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Isle of the Ape - your experiences?
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<blockquote data-quote="frankthedm" data-source="post: 4552396" data-attributes="member: 1164"><p><a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=38&t=28722" target="_blank">Dragonsfoot • View topic - WG6, Isle of the Ape, by Gary Gygax (1985)</a> Here is a topic on IotA on another board.</p><p></p><p>1. Certain spells did not work, mostly transportation spells, but certain module breakers did not work either. Par for the course with high level modules.</p><p></p><p>2. Gary also pretty much gave the monsters "Smell invisibility". Back then Invisibility lasted all day so the wizard waiting around invisible <em>until needed</em> was a fairly solid tactic.</p><p></p><p>3. The Atrophy inducing atmosphere of the isle causes nearly all things to rot away. Preparing each spell back in the day took 10 minutes per spell level. Unless the wizard had ponied up previously for a much pricier traveling spell book or had the good fortune to have a <em>Boccobs blessed book</em>, his book was likely to rot away as he was reading from it.</p><p></p><p>4. Gary specifically told DMs to enforce time for rooting through <em>Bags of holding</em> and <em>portable holes</em>, using a pillowcase filled with small items for props. With a low str scores, wizards often took those items for granted.</p><p></p><p>5. The Superflu the players would have a good chance to contact chewed up ability scores; each stat losing one point per day. Once cured, the stats healed a single point per day, not one per ability score. Stats healed in a specified order, with Int being near the last one. Lose to much Int and most spells get shut off.</p></blockquote><p></p>
[QUOTE="frankthedm, post: 4552396, member: 1164"] [url=http://www.dragonsfoot.org/forums/viewtopic.php?f=38&t=28722]Dragonsfoot • View topic - WG6, Isle of the Ape, by Gary Gygax (1985)[/url] Here is a topic on IotA on another board. 1. Certain spells did not work, mostly transportation spells, but certain module breakers did not work either. Par for the course with high level modules. 2. Gary also pretty much gave the monsters "Smell invisibility". Back then Invisibility lasted all day so the wizard waiting around invisible [I]until needed[/I] was a fairly solid tactic. 3. The Atrophy inducing atmosphere of the isle causes nearly all things to rot away. Preparing each spell back in the day took 10 minutes per spell level. Unless the wizard had ponied up previously for a much pricier traveling spell book or had the good fortune to have a [I]Boccobs blessed book[/I], his book was likely to rot away as he was reading from it. 4. Gary specifically told DMs to enforce time for rooting through [I]Bags of holding[/I] and [I]portable holes[/I], using a pillowcase filled with small items for props. With a low str scores, wizards often took those items for granted. 5. The Superflu the players would have a good chance to contact chewed up ability scores; each stat losing one point per day. Once cured, the stats healed a single point per day, not one per ability score. Stats healed in a specified order, with Int being near the last one. Lose to much Int and most spells get shut off. [/QUOTE]
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