tsr09147 - The Temple of Elemental Evil-6

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Spells memorized: Herein dwells an ettin, who acts as guard erate in all ways and beg for release.

erate in all ways and beg for release. He will


Level 1: cure light wounds, darkness for this west barracks area. One of his two try to atone for his absence from his unit by
Level 2: resist fire heads suffers from paranoid delusions, and turning against his rescuers, of course,
cannot sleep if others are in the room; the should any guard units be encountered
408. BARRACKS ettin is thus forced to reside here, in the thereafter.
common room, rather than in area 415 with The human, apparently a town mer-
This area has no doors, being a communal the others. This disease does not affect his chant, is old, wounded, and weak. This is a
lair of a dozen bugbear troops of the Tem- work or combat ability, however, except to ruse, merely being the form of this dopple-
ple. Their chief and sub-chief stay in the decrease his chance of being surprised to 1 in ganger's last victim. It will play its current
southwest room by the common (area 10. Due to his misfortune, this ettin has not role as long as needed, but seeks escape
406e). Each bugbear has been trained in the partaken of the rock-throwing instruction from the dungeon. If rescued, it will fer-
longbow, and carries 30 normal arrows in a as have his comrades in area 415. vently promise to send a reward, and will
quiver. The ettin's huge bed stands by the west fabricate a name, address, friends' names,
wall. One long and huge table fills the center and other details as needed. It will, of
Bugbears (12): AC 5, MV 9", HD 3 + 1 (hp of the room, bordered by ten wooden chairs course, vanish utterly upon its release,
5-8 per die), #AT 1 or 2, D 2-8 (morning of similar size. A fireplace in the south wall heading for a more profitable area.
star) or 1-6/1-6 (longbow), SA surprise burns merrily. Two corridors exit to the
on 1-3, AL CE, SZ L (7' + ); XP 160 + west, and two large doors are in the east Half-orc: AC 10, MV 12", Level 2 / 3
4/hp wall. Fighter/Thief, hp 10; unequipped; XP
Under the ettin's bed is a large, flat, iron 135
409. WEST WING box. It contains 1124 cp, 821 sp, 492 gp, one
emerald (worth 1,000 gp), and the remain- Human prisoner (doppleganger): AC 5, MV
In this area live four trolls, sentries for the ing half of one candle of invocation of Law- 9", HD 4, hp 23, #AT 1, D 1-12, SA sur-
Guards of the Great Temple (areas 410-415) ful Good alignment. prise on 1-4, ESP, change form, SD
and personal guardians of their high com- immune to sleep & charm; XP 422
mander (area 417). Two will be here at all Ettin: AC 3, MV 12", HD 10, hp 66, #AT 2,
times, and all four during the night. D 2-16/3-18, SD surprised only on a 1; 413. SOUTH STOREROOM
The trolls' bedding is piled in the north- AL CE, SZ L (13' + ), XP 2874 (1950 +
west corner of the area, along with 4 small 14/hp) This storeroom contains provisions and
chests. The trolls drag out their bedding at nothing else, identical to room 411.
sleeping times, and keep all their valuables 411. NORTH STOREROOM
in their locked chests; each has a key. Inside 414. LARGE ROOM
each chest are 15 cp, 13 sp, 10 ep, 19 gp, and Most of the provisions used by those on this
1-4 violet garnets (worth 500 gp each). dungeon level are kept here and in room 413. Four hill giants dwell herein, members of
On the east wall is a huge painted mural The room is filled with crates, barrels, boxes, the elite high guard of the Greater Temple.
depicting a great battle, apparently between and the like, but nothing is left unpacked. The The room is simple and undecorated, about
the forces of Good and Evil. Therein, shin- containers are filled with dried meats and 25 feet tall and 60 feet long. All the furnish-
ing humans and winged humanoids are fruits, clothing, and other items of little value. ings are appropriately giant-sized. Two beds
being blasted to the ground by blue bolts Behind a half-empty crate near the southeast stand by each wall, north and south. The
issuing forth from the fingers of a tall corner is a secret door, which can only be room is warmed and somewhat lit by a fire-
horned humanoid in wizard's garb. The found if the crate is moved. place in the west wall, beside which are piles
painting cleverly conceals a normal-sized of small boulders. The wall itself shows
but stoutly reinforced iron-bound door (to 412. SECRET ROOM signs of digging, and is greatly pitted. (The
area 416). A corridor about 10 feet wide and giants have worked this area for missiles.)
15 feet high slants off to the southwest. This room contains a few boxes and barrels Under each bed is a large chest. Each chest
of provisions, as with the rooms to either contains clothing, food scraps, various
Trolls (4): AC 4, MV 12 ", HD 6 + 6, hp 42, 38, side. Hiding in one crate are two prisoners, mixed coins (about 1,500 gp worth in each,
35, 30, #AT 3, D 5-8/5-8/2-12, SD regener- a half-ore and a human. The ettins took with 250 pound encumbrance), a few gems
ates (3 hp per round starting 3 rounds after them on a recent raid, but instead of turning (1-10 per box, of random value), and souve-
being damaged), AL CE, SZ L (9'); XP them over to the Temple authorities, hid nirs of past kills — scalps, pelts, bones, and
861, 829, 805, 765 (525 + 8/hp) them here for a future snack. The captives the like.
have hidden themselves in hope that the In actuality, only three of the giants are as
410. COMMON ROOM ettins will believe them to have escaped. they seem. The fourth is an imposter, actu-
The half-ore is an indignant fighter/thief. ally being a half-elf spy. The hill giant
The occupants of this area are present only He was part of the detachment in area 244 Scorpp (who is currently living it up in area
at night. During the day one troll (from area (Dungeon Level Two), but was scavenging 318, unless slain by PCs) was replaced here
409) keeps watch at this post, but the room alone on level three when picked up by the by this character, one Kella by name.
is left deserted during alerts. patrol. If found by characters, he will coop- Scorpp is thus not missed in the least.

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Kella is a druid, and possesses a valuable faerie fire (x2), shillelagh, speak with Ettins (3): AC 3, MV 12", HD 10, hp 70, 54,
item made by her professional ancestors, a animals 38, #AT 2, D 2-16/3-18, SA throw rocks
phylactery of change. This item enables Second level: barkskin, charm person or (#AT 2, -4 "to hit", ranges 3"/6"/12", D
here to use her innate shapechange ability to mammal, cure light wounds, fire trap, 2-16 each), SD surprised only on a 1; XP
assume monster form as well as animal. The obscurement, warp wood 3380, 3156, 2932 (2400 + 14/hp)
possible forms are still limited to monstrous Third level: cure disease, neutralize poison,
reptile, bird, or mammal, the latter corres- protection from fire, water breathing 416. PLANNING ROOM
ponding to the hill giant form. The phylac- Fourth level: cure serious wounds, dispel
tery does not radiate magic, and Kella magic, protection from lightning This room is normally guarded by a troll
carries no other magic items, to avoid expo- Fifth level: wall of fire (from area 409), who stands inside where he
sure by detect magic or other means. Kella will not be seen from the normal entrance.
cannot cast spells in giant form, and will do Hill Giants (3): AC 4, MV 12", HD 8 + 2, hp The room is left untended during alerts.
nothing to give away her disguise; she 59, 41, 33, #AT 1, D 2-16, SA boulders Ornate wall hangings and twin fireplaces
speaks only when necessary, and is so (D 2-16, normal ranges 6"/13"/20", reveal that this room is often used by those
immersed in her role that she has become indoor ranges 3"/6"/12"); XP 2108, at the highest levels of command. A magnif-
almost giantish in her attitudes. 1892, 1796 (1400 + 12/hp) icent oak table fills the center of the room,
Kella has taken the form and jobs of old flanked by a dozen plush chairs, both nor-
Scorpp, spying on the Greater Temple for 415. LARGE ROOM mal and giant-sized. On the table are several
the leaders of the Old Faith. She fears the books (reference works on strategy and tac-
current rise in evil power, and knows that This large and undecorated room is nearly tics, of minimal value), a dozen sheets of
time is limited. She also knows that she risks identical to area 414. It is the residence of parchment bearing unintelligible scribbles,
certain horrible death at the hands of luz three ettins, and is furnished in appropriate three quills (each in a golden quill-holder
himself should she be discovered, but things manner. A fireplace in the west wall offers a worth 50 gp), and two inkwells in a jeweled
have gone well thus far — nearly two little light and heat for the occupants. The silver stand (worth 1,800 gp).
months in all. ettins, of course, are members of the high The north wall is covered with maps of
The half-elf can escape nearly any night if guard of the Greater Temple, as are the the dungeon levels, nearby towns, and the
desired, but she awaits the arrival of some giants next door. surrounding countryside. Four rich tapes-
powerful group that might stand a chance at These three have received some instruc- tries (worth 1,500 gp each) adorn the east
defeating the evil powers herein. If she tion in rock-throwing from their giant allies, and west walls, and twin crystal chandeliers
notices the PCs sneaking about quietly, she and are able to hurl two per round (ranges (each worth 2,000 gp) hang from the ceiling.
will try to follow them and secretly reveal 3"/6"/12", D 2-16 each) but with a -4 "to A brass candle-rod (525 gp), for lighting the
herself. If thus accepted, she will urge hit" penalty due to minimal proficiency. chandeliers, stands in the southwest corner
retreat so she can tell them critical things — Following advice from the human lead- by the fireplace.
the numbers and types of monsters herein, ers, the ettins have pooled their treasure, This planning room is the site of a daily
the habits of the leaders, which corridors go keeping it in the box under one bed (the last afternoon conference amongst the leaders of
where, and so forth. If she does not ally with one checked by PCs). The other two boxes the greater Temple, and of a monthly meet-
the party beforehand, she will hold back in are also locked, but contain traps. One ing for all the leaders in the dungeon. Except
a large melee, watching to see if the party's holds poisonous gas, with effects identical for Hedrack, all visitors enter and leave by
resources and courage balance those of the to those of a cloudkillspell (q. v.) in a cloud the south door and corridor. The emergency
evil horde. If it seems that her powers could of 10 foot radius. The other is filled with exit is rarely used, hidden by a secret door
swing the balance in favor of the attackers, worthless pebbles and rocks, secured by six behind one large area map to the northwest;
she will change to her normal half-elven poisoned darts aimed so that at least one hit it leads to a one-way secret door in the troll
form and aid the party as best she can. If the the intruder opening the box, who must room (area 409). The normal door in the
party is too quickly defeated, she will wait save vs. poison at -2 to avoid paralysis (last- west wall is always locked; it leads to the
for other challengers. If the party can defeat ing 2-5 turns). residence of the high priest Hedrack.
the evil ones unassisted, she will certainly The ettins' combined treasure chest is
not risk anything by revealing herself, locked and trapped with contact poison 417. PRIVATE ROOM
instead shapechanging to some small avian (save or die), but all the ettins know how to
form to make her escape. avoid it. One (randomly determined) ettin Here dwells Supreme Commander
has the key to the chest. It contains 1,279 cp, Hedrack, High Priest and Most Honorable
Kella: AC 8, MV 9" or 12", Level 9 Druid, 883 sp, 2,010 ep, 1,421 gp, 2 violet garnets Emissary of luz Himself. Though he is often
hp 45, #AT 1, D by form, spell, or (500 gp each) and a ruby (5,000 gp), 2 dia- elsewhere, his two comely female servants
weapon, SA spells, SD spells and phylac- mond brooches (worth 2,500 and 3,500 gp), remain in this room at all times.
tery of change, AL N; XP 3840 and two nondescript rocks — one a stone of Though only 20 by 30 feet in size,
S 12 I 11 W 16 D 16 Co 13 Ch 15 controlling earth elementals, the other a Hedrack's abode is impressive. The floor is
permanent sling stone + 3 (the enchantment covered by thick rugs, one atop the other.
Spells:
upon which does not disappear through The walls are covered by tapestries of
First level: detect magic (x2), entangle, use). ornate geometric designs, involving circles,

101
squares, triangles, and the eight-pointed fire stone (identical to an ioun stone but non- luz (among his other titles) commands the
symbol. magical, worth 500 gp), and a small chunk fear and respect of all the troops. A dark
Two engraved brass braziers shed light and of lava in which are embedded several tiny glance from him causes even the boldest
heat from the western corners of the room, gemstones (5 very rare volcanic tourma- giant to cringe, in deference to the dire
and a large fireplace in the east wall adds its lines, the whole worth 5,000 gp). The paint- powers at his command as much as his per-
radiance. By the latter are brass andirons and ing is worth 250 gp. sonal power. He dresses in bejeweled silks,
matching fireplace tools. Atop a marble man- The desk is closed and locked, but the key and stalks about with an air of utter confi-
telpiece are several knicknacks, and hanging lies nearby on a shelf, and is easily found by dence.
on the wall above them is an excellent paint- any search. Within the desk are various Hedrack wears bracers of defense AC 4
ing. The latter depicts the united forces of the parchments and record-books, showing the during normal operations, but dons his
Greater Temple in full battle garb standing numbers and types of creatures recruited by shining black plate mail + 3 and shield +3
before the great altar, with their human lead- all the dungeon temples in the last year, if trouble is expected (i.e. during alerts). He
ers before them (Hedrack clearly visible in the troop pay records, disciplinary notes, and wears a ring of free action and carries a
center position). the like. In one small volume, details about wand of fear at all times, and often brings
Along the north wall are two book- humans and humanoids are sorted into four his rod of smiting and hammer + 2 as well.
shelves, one including a desk in its lower sections labeled A, E, F, W — this being a A small magic cube and black scarab never
portion. A plush chair before the desk is record of sacrifices sent to the nodes. leave their black velvet pouch at his belt; the
flanked by a small wooden table. The Among those prominently mentioned are latter controls the curtain behind the main
shelves are filled with books of all sizes and Ashrem, Jaer, and Sargen (who now wander altar (419 A), and the latter is a Daern's
colors, most bound in leather. A wooden the Nodes). In a bottom drawer is a scroll of instant fortress, used on the infrequent
bed, with carved gargoyle heads on all four five spells, recently completed by Hedrack; occasions when invaders have posed severe
posts and piled with silvery furs, stands by on it are silence 15' radius, dispel magic, threats. Hedrack's favorite tactic with this
the center of the west wall. Upon another cure critical wounds, flame strike, and slay device is to block the exit with it, at any con-
small table by the head of the bed are a living. (Hedrack will recover and use this venient place in corridors 401 or 418,
metal pitcher and a large basin. To the left of item against intruders if possible.) though he will erect it in the Temple itself if
the entrance stands a wardrobe, and an The bookshelves are crammed with refer- necessary. He mans it with a dozen or more
ornate unholy symbol hangs on the wall ence works on various subjects, with an ogres, bugbears, and gargoyles if possible.
between it and the door. emphasis on battle strategy and tactics, per- Hedrack also keeps several potions in his
The furniture comprises a matched set of sonal improvement, leadership, and man- quarters, and selects a few for each jaunt.
prime sablewood, all decorated by fine mar- agement. Most appear little-used. Each of He commonly carries those of extra healing,
quetry and worth at least 700-1400 gp the 150 books is worth 1-10 gp. One work, flying, and polymorph, and also has
apiece. (All can be easily disassembled for entitled 'Laws of the Temple', is a hollowed- potions of climbing, invisibility, and speed.
removal.) The braziers are worth 300 gp out cache for 15 gems — 3 amethysts, 6 cit- Hedrack makes scrolls as well, and has
each. The set of brass andirons and fireplace rines, 2 diamonds, 3 opals, and a huge black recently completed one of five spells: silence
tools is worth 750 gp. Each of the ten rugs is sapphire. (The total value is 22,300 gp, the 15' radius, dispel magic, cure critical
worth 600-1000 gp and weighs 30-33 last item being worth 7,500 gp and the oth- wounds, flame strike, and slay living.
pounds. Each of the 8 tapestries weighs half ers 500, 50, 5,000, and 1,000 gp respec-
that, but is worth 400-1400 gp. tively.) One tome is magical, a book of vile Commander Hedrack: AC -4, Cleric L9, hp
Central on the mantel is a four-inch tall darkness that Hedrack plans to study within 66, #AT 1, D 5-8 (hammer +2) or by
ebony carving of a grinning horned skull. the next few months. spell, AL CE, XP 4392
This item is magical; if touched, luz imme- The four silvery furs on the bed are S 15 I 10 W 18 D 15 Co 12 Ch 16
diately sees this room and its current occu- ermine, each worth 4,000 gp and weighing
pants, wherever he may be. He might (25% 10 pounds. The pitcher and basin are a plati- Spells memorized:
chance) decide to come to investigate the num alloy, the set worth 500 gp. The unholy First level: command (x3), cause light
disturbance, or will probably do so (75% symbol on the wall is a spare, inset with sev- wounds, detect magic, protection from
chance) if his name is uttered while the figu- eral paste gems and worth only 50 gp. good
rine is touched. If possible, Hedrack will use In the wardrobe are five silk robes, one Second level: detect charm (x2), find traps,
this item to summon luz if cornered here in for each ceremony — brown, black, gray, hold person (x2), silence 15' radius
his lair. green, and red. Upon the breast of each is an Third level: animate dead, continual dark-
Other items on the mantel include two embroidered symbol of the golden skull, ness, dispel magic, bestow curse
ceramic plates, hand-painted but poorly with the horned skull symbol of luz on the Fourth level: detect lie, poison, tongues
done (by Hedrack, and worthless), a two- back. Five matching pairs of slippers lie on Fifth level: dispel good
inch tall miniature dragon made of deep red the floor of the wardrobe. Also here is a suit Servants (2): AC 10, MV 15", Level 0, hp 6,
crystal (actually of carved ruby, worth of black leather armor and matching face 4, #AT 1 bite, D 1-2; XP 16, 14
7,500 gp), four dinner knives with scrim- mask, occasionally worn by Hedrack when
shaw handles carved with scenes of sea he tours this and other dungeon levels 418. PROMENADE
monsters a t t a c k i n g vessels (each k n i f e incognito to gather information.
worth 100 gp), a lavender and green elipsoid Hedrack's position herein as the Mouth of From the landing between areas 402 and
409, 20 foot long stairs descend ten feet fur-

102
ther to the grand corridor leading to the sheet of red silk, with the eight-pointed fire points (rounded up), and this alone may
Greater Temple itself. The ornate murals on symbol embroidered upon it in golden slay an already-damaged victim. However,
the walls continue their macabre motif, but thread. if a cure disease effect is applied within four
the further one passes northward, the lower Flanking the altar are two large pillars of full rounds of the hit, the victim's life may be
the figures become, until they all appear to gold, which reach to the ceiling far over- saved. (A regenerate spell will re-grow any
vanish into the floor by the time the Temple head. Each is made of common stone one limb and return the hit points for it at
is reached. adorned by gold leaf. (Scraping the stone the same time.)
This corridor is normally empty, but is can produce 100 gp worth of shavings per One great defensive advantage to the cur-
guarded by a pair of trolls (from area 402) turn.) Behind the altar is a glistening purple tain is that those to the north of it (all the
during alerts. curtain, 20 feet wide and 10 feet tall, human leaders, in case of alert) can open it
unmarked by any design. slightly to see through it. The curtain blocks
419. THE GREATER TEMPLE The 10 foot wide walls beside the curtain all non-magical missile fire from the south
bear ornate carvings of the four elemental side, but those to the north can fire from
This area is normally guarded by 2 trolls symbols. Each such design is over 5 feet that direction with missiles or spells.
(from areas 402 and 409) and 2-3 gargoyles. wide; those of earth and water (triangle and This horrid drape can be quieted only by
Leaders of various races may also be square) are to the left, the others to the the presenting of a special scarab inscribed
present. During alerts, all the ogres (from right. with the letters TZGY. (One such scarab
areas 406 and 407) and gargoyles (who lair In the niches just north of the altar stand may have been found in the quarters of the
here) will be here, commanded by all the monumental statues, each 20 feet tall. To the evil traders in the Village of Hommlet.) If
human leaders (areas 403, 404, and 417), left (B) is a humanoid garbed in robes, with such a scarab is presented towards the fungi
who prefer defensive positions behind the a horned and grinning skull head (luz). To in a manner similar to that of a cleric turning
altar drape (area 433). Other guards will be the right (C) is a monstrosity with a fat bul- undead, all waving or attacking tentacles
stationed at each corridor. (See the Troops bous body, four elephantine legs, a long thin withdraw, and the curtain can be easily
& Sentries section of the prefactory notes.) neck, and a tiny humanoid head surmount- passed in safety, parting just as would a nor-
This vast center of evil activity is impres- ing the whole (Zuggtmoy). mal curtain. Each human leader in this Tem-
sive in its simplicity. The ceiling a full sixty In the corner behind each statue is a peep ple area carries a scarab of this type.
feet overhead appears as if a quiet outdoor hole, used by those in area 433 (usually the Total immunity to disease prevents the
night sky, stars gleaming in their constella- human leaders) to watch these side areas of fungi attacks from having any effect, of
tions. The walls are lined in smooth black the Temple when the need arises. They can course. Resistances to poison also apply, but
marble or onyx, of such fine craftmanship also view the area through the curtain only as modifiers to the saving throw. The
that the joints can barely be detected. behind the altar. These holes are of suffic- enchantments here are such that even total
Around the sides of the room, eight corri- ient size (nearly an inch across) to permit immunity to poison provides only a +5
dors lead off to the unknown. The walls of spell casting or the use of devices (such as bonus to the saving throw against the rot.
each corridor are painted a distinctive color; wands) through them, given the proper con- The enchanted fungi can only be dam-
those to the south (420) are brown, the next centration and aim. aged by certain spells or magical edged or
(423) gray, then (426) red, and the northern- piercing weapons. The drape is unaffected
most pair (429) green. High on the walls Altar Curtain by any sort of blunt weapon (including
between each two corridors are small flying The curtain behind the altar appears to be thrown boulders) and all mind attacks
buttresses — a dozen in all — and upon made of a shiny purple ribbed cloth. It is, in (including charm and hold spells of all
each, sitting nearly 50 feet above the floor, fact, a cluster of six violet fungi bearing spe- sorts). Missile fire cannot pass through the
is the statue of a gargoyle, sitting and scowl- cial enchantments. Unless pacified (by drape to the area north of it (though those
ing down upon the room's occupants. (Each methods described below), they attack any- behind can shoot through it to the south).
gargoyle's location is marked with a G on one approaching within 5 feet of the south The drape will appear to take only a few
the map.) These are real gargoyles, the aer- side. Up to 24 tentacles may be produced at scratches from attacks which damage it,
ial defenders of the Greater Temple. They once, sprouting forth from the curtain in an remaining completely intact and active until
serve the leaders to some extent, but are instant, but only 6 can attack any one man- the whole is destroyed (all 100 hp), when it
quite likely to attack without command, sized target in range. Any hit, however, crumbles to a the floor in a loathsome mass.
should they sight unengaged intruders. Dur- causes the victim to make a saving throw vs. Once slain, the fungi do not cause rot.
ing any pitched battle in the Temple itself, poison; failure means quick rot. Anyone
however, their favorite tactic is to wait for may easily push through the curtain of fun- Ceremonial Activity
opportunity and swoop to attack those gus, but doing so means that 3-5 tentacles The vestments on the main altar are
already engaged, moving swiftly in from the hit automatically. The growths otherwise changed to reflect the current Temple activi-
defenders' rear and gaining a 1 in 3 chance of attack as if a 6 HD monster. ties with respect to the Nodes and Elemental
surprise (but only if their target is busy in An unfortunate victim loses limbs to the Planes. Creatures from the Elemental Plane
melee). rot at the rate of one per round; the torso of Fire are now being summoned and sent to
Thirty feet north of the entrance is a series rots last, and this causes immediate death. the Fire Node, as indicated by the red silk
of broad steps, leading 5 feet upwards to a The loss of each limb causes the effective altarpiece. In the process of the ceremony,
stone altar (A). Draped across the altar is a loss of 10% of the victim's total original hit the fire creatures come forth from their

103
Plane and arrive in area 427, proceed from lar room. The walls here are unmarked save the magic circle for 3 segments is then
there into the Greater Temple, and continue for a huge triangle on each wall, and a bale- instantly sent to area A-l (q.v.). The gate
towards area 426, from whence they are ful red and white eye in each figure. A large can send up to 10 men (with equipment) per
sent to their proper destination. magic circle (about 15 feet across) is round.
This and similar ceremonies have been inscribed in the center of the floor of the
witnessed by all the residents of the area. room, and within it is another triangle, but 425. WEST AIR GATE
Other elemental creatures from all the without an eye.
Planes have arrived over the past months, The floor symbol marks a permanent gate This area is normally manned by one ettin.
all in the same fashion. If characters manage to the Earth Node. Anyone standing within During alerts, he moves to the corridor
to interrogate any captives, they should eas- the magic circle for 3 segments is then entrance, and two bugbears take his posi-
ily acquire a general description of this pro- instantly sent to area E-l (q.v.). The gate tion here.
cedure, and should thus be able to deduce can send up to 10 men (with equipment) per This room is absolutely identical to area
the locations of the more dangerous gates round. 424, but sends those within the magic circle
(those leading off to the Planes themselves). to a randomly determined point on the Ele-
422. EAST EARTH GATE mental Plane of Air. Those sent there are
Violet fungi curtain: AC 7, MV 0, HD 3 effectively retired or lost until rescued,
(x6), hp 100, #AT 24, D rot, SA tentacles This area is normally manned by one hill unless they possess plane-traveling abilities.
to 5' range, attacks as 6 HD, SD magic giant. During alerts, the giant moves to the
weapon to hit, immune to blunt weapons corridor entrance, and two bugbears take 426. RED CORRIDOR
and mind-attack spells, AL N(E), SZ L his position here.
(20' x 20'); XP 1110 + 4/hp This area is absolutely identical to area This area is normally empty. During alerts,
421, but sends those within the magic circle one ettin is posted inside the corridor
Gargoyles (12): AC 5, MV 9"/15", HD to a randomly determined point on the Ele- entrance.
4 + 4 (hp 3-8 per die), #AT 4, D 1-3/1-3/ mental Plane of Earth. Those sent there are The walls of this hallway quickly change
1-6/1-4, SA + 1 bonus "to hit" and dam- effectively retired or lost until rescued, from the Temple's black to a dull blood-red.
age when first swooping to attack, unless they possess plane-traveling abilities. The color lightens as one progresses further,
surprise on 1-3 when attacking a victim reaching a bright orange-red flame design at
already engaged, SD hit only by + 1 or 423. GRAY CORRIDOR the deepest point. The walls are decorated
better magic weapons, AL CE, SZ M; XP in an abstract design of interlocking eight-
165 + 5/hp This area is normally empty. During alerts, pointed fire symbols. Drawn amongst the
one ettin is posted inside the corridor flames and symbols are pits, and from these
420. BROWN CORRIDOR entrance. rush dozens of fiery monsters, some recog-
The black Temple walls quickly fade to a nizable (such as efreet and salamanders,
This area is normally empty. During alerts, light gray as one passes down this corridor, natives of the Elemental Plane of Fire), but
one hill giant is posted inside the corridor becoming a dark gray with a swirling effect most of them unknown.
entrance. (as if clouds) at the deepest point. The corri-
The walls of this clean hallway are as dor walls are decorated in circles and oval 427. EAST FIRE GATE
black as the Temple's at the entrance, but designs. Winged figures and odder creatures
quickly fade to a medium tan color within are drawn among them, passing into and This area is normally manned by one ettin.
40 feet. They darken thereafter, reaching a out of the circles as if such were portals. During alerts, the ettin moves to the corri-
rich nut-brown at the deepest point. On the None of the monsters depicted can be seen dor entrance, and two bugbears take his
walls are inscribed ornate abstract designs with any clarity. position here.
of triangles of various sizes and types, some The red corridor opens into a room
containing large white eyes, and with 424. EAST AIR GATE shaped like the eight-pointed fire symbol,
bizarre and unfamiliar creatures cavorting with a large identical symbol inscribed on
amongst the angular landscape. Among This area is normally manned by one ettin. the floor in the center of a magic circle
them are a few that might be recognized by During alerts, he moves to the corridor nearly 20 feet across. The walls here are a
experienced characters — basilisks, gor- entrance, and two bugbears take his posi- riot of flaming color, with fourteen other
gons, and monsters native to the Elemental tion here. fire symbols of various sizes inscribed on
Plane of Earth, such as xorns. The gray corridor opens into a circular the walls of the room and two facing each
room. The walls here are elaborately painted other at the entrance.
421. WEST EARTH GATE to resemble the view of a storm from a peace- The floor symbol marks a permanent gate
ful spot within it — the eye of a hurricane. A to the Fire Node. Anyone standing within
This area is normally manned by one hill large magic circle (15 feet across) is inscribed in the magic circle for 3 segments is then
giant. During alerts, the giant moves to the the center of the floor of the room, with instantly sent to area F-l (q.v.). The gate
corridor entrance, and two bugbears take another plainer circle within it. can send up to 10 men (with equipment) per
his position here. The floor symbol marks a permanent gate round.
The brown corridor opens into a triangu- to the Air Node. Anyone standing within

104
x
428. WEST FIRE GATE 431. EAST WATER GATE in this area; the other is 25' 13', used on
the main altar.
This area is normally manned by one ettin. The floor of this room is about 8 feet below Each of the two chests in each side room is
During alerts, he moves to the corridor that of area 430, and the room is nearly locked, wizard locked and fire trapped
entrance, and two bugbears take his posi- filled with water. On each wall is a perfect (both by Senshock, L9, the latter exploding
tion here. and simple square symbol, about three feet for 10-14 points of damage if triggered), and
This room is absolutely identical to area across. A large magic circle (about 20 feet additionally protected by two glyphs of
428. but sends those within the magic circle across) is inscribed in the center of the floor warding, one forming a rectangle in which
to a randomly determined point on the Ele- of the room, at the bottom of the pool, and the chest stands and the other around the
mental Plane of Fire. Those sent there are within it is another square. lock of the chest itself. These glyphs of elec-
effectively retired or lost until rescued, The floor symbol marks a permanent gate tricity were placed by Hedrack, and explode
unless they possess plane-traveling abilities. to the Water Node. Anyone standing within for 18 points of damage (each) if a chest is
the magic circle for 3 segments is then touched without speaking the glyph's name.
429. GREEN CORRIDOR instantly sent to area W-l (q.v.). The gate These chests contain coins used for troop
can send up to 10 men (with equipment) per payrolls and rewards, some scraps of parch-
This area is normally empty. During alerts, round. ment, and a few magic items. Each chest
one hill giant is posted inside the corridor contains 2,000 ep, 4,000 gp, and 1,000 pp,
entrance. 432. WEST WATER GATE plus 2-20 pieces of parchment. Each parch-
The color of this long corridor is a deep ment is a letter of credit from the Temple to
blackish blue-green at the entrance, but This area is absolutely identical to area 431, some individual; each note promises to pay
lightens to a pleasant aquamarine at the but sends those within the magic circle to a an amount from 10 to 1,000 gp. The bor-
deepest point. An abstract design of squares randomly determined point on the Elemen- rowers include most of the Temple troops,
and rectangles adorns the walls, as if to tal Plane of Water. Those sent there are guards, and leaders, since these provide
form doors and square bubbles in the water effectively retired or lost until rescued, additional means of forcing obedience. (The
motif. Tails, fins, and other parts of aquatic unless they possess plane-traveling abilities. usual interest rate is 10% per week.)
monsters jut from the water scene here and One magic item is in each chest. Present
there, but most of the shapes portrayed are 433. INNER CHAMBER are a wand of ice storms with 42 charges, a
mere shadows lurking beneath the surface. wand of metal command with 21 charges, a
Among the creatures are a few easily recog- This stark area behind the altar curtain of chaotic evil candle of invocation with 3
nizable by experienced folk — ixitxachitl, the Greater Temple is marked only by three hours burning time remaining, and a rope of
water gargoyles, water weirds, and the like, lesser altars, each a 10' long stone ovoid entanglement. The wands are usable by any
many native to the Elemental Plane of standing 4 feet tall. These are currently class, and the command words are known
Water. unadorned, but are draped for ceremonial to all the Temple leaders. (These items are
occasions. The room is dimly lit by a pearly described in Unearthed Arcana, pages 96-
430. FOYER glow from the north (435). 97; 3 charges will typically be spent with
This room is normally unoccupied, used each use of the latter wand, to produce cry-
This area is normally manned by one hill for storage and private ceremonies. If a bat- stalbrittle effects.) If attackers penetrate the
giant. During alerts, the giant moves to the tle occurs in area 419, this room is the post violet curtain, the defender with the rope
corridor entrance, and two bugbears take for the clerics and magic-users. Note that will probably use it in haste, ensnaring only
his position here. they may cast spells and fire devices the first four to enter the area (more or less,
The green corridor opens suddenly into a through either the peep holes at the sides depending on the situation).
wide ceremonial area. The walls bear the (the points marked 'a', adjacent to the The top step of the stairs leading down to
same decoration, of water creatures amidst statues in the Temple) or the violet curtain. area 434 bears a glyph of warding (electric-
a chaotic sea of square and rectangular sym- Note also that defenders herein will get and ity, for 18 points of damage). The 10' x 20'
bols. The ceiling is painted to resemble the use the magic items stored in the chests (see area just south of it, between the pointed
view upwards from under water, the surface below). niches, is protected by multiple glyphs. Four
swirls and eddies reflecting light from Black curtains block two side rooms. have been placed here, each 5' wide (east-
above. Two large ceremonial urns stand in Each side room contains a wardrobe and west) and 10' long. Each can explode for 18
the north corners of the room. A doorway two huge chests. Each wardrobe contains points of fire or cold damage, there being
in the center of the north wall is 10 feet wide six vestments used by the Temple clerics in two of each. The pointed niches themselves,
and 15 feet high, and opens into a sunken their ceremonies; those in room b are brown constructed to complete the area's mimicry
pool area to the north. A short stair, only 5 or red (3 of each, for Earth and Fire respec- of the symbol of luz, are useful only as aids
feet wide, leads down into the pool through tively), and those in room c are green or to defense. Anyone standing within gains a
the doorway. grey. With the vestments are four neatly -4 AC bonus and can be attacked only from
The urns to the sides are filled with fresh folded silk altar pieces of the same colors, the front; however, the defender cannot
seaweed. If consumed, a piece of weed acts each bearing the embroidered symbols of properly wield any weapon that requires 3
as a water breathing potion but with a dura- luz, the elements, and the golden skull. One or more f e e t of space. (A mace or
tion of 6 hours, plus 1-10 additional rounds. altar piece of each color is 10' square, used shortsword can be used.)

105
If a follower of luz calls his name while in Intruders may pry out up to 65 gems with vanish upon exit from it.
this area, luz will probably respond (a 90% relative impunity, each worth 100-1000 gp. Anyone sitting in the throne is immedi-
chance, checked per round if necessary). However, if and when a 66th gem is ately in mental contact with Zuggtmoy her-
Defilement of any altar, either a lesser one removed, the attention of luz is called to the self. She cannot communicate in words or
here or the main one just to the south, sum- chamber, and he arrives in 1-4 rounds, pictures, but may use her psionic abilities
mons luz automatically (with a 95% chance accompanied by 1-4 demons of types 1-4 and disciplines to affect the user. If a fol-
of gaining a response). If luz responds, he (each variable checked by a separate roll), lower of Zuggtmoy, the user is probably
appears in 2-9 segments in his demoniac luz also comes if the area is damaged by fire (90% chance, no saving throw) struck with
form, his two-handed sword + 3 in hand. If or lightning, or possibly (80% chance) if his fear and awe of her power, and effectively
any Good beings are in this room when luz name is spoken aloud by anyone in the charmedby her for 1-6 turns. The leaders of
arrives, St. Cuthbert may (90% chance) chamber. the Great Temple thus use the throne to
arrive 2-9 segments later. If Good beings are If the pillar of light is touched or exam- inform Zuggtmoy of recent events and
in an adjacent area (419 or 434), the same ined, refer to area 429. needs, and receive general feelings —
chance applies, but Cuthbert does not approval, pleasure, anger, etc. — from her.
appear for 4-32 segments. (See Appendix A 435. LIGHT CHAMBER Note that through this medium, Zuggtmoy
for details on luz and St. Cuthbert.) can freely use her psionics, whatever the
Horrible punishments await anyone who This pillar of light in the center of area 434 is current limits on her powers may be.
bothers luz unnecessarily, so the Temple's a cylinder 30 feet tall and 20 feet in diameter. Any non-follower who sits in the throne
leaders will not call him unless one of two It is powerfully magical, emanating altera- must make two more saving throws, one vs.
situations occurs — either they have won a tion, conjuration, enchantment, and evoca- spells and one vs. psionics (as per DMG
battle and have captives to offer him as sac- tion in equal measures. Details of the area page 78; however, see below if the victim is
rifices, or their troops have lost miserably within the light are not discernible except also psionic). The first is a mind attack, and
and they need his aid to prevent their final with magical aiding, or other similar aid adjustments for Wisdom apply; if failed, the
defeat. Note, however, that if a PC assault- reveals that an ornate silver throne occupies victim is charmed (as the spell). The second
ing the area has completed the assembly of the center of the light. Looking beyond the saving throw is for an initial psionic blast
Yellowskull (by first exploring the Nodes to throne, the observer gets the definite (mode A). Success for either indicates no
retrieve the gems of power), even the Old impression of vast distance, but without effect from the applicable attack form. The
One is relatively powerless to prevent the detail save a far-off swirling mist. charm will not be repeated, but the psionic
final defeat of the Temple of Elemental Evil. Objects can easily penetrate the borders blasts will probably recur every round.
of the light, but any non-evil creature Special: If the victim is psionic, run a
434. NEXUS touching it immediately loses 1 level of standard psionic-only battle between him or
experience via energy drain (no saving her and the demoness. Zuggtmoy has all
Broad stairs lead down from the inner throw) and must make a saving throw vs. modes (ABCDE/FGHIJ), with psionic
chamber (433) into a round room 60 feet in spells or take 3-30 points of electrical dam- strength 222. No multiple links are possible
diameter. A soft glow from the destination age and be knocked 5 feet backward. Any within the light chamber. The victim cannot
lights the stairway in an odd pearly glow touch produces a moderately loud clap of rise from the throne while attacking psioni-
mixed with occasional flashes of other col- thunder, emanating from the light. If the cally, but may do so while using defense
ors. victim saves, all electrical damage is modes only. However, Zuggtmoy can and
The walls of the round chamber are verti- negated, and no movement is forced; the will break off the combat completely when
cal, 20 feet tall, capped by a dome reaching victim may enter the light if desired. and if her remaining strength drops to 75 or
10 feet further. In the center of the room is a The throne within is silver, adorned by hun- less.
round dais about 2 feet tall, which is pre- dreds of precious gems. These are set to form
cisely encircled by a column of shimmering leering demon faces, skulls, fungi, and like
light, the source of the radiant colors, which patterns; they are of all colors, sizes, and
extends to the ceiling. shapes. (This throne is identical to Zuggt-
The walls and ceiling are ornately deco- moy's, found in her Great Hall on Dungeon
rated by a mosaic mural, apparently made Level Three, area 364. Each gem is likewise
entirely of precious stones — emeralds, linked to a demon, as explained in that area
rubies, onyx, and the like. Not a square inch description.)
is uncovered. The scene on the walls is one The light automatically and immediately
of glory and conquest, showing the lands gives the following abilities to anyone
around as seen from the parapets of the within it — true seeing, detect magic, and
Temple itself. The countryside is somewhat ESP. The latter is even powerful enough to
warped (in an undefinable way) but easily penetrate anti-scrying magic (such as an
recognizable, and is filled with beings — amulet of proof against detection and loca-
human, humanoid, and monstrous mixed tion) 90% of the time (check per round, as
together — all facing and paying homage to applicable). These abilities remain as long as
the Temple. the recipient stays in the light, but instantly

106
Part 4:
Nodes 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 1/2 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 1d6; 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 1d4 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 is 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 turn 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

107
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 1d100 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 TO 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 luz 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.

108
divination: Reveals information about predict weather: No effect. (2dlO) 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 attack 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 is 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): No 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 of fire: 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 of fog: 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).
2
sparks, fog). ice storm: For the hail, /3 of the damage

109
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 1d100 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. If 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 121-125) 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, 5): 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 lst-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 5 magic-user spells (levels 1,
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
01 Potion of super-heroism (UA) 86 Potion of flying (actually delusion)
02 Wand of lightning bolts (67 charges, 44 Longsword +2, + 3 vs. magic-using 87 Chain mail + 1
UA) and enchanted creatures 88 Longsword + 1
03 Sovereign glue (UA) 45 Light crossbow + 1 89 Gauntlets of dexterity
04 Scroll of 5 cleric spells (levels 1, 2, 3, 46 Potion of rainbow hues (UA) 90 Wand of size alteration (24 charges,
4, 5): 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 , 5): magic stone, wyvern watch,
05 Plate mail + 1 50 Decanter of endless water death's door, spike stones, air walk
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, 5, 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 95 Shield + 1
11 Potion of levitation 53 Shield +3 96 Ring of protection + 2
12 Hat of disguise (UA) 54 Bracers of archery (UA) 97 Potion of ventriloquism (UA)
13 Scroll of protection from magic 55 Arrows + 1 (10) 98 Scroll of 6 magic-user spells (levels 2,
14 Shield +2 56 Potion of water breathing (4 doses) 2, 2, 4, 5, 7): bind, irritation, vocal-
15 Longsword + 2 , + 4 vs. lycan- 57 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, 5): 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, 5): precipitation, withdraw, 59 Crossbow bolts + 1 (12, light) dwarf; can detect gems 5', detect
cloudburst, remove paralysis, imbue 60 Leather armor + 1 secret doors 5', detect traps 10')
with spell ability, rainbow 61 Potion of heroism
19 Plate mail + 1 62 Broadsword + 1, flame tongue RESIDENTS
20 Wand of p a r a l y z a t i o n (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 luz.
(all) 65 Shield + 1 Some came from the Prime, trapped or
23 Staff of striking (C, M) (11 charges) 66 Potion of climbing lured here. Very few have escaped, even

110
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 12",
encountered singly, having no actual lair. Level 0 (HD 1-1), #AT 1 or 2, D by
Finally, some few residents, especially the 1d100 Result weapon, SA all have shortbows (D 1-6/
evil ones of lower intelligence, may still be 01 Ascomid 1-6, range 6"/ 12 "18"), each with 40
working toward a greater goal set by their 02 Basidirond arrows; AL NE, XPV 14 + 1/hp
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,
any event they are dangerous fanatics, 08-10 Pudding* D by weapon, SA spells, AL NE, XPV
fighting to the death to ensure the continued 11 Ustilagor 171
completion of their assigned tasks. 12 Zygom S 13 I 10 W 16 D 12 Co 9 Ch 14
13 Wandering human (roll again)** Spells (4,3): cure light wounds (x4), hold
RANDOM ENCOUNTERS 14-20 Node resident*** person, resist element (x2)
21-00 No encounter
To check for wandering monsters in any
* Pudding type varies by node: air = white, Darley
node, roll 1d100 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 1d100) 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: charm person, ESP, shapechange

111
(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 50
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 5, MV 12 "/12" (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 12", AL LE, Magic-user dimly seen in the distance. Dense clouds of
1-4 points, SZ M (5'), XP 3000 + 14/hp L5, hp 14, #AT 1, D 1-4 (dagger), SD random shapes and sizes drift in the great
S 13 I 15 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 15 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 50' 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 only 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. He 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" 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- A 1 Top of peak (point of arrival)
is scored. Jaer carries a lit lamp most of the ence, away from the party. After two or A 2 East floor area
time for igniting his fire balls. three days with a well-behaved and intelli- A 3 North floor area
gent party, he will join them if asked. Any A 4 South floor area
Jaer: AC 6 (woven-padded armor & shield), evil or stupid behavior, however, causes A 5 Huge cavern south, at ground level
MV 12", AL N, Level 0, hp 7, #AT 1, D him to leave and continue his lonely quest A 6 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 15 Co 12 Ch 11 A 7 Cave at ground level
Taki: AC 0, MV 12 ", AL NG, Fighter L7, hp A 8 Hidden niche, 80' above ground
Sargen 55, #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,
having survived by hiding and eating any-
Air Node A 9 Large branch cave, at ground level;
DESCRIPTION contains three outcroppings of hard
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
A 11 East niche (lair), 100' above floor Elementals, Air (6): AL N, MV 36 "/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"//6" (1", MC:E), HD 2, AC 6 (or spe-
A 12 Northeast niche (lair), as #11. #AT 1, D 2-20, SA whirlwind (1 turn to cial), #AT 1, 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 5-8
A 15 Small cave, with entrance sloping XP 825 + 10/hp, 2850 + 15/hp, 5250 + feet, SZ S, IN Low; IL 30%, TT special
down 20 feet from ground level; the 20/hp (q.v. MM2 page 105); XP 52 + 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 15 ", HD 12 + Vortex (5): AL CN, MV 15" (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 " 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, Qx5; XP 4250 + 16/hp Non; XP 50 + 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 (50% 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 (1d8-l) NPCs of any class, with no equip-
20 ment. Wind walkers (2): AL N, MV 15 "/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 1, #AT MM1 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 575 + 8/hp
the northeast (lair) 20%, TT E; XP 600 + 12/hp These potentially deadly monsters are
A 23. Shelf, 50' 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" or 24"
reached by the slope to area 25
A 27 Large cavern at ground level. At the
(MC:A), HD 4, AC 2, #AT 1, D 3-12, SD
+ 2 weapon to hit, SZ M, IN Low-Very;
Earth Node
west end is a square symbol, gate to IL 10%, TT Qx2, X; XP 245 + 5/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 50 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"/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 I/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 50 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 "/30" lair, and have double the given chances for dusty air permits only half normal range of
(MC:E), HD 5 (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 25', SZ L (24'), Toads, Giant Ice (10): AL N, MV 9", HD 5, than worked.
IN Average; IL 20%, TTE, O, S; XP 405, AC 4, #AT 1, D 3-12, SA radiate cold 1/2
852, 888 rounds (10' range, D 3-18), SZ L, IN BRIEF AREA NOTES
This family shares a single lair. Note the Average; IL 4 0 % , TT C; XP 205 + 5/hp
bonuses gained by the adults if their off- The toads lair near the other ice creatures E 1 Central cave (arrival point)
spring is attacked, as given in MM1, p. 30. of this Node. E2 North corridor
E3 Burrow

115
E4 Cave Bowlers (12): AL N, MV 6"-15", HD 5/8 (hp These will probably be found together,
E5 Large cavern with long corridor. At 2-5), AC 4, #AT 1, 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. 1/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, I; 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, D1-4/1-4/3-18, 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, 3 0 % , T T H; XP 1155 each
E15 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 (x1), 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 1/2" 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 Calebs duhr (2): AL N, MV 6 ", HD 8 to 10,
Basilisks (2), AL N, MV 6 ", HD 6 + 1, 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 15%, 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
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, MV12 ", HD 9 + 1- Xorn (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 l-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 (5'), IN F 16 Central room (lair) with doors and
This large single family has an easily Average; IL 40%, TT O, P, Qx5, 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 2" (save or 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 30 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
Rock 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 (5- mutable form to seep through them even F 36 Northwest rectangle room with side
12'), IN Animal; IL 30%, TT S (x1/4), T when closed. corridor (lair)
(x1/2) 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 1, D 1-10, SA 6 strands (50' 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
hide and watch passers-by until finding one
F3 Octagonal room. At the north end is
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-
1, #AT 4, D 1-3/1-3/1-3/4-16, SA sur-
F5 Dead-end room
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
SZ S (4'), IN Average; XP IL 70%, TT
F9 Great Hall with four square fire pits,
who allied with the demonic uprising
lair of harginn grues. In their treasure

117
against luz. Though now of Low intelli- 5, AC 3, #AT 1, D 5-30, SA throw rocks of the water, mostly to the northeast corner
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- W 1 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 (1): 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 I/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 Node 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-
Elemental, Fire (6): AL N, MV 12", HD 8 pointed symbol, gate to the Fire
(x3), 12 (x2), 16 (x1), AC 2, #AT 1, 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

118
W 20 Shelf, rising to 5 ' above water level breath frost cone (3x/day, D 2-12), SZ S Sea hags (2): AL CE, MV 15"/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 255 + 4/hp gaze 3 ", sight = save vs. spells or lose 1/2
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%, TT 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//12", 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%, TT P, R, S; XP 28 and vengeful, having been tricked into com-
outcropping blocking the southeast + 2/hp; q.v. MM1 page 55 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*7/9", HD survival hinges on avoiding conflict, and bona fide items....
12 to 14, AC 0, #AT 3, D 2-12/2-12/4- 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 5%, TT B, R, S, T, threatened. 6 + 6, AC 5, #AT 2 (1), D 1-4/1-4 (4-16),
V; XP 7300 + 18/hp SA water jet to 6' (1/6 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 5, #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 25 %, TT J, M, 20%, TT Fx1/2; XP 650 + 8/hp
to having their own way about everything, D, Qx5; 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"//18", defeat.
HD 8 (x3), 12 (x2), 16 (x1), AC 2, #AT 1, Vodyanoi (2): AL CE, MV 6 " / 6 ", HD 8, AC
#AT 1, D 5-30, SD + 2 weapon to hit, SZ Kopoacinth (10): AL CE, MV 9"//15", HD 2, #AT 3, D 1-10 + 2x2/1-10, SZ L (8'),
L, IN Low; XP 825 + 10/hp, 2850 + 15/ 4 + 4, AC 5, #AT 4, D 1-3/1-3/1-6/1-4, IN Average; IL 30%, TT G: XP 650 + 10
hp, 5250 + 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 Mx10, C; XP 165 + 5/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
1/2, AC 9, #AT 1 gaze, D 0 + paralysis, unite in defense if threatened. take control of the koalinth and merrow.
SZ S (1'), IN Non; XP 30 + 1/hp
These dangerous pests are always accom- Lacedons (14): AL CE, MV 9"//9", HD 2, Water weirds (2): AL CE, MV 0//12", 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 65 + 2/hp 50%, 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 (15'), 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 50%, TT
The family of giants keeps the ice lizards I, O, P, Y; XP 370 + 4/hp
(below) as pets. Their grotto lair is easily Merrow (12): AL CE, MV 6"//12", HD It is 75% likely that one of the weirds has
defended with an ample supply of boulders. 4 + 4, AC 4, #AT 3 or 1, D1-6/1-6/2-8 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 + 5/hp; q.v. MM1 allies who can help.
Ice lizards (2): AL CE, MV 9"/15" (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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