1e Nodes of Elemental Evil
1e Nodes of Elemental Evil
N o d es of Elemental Evil
Four partial planes were created by Zug on the floor at each such location. Up to ENVIRONMENTAL DAMAGE
gtmoy to be used both as sources of power eight human-sized beings can occupy a
and as places of preparation and storage. glyph at one time. The climate within each node was
They are permanently and magically tied to In dungeon area 351 and in each node, designed for the comfort of the elemental
the northern areas of dungeon levels 3 and anyone standing on one of these symbols beings within. The concentrated raw ele
4, and accessible from these locations if the for three segments is sent from there to the ments may cause damage to visitors. Care
proper methods are employed. appropriate elemental node. The user fully keep track of time when characters
Each of these partial planes (also called arrives at the center of the node map; see the enter an elemental node. Completely unpro
nodes) is filled by a tiny moon-like body, appropriate area description for details. tected beings native to the Prime Plane take
stranded in a small, odd, and isolated region Each node map contains only three of the 1-4 points of damage each turn of exposure
of magically created space. Severely dis symbols, the one corresponding to the node in the node. Any being with AC 2 or better
torted effects of many sorts bedevil the sur itself being omitted. takes only 1-3 points per turn . Practical
face of the moon, being within a mile of the Dungeon area 419 has many halls which non-magical aids (furs or coats in the chilly
very edge of the plane itself. Thus, the 100 lead to gates to the nodes (and to the actual air node, removing armor in the fire node,
square miles of surface area is largely elemental planes as well), as noted in the and so forth) reduces damage to 1-2 points
avoided. area descriptions. Each gate bears a corres per turn. Any magical or innate resistance
A small part of the interior of each node is ponding symbol, and each works in similar to the element or its effects negates environ
in use. Although a node is almost 5 1/z miles fashion (but is stepped through, rather than mental damage completely.
across (29,000 feet in diameter, or a total of stood upon). Environmental damage is sporadic, not
94 cubic miles), the space in current use is Anyone possessing a power gem for the constant. It does not absolutely prevent
only about 1600 by 2100 feet in width, vary Yellowskull can modify the transportation spell casting, but may cause problems. The
ing from 10 to 250 feet in depth. effect of the corresponding glyph (e.g. the DM should check each spell cast, rolling
The nodes exist only as long as their con smoky quartz can affect the air glyph-the ld6; if the result is 1, the caster takes some
nections to the dungeon remain unbroken. circle-but no other). The user must hold of the environmental damage during the
If Zuggtmoy is slain, the connections van the gem (either loose or mounted) while casting, which spoils the spell and prevents
ish, and the nodes do likewise. Any and all entering the glyph, concentrating on its completion. Ignore this effect, of course,
things within them at that time are sent another identical glyph ( those in the if the caster is magically immune to the envi
whirling into a plane of the Abyss, either to dungeon or another node). After the usual ronmental damage.
Zuggtmoy's or one adjacent (planes 221- three segments, the user-and any other
223). creature(s) entering the glyph during the DEVELOPMENT
On two of the node maps-those for the same round-is sent to one of the identical
Air and Water nodes-the scale is much glyphs, rather than the center of the corres In play, the characters may find their way
greater than on the dungeon maps. Each ponding node. Use ld4 to randomly find the to the nodes in search of some means of
square thereon is 50 feet on a side, instead of actual destination: 1-2 - the same symbol in destroying Zuggtmoy, the Temple, and so
10. Despite the size of the areas, however, a node, 3 dungeon level 3 (area 351), 4 -
= forth -and the gems of the nodes provide
indoor scale is used throughout (limiting dungeon level 4 (area 421, 422, 424, 425, the keys to do so, given the discovery of the
range measurements). The other two maps 427, 428, 431, or 432 as per symbol). The Orb as well (either before or after the gems'
(the Earth and Fire Nodes) use standard glyph at the point of arrival is deactivated recovery, actually). But if they blunder into
scale, with 10-foot squares. With standard for one round by this use, but must be evac the nodes, or are forced therein by the press
slow and careful dungeon progress, a party uated quickly lest it send the traveler(s) of a massed monster attack (especially on
may take many days to explore the entire away in the next round (after the usual three Dungeon Level Four), they will doubtless
node map. But once characters become segments of occupation) . spend much time there, wandering and
more used to the terrain, they may move at Note that the Orb itself i s not needed for searching for the exit. Such victims are
up to 5 times normal rate if desired-a 6" the above change in the use of the symbols; nearly doomed unless they find and then
rate thus moving up to 30 squares per tum only one of the appropriate gems is discover the uses of the gems of power.
(or 6 on the Air and Water maps). Note, required. The modified result applies only Space does not here permit a full descrip
however, that such a speedy rate increases to that use of the glyph, and does not per tion of each small part of the four nodes;
chances of surprise by + 1, to 3 in 6 (2 in 6 manently change it in any way. after all, even with the limited space in use,
for rangers) . Escape from the nodes by other means is each node complex comprises more area
highly unlikely. A wish, plane shift, and cer than all four dungeon levels! Random and
TRANSPORTATION tain other spell effects may allow transpor placed encounters are given, with other
tation, as detailed in the following list of notes, so that the whole is playable as it
On maps 14 through 19, the symbols used spell modifications. No other magical or stands. But a small amount of time, effort,
for the elements are a square for water, the mundane means will succeed. The number and skill on your part can develop the rough
eight-pointed symbol of fire, a circle for air, of current occupants of the nodes testifies to notes into fully polished gems of adventure,
and a triangle for earth. All of these symbols the security of the whole. just aching for discovery.
are magical, being the locations of gates. A The map areas have been numbered to
sizeable glyph about 10 feet across is visible ease your further development. Suggested
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areas for lairs are given in the area notes. guidelines for resident creatures, but elabo SPELL VARIATIONS
Select from the monster lists to populate the rate and expand on the basics given so that
map areas, and add rewards appropriate to the adventures herein are challenging and Some spells (but not item effects) can be
the treasure types. When magic is indicated, meaningful to your players, while offering deliberately altered if the caster knows how
roll ldlOO and refer to the Magic Treasure some slim chance of victory and escape. to do so. When the phrase 'Can be cast as . . :
Table to find the exact items. is given in the listing, the spell caster can
Hundreds of adventurers, humanoids, MODIFICATIONS 10 MAGIC learn how to produce the given altered
and others have vanished into the nodes, effect when the spell has been cast 2-3 times.
and their traces (or even descendants or sur The elemental nodes are very close to the In such listings, 'element' refers to the local
vivors!) may be found anywhere. Sacrifices Prime Plane, so distance causes no ill effects material at hand-create element creates
arrive daily, even now at a low point of the to most magical items. No 'plusses' are lost fire in the fire node, earth in that node, and
Temple's power, taken through the long from permanent items. However, many so forth. Once an altered version is under
halls and tossed through the gates by the spell effects may be altered, and effects pro stood, it may be used on any element (i.e.
clerics and troops of the Greater Temple on duced by devices may be likewise (based on separate practice is not required for each),
Dungeon Level Four. the similar spell effect) . and may even be transcribed onto a scroll in
If any notable NPCs in your campaign Element-based effects and attacks have modified form, for later use, sale, research,
have been missing, they might show up double effect (range, duration, damage, etc. The unchanged spell may still be cast in
here. The same applies to singular magical etc.) in the node of the same element, but any node except for its 'opposite' ( as
devices once in their (or others') possession, half effect in one opposite node. For exam detailed above) .
of course. And for higher level parties, cer ple, a fireball would explode to double vol To introduce the spell variations in play,
tain powerful creatures once banished from ume (67,020 cubic feet, or a sphere of about check each spell cast in a node against the fol
or defeated on the Prime Plane due to past 25' radius) and double damage in the fire lowing list. If it can be modified, tell the player
character actions might be found herein, node, or half volume (16, 705 cubic feet, or that the character senses the potential change,
having struck a pact with Iuz and Zuggtmoy just under 16' radius) in the water node. and can learn more with just a bit of practice.
in exchange for permanent or temporary Water and ice-based effects are halved in the When the character learns the modified ver
visiting rights . . . . fire node; air and earth-based attacks are sions, it may be helpful to check off the spell
Herein should be all the tools for you, as modified in like manner. When an effect is on the list below, or to note the name of the
Dungeon Master, to tailor the game to the based on two elements, modifications are caster for future reference.
characters. If their powers are lacking, they halved-i.e. one-quarter damage instead of
can find equipment and allies. If healthy, half, or 50% extra instead of doubled. Sav Cleric Spells
they should not lack for opponents. You ing throws against double-strength effects
have complete control, with the freedom to are made at -4, and at + 4 against half aerial servant: Works only in the air node.
add subplots, clues, suspense, and excite strength. animate object: Automatically works on
ment as you see fit. Refer to the lists below for other altera solid elemental objects of all sorts.
In short, develop the nodes to suit your tions (both mandatory and possible) in control weather: No effect.
self and your characters. Apply the general spells and spell-like effects produced by create water, create food & water: Can be
modifications given for magic, and the items. cast to 'create element' instead of water.
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any event they are dangerous fanatics, D by weapon, SA spells, AL NE, XPV
08-10 Pudding*
fighting to the death to ensure the continued 11 171
Ustilagor
completion of their assigned tasks. Zygom S 13 I 10 W 16 D 12 Co 9 Ch 14
12
13 Wandering human (roll again) * * Spells (4,3): cure light wounds (x4), hold
person, resist element (x2)
RANDOM ENCOUNTERS
14-20 Node resident* * *
21-00 No encounter
To check for wandering monsters in any
* Pudding type varies by node: air - white, Darley
node, roll ldlOO once per turn and refer to
earth = black, fire - dun, water = brown When encountered, Darley appears as a
the table. All monsters are considered
* * See list below comely human female clad in robes. She is
native to their nodes, and do not take envi
* * * Select or randomly determine one mon friendly, and claims to be a magic-user. She
ronmental damage. Wandering humans are
ster of the types placed in the node. will eagerly join a party if invited, and will
garbed in a manner appropriate to their sur
behave perfectly for at least two days of
roundings, and have become immune to
Wandering humans (roll ldlOO) adventuring to allay any suspicions.
environmental effects through long expo
Darley is an alu-demon who was once
sure to them. Roll Result Roll Result part of a demonic faction allied against luz.
Statistics for Zuggtmoy's pets can be
01-20 Ashrem 51-65 Jaer The group was utterly defeated, of course,
found in Appendix B (under Zuggtmoy);
21-40 Bandits 66-85 Sargen and its members scattered, banished, or
node residents are described in the following
41-50 Darley 86-00 Taki imprisoned. Darley is one of the lucky ones,
encounter keys. A few wandering humans
allowed to wander here in the nodes.
are detailed below.
Ashrem: AC 4; MV 12 �; AL CE; Cleric L6; Darley fakes spellcasting gestures and
hp 35; #AT 1; D by weapon; XP 635 sounds, in conjunction with her spell-like abil
Ashrem
S 13 I 10 W 17 D 9 Co 15 Ch 7 ities, to bolster her magic-user image. She can
This bitter old man was once the chief
use any of the following abilities up to once
cleric of the air temple (dungeon area 210),
Bandits per round, each up to three times daily at 12th
but was replaced by Kelno a few years ago.
A large group of bandits once visited the level ability: chann person, ESP, shapechange
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GRANK JAER DARLEY
0 N G i ilAL ADVE ilTVRJ:S RE i il CAR_IlATED • THE TE Jh: PLE 0F E L E Jh: E ilTAL EVI L
ASH REM SARGErl TAKI
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E4 Cave Bowlers (12): AL N, MV 6 "-15", HD 5/s (hp These will probably be found together,
E5 Large cavern with long corridor. At 2-5), AC 4, #AT l, D 1 per hp, SA 50% and in water. They have no lair.
the south end of the cavern is an unnoticed over 40 ' range, SZ S-M, IN
eight-pointed symbol, gate to the Fire Semi; IL 35 % , TT self (gem); XP 5 + Dracolisk (1): AL CE, MV 9 "/15 " (MC:E),
Node. l/hp HD 7 + 3, AC 3, #AT 3, D 1-6/1-6/3-12,
E6 Cave This single colony survives by camou SA acid breath (range 3 D 4-24, save
•,
E7 Junction and small cave flage and cowardice, and should not prove for half), gaze petrifies, SD 90% immune
E8 Grotto dangerous unless cornered. Neither should to reflected gaze, SZ L (15-20 ' ), IN Low
E9 Cave they become overly friendly, whatever Average; IL 35 % , TT C, l; XP 2200 +
E 10 Large south cavern occurs. 12/hp
E 11 South grotto with divided approach, As with the basilisks, this creature has 2-5
lair of chaggrin grues. In their trea Chaggrin grues (5): AL NE, MV 12 " (3 "), statues in or near its lair.
sure is one of the power gems, the gar HD 5 + 5, AC 4, #AT 2, D 3-6/3-6, SA 2
net, which will send anyone touching paw hits = cling (D 7-12 per round), SD Dragons, Black (2) : AL CE, MV 12 "/24 "
it to the Fire Node. dispels all earth-based spells in 40 ' , sha (MC:E), HD 7 (hp 35 each), AC 3, #AT
E 12 South cave pechange to large mole, hedgehog, man 3, D 1-4/1-4/3-18, SA breath stream acid
E 13 Junction and cavern (with merge in soil for surprise on 1-5), 60 ' x 5 ' , SZ L (30 ' ), IN Average; IL
E 14 Hidden cave SZ S, IN Low-Average; IL 20% , TT C, 30% , TT H; XP 1155 each
E 15 Huge southwest cavern Qx5; XP 425 + 6/hp This mated pair has recently produced
E 16 Small cavern If not surprised, the grues prepare by two eggs. These should hatch in 71-79 days,
E 17 Corridor intersections merging with the nearby earth for the sur but will probably not survive (a mere 15%
E 18 Long cavern (lair) prise benefits. chance) unless fed plenty of fresh meat
E 19 Long west cavern. At the south end is humans and humanoids being an excellent
a square symbol, gate to the Water Crysmals (3): AL N(E), MV 6 ", HD 6 + 6, source.
Node. AC -4 or 0, #AT 1, D 3-12 (2-8), SA
E 20 Northwest cavern shoot appendage 2 " (D 9-16), SD AC 0 Elementals, Earth (6) : AL N, MV 6 ", HD 8
E 21 North grotto vs. blunt metal, immune to fire, cold, (x3), 12 (x2), 16 (xl), AC 2, #AT 1, D 4-
E 22 North cave poison, takes half damage from light 32, SD + 2 weapon to hit, SZ L, IN Low;
E 23 North cavern. At the west end is a cir ning, SZ S (3 1/z • to L (14 ' long, 2 ' XP 825 + 10/hp, 2850 + 15/hp, 5250 +
cle symbol, gate to the Air Node. wide), IN High-Exceptional; PSI 91-110, 20/hp
E 24 Great north cavern (lair) Modes BC/F; IL 0 % , TT self (4-32 These should be encountered singly or in
gems); XP 825 + 10/hp pairs. They have no lair.
RESIDENTS These creatures are prey of the xorn and
xaren, and avoid them at all costs. They Galebs duhr (2): AL N, MV 6 ", HD 8 to 10,
Basilisks (2), AL N, MV 6 ", HD 6 + l, AC 4, seek a diet of quartz and other minerals, and AC -2, #AT 2, D 2-16, 3-18, or 4-24 (x2),
#AT 1, D 1-10, SA petrification gaze (6 " will attack to gain them. SA once per round as L20 M-U-move
range), SZ M (7' ), IN Animal; IL 40 % , earth, stone shape, passwall, transmute
TT F ; XP 1000 + 8/hp Crystal oozes (2): AL N, MV 1 •; ;3 •, HD 4, rock to mud, wall of stone, animate 1-2
These creatures are 90% likely to have 2- AC 8, #AT 1, D 4-16 + paralysis, SA boulders (range 6, AC 0, MV 3 ", HD 9,
5 human or humanoid statues in the area hit = save vs. poison or paralyzed, SD D 4-24), SD immune to lightning, nor
near their lair-but note that they are often 75% invisible in water, immune to acid, mal fire, save at + 4 vs. magical fire, SZ
encountered elsewhere. Their presence is cold, heat, fire, 1 point per hit from L (8-12 ' ), IN Very; IL 1 5 % , TT Qx3, X;
well known to most other residents. blows, SZ M-L, IN Animal; XP 225 + XP 2000 + 12/hp
4/hp The somber rock-lords have great power
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and little patience, but are not innately hos 40% special (q. v. MM2 page 129), XP 55 is a power gem, the smoky quartz,
tile to any but those who feed upon stone or + 8/hp which sends anyone touching it to the
gems. They are likely to aid or at least par Note that these creatures are Neutral and Air Node.
ley with those bearing information about probably friendly towards others native to F 10 Square room
such vile creatures. their own Plane. F 11 Rectangular room
F 12 Cubicle (lair)
Giants, stone (6): AL N, MV 12 ", HD 9 + 1- Xom (2): AL N, MV 9 ", HD 7 + 7, AC -2, F 13 Side room
3, AC 0, #AT 1, D 3-18, SA throw rocks #AT 4, D 1-3(x3)/6-24, SA surprise on 1- F 14 Square room with door (lair)
(range 30", D 3-30), SZ L (12 ' ), IN Aver 5, SD immune to fire and cold, takes half F 15 East rhomb
age; IL 30% , TT D; XP 1800 + 14/hp damage from lightning; SZ M (S ' ), IN F 16 Central room (lair) with doors and
This large single family has an easily Average; IL 40 % , TI O, P, QxS, X, Y; XP side corridors
defensible lair, and probably several allies 1275 + 10/hp F 17 Side room with door
nearby. Note that these creatures are Neutral and F 18 Southeast fire pits (lair)
probably friendly towards others native to F 19 Triangular room. At the north end is a
Gorgons (2): AL N, MV 12 *, HD 8, AC 2, their own Plane. triangle symbol, gate to the Earth
#AT 1, D 2-12, SA 4x/day breath cone Node.
6 " x Z W (save o r petrify), SZ L , IN Ani F 20 Southwest fire pit room, with 2 rec-
mal; XP 1750 + 10/hp Fire Node tangular pits (lair)
These dangerous beasts are avoided by F 21 Side room with door
nearly everyone. Their location should be DESCRIPTION F 22 West rhomb
well-known and mentioned in even the most F 23 Side room with door
casual conversation. The rooms and corridors of the dreaded Fire F 24 Large room
Pits are humid and hot-so hot that the subse F 25 Cubicle (lair)
Khargra (4): AL N, MV 3 * (15 "), HD 6, AC quent environmental damage is inflicted over F 26 Large room
-3, #AT 1, D 3-18, SA surprise 7 in 8 periods of exposure. The areas are lit, either F 27 Side room with door
(jump 10' from wall), SZ S (3 ' ), IN Low; dimly or brightly, by the occasional pits of F 28 Side room with door
XP 300 + 6/hp burning embers and leaping flames, as noted F 29 Southwest circle room
The school of these strange rock-fish on the map. F 3·0 Hall with 3 fire pits. At the west end
wanders almost constantly. Note that they Those arriving here appear in the central of the hall is a square symbol, gate to
may damage metal weapons with their bites room, faced with a choice of eight doors. the Water Node.
(as explained in the AD&D® FIEND They, and all other portals in the Node, are F 31 Northwest circle room
FOLIO® Tome, pages 56-57). large stone constructions with brass fittings. F 32 Side room with door
They stick frequently (-1 penalty to all 'open F 33 Large hall
Rode reptiles (two lairs of 2 each): AL N, MV doors' rolls), but are edged by ample cracks F 34 Large corridor
6 ", HD 5 + 8, AC 3, #AT 1, D 9-12, SA which allow fire creatures and others of F 35 Oval room (lair)
surprise on 1-3, SD chameleon, SZ M-L (S mutable form to seep through them even F 36 Northwest rectangle room with side
U ' ), IN Animal; IL 30%, TT S (x1/4), T when closed. corridor (lair)
(x1/z) per lizard, and 25% J, K, L, M per The rooms and corridors, hewn from the
lair; XP 400 + 7/hp or 600 + 9/hp surrounding rock, are well-made, perhaps by RESIDENTS
earth elementals or magic. Many surfaces are
Storoper (1): AL CE, MV 1 *, HD 6, AC 0, scorched and scratched, but few are chipped. Fire Bats (2 lairs of 12 each): AL NE, MV
#AT l, D 1-10, SA 6 strands (SO' range), Bits and scraps are rare, only found in small 6 "/20 " (MC:B), HD 2, AC 8, #AT 1, D
first 2 hits charm (no save, for 10 rounds) piles and singed on the upper side. 2-8, SA hit attaches, SZ S, IN Semi; IL
and all cause weakness (-50% Str in 1-3 50% , TT I; XP 28 + 2/hp
rounds, for 2-8 turns), SD immune to BRIEF AREA NOTES These pests may haunt and track the
normal missile fire, SZ M (5 ' ), IN High; party for great lengths of time, avoiding
F1 Center room (arrival point), with
IL 90 % , TT M, N, Qx2; XP 500 + 6/hp outright attack until their prey is distracted
eight doors
This creature is probably encountered by larger opponents.
F2 North hall, with four fire pits (lair)
near some major intersection, where it can
F3 Octagonal room. At the north end is
hide and watch passers-by until finding one Bodak (1): AL CE, MV 6 *, HD 9 + 9, AC 5,
a circle symbol, gate to the Air Node.
that appears digestible. It is hungry. #AT 1, D by weapon, SA gaze death ray
F4 Northeast rectangle room with side
(range 30 ' ), SD + 1 weapon to hit,
corridor (lair)
Xaren (2): AL N, MV 9 " (3*), HD 5 + 5, AC immune to charm, hold, sleep, slow, poi
F5 Dead-end room
1, #AT 4, D 1-3/1-3/1-3/4-16, SA sur son, SZ M, IN Low; XP 1950 + 14/hp
F6 Passage and rectangular room
prise on 1-5, can shift (AC 8) to merge/ This horror, a sometime ally of Darley the
F7 Northeast fire pits (3 pits, lair)
move at 9 * rate, SD immune to fire and alu-demon (see wandering humans), is all
F8 Square room
cold, takes half damage from lightning, that remains of a once powerful magic-user
F9 Great Hall with four square fire pits,
SZ S (4 ' ), IN Average; XP IL 70 % , TT who allied with the demonic uprisirig
lair of harginn grues. In their treasure
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