri-La. Putting a two ice devil encounter two chambers off the (presumed) entrance *does* seem a bit of a hammer out the gate. Auto-teleportation should allow them to appear instantly, by the way…then you’re facing 11 HD, AC -4, 4x attacks, spells, etc., all in a highly intelligent package that should be played intelligently (and tactically) by the DM. That’s eye-popping stuff, not a throwaway trap/encounter.

        However, the other encounters excerpted seem fine.

        RE “e is just #”

        So this is an encumbrance thing? With “#” meaning “pounds,” i.e. 10 coins of encumbrance? If so, I haven’t seen that before. Which isn’t BAD (abbreviations are fine), but there are discrepancies in the E’s given. Which may just be typos as with the spell book, but it’s grating.

        [I suppose Dantes may just claim to be using his/her own adjusted weight figures: 60 pound spell books (normally 3#) or 1,600# mauls (normally 150ish). But when playing an advanced D&D game…where encumbrance of loot MATTERS…these issues matter, too. I’m not going to nitpick any more than that, I’m just pointing it out]

        RE travelling spellbooks

        It’s been a while since I used the UA rules, so I had to look this up: value of a STANDARD spell book is given as 500 x.p. per spell level or 1,000 g.p. per spell level if sold. For a book containing two 6th level spells, that would give a value of 6,000 x.p. / 12,000 g.p. However, no value is listed for a TRAVELLING spell book, which is (perhaps) why Dantes decided to give a slightly lower (x.p.) value; perhaps there is some UA errata page somewhere that I haven’t seen.

        So I stand corrected on that one.

        Like

      3. Wait a minute there bucko. The Ice devils are normally encountered singly, well into the complex, and attached to different response forces in case of an alarm. Reading their names via scroll is an extremely rare permutation.

        Like

      1. See p. 135 of the 2E DMG (in the Magical Item Tables section):

        “Note: XP Value is the number of experience points a character gets for making an item.”

        Like

  2. Another W for faux Buddhism! (or mock-Hinduism? With all the elephant stuff)

    Orientalism is undoubtedly the dominant motif of the contest – and I feared it would be all “giants in a cave” or “devils in a Hell”.

    Liked by 2 people

  3. Great layout and nice maps, the presentation is geared towards what Bryce would call usability at the table.

    A good premise and well designed encounters and attention to detail on the treasure items. I like the hoopla game! And what about that crushing leg trap/special? 😀

    Many bonus points for the OA characters and monsters. Reference to White Dwarf articles is also great as there were many quirky things in the first fifty issues that could throw even experienced players.

    But – This still feels like upper-end mid-level D&D rather than high level, and doesn’t give me the view of a grand scope of some of the earlier entries. I think that that is a function of it being on an island and the constraints of the dungeon locations. I caveat this by saying that my comments are only based upon what you’ve clipped and presented in the write up.

    Final assessment is that I’d love to participate in this as a player and would have great fun.

    Liked by 1 person

  4. Thanks for the review! My pedigree is 3.5e only, playing intensely between 2006-2009 with no exposure to classic/OSR content or 5th Edition. Saw the contest while browsing d20 reviews and got stuck in- my splatbook-stacking DNA has evidently bled through. Learned loads and had fun with some (very patient) friends.

    [Spellbooks] My understanding from UA, page 79: “Gold Piece Sales Value of 1000gp per spell level” (2x 6th level spells)- Dragon #62 (p.15) has Gary Gygax include traveling spell books as well- the xp value should have been 6000 however, not 4000. Fully concede on the teleportation book- I had avoided 2e wherever possible.

    [System] By the time I had fully delineated the nuances between B/X, 1e, etc. I had written enough that going either/or would scoop out too much of the adventure unfortunately. I tried to cleave to 1e RAW as much as possible (Combat without the ‘ADDICT’ document was rough!). There seems to be no 1e elephant-men- that guy on the Dungeon magazine cover was a possessed human.

    [Hook] There’s more detail in the appendices, and a second, (weaker) hook that addresses the party directly. Fully understand that non-pregens might not be engaged if it’s not woven into the campaign- material cannibalized from the pregen section (which provides an additional overarching monetary goal, and mini-motivations for each character) could assist.

    [Difficulty] Swung back and forth as I became more confident in the system and players tried different approaches- it ended up on the difficult side, and cutthroat against pure force: subterfuge and parley can swing strongly in the players favor, the antagonists starting united but written explicitly with openings to enable being turned against each other.

    [Location] I had to cut the overland pointcrawl of the extraplanar second-half for time (hence the ramp that leads outside of the adventure, and the very convenient landslide!). Locations like a boneyard and exotic palace were trimmed down to a couple of keys, rather than their own maps.
    -I definitely want to do a re-write at some point, using custom material to streamline the content sources, and putting back in some of the cut content, which would help the back-part breathe a little.

    Really, really impressed by the other adventures!

    Liked by 3 people

    1. [apologies: my reply to Prince (above) was written before I saw/read your comment]

      All that makes a lot of sense (re system. etc.). Very impressive effort considering a background in 3.5 (!) only (!!). Must have taken a helluva’ effort to get up to speed in such a short time turnaround that you could put this together (and play-test it!).

      RE Size/Scope

      Not all adventures need to be on grand/epic scales…not even high level ones! Of course, I’m biased in this regard (my last two NAP entries were both high level and came down to (more-or-less) a single level of dungeon in each). But not everything needs to be massive. A party of not-yet-settled Name level PCs looking to “help the elephant-people” (and get rich in the process) is fine. Lack of overland/wilderness map just makes it more modular for insertion into any campaign…though I also understand time constraints.

      RE Gauging Difficulty

      This can be tricky if you’re not used to the particular edition. 5E characters are damn near superheroic at level 10, but well-built 3E characters aren’t slouches. Basic characters, on the other hand, are quite fragile (especially at low-levels) unless you’re using some of the later Mentzer sets (Companion, Master). Running a 1E (or 2E) campaign will give you a better idea of power levels and how AD&D scales over time and progression…if you enjoyed your experience, I’d heartily recommend it for a “home system.”

      RE Hooks

      Please don’t let my snobbishness put you off. Many high level adventures are going to be played as one-offs (though that’s a pity…) and as such, having pre-gens with built-in motives for the scenario is pretty much par for the course. Secondary, “universal” hooks for non-pregens is always appreciated, of course, and including BOTH in this kind of adventure is probably a good “best practice” for all adventure cobblers.

      As I wrote in my initial comment: Oriental Adventures is a (largely) untapped resource, and it IS written for pure 1E play…you can get plenty of “bang for your buck” sliding pieces of it into your adventures, even if you don’t adopt it wholesale. However, I’d be interested to see your re-write with your own “custom” content.
      ; )

      Like

      1. [RE: Ice Devils] The snip is essentially the worst possible scenario to encounter them, and lacks the additional context: the key continues to explain the devilish contract hidden behind the parchment, which contains information that forewarns the trap , and can be used as a bargaining chip (The two named devils being detailed as a potential rogue element in the faction detail).

        Furthermore, it’s explicit that neither devil can ‘Gate’ further enemies (One having already summoned the other) and another key (The hideout of one devil) explicitly sets up the chance for a Faustian bargain that can neutralize the threat or even gain some temporary support. The other devil’s amulet can also be purloined from his contractor.

        -They were absolutely the most deadly threat and the Order of Battle was re-jigged to take them into account (I did have them instantly teleport in playtesting- the delay has in-world explanations written elsewhere in the adventure, based on recalcitrance and how their true-names are being abused by those who know them, much to their chagrin)

        [re: ‘e’] Encumbrance mattering was new to me, so when the DMG said that coin-weight wasn’t literally the weight but included some element of bulkiness, awkwardness etc. I used “e” to denote total encumbrance impact- it’s explained in the opening paragraph along with the conversions used. So the Maul of the Titans is 1600 AD&D chunky coins, (160lbs equiv at 10 coins/lb), as the DMG had said “‘Over’ 150 lbs”.

        Liked by 1 person

      2. RE Encumbrance

        Yeah, I figured it was something like that. There are some discrepancies in the snips with actual DMG values (as given in Appendix O) which is why I was confused.

        Appreciate the additional clarification!

        Liked by 1 person

    2. I have to give kudos for the flavor and intricacy! This is looking like a shoe-in for finalist and I can’t wait to read the whole thing. If you want eyes on a future version, I’d be more than happy to take a look!

      Like

    3. Value of spell books (per UA) is per spell level, not per spell, so a book containing 1 6th level spell and a book containing 5 6th level spells and 10 5th level spells are worth the same amount (3,000 XP or 6,000 GP). The text in the book is vague and ambiguous (par for the course) but is the only way that makes sense – otherwise a reasonably-full spell book becomes more valuable by far than any other item in the game (at the per-spell rate the 2nd book above would be worth 40,000 XP, and even a book of, say, 8 1st level and 4 2nd level spells would be worth 8,000 XP).

      Like

  5. Thank you, I knew I couldn’t hit my personal goals (Ship something, no AI, draw own maps) without going full-tilt, and am glad I managed to pull them all off. Now I can play Baldur’s Gate 2/3!

    Actual play was greatly enlightening- it only occurred to me after deadline that I could have passed the adventure to another DM to run, which no doubt would have revealed further scope for refinements.

    I came to appreciate the contest restrictions and believe they supported me to be more creative in implementation- there’s definitely a huge wealth of existing content to play about with that I haven’t scratched the surface of- will keep all your advice above in mind!

    Liked by 1 person

  6. What I can see of this module, takes my breath away. In my own module endeavors, I hope I can one day reach the level of detail you present with such boundless flair. I would love to run this.

    It’s impressive to note that you’re traditionally a 3.5 person: I at least have lots of experience with AD&D 2e, and 1e played like 2e (much to my adult chagrin). I wonder now whether that was a help or a hindrance.

    I’ve certainly learned a bunch, just from comparing stellar entries like this, to my own broad strokes.

    Great job and great review.

    Liked by 1 person

  7. This looks amazeballs.
    FWIW, Dragon magazine published three “Creature Catalog” compendiums ca. 40 years issues 89, 94 and 101 (Jesus wept!). This being said, none of these include any related to elephant-people.
    Yak-men could / would be a great replacement, I wonder? In the lore they’re evil but one could perhaps subvert expectations given the purpose of the Ivory Preservatory. Anyhow, from the brief apercu, I give this 5 out of 5 Husos. Kudos, sir.

    Like

Leave a comment