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1e Nodes of Elemental Evil

The document describes the Nodes of Elemental Evil, which are magical partial planes created by Zuggtmoy for power and storage, connected to specific dungeon levels. Each node is designed for elemental beings, causing environmental damage to unprotected visitors, and features transportation symbols for movement between nodes and the dungeon. Additionally, it outlines spell modifications and variations based on elemental affinities, allowing for unique gameplay experiences within these nodes.

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0% found this document useful (0 votes)
19 views13 pages

1e Nodes of Elemental Evil

The document describes the Nodes of Elemental Evil, which are magical partial planes created by Zuggtmoy for power and storage, connected to specific dungeon levels. Each node is designed for elemental beings, causing environmental damage to unprotected visitors, and features transportation symbols for movement between nodes and the dungeon. Additionally, it outlines spell modifications and variations based on elemental affinities, allowing for unique gameplay experiences within these nodes.

Uploaded by

perryforparis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Part 4 :

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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divination: Reveals information about predict weather: No effect. (2d10) is from the blows. The remainder
500 ' x 500 ' only (10 x 10 map produce fire: Can be cast as 'produce ele­ is from the cold (air element), and modi­
squares). ment', with normal effects. fied accordingly.
earthquake: Can be cast as 'element-quake', produce flame: Can be cast as 'produce ele­ incendiary cloud: This auack form is based
with normal effects. ment', with normal effects. on both air and fire, modified accord­
flame strike: Can be cast as 'element strike', protection from fire: Can be cast as 'protec­ ingly.
with normal effects. tion from element' (negating environ­ lightning bolt: No effect in earth node. Note
gate: Allows escape to plane of choice. mental damage and affecting underwater changes for water node
holy word: All the elemental beings are 'at element-based attacks). (DMG page 57).
home' in their respective nodes, so they purify water: Can be cast as 'purify ele­ lower water: See the cleric spell .
are not sent elsewhere. Damage is ment', with normal effects. maze: The size of the maze i s limited (just as
accrued normally. stone shape: Can be cast as 'shape element', is the node); find results 1 line down
insect plague: No effect. with normal effects. (faster than normal) .
lower water: Can be cast as 'lower element'. summon insects: No effect. monster summoning (any): N o effect.
part water: Can be cast as 'part element'. transmute rock to mud: Can transmute any move earth: Can be cast as 'move element'.
plane shift: Allows escape to the plane of the solid element to liquid, with normal phase door: If used at the boundary of the
spell component's orientation. effects. node, this allows escape into the ethereal
resist cold: Can be cast as 'resist element', wall offire: Can be cast as 'wall of element', plane.
with normal effects. with normal effects. pyrotechnics: Can be cast to affect any one
resist fire: Can be cast as 'resist element', water breathing: Can be cast as 'element element.
with normal effects. breathing', which negates environmental statue: Can be used to assume any solid ele­
stone tell: Works on elemental objects of all damage. mental form.
sorts. weather summoning: No effect. stinking cloud: Can be cast to create any ele­
wind walk: Can be cast as 'element walk', ment, with normal effects.
with normal effects. Magic-User Spells stone shape: Can be cast as 'shape element',
with normal effects.
Druid Spells affect normal fires: No effect in fire node. teleport: Cannot be used to escape from the
airy water: Can be cast as 'airy element', node.
animal summoning (any): No effect. with normal effects and negating envi­ transmute rock to mud: See the druid spell.
animate rock: Can be cast as 'animate ele- ronmental damage for all in the area of vanish: Too-heavy objects are replaced with
ment', with normal effects. effect. the element (not limited to stone), but
call lightning: Works only in the air node. anti-magic shell: Danger! Cuts off all benefi­ are lost in the abyss, not merely dis­
call woodland beings: No effect. cial magical effects which contain the ele­ placed into the ether.
chariot of Sustarre: Works only in the fire ments in the environment . Increase wall of stone: Can be cast as 'wall of ele­
node. damage (1 to 4, as noted above) from per ment', with normal effects.
commune with nature: No effect. turn to per round. water breathing: See the cleric spell.
conjure earth elemental: No effect in air cloudkill: Automatically creates a cloud of web: Can be made of the local element, with
node (only). poisonous element (gas, dust, smoke, or normal effects.
conjure fire elemental: No effect in water mist) appropriate to the plane. wish: Can be used to affect the contents of
node (only). cone of cold: Modify as if air-based. the same node only; cannot affect other
control temperature: Negates environmen­ conjure elemental: Attracts the attention of nodes or planes. Can be used to take up
tal damage from fire and air nodes all elementals in the node, but does not to 10 beings to the Prime Plane, to a loca­
(only). bestow control nor have any other tion of the caster's choice, with no
control weather: No effect. effect. chance of error.
control winds: Works only in the air node. contact other plane: Check all results at 1
create water: See the cleric spell. line lower (more distant). Illusionist Spells
creeping doom: No effect. control weather: No effect.
entangle: Works on any elemental plant­ distance distortion: Can be cast using an ele­ alter reality: Can be cast to create an escape
equivalent, including immobile molds mental native to the node, with normal route to any adjacent plane.
but excluding mobile growths. effects. fog cloud: Can be cast as 'elemental cloud';
faerie fire: Apply element modifications as fire charm: Modify as if magical fire. see obscurement (druid spell).
if standard magical fire. gate: Allows escape to plane of choice. maze: See the magic-user spell .
fire storm: Can be cast as 'element storm', glassee: Can be cast to affect any one solid summon shadow: No effect.
with normal effects. element. wall offog: Can be cast as 'wall of element';
insect plague: No effect. globe of invulnerability: Doubles environ­ see obscurement (druid spell).
obscurement: Can be cast to produce a mental damage (blocks some beneficial
cloud of any element (smoke, dust, magic; q. v. anti-magic shell).
sparks, fog). ice storm: For the hail, 213 of the damage

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TABLE Of MAGICAL TREASURES 24 Chain mail + 1 67 Chain mail + 3
25 Two-handed sword + 1, + 2 vs. 68 Longsword, cursed berserking
When developing encounter areas in the dragons 69 Boots of levitation (420 pound limit)
Nodes of Elemental Evil, use items from the 26 Potion of healing 70 Bastard sword + 1, + 3 vs. giant
following table if magical treasure is indicated 27 Longsword + 1 ('Snoop', AL NG, Int class creatures
by random roll for the monsters' treasure 13, empathy; can detect invisible 71 Potion of gaseous form
type. Roll ldlOO to determine the exact item. and detect magic, each to 10' range) 72 Ring of fire resistance
Place the item and delete it from the table; roll 28 Bracers of defense AC 3 73 Longsword + 3
again if the same roll occurs again. H all these 29 Spear + 1 74 Mace + 1
items are used, select magic randomly (DMG 30 Scroll of protection from traps (UA) 75 Potion of fire resistance
pages Ul-125) but ignore artifacts and books 31 Plate mail + 2 76 Broadsword of life stealing + 2
(librams, manuals, tomes, et al.). This should 32 Potion of fire breath (UA) 77 Scroll of 7 magic-user spells (levels 1,
not be necessary unless multiple parties spend 33 Helm of underwater action 1, 3, 3, 4, 5, S): taunt, wizard mark,
great amounts of time exploring the nodes in 34 Shortsword + 4, defender material, wind wall. magic mirror,
detail. 35 Ring of shooting stars avoidance, fabricate
Note that all spells on spell scrolls given 36 Potion of flying 78 Rope of climbing
below are detailed in Unearthed Arcana and 37 Scroll of 6 magic-user spells (levels 1, 79 Splint mail + 1
are of 1st-7th level (though you are not 2, 3, 4, 6, 6): run, preserve, item, 80 Necklace of strangulation
bound by either guideline in generating stoneskin, contingency, eyebite 81 Potion of clairaudience
additional magic items). You may divide the 38 Figurine, marble elephant (Asiatic) 82 Hammer + 1
scrolls given, if desired, into several smaller 39 Spear + 2 83 Axe + 1
ones. Other items detailed in Unearthed 40 Dagger + 2 84 Scroll of S magic-user spells (levels l,
Arcana are indicated by the initials UA. 41 Potion of speed 2, 6, 7, 7): firewater, flaming sphere,
42 Cloak of protection + 2 chain lightning, sequester, volley
d% Item 43 Scroll of protection from electricity 85 Short composite bow + 2
(UA) 86 Potion of flying (actually delusion)
01 Potion of super-heroism
44 Longsword + 2, + 3 vs. magic-using 87 Chain mail + 1
02 Wand of lightning bolts (67 charges,
UA) and enchanted creatures 88 Longsword + 1
03 Sovereign glue (UA) 4S Light crossbow + f 89 Gauntlets of dexterity
04 Scroll of S cleric spells (levels 1, 2, 3, 46 Potion of rainbow hues (UA) 90 Wand of size alteration (24 charges,
4, S): endure cold/heat, aid, nega­ 47 Scarab of protection -2 (cursed) UA)
tive plane protection, cloak of fear, 48 Shield + 1 91 Scroll of 5 cleric spells (levels 1, 2, 3,
spike growth 49 Ring of feather falling 4 , S): magic stone, wyvem watch,
so Decanter of endless water death's door, spike stones, air walk
OS Plate mail + 1
06 Potion of fire giant strength 51 Scroll of 6 illusionist spells (levels 1, 92 Potion of extra-healing
07 Rod of resurrection (15 charges) 2, 3, 4, S, 5): phantom armor, alter 93 Dagger + 1, + 3 vs. persons (all
08 Ring of shocking grasp (UA) self, wraithform, rainbow pattern, those affected by a hold person spell)
09 Mace + 2 advanced illusion, dream 94 Scale mail + 1
10 Scroll of protection from acid (UA) 52 Potion of ESP 9S Shield + 1
11 Potion of levitation S3 Shield + 3 96 Ring of protection + 2
12 Hat of disguise (UA) S4 Bracers of archery (UA) 97 Potion of ventriloquism (UA)
13 Scroll of protection from magic SS Arrows + 1 (10) 98 Scroll of 6 magic-user spells (levels 2,
14 Shield + 2 S6 Potion of water breathing (4 doses) 2, 2, 4, S, 7): bind, irritation, vocal­
15 Longsword + 2, + 4 vs. lycan- S7 Battle axe + 1 ize, shout, dolor, forcecage
thropes and shape changers 58 Scroll of 7 druid spells (levels 1, 1, 2, 99 Dust of disappearance
16 Potion of invisibility 2, 3, 3, S): detect balance, detect poi­ 00 Scimitar + 1 ('Schakha', AL LN, Int
17 Periapt of proof against poison son, flame blade, reflecting pool, 14; speaks alignment, azer, giant
18 Scroll of 6 cleric spells (levels 1, 2, 3, spike growth, starshine, moonbeam common, human common, and
3, 4, S): precipitation, withdraw, S9 Crossbow bolts + 1 (12, light) dwarf; can detect gems S', detect
cloudburst, remove paralysis, imbue 60 Leather armor + 1 secret doors S', detect traps 10 ' )
with spell ability, rainbow 61 Potion of heroism
19 Plate mail + 1 62 Broadsword + 1, flame tongue RESIDENTS
20 Wand of paralyzation (M) (53 63 Scroll of 4 illusionist spells (levels 1,
charges) 2, 3, 4): chromatic orb, fascinate, Most of the creatures inhabiting the nodes
21 Potion of polymorph (self) delude, dispel magic were brought or summoned here from the
22 Scroll of protection from elementals 64 Plate mail of vulnerability Elemental Planes by Zuggtmoy or Iuz.
(all) 65 Shield + 1 Some came from the Prime, trapped or
23 66 Potion of climbing lured here. Very few have escaped, even
Staff of striking (C, M) (11 charges)

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after many long years. Zuggtmoy's beloved Betrayed by his brother Alrrem (of the fire fourth dungeon level in search of the
molds and goops also wander the nodes, temple, area 212), he was sacrificed to the rumored great wealth therein. They found
coming and going at the bidding of their air temple and cast off into the nodes. But the gates to the nodes, and their leader
mistress. his feigned death saved him; he was able to ordered them through when approaching
It is important to note that the elementals cure his near-mortal wounds, and has sur­ ettins were sighted. The leader has since
and related creatures herein are free-willed, vived in the nodes by avoiding everyone been slain by monsters, as were over a
not conjured or summoned, but are and scavenging what materials he can find. dozen of the bandits.
trapped. They are unaffected by dispel He has a cache of spell components, both The remaining seven bandits are led by
magic, and are not blocked by protection clerical and magic-user types, hidden some­ their cleric, who literally rules by the
from evil. They are also not necessarily hos­ where in the nodes, and will use this to bar­ powers of life and death he wields through
tile, being Neutral and as eager to escape as ter should he be endangered by adventurers. his spells. They are scavengers and cow­
are the characters. Should communication Ashrem lives for revenge on his brother. ards, having survived nearly two months by
be established, or some indication of friend­ He wears ill-fitting and damaged chain mail, their methods. If left alone, they will lose
liness be given (such as offered treasure or taken from the body of a larger fighter, and one of their number each 1-4 days, until
food), elementals might very well agree to carries a scarred shield bearing the symbol none remain.
peaceful coexistence or even a limited part­ of Sir Robilar (a green dragon on yellow The bandits prefer to attack from
nership for a time. field). He carries a mace, hammer, and ambush, so an encounter with them will
The lists of creatures found in the Nodes many empty sacks (both small and large) probably (75 % ) given them 1-3 surprise seg­
give numbers appearing, but you may mod­ for scavenging. ments from such a situation. If so, they
ify these to suit the PCs' level and relative If questioned, Ashrem reveals his name begin with missile fire from cover. They pre­
health. Most creatures should be initially and profession, and seeks aid in escaping. fer to remain behind cover for as long as
encountered in small numbers, roving near He will eagerly join a party if asked. He has possible, but will engage if necessary. When
or far from their lair. Do not suddenly intro­ seen most of the other wandering humans at wounded, however, any bandit will flee at
duce the entire complement of a creature some time or another, but has avoided the beginning of the following round.
type in one sudden swoop. The several true them, believing them hostile and danger­
elementals found in each Node should be ous. Bandits (7): AC 8 (leather armor), MV 1r,
encountered singly, having no actual lair. Level 0 (HD 1-1), #AT 1 or 2, D by
Finally, some few residents, especially the ldlOO Result weapon, SA all have shortbows (D 1-6/
evil ones of lower intelligence, may still be 1-6, range 6 #/12 "18 "), each with 40
01 Ascomid
working toward a greater goal set by their arrows; AL NE, XPV 14 + l/hp
02 Basidirond
leaders luz and Zuggtmoy long ago. They
03-04 Gray ooze
may be developing areas, digging new tun­
05--06 Ochre jelly Grank, bandit leader/cleric: AC 4 (chain &
nels, or simply patrolling for intruders. In
07 Phycomid shield), MV 12 Cleric L3, hp 17, #AT 1,
w,

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

0 N G i il A L ADVE ilTVRJ:S RE i il CAR_Il ATED • TH E TE Jb: PLE 0 F E LE Jb: E ilTAL EVI L


(to humanoid form of same size &: weight), of some sort. 60 degree temperature (F) is comfortable to
and suggestion. She can also use dimension When encountered, Sargen has worked all herein, but the winds range from mild
door once per day. Her vampiric touch up his courage and approaches the party, gusts of 10-20 mph to full gales of 100 +
inflicts 1-8 points of damage, and cures her­ groveling. Believing them to be a troupe of mph. The environmental damage is due to
self of 1-4 at the same time. wandering demons, he plans to beg for dust, pebbles, and other debris blown by
Darley's true form is very similar to her release, offering thousands of gold pieces the winds.
human one, with the small addition of ves­ and future service in exchange. (His cash is Those arriving in the air caverns appear on
tigial horns and small bat-like wings. She at his home, on the Prime Plane, but is quite a plateau atop a central spire, standing 200 feet
will retain human form indefinitely to keep real. ) If attacked or threatened, he flees above the floor level and reaching to within SO
up the masquerade. immediately, and future encounters will be feet of the cavern's roof. A steep slope down
at a distance, again causing him to flee. spirals widdershins from the peak.
Darley: AC S, MV 12 w /12 w (MC:C), AL Sargen only retains two spells, saved for Light seems to come from the ceiling of
CE, HD 6 + 2, hp, #AT 1 or 1, D by emergencies-invisibility and fly. His spell the cavern, casting a soft twilight glow
weapon or 1-8 (touch), SA spell-like book is long lost. throughout the area. The visibility from the
powers, vampiric touch, SD 30% MR, peak is fair; many cave entrances can be
magic or iron weapon to hit, touch cures Sargen: AC 10, MV 12w, AL LE, Magic-user dimly seen in the distance. Dense clouds of
1-4 points, SZ M (S ' ), XP 3000 + 14/hp LS, hp 14, #AT l, D 1-4 (dagger), SD random shapes and sizes drift in the great
S 13 I lS W 9 D 10 Co 16 Ch 14 spells, XP 240 cavern. Though they are constantly pushed
S 12 I 16 W 9 D 10 Co lS Ch 8 and torn by the winds, they do not disperse
Jaer easily. At floor level, however, visibility
The weaver Jaer, once a solid resident of Taki varies widely. When necessary, the DM may
Nulb, came upon hard times and joined a This fearsome fighter stands a full seven roll 2d4 to find the number of map squares
group of bandits. He regretted his choice feet tall, and wears his own shining sky-blue (each SO ' across) visible in any one direc­
almost immediately, but when he tried to plate mail armor and shield, and carries sev­ tion, but this could change in a short time,
quit, was given to and questioned by the eral weapons-dagger, longsword, long­ possibly -0nly a round or two.
leaders of the Greater Temple, and then bow, and others. He was separated from his The slopes, stairs, and caverns themsel­
thrown into the nodes. party about four months ago when they ves are hewn of solid rock, apparently by
Jaer's survival is due to his craft. He has entered the Greater Temple. He was forced very good craftsmen . All surfaces are
made armor, shield, and tools by weaving to retreat down a side corridor, and ended strewn with rubble, an occasional bone or
scraps he has found. He has wandered the up in the nodes (fully equipped) . bit of lost, worn equipment, and an infre­
nodes for only three weeks, and is becoming Taki has survived by brute force. H e once quent shallow pit or landslide.
desperate. He was once looted and chased allied with Ashrem for a short time, receiv­ Though most of the Air Caverns are dry
off by the wandering bandits, and thus will ing curing in exchange for his combat prow­ and fairly mild, areas #13-16 are dotted with
be distrustful of the party at first. But he will ess . But after being tricked several times, his pools of icy water, with frozen lumps on the
eagerly ally with a friendly group, and will dislike of the cleric grew, and he went off on walls. These caves are even cooler towards
put his skills to good use. his own. their northern ends, where part of a glacial
Jaer's weapons include a normal sword, Taki will be suspicious of any party he outcropping can be seen (areas 15-16):
dagger, and hammer, and also 20 'fire balls' meets but, if invited, will adventure with
-woven bundles of flammable material, them for an hour or two, provided that any BRIEF AREA NOTES
which can be ignited and thrown to 3 w of his wounds are cured by PCs. He departs
range, inflicting 1-4 points of damage if a hit to sleep in a hiding place of his own prefer­ A1 Top of peak (point of arrival)
is scored. Jaer carries a lit lamp most of the ence, away from the party. After two or A2 East floor area
time for igniting his fire balls. three days with a well-behaved and intelli­ A3 North floor area
gent party, he will join them if asked. Any A4 South floor area
Jaer: AC 6 (woven-padded armor &: shield), evil or stupid behavior, however, causes AS Huge cavern south, at ground level
MV 12w, AL N, Level 0, hp 7, #AT 1, D him to leave and continue his lonely quest A6 Shelf, 120' above floor level, reached
by weapon, SA fire balls, XP 25 for escape. by a slope to the west
S 10 I 14 W 13 D lS Co 12 Ch 11 A 7 Cave at ground level
Taki: AC O, MV 12 w, AL NG, Fighter L7, hp A 8 Hidden niche, 80 ' above ground
Sargen SS, #AT 1, D by weapon, XP 1040 level, reached by a slope to the north.
This magic-user once came to the Temple S 18/28 I 12 W 8 D 16 Co 13 Ch 10 At the east end of the niche is an
in search of work, but was soon imprisoned eight-pointed symbol, gate to the Fire
and thrown to the nodes due to philosophi­ Node.
cal differences. He has little equipment, Air Node A 9 Large branch cave, at ground level;
having survived by hiding and eating any­ contains three outcroppings of hard
DESCRIPTION
thing he could find. He has passed into rock, each projecting 10-60 feet above
insanity in the last months, and believes Within the Air Caverns, the atmosphere floor level
every creature he sees to be a demon or devil is cool and windy. The relatively constant A 10 North niche (lair) of branch cave

114

0 zj G i rrn. L ADVE II'fV�S RE i II CA R_II A'fED • TH E TE lh PLE 0 F E L E lh E llTAL EVI L


A 11 East niche (lair), 100' above floor Elementals, Air (6): AL N, MV 36n/36 " Vapor rat (2 lairs of 8 each): AL C(N), MV
level, reached by a slope to the west (MC:A), HD 8 (x3), 12 (x2), 16, AC 2, 12 • I 16 • (1 •, MC:E), HD 2, AC 6 (or spe­
A 12 Northeast niche (lair), as #11. #AT 1, D 2-20, SA whirlwind (1 tum to cial), #AT l, D 1-2, SA gaseous form at
A 13 Small cave at ground level create) slays under 3 HD, D 2-16 to oth­ will, SD serious wound or kill creates
A 14 Northeast corridor, at ground level ers, SD + 2 weapon to hit, SZ L, IN Low; stinking cloud effect on 1 creature in S-8
A lS Small cave, with entrance sloping XP 82S + 10/hp, 2850 + lS/hp, 5250 + feet, SZ S, IN Low; IL 30% , TT special
down 20 feet from ground level; the 20/hp (q. v. MM2 page lOS); XP S2 + 2/hp
north wall is almost entirely jagged These should be encountered singly or in These pests lair near the giants and
ice pairs. They have no lair. dragons, scavenging leftovers.
A 16 Large cave at ground level (lair); the
north wall is mostly ice Giants, Cloud (5): AL NE, MV lS ", HD 12 + Vortex (5): AL CN, MV lS • (MC:A), HD
A 17 Shelf, 40 ' above ground level, 2-7, AC 2, #AT 1, D 3-36, SA throw 2 + 2, AC 0, #AT 1, D spin (cone 40 'x
reached by a short slope to the south rocks to 24 n range (D 2-24), SD surprised 10' , D 1-3 per round and 5 % per round
A 18 Cave, reached from shelf #17; lair of on 1, SZ L (18 ' ), IN Average-Very; IL cumulative chance of death), SZ S-M, IN
ildriss grues. In their treasure is one of 40% , TT E, QxS; XP 42SO + 16/hp Non; XP so + 3/hp
the power gems, the aquamarine, The cloud giants have a well-defendable Due to their high Armor Class, these
which will send anyone touching it to lair, and may (SO% chance) have 1-3 human monsters can be very deadly. They are eas­
the Water Node. captives, holding them as slaves and for ily frightened, but will regroup and return
A 19 Corridor sloping up from ground future ransom or meals. These are level 0-7 repeatedly if hungry.
level, reaching 30-foot height at area (ld8-l) NPCs of any class, with no equip­
20 ment. Wind walkers (2): AL N, MV lS "/30 "
A 20 Wide cave (MC:A), HD 6 + 3, AC 7, #AT 1 area, D
A 21 South cave (lair) Hieracosphinx (2 lairs of 4 each): AL CE, 3-18, SD ethereal, spell immunities (q. v.
A 22 Shelf, 70 ' above ground level (40' MV 9 "/36 # (MC:D), HD 9, AC l, #AT MMl page 101), SZ L, IN Very, MR Spe­
above area 19), reached by a slope to 3, D 2-8/2-8/1-10, SZ L (7' ), IN Low; IL cial; IL 20% , TT C, R; XP S7S + 8/hp
the northeast (lair) 20% , TT E; XP 600 + 12/hp These potentially deadly monsters are
A 23. Shelf, SO ' above ground level, These hawk-headed predators may be inquisitive and often benign. They employ a
reached by a slope to the east (lair) serving as steeds for some other residents, in whistling language, and can also read minds
A 24 Elongated cavern exchange for an equal share of gains. They and respond by whatever means are availa­
A 25 Shelf, 130 ' above ground level, lair on high shelves. ble.
reached by a long slope to the south
A 26 Cavern, 90 ' above ground level, Ildriss grues (8): AL NE, MV 3 n or 24 •
reached by the slope to area 2S (MC:A) HD 4, AC 2, #AT 1, D 3-12, SD
I Earth Node
A 27 Large cavern at ground level. At the + 2 weapon to hit, SZ M, IN Low-Very;
west end is a square symbol, gate to IL 10 % , TT Qx2, X; XP 24S + S/hp DESCRIPTION
the Water Node. These creatures are invisible until they
A 28 Large cavern at ground level attack in fog cloud form. All air and The Earth Burrows are dark and slightly
A 29 North corridor branch sloping up 30 ' weather-based effects are dispelled within damp-a typical cave-dungeon setting. The
A 30 West cavern, ground level SO feet of them. temperature is a constant 45 degrees, with
A 31 Southwest cavern, ground level little or no air movement. The environmen­
A 32 Hidden cavern (entrance 10' wide); Mihstu (2): AL NE, MV 6 n/6" (MC:B), HD tal damage comes from the ever-present
slopes up from entrance to 40' above 8 + 2, AC -2, #AT 4, D 2-7 each, SA heavy dust in the air, and from occasional
ground level at the south end. Near envelop = drain 1 point Constitution rockslides, minor cave-ins, and so forth.
the end is a triangular symbol, gate to (rest regains l /day), SD + 2 weapon to Those arriving in the Burrows appear in
the Earth Node. hit, immune to missiles, electricity, & the center cave, a large broad area SO feet
magic missile, MR 10% , SZ M (6 ' ), IN tall at its center tapering to only 10-20 feet at
RESIDENTS High; IL 10% , TT I; XP 1700 + 12/hp the side corridors.
These dangerous monsters share a single The corridors have no light, and the
Dragons, White (3): AL CE, MV 12 n;3on lair, and have double the given chances for dusty air permits only half normal range of
(MC:E), HD S (hp 10), 6 (hp 42), 6 (hp treasures. sight, whether normal or infravision. Slopes
48), AC 3, #AT 3, D 1-4/1-4/2-16, SA are few, and the stone is dug out, rather
breath cone frost 70' x 2S ' , SZ L (24 ' ) , Toads, Giant Ice (10): AL N, MV 9 ", HD 5, than worked.
IN Average; IL 20% , TT E, 0, S; XP 40S, AC 4, #AT 1, D 3-12, SA radiate cold 112
852, 888 rounds (IO' range, D 3-18), SZ L, IN BRIEF AREA NOTES
This family shares a single lair. Note the Average; IL 40% , TT C; XP 20S + S/hp
bonuses gained by the adults if their off- The toads lair near the other ice creatures E1 Central cave (arrival point)
spring is attacked, as given in MMl, p . 30. of this Node. E2 North corridor
E3 Burrow

115

0 Rj: Gi ilAL ADVE ilTV� S RE i il CARJIATED • THE TEJll: PLE 0 F ELE Jll: EilTAL EVI L
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

0 N Gi ITAL ADVEITTV RJ: S RE i IT CARJIATED • THE TEJll PLE 0 F E LE Jll: E llTAL EVI L
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

117

0 IV G i il A L ADVEil'fV�S RE i il CARJI A'fED • T H E TEJh: PLE 0F E L E Jh: E llTAL EVI L


against Iuz. Though now of Low intelli­ 5, AC 3, #AT 1, D 5-30, SA throw rocks of the water, mostly to the northeast comer
gence, he is exceedingly cunning, and will (range 20", D 2-20), SD immune to all of the map.
hide, track, and use hit-and-run attacks on a fire, SZ L (12 ' ), IN Average-Low; IL Newcomers to the Node land asplash in
preoccupied party if at all possible. 35 % , TT E; XP 2700 + 16/hp the central pool area, which is only 10 feet
This group may be in one or two lairs, deep and protected · from most of the sea
Dragons, Red (2) : AL CE, MV 9 •;24 • probably sharing with some non-Chaotic dwellers by a coral reef. Some few small
(MC:E), HD 10 (hp 60), 11 (hp 66), AC - ally. scavengers might be lurking therein, but
1, #AT 3, D 1-8/1-8/3-30, SA breath fire they will probably avoid a group of nervous
cone 90 ' x 40 ' , spells, SD spells, SZ L Harginn grues (8): AL NE, MV 15", HD humans.
(48 ' ), IN Exceptional; IL 60% , TT H, S, 4 + 4, AC 3, #AT 1, D 5-8, SA dispels fire
T; XP 5640, 8006 spells within 20 ' , shapechange (bonfire, BRIEF AREA NOTES
This former mated pair has split up, due 8 ' column, humanoid), SD + 1 weapon
to marital arguments about treasure. They to hit, blink at will, SZ M, IN Average­ W1 Center pond (arrival point). A coral
will be encountered singly, and may even High; IL 15 % , TT Ix1/2; XP 245 + 5/hp ridge surrounds this area, fencing a
avoid humans, knowing them to be danger­ From 1-3 of these will probably observe pool about 75 ' by 450 ' in size.
ous. Each dragon can speak and use the fol­ the party before being detected, as they are Within the area are several rock and
lowing spells once per day: enlarge, shield, fond of hiding in pillar-of-flame form in and coral outcroppings, jutting 10-30 feet
mirror image, web, dispel magic, slow. near various fire pits. If thus forewarned, above the surface of the water.
the harginn can be formidable enemies. W 2 North sea
Efreeti (l): AL LE, MV 9 "/24 " (MC:A), HD W 3 Shelf, rising from the water to 10'
10, AC 2, #AT 1, D 3-24, SA detect Salamanders (3): AL CE, MV 9 ", HD 7 + 7, above it at the northern edge.
magic, enlarge, gaseous form, grant 3 AC 5/3, #AT 2, D By weapon/1-6, SA W 4 Shelf-grotto (lair). This appears as if a
wishes, illusions, invisibility, polymorph hot attacks (each adds D 1-6), SD + 1 water-filled cave, but its floor rises to
self, produce flame, pyrotechnics, wall weep, charm, hold, SZ M, IN High; IL above water level past the entrance.
of fire (each l/day), limited telepathy, 75 % , TT F; XP 825 + 10/hp Around the corner to the northwest is
SD immune to normal fire, -1 per die Plagued by recent attacks by humans and a circle symbol, gate to the Air Node.
from magic fire, SZ L (12 ' ), IN Very; XP giants, these creatures are 80% likely to flee W 5 Northwest sea
1950 + 14/hp if damaged, and will always negotiate if cor­ W 6 Shelf, 5 ' above water level (lair)
This clever creature probably masquer­ nered. W 7 Shelf, just under water level, encir­
ades as an elemental for a time if possible, cled by stone on the south and west
and may even join and help a party in that sides (lair)
guise until the PCs can be observed in com­ Water rtode W 8 West sea, north branch
bat and their weaknesses found. W 9 Lagoon with shelf to the south. Near
DESCRIPTION the south end of the shelf is an eight­
Elementals, Fire (6): AL N, MV 12 •, HD 8 pointed symbol, gate to the Fire
(x3), 12 (x2), 16 (xl), AC 2, #AT l, D 3- The Water Maze is a great indoor ocean, a Node.
24, SD + 2 weapon to hit, SZ L, IN Low; magical place suitable to both salt and fresh­ W 10 Shelf, just under water level, encir­
XP 825 + 10/hp, 2850 + 15/hp, 5250 + water beings. The ceiling of the great cavern cled by stone on the west and north
20/hp casts a soft moonlight-bright glow. From sides
These should be encountered singly or in the central pool, one might imagine the W 11 West sea, south branch
pairs. They have no lair. place to be a tropical atoll; but danger lurks W 12 Southeast sea
throughout. W 13 Hidden grotto
Fire snakes (5): AL N, MV 4 ", HD 2, AC 6, The air is changeable, once a lilting warm W 14 Hidden shelf. The entrances to this
#AT 1, D 1-4 + paralysis (2-8 turns), SA breeze and then suddenly a chilling draft. area are underwater, but the shelf
surprise 60% , SZ S (3 ' ), IN Semi; IL Swirling eddies in both the water and the air rises sharply reaching 10 ' above
100% , TT Q; XP 73 + 2/hp produce sudden changes in waves at any water level at the northernmost
These small pests are likely to be time. Mists rise from the water, adding an grotto. Therein is a triangle symbol,
found lairing anywhere, possibly with or air of mystery and suspense to the visually gate to the Earth Node.
near other fire creatures. peaceful setting. But it is these oddly tinted W 15 Channel
mists that poison the very air, causing the W 16 Southwest cave, with submerged
Firetoads (5): AL CN, MV 6 ", HD 4 + 1, AC given environmental damage to the unpro­ entrance (accessible only by a brief
10, #AT 1, D = hp (fireball), SZ S (4 ' ), tected. underwater swim; lair)
IN Low; IL 20% , TT C; XP 165 + 5/hp The depth of the water varies widely but W 17 Southwest sea
The toads live scattered, foraging for averages about 50 feet. The dozens of W 18 Submerged shelf, about 10' below
small food sources. One or two will be craggy islets reach 10 to 80 feet from the sur­ water level. Two outcroppings jut
encountered at any one time. face, stretching towards the cavern roof far above water, to 20-30 ' height.
overhead (100-150 feet up) like pointing W 19 West sea
Giants, fire (6): AL LE, MV 12 •, HD 11 + 2- skeletal fingers. Icebergs dot the coldest part

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W 20 Shelf, rising to S ' above water level breath frost cone (3x/day, D 2-12), SZ S Sea hags (2): AL CE, MV lS */12*, HD 3,
W 21 Hidden grotto, lair of varrdig grues. (3 ' ), IN Low, MR 80; IL 30% , TT G; XP AC 7, #AT 1, D 1-4, SA 3x/day death
In their treasure is a power gem, the 25S + 4/hp gaze 3 .., sight s save vs. spells or lose 112
carnelian, which will send anyone These playful beasts are pets of the frost STR for 1-6 turns, SZ M, IN Average,
touching it to the Earth Node. giants (above). MR 50% ; IL 10 % , TI C, Y; XP 600 + 3/
W 22 Northwest sea hp
W 23 Shelf, 10 feet above water level (lair) Ixitxachitl (40): AL CE, MV 0/ 112 *, HD This pair of old hags dwells in some
W 24 Submerged shelf, 3 feet below water 1 + 1, AC 6, #AT 1, D 3-12, SZ M, IN secluded part of the Node. They are bitter
level, with two entrances and a stone Average-High; IL 60% , TI P, R, S; XP 28 and vengeful, having been tricked into com­
outcropping blocking the southeast + 2/hp; q. v. MMl page SS for leaders, ing here with promises of 'the easy life'.
side (lair) clerics, vampires, etc. They believe themselves near to completing
This isolated group dwells near the bot­ a potion that will enable them to escape­
RESIDENTS tom of one of the deepest seas, avoiding but, of course, are wrong. When it fails,
most other creatures. The have decided that they will try to sell samples to others as
Dragon Turtles (2): AL N, MV 3 */ /9 .., HD survival hinges on avoiding conflict, and bona fide items . . . .
12 to 14, AC 0, #AT 3, D 2-1212-12/4- are thus surprisingly placid-though they
32, SA breath steam cloud 60' x 40' x will attack furiously and in force if seriously Varrdig grues (5) : AL NE, MV 6 .. //18 .., HD
40' , SZ L, IN Very; IL S % , TT B, R, S, T, threatened. 6 + 6, AC S, #AT 2 (1), D 1-4/1-4 (4-16),
V; XP 7300 + 18/hp SA water jet to 6' (116 chance for blind
These powerful monsters are encountered Koalinth (40): AL LE, MV 6 *//9 *, HD 1-4 rounds), SD dispels all water & ice
singly. They look upon all other creatures as 1 + 1, AC S, #AT 1, D 1-8 or weapon, SZ spells in 30 ' , SZ M, IN Semi-Average; IL
minor nuisances, and are quite accustomed M (6 ' + ), IN Average; IL 2S % , TT J, M, 20% , TT Fx 112; XP 6SO + 8/hp
to having their own way about everything, D, QxS; XP 20 + 2/hp These disgusting creatures inflict little ini­
considering the entire node to be their pri­ The aquatic hobgoblins dwell near the tial damage but are quite durable and can
vate pool. They are very susceptible to flat­ ixitxachitl, in hopes of a future alliance pose severe threats when attacking helpless
tery and bribes, and expect apologies for (mostly for their curing abilities). They fear and blinded opponents. They will stay in
intrusions. and hate the merrow, and might ally with a water for the near-invisibility this affords,
party if such would result in the merrows' and for the greater movement rate.
Elementals, Water (6): AL N, MV 6 ..I 118 *, defeat.
HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, Vodyanoi (2): AL CE, MV 6 ../6 .., HD 8, AC
#AT 1, D S-30, SD + 2 weapon to hit, SZ Kopoacinth (10): AL CE, MV 9 *//lS *, HD 2, #AT 3, D 1-10 + 2x2/1-10, SZ L (8 ' ),
L, IN Low; XP 82S + 10/hp, 28SO + 151 4 + 4, AC S, #AT 4, D 1-3/1-3/1-6/1-4, IN Average; IL 30% , TT G: XP 6SO + 10
hp, S2SO + 20/hp SD + 1 weapon to hit, SZ M, IN Low; IL These slow relatives of umber hulks are
These should be encountered singly or in 20 % , TT MxlO, C; XP 16S + S/hp hungry, as most potential prey avoids them.
pairs. They have no lair. These water-gargoyles are marauding They wander in search of food most of the
scavengers, likely to attack any new crea­ time, and will attack a party on sight. They
Eyes, floating (10): AL N, MV 0//30*, HD tures just as a pastime. They are slow to are currently trying to figure out how to
112, AC 9, #AT 1 gaze, D 0 + paralysis, unite in defense if threatened. take control of the koalinth and merrow.
SZ S (l ' ), IN Non; XP 30 + llhp
These dangerous pests are always accom­ Lacedons (14): AL CE, MV 9 .. I 19 *, HD 2, Water weirds (2): AL CE, MV 0/ 112 *, HD
panied by other water-dwelling creatures. AC 6, #AT 3, D 1-3/1-3/1-6 + paralysis 3 + 3, AC 4, #AT 1, D drowning (save vs.
(elves immune), SD immune to sleep, paralysis or be dragged under), SA
Giant, frost (6): AL CE, MV 12*, HD 10 + charm, SZ M, IN Low; IL 20 % , TT B; XP attack as 6 HD, control water elemental
1-4, AC 4, #AT 1, D 4-24, SA throw 6S + 2/hp SO % , SD edged weapon inflicts 1 point
rocks (range 20*, D 2-20), SD immune to Marine ghouls can be found nearly any­ damage, reforms 2 rounds after 'death',
cold, SZ L (lS ' ), IN Average-Low; IL where, especially near other lairs where a slowed by cold, takes half damage from
30% , TT E; XP 2250 + 14/hp few scraps might be stolen. fire, SZ L (10 ' + ), IN Very; IL SO% , TT
The family of giants keeps the ice lizards I, 0, P, Y; XP 370 + 4/hp
(below) as pets. Their grotto lair is easily Merrow (12): AL CE, MV 6 .. //12 *, HD It is 7S % likely that one of the weirds has
defended with an ample supply of boulders. 4 + 4, AC 4, #AT 3 or 1, D 1-6/1-6/2-8 or gotten control of one of the elementals. If
They enjoy long swims, and may thus be weapon (spear, D 1-6), SA surprise on 1- so, the other weird will be lurking nearby.
encountered in the water (but if so, always 4 from cover, SD 10-80% invisible in ter­ The elementals will be aware of the situa­
in pairs or more). rain, SZ L (9 ' ), IN Low-Average; IL tion, nearly powerless and eager to find
20% , TT A; XP 130 + S/hp; q. v. MMl allies who can help.
Ice lizards (2): AL CE, MV 9 w;1s * (MC:C page 96 for leaders, shamans
or E), HD 3 + 3, AC 1, #AT 3, D 1-6/1- This tribe of aquatic ogres bully the
3x2, SA cast sleep and fear, polymorph koalinth and frequent their area, taking the
self into white dragon (each 2x/day), best pieces of kills and often picking fights.

119

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