(ENG) D&D - Temple of Elemental Evil - Vol. 1 - Flip eBook Pages 151-200 (2024)

227a. STAIRWAY The normal door on the south wall of the corridor bounding area 228 leads to a small dusty alcove, to the west of which descends a 10' wide stairway leading to area 328a (Dungeon Level Three). 228. PRISON ROOM The gaoler, an ogre, is dozing on his bedding in the southeast comer of this area. He needs one round to awaken and rise for a fight. His assistant, a bugbear, is sitting at a table along the diagonal wall (to the northeast), drinking beer to wash down his recent repast. Neither of these humanoids is aligned with any Elemental Temple; their orders come "from below", and are delivered by an ettin. The leaders of the various Temples know this and are afraid to violate the neutrality of the place. Each Elemental Temple has a cell here to hold prisoners; that of the Earth (southwest) and Air (northwest) are empty. The cells of the Water Temple (A) and Fire Temple (B) hold prisoners. The bugbear wears a chain mail shirt, and has a purse with 3 pp, 4 gp, and 18 sp. A "large dagger" at his belt is a shortsword + 1, but he uses a flail in combat. The ogre is unarmored and uses a club (gaining a + 6 damage bonus, due to Strength). He carries 39 gp and 28 ep in his purse, along with the keys to the cells. Bugbear: AC 3, MV 9 *, HD 3 + l, hp 20, #AT 1, D 2-7 (flail), SA surprise on 1-3; XP 215 Ogre: AC 4, MV 9 *, HD 4+1, hp 19, #AT 1, D 7-12 (club); XP 185 An outsided table and two matching chairs stand in the northeast, along the diagonal wall. A cask and several leather jacks are on the table, amongst small hunks of cheese and dried meat; some food scraps have fallen to the floor. Nearby is a barrel and a huge pot. Brackets and torches line the walls, but only 3 contain torches, none lit. A great pile of hides and skins is in the southeast comer-a bed of sorts. Four bronze-bound oaken doors, each with a heavy bar, padlock, and small barred port, mark the cells. The cask contains beer; the barrel. water, and the pot, some sort of gruel of grain and vegetables. One skin in the ogre's bed-pile is a giant weasel pelt, worn and tom, worth 1,200 gp. Each cell is about eight feet square; see below for prisoner descriptions (cells 228a and 228b). The prisoners of the Water Temple are planned for sacrifices to conjure up a major demon, with which they may overcome all of the other Elemental Temples once and for all. The prisoners of the Fire Temple are slated for death to gain the protection of a powerful efreeti, who may aid them against the Water Temple. Both groups will be very displeased (to say the least) if their captive sacrifices are freed. 228a. CELL Of THE WATER TEMPLE This cell holds four elves. If freed, they ask to be shown the route out so they can immediately return to their homeland, but express great gratitude and promise rewards for their rescuers. Two elves are normal, but two are Noble-Countess Trillahi of Celene and her consort, Sir Juffer. Elves, normal (2): AC 9, MV 12 *, HD 1 + 1, hp 7, 6, no weapons; Dexterity 15 each; XP 21, 20 Countess Tillahi of Celene: AC 6, MV 12 ", Level 5/4 Fighter/Magic-User, hp 22, no current weapons or spells, Dexterity 18; XP 651 Sir Juffer: AC 8, MV 12 *, Level 4/4 Cleric/ Ranger, hp 28, no current weapons, no spells castable (due to curse upon him), Dexterity 16; XP 468 Rescuers are asked for their names and places of residence; each will receive 100 pp 5-8 weeks later (XP given at that time). In addition, the leader of the rescuing party will receive a suit of human-sized elfin chainmail (XP 200), and the most gallant party member will be sent a ring crafted of unicorn horn and enchanted with permanent sympathy, affecting unicorns only (XP value 500). If the wearer becomes evil or purposely harms any unicorn, the ring drops off unnoticed and is forever lost. All gifts are directed to individuals, and cannot be redistributed. 228b. CELL Of THE FIRE TEMPLE This cell holds three human males. One is a brigand (HD 2, AL N) who was caught 70 taking several gems and deserting, and so has been beaten and imprisoned to await sacrifice. He gladly joins adventurers in any endeavors that allow him to kill servants of the Fire Temple and bring him loot. The other two prisoners are merchants (Level 0 non-combatants) from the Nulb area. Brigand: AC 10, MV 12 ", Fighter 2, hp 15 S 12 I 13 W 12 D 14 Co 16 Ch 10 229. SlORAGE CHAMBER This place is filled with broken containers of all sorts. The littered mess on the floor shows that there has been some fairly recent traffic, probably to carry off any remaining foodstuffs. 230. GARBAGE ROOM This plastered and painted chamber, probably a secluded place for relaxation when the Temple was in its heyday, is now filled with rubbish. The room is a heap of rotting, stinking garbage, offal, dung, and who knows what else; bones and skulls are visible here and there. Part of a bronze-bound coffer of some sort can be seen near the middle of a large pile of refuse in the center of the room. An otyugh lurks here, because the eating is good (with occasional fresh appetizers, when wandering creatures become too curious). It awaits at the center of the large central pile, and attacks if anyone goes beyond four feet of the entrance. Otyugh: AC 3, MV 6 n, HD 6, hp 32, #AT 3, D 1-8/1-8/2-5, SA disease, SD never surprised; XP 956 The bugbears to the north (area 231-233) know of this monster and avoid it, having already lost one of their number to its appetite. Being a good garbage disposal as well, they do not wish to kill it. The coffer contains a scroll of seven magic-user spells: friends, magic missile, knock, mirror image, web, slow, rary's mnemonic enhancer. Under the central "nest" of the otyugh is a gold platter (worth 300 gp), 10-40 of each coin type (cp, sp, ep, gp, pp), and a platinum bracelet (worth 1,000 gp) set with four opals (each worth 1,000 gp). 0 RjGiilAL ADVEil'f'VRJSS REiilCAR_IlA'f'ED • THE TEJhPLE 0F E LEJhEilTAL EVIL

231. ROOM OF THE ELEMENTS Four bugbears are on guard here. At the time of the party's approach, one may (60% chance) be watching through a small port in the north door. Assuming that the party is approaching by way of the outer corridor, the bugbears then cannot be surprised; if the party continues west, the guards alert those in area 232. Each bugbear wears black armor, indicating that they are in service to the overall Temple (aloof from the individual Elemental factions and, therefore, the other bugbears in this dungeon level). Each carries a spear, to be hurled before melee, and each has 2-12 gp, 2-12 ep, and 2-12 sp. Bugbears (4): AC 5, MV 9 n, HD 3 + 1, hp 13, 12, 11, 11, #AT 1, D 1-8 (battle axe), SA 1 spear each (D 1-6, ranges l "1z n I 3 n), surprise on 1-3; XP 187, 183, 179, 179 The walls of this small room are covered with scenes showing all four principles of Elemental Evil in their most horrible and disgusting forms. Some battered and tom furnishings also indicate that this place was probably once a sitting room or lounge for some high Temple official. The wall sconces are of bronze, as is the wall basin set in a hemispherical alcove in the east wall. A small table, two chairs, a couch, and a broken cabinet are also in the room. 232. SALON Seven bugbears, males in service to the overall Temple (and thus clad in black) are quartered here. With them are six females, who do not fight unless the males are obviously in trouble. All 13 bugbears will lay an ambush if alerted by the guards in area 231, and will summon those in 233 to help. Bugbears (7 male): AC 5, MV 9 ", HD 3+1, hp 19, 16, 15, 15, 13, 12, 9, #AT l, D 2-7 (flail), SA surprise on 1-3; XP 211, 199, 195, 195, 187, 183, 171 Bugbears (6 female): AC 6, MV 9 ", HD 2, hp 13, 10, 9, 8, 8, 8, #AT 1, D 2-8 (morning star); XP 70, 64, 62, 60 (�3) Each male has 2-12 gp, 2-12 ep, and 2-12 sp. Each female has 1-6 ep and 2-12 sp. This30' x 40' room was once quite splendid, if its wall hangings, carpet remnants, and Cresse battered furnishings are any gauge. ts and sconces of bronze line the walls. Four small tables, six chairs, two couches, and two sideboards are here, as well as several boxes and chests. A large iron pot hangs from a bronze chain in the middle of the room (suspended from the place some filagreed lamp once hung) over a charcoal fire in a bronze bowl, its original purpose unknown. The boxes and chests hold only old clothing, food, and junk. The iron pot contains a stew of questionable composition. The door to the south leads into a 10' x 20' room which is filled with various poor but edible foodstuffs, some meats and cheeses, and barrels of grain, flour, biscuits, beer, vinegar, wine, and salt. 233. SIDE CHAMBER The leader of the bugbears and his lieutenant occupy this room with three females (who are comely, as bugbears go- though they do not go far in that direction). All are clad in black. The leader and lieutenant are unusually strong, gaining damage bonuses of + 2 and + 1 (respectively) with any held or hurled weapon; each carries a spear in battle, to be hurled before engaging with other weapons. The females are aggressive, and fight with the males. The largest male wears a gold chain from which depends a golden skull emblem (jewelry value 175 gp), and carries a pouch containing 23 gp, 15 pp, and 6 bits of turquoise (each worth 10 gp). The lieutenant carries 3 pp, 14 gp, 5 ep, and 19 sp. Each female has 1-6 gp, 1-6 ep, 1-6 sp, and 1-6 cp, and the largest also wears a silver earring with a mounted jasper gem (worth 100 gp). Bugbear leader: AC 3, MV 9 ", HD 4, hp 30, #AT 1, D 4-10 (bastard sword), SA hurl spear (D 1-6, ranges 1 "12 n13 "), surprise on 1-3; XP 255 Bugbear lieutenant: AC 4, MV 9 ", HD 4, hp 25, #AT 1, D 3-9 (bardiche), SA hurl spear, surprise on 1-3; XP 235 Bugbear females (3): AC 5, MV 9 ", HD 2+1, hp 15, 13, 12, #AT 1, D 1-8 (battle axe), SA surprise on 1-3; XP 125, 119, 115 71 This 20 ' square room shows signs of having been the sleeping chamber of some personage of importance. The walls are plastered and bear murals, albeit the plaster is now broken and stained and most of the painting is ruined. Rugs are still on the floor, and a huge bed stands in the southwest corner. Another heap of bedding and pillows occupies the northwest comer. A cabinet stands beside the bed, along with a small table, a large wardrobe, and a brazier. Two lamps hang from ceiling chains, and four sconces adorn the walls. The wardrobe is stuffed with old clothing, some tapestries (one of which is worth 350 gp), a sack of food, 5 bottles of wine, and miscellaneous junk. 234. S10RAGE CHAMBER A su-monster lairs here, living amidst the stone flying buttresses supporting the roof of this large room. It is near the south end, and swings down to attack anyone who comes within ten feet of the south wall. It is a huge old male which recently migrated to this level from that below, having escaped its captors who kept it chained as a guard beast. Its last kill was a goblin, before that a bugbear, and its first was a half-ore; only their unbroken skulls remain to tell the tale. The su-monster has gone hungry for some time now, as the Temple servants enter in groups and with their weapons pointed upwards. The creature has no treasure. Su-monster: AC 6, MV 9", HD 5 + 5, hp 41, #AT 5, D 1-4 (x4)/2-8, SA psionics; XP 471 This oddly shaped chamber is crammed with containers of all sorts-large clay jars, boxes, barrels, crates, chests, sacks, casks, bales, bags, hampers, and others. Some are obviously broken or empty, but many seem full. Bales contain black cloth and some finished garments (cloaks, capes, kilts, etc.). Scores of arrows, quarrels, javelins, spears, and several dozen hand weapons are in the 10' x 30 ' alcove to the northeast. At the south end of the place are boxes and several huge pottery jars, but near them are three humanoid skulls and a few bones. 0RjGiIIAL ADVEIITVJU;S REi IICARJIATED • THE TEJhPLE 0F ELEJhEllTAL EVI L

The alcove contains nothing magical. The many containers hold basic foodstuffsmeal, grain, flour, salt, dried and salted meats, sausages, cheese, biscuits, nuts, dried fruit, wine, ale, beer, and others. 235. ROOM, 20' x 20' The door to this chamber is broken, sundered from its hinges and lying in pieces on the floor. The room beyond is a shambles-several parts of skeletons, broken furniture, and charred cloth and wood . Shredded wall coverings also show signs of fire. Nothing here is hidden or of value. 236. CISTERN CHAMBER This oddly shaped chamber is bisected by a curving wall of well-dressed, mortared stones. The wall is about four feet tall, and to the south side of it is water, high enough to almost flow over the top. Water trickles in from several places along the east, south, and west walls; overflow gravitates to floor drains even as you watch. Careful examination of the walls and floor within the cistern discovers that the stones are covered with some form of algae, apparently quite slimy and presumably slippery. The floor of the cistern immediately south of the retaining wall is four feet lower than that in the room, and slopes down to the south about two feet for every five; thus, at the far south end, the cistern is about 15 feet deep. The overflow drains carry the water to the dungeon level below. Anyone trying to stand on the slippery cistern floor slips on the slimy growth (no saving throw) and slides to the lowest part of the cistern, drowning in 3-5 rounds unless rescued or light enough to float. In that deepest portion is a large round slimecovered object, which is a shield + 2. 237. S10RAGE CHAMBER This place evidently once held many sorts of supplies; much of the foodstuffs are now scattered and ruined, rotting on the floor. Broken containers are tossed about, mixed with many bones. Nothing here is hidden or of value. 238. PADLOCKED DOOR This heavy oaken door is secured by a large padlock, apparently used with some frequency as it seems well-oiled. The lock can be picked or broken open, the latter requiring 30 points of damage. The room is 20' square. Several large hampers stand along the south wall. Propped along the other walls and scattered around the floor are eight shields and many human-sized suits of armor3 plate, 2 banded, 1 splinted, 6 chain, 3 scale, and 1 of ring mail. Nothing here is magical. All the items herein have been taken from various intruders and dungeon adventurers; some pieces are found to bear familiar smithy marks, personal identification labels (of victims now deceased and missing from their abodes in towns near and far), and other signs of previous care. All items are in fair to good condition. In the hampers are the following: 1 suit chain mail armor, halflingsized (worth 60 gp) 1 suit plate mail armor, dwarf-sized (worth 350 gp) 8 backpacks (leather) 14 holy water vials, full 2 lanterns, bullseye 3 lanterns, hooded 1 set lockpicks 2 mallets (wood) 2 mapcases (leather) 1 mirror, silver 4 mirrors, steel 17 parchment sheets 6 pouches, small 5 pouches, large 4 ropes (each a 50' coil) 5 sacks, small 2 sacks, large 52 spikes (iron) 6 tinderboxes 239. S10REROOM This large chamber is evidently used for storing wood and lumber. Stacks of firewood stand near the entrance, planks and beams at the west end. Just inside the entry are several large lumpy sacks. 72 The wood is fairly new, and this place is in regular use. The sacks are filled with charcoal. 240. JUNK ROOM Entry into this room is seen by a guard in area 241 (q.v.), who is watching through a slight tear in the hanging on the south wall. This place is filled with old furniture, mostly wardrobes, cabinets, armoires, and chests. Two chairs, a stool, a small table, and a couch are in the southeast comer. A shabby carpet is on the floor, and various types of hangings adorn the walls. The place is a hodgepodge of junk, obviously altered since the overthrow of the Temple. Examination of the various chests, wardrobes, etc. reveals all sorts of clothingmerchants' garments, laborers' clothing, farmers' and seafarers' garb, scribes' robes, womens' apparel, and even beggars' ragged wear; hats, cloaks, capes, robes, sandals, boots, shoes, and others. It seems as if some madman has made an effort to collect clothing of all sorts and types, from the poorest sort to the finery of a noble or court fop. If care is taken in sorting, adventurers can fill three large sacks with good garments, worth 500 gp per sack. A full tum of sorting is needed to fill each sack. 241. SIDE CHAMBER A slightly torn hanging on the south wall of area 240 conceals a door, which is pierced by a small window closed with an iron shutter. The door has no handle on the north side, and is barred from the south. Behind this door, watching the junk room from his position on a stool, is a guard. While observing the junk room through a tear in the hanging, he keeps a firm grip on a piece of twine, strung between his position and that of two other guards currently resting in the inner chamber (to the immediate west, 10' x 20 '). The 10 ' square cubicle of the watcher's position is separated from the inner chamber by a large heavy drape. If the watcher sees intruders, he pulls the twine, which causes a billet of wood to thump and alert them, its noise dampened by the drape between the areas. If anyone approaches the concealed entrance, the guard fires a light crossbow through the 0NGiII.A.L ADVEII'f'V�S REi IIC.A.RJI .A.'tED • THE TEJhPLE 0F ELEJhEfiTAL EVI L

window (gaining a + 4 bonus to hit), slams the shutter closed, and retreats to the inner room. All three guards then prepare to fire crossbows at intruders breaking through the concealed door-but only after alerting the other guards in area 242. A knock spell opens the bar and the door easily, but the portal otherwise takes SO points of damage before collapsing. Each guard wears chain mail armor and shield, and carries a longsword as well as a light crossbow with 30 bolts. Each has 2-8 gp. If captured and questioned, the guards admit to being part of a raiding force which scouts for the Temple and generally supplies it, brings captives, and recruits others (both human and humanoid) to serve. Guards (3): AC 4 (chain & shield), MV 9 N, Level 0, hp 6, 5, 4, #AT 1, D 1-8 (longsword) or 2-5 (light crossbow), XP 20, 19, 18 The guardpost contains only a stool. In the area west of the drape are two chairs and a table, a barrel with 48 extra crossbow bolts, and a cask of water. Two torches burn in wall sconces, and a hooded lantern on the table is lit. Beside the lantern are three mugs and a jug of wine. 242. CROOKED CORRIDOR This area is a cramped barracks for 20 guards, quarters of those in area 241. Four are herein, with their leader, a swordsman (Level 3 Fighter); the others are out on a raiding expedition. All are clad in black. Each guardsman carries 2-8 gp; the leader wears a gold chain (worth 150 gp) set with a large jet gem (worth 100 gp), and carries 27 gp in a belt pouch. If combat goes badly, the leader pulls a torch on the south wall (which opens a secret door to area 243) and get help from the bandits therein while stepping out of the fray himself. As he is rather arrogant, feeling his abilities to be equal to nearly any test, he does not get the bandits unless invaders are obviously winning. The guards and their leader all wear chain mail armor and carry shields. The leader gains a -3 AC bonus due to his 17 Dexterity, and a + 1 damage bonus (Strength 15), but does not normally use a shield. Guards (4): AC 4 (chain & shield), MV 9 ", Level 0, hp 7, 5, S, 4, #AT 1, D 1-8 (longsword); XP 17, 15, 15, 14 Leader: AC 2 (chain mail), MV 9 *, Level 3 Fighter, hp 19, #AT 1, D 3-9 (bastard sword); XP 92 This passage is lined with double bunks, ten in all. Each has a straw mattress, and two small boxes are tucked underneath, head and foot. Three torches are mounted in wall sconces, but only one, on the south wall, is lit. A not-very-secret door is in the west wall at the bend in the corridor. Above it, positioned horizontally, is a large beam, studded with sharp spikes. It seems to be fastened to a hinge at the west end, and supported by a cord at the east, which connects to a fastening on the door. None of the bunks block the door or stand below the beam. Many small but worthless items, such as clothing, footwear, sacks, rope, et al. are under the bunks and in the boxes, but no treasure is here. The south torch is the one which, if pulled down, opens a three-footwide, four-foot-tall secret door leading to area 243. The spiked beam is a trap on the secret door leading to area 245 (q. v.). An attempt to disconnect (remove) it, if unsuccessful, inflicts 2-12 points of damage to the person making the attempt, as the beam swings down and smashes the secret door open with a crash. 243. ROOM, 20' x 30' Eight bandits (Level O) are here with two serjeants (Level 2 Fighters). Their leaders are in the small adjacent rooms (A and B). Four bandits in chain mail are seated at a central trestle table, drinking beer, their shields set beside them. Two others in scale mail are lounging by the west doors, and two more in simple leather are seated on stools by the fireplace in the south wall, cradling their trusty crossbows. (They can fire quickly at intruders.) The serjeants are at ease on their beds in the south corners of the room. Each crossbowman has a case of 20 bolts. All the bandits wear black, and each carries 2-8 gp. Each serjeant carries 21-30 gp. Noise of attack most certainly rouses the leaders from their private rooms. Commander Feldrin (see room 243a) fights along with his troops as long as they seem to have a good chance of winning, but tries to 73 escape if defeat seems imminent. However, Lieutenant Brunk, a half-ore, hates Feldrin and desires his command. If the commander is imperiled, Brunk does not aid him, and may actually assist in his demise if this can be accomplished without revealing his acts to the troops. Bandits (4 at table): AC 4 (chain & shield), MV 9 ", Level O, hp6, 4, 4, 4, #AT l, D l-8 (longsword); XP 16, 14 (x3) Bandits (2 at doors): AC 6 (scale mail), MV 9 ", Level 0, hp 6, 5, #AT 1, D 1-10 (halberd); XP 16, 15 Bandits (2 on stools): AC 8 (leather armor), MV 12 N, Level 0, hp 7, 4, D 1-6 (shortsword) or 2-5 (light crossbow); XP 16, 15 Serjeants (2 on beds): AC 4 (chain & shield), MV 9 ", Level 2 Fighter, hp 15, 12, #AT 1, D 1-8 (longsword); XP 21, 18 Under duress, the serjeants admit that their masters often use disguises to spy in Nulb, Hommlet, and other towns. This 20 ' x 30' room is lit by four torches in wall sconces. This place contains a pair of beds, a trestle table, two benches, two chairs, a writing table, a wardrobe, and four stools. At the foot of each bed is a large chest. A small fire burns in the fireplace in the south wall, over which part of a sheep is cooking on a spit. A flowing water fountain in the east wall spills into a basin below it. Rush mats cover the floor, and a few ragged tapestries adorn the walls. Two small kegs (of beer, by their aroma) are on the table; numerous drinking vessels and dishes are on wall shelves. 243a. COMMANDER'S QUARTERS Commander Feldrin, a sharper (Level 7 thief), lives here. Horned red skulls are worked on the chest and back of his cloak of protection + 2 and leather armor + 1, and he wears a similar symbol on a silver neck chain (worth 30 gp). His belt pouch is a small bag of holding (1,000 gp capacity) containing 2-12 of each coin type. Feldrin: AC 1 (leather + 1), MV 12", Level 7 Thief, hp 33; XP 989; S 15 I 13 W 9 D 18 Co 15 Ch 17; #AT 1, D 4-10 (broadsword + 2) 0NGi ITAL ADVEITTV�S REi ITCAR._IlATED • THE TEDl PLE 0F ELEDlEilTAL EVI L

If captured, Feldrin does not speak unless forced, but he might tell of the Greater Temple two levels below and the fearsome things therein. (He has been there only a few times and cannot guide adventurers beyond the stairs to Dungeon Level Three-the flight just north of area 204.) He does speak of the rivalries of the various minor Temples, laughing at them, for he knows that there are ettins, demons, and other horrible creatures serving the Great Priests below. He will always attempt to bargain for his life, or to escape (as opportunity presents). This small 10 ' square side room is lit by a hanging lamp of dull metal. It contains a bed, stand, chair, wardrobe, and chest. A small rug is on the floor near the bed. A cup, ewer, and box are on the stand. In the southwest corner is a black candelabrum with four unlit candles. The lamp is unpolished silver, worth 120 gp. The rug is of quite fine manufacture, worth 260 gp. The cup, ewer, and box are wrought gold, worth 200 gp, 27S gp, and lSO gp respectively; the last contains sweetmeats, the others wine. The chest is locked and doubly trapped with a poisoned needle in the lock and poison gas inside, which fills the whole room unless the trap is removed (save or die). The chest contains clothing and the like, a sack (containing 112 pp and 74 gp), a silver bracelet set with much fine jade (jewelry value 1,700 gp), a small lumpy velvet bag (which holds 6 zircons worth SO gp each), two potion vials (one healing, one invisibility), and a bone scrollcase (with an illusionist spell, misdirection). 243b. LIEUTENANT'S QUARTERS Brunk, a half-ore Fighter/ Assassin, dwells here. As previously noted, he hates Feldrin and covets his command. Brunk dresses in black leather armor and wears a short black cape as well. His black shield, adorned with the device of the red horned skull, is specially designed to hold six darts, each of which is treated with deadly poison (though the victim gains a + 2 bonus to the saving throw). He also wears a ring of protection + 2, and a gold earring (100 gp) inset with a tiny ruby worth 1,000 gp. His purse holds 8 ep and 16 gp. Brunk knows little of the Greater Temple -only what Feldrin has told him. In case of attack he alerts those in area 243 or 244 (as appropriate) before emerging for battle. He tries to use his darts (fire rate 3 per round, with + 1 "to hit" bonus due to 16 Dexterity) before engaging, and of course uses his assassin skills if possible. Brunk: AC 4 (leather & shield), MV 12 H ' Level 4/4 Fighter/Assassin, hp 28, #AT 1, D 1-8 (longsword) or 2-S (dagger + 1), SA 6 poisoned darts, class abilities; XP 868 244. LOUNGE Light in this room is not usually visible from the southern approach, as a heavy drape hangs inside the door. A peep hole therein permits observation by the occupants. The guards in this room are loyal to Brunk, the half-ore bandit lieutenant (see room 243b). This detachment consists of four Level 0 bandits (two human, two halforc) and one half-ore leader (Level 3 Fighter). Each is garbed in black; the swordsman also has a black cape. The two human bandits are scurvy knaves who prefer half-ore company to human. One of this pair watches at a peep hole in the south door, and alerts the others if intruders are sighted. Each wears leather armor, carries a light crossbow with 20 bolts, and has 2-S gp. The two half-ore bandits wear chain mail and shield; each carries a spear, shortsword, and coin purse containing 3 cp, 3 sp, 3 ep, 3 gp, and 1 pp. The swordsman, leader of this detachment, is fanatically loyal to Brunk, and will remain so whatever occurs. He does whatever . Brunk wishes. He wears plate & shield, carnes 31 gp and 4 pp, and has a dagger with a tourmaline (worth 17S gp) set in the pommel, which was given him by Brunk. His 17 Strength gives him a + 1 bonus on "to hit" and damage rolls. Human bandits (2): AC 8 (leather armor), MV 12 ", Level O, hp S each, #AT l, D l-6 (shortsword), SA light crossbow (D 2-S); XP 19 each Half-ore bandits (2): AC 4 (chain & shield), MV 9 n, Level 0, hp 8, 6, #AT 1, D 1-8 (longsword), SA 1 spear each (D 1-6, ranges 1 H12 H13 "); XP 22, 20 Half-ore swordsman: AC 2 (plate & shield), MV 6 ", Level 3 Fighter, hp 18, #AT 1, D 2-9 (battle axe); XP 104 The plastered walls, paintings, wall hangings, two couches, and upholstered chairs in this room indicate that it was once a 74 well-appointed place for important Temple guests. A heavy drape hangs on the eastern portion of the south wall. A brazier and pair of torches (in sconces) both light and warm the room. The 10' square alcove to the north contains a pair of rude cots and a small table; the latter holds a flagon and several ceramic mugs. The drape covers the south door, so that light shows neither from the cracks nor the peep hole. The flagon contains wine. 245. RECEPTION HALL This 40' x SO ' chamber was evidently one in which new arrivals were hosted to the delights of the Temple; at least, this is what the wall murals depict. A few pieces of battered furniture-couches chairs, and stands-remain along th� walls. In the center of the room is a shallow pool, its fountain apparently stopped and the decorative statue, of a minotaur sitting on a throne, much dirtied. Several skeletons lie about the place, and some odd skulls and bones as well - mostly humans, but some humanoids also. None of the many cressets and walls sconces are lit; no torches remain. The minotaur is alive. It wears gray leather armor, and is dirtied to appear as if stone, 90% undetectable as real unless studied within lS foot range-and it attacks �efore such an approach. This monster particularly hates the bandits; after it killed (and ate) one, they harrassed it, shot it with bolts, and have tried to starve it (despite the fact that it is here, guarding against intruders, on instructions from Temple officials). It therefore charges whenever it sees black-clad intruders, even if it has little hope of prevailing. It otherwise attacks anyone approaching within 20 feet. Minotaur: AC 4, MV 12 ", HD 6 + 3, hp 3S, #AT 2, D 2-8 butt or 1-4 bite/4-9 (flail), SD surprised on 1 only (on ld6); XP 680 Under the stone throne is a bag with 13 agates of various types (worth 10 gp each) and a scroll of protection from elementals (all). 246. CIRCULAR STAIRWAY This alcove is at the base of a stairway which circles counter-clockwise upward leading to area 1S3 (Dungeon Level One). ' 0R,jGiIIAL ADVEII'fVRJOS REi IICAR_IIA'fED • THE TEJh:PLE 0F E LEJh:EIITAL EVI L

This level was designed to Zuggtmoy's specifications. When she reigned over the Temple, the northernmost portion of the area (339-353) was for rewarding the "faithful", as well as for her personal pleasure. Worshippers could receive audience with their Mistress or Her ministers without being initiated into the secrets of the Greater Temple on the level below. Councils and similar matters were likewise conducted in these rooms and chambers. The southern portion of the level (the whole) housed Zuggtmoy's trusted servants and her "pets"; a few of the latter still remain. When the Temple was overthrown, the magical sealing of the place (to imprison Zuggtmoy) also sealed off the northern portion of this dungeon level. The entire wall separating the northern and southern portions is thus magical, radiating a strong dweomer. It defies any attempts to pass through it, whether by physical or magical means (including even a wish). Similarly, the area cannot be examined by crystal ball or other scrying, and cannot be penetrated by way of teleport or dimension door, plane travel (including Ethereality), etc .. In short, the area can be penetrated only by direct entrance through the sealed bronze gate (area 340), or by finding a Key in one of the Elemental Nodes (q. v.) which transfer the user to one of the Elemental symbols in area 339. -----------� Dungeon Level Three RANDOM ENCOUNTERS (Ignore in the northern area containing Zuggtmoy.) Roll d % once per turn and refer to the following chart. (A result of 13 or more means no encounter.) If Zuggtmoy is free to roam this level, she appears alone if the result is 96-98. If the result is 99-00, she appears with others; roll again on this chart, using ld12, to find the exact type, and then roll the appropriate die to find the number of others. All encounters are with monsters from level 4, except the black puddings (who are simply scavenging). ld20 01-03 04 05 06-07 08-09 10-12 13-95 96-98 99-00 Result 1 black pudding 1-2 ettins 5-8 gargoyles 2-3 hill giants 5-8 ogres 2-3 trolls No encounter. Zuggtmoy alone (if free). Zuggtmoy (if free) with othersroll again (ld12) to find type. 75 Details Black pudding: AC 6, MV 6 ", HD 10, hp 55, #AT 1, D 3-24, SA dissolves wood & metal, SD affected only by fire; AL N, SZ L (7' dia.), XP 1350 + 14/hp Ettins (2): AC 3, MV 12 ", HD 10, #AT 2, D 2- 16/3-18, SD surprised only on a l; AL CE, SZ L (13' + ), XP 1950 + 14/hp Gargoyles (5-8): AC 5, MV 9 • /15 ", HD 4 + 4, #AT 4, D 1-3/1-3/1-611-4, SA + 1 bonus "to hit" and damage when first swooping to attack, SD hit only by + 1 or better magic weapons; AL CE, SZ M, XP 165 + 5/hp Hill Giants (2-3): AC 4, MV U ", HD 8 + 2, #AT 1, D 2-16, SA boulders (D 2-16, normal ranges 6 "/13 "120 ", indoor ranges 3 "I 6" IU "); AL CE, SZ L (10' + ), XP 1400 + U/hp Ogres (5-8): AC 3, MV 9 ", HD 4+1, #AT 1, D 9-18 (3d4 + 6, with huge trident); AL CE, SZ L (9' + ), XP 90 + 5/hp Trolls (2-3): AC 4, MV 12 ", HD 6 + 6, #AT 3, D 5-8/5-8/2-12, SD regenerates (3 hp per round starting 3 rounds after being damaged); AL CE, SZ L (9' ), XP 525 + 8/hp 0NGi IIAL A.DVEII1'V�S REiIICAR._IIA1'ED • THE TEDIPLE 0F ELEDIEllTA.L EVI L

ROOM KEY 301. DOMED HEXAGONAL CHAMBER The guardians of this chamber, currently in the side rooms (areas 302-305), issue from their lairs to investigate any intruder noises. This large chamber is empty and bare. The polished stones of its floor, walls, and vaulted ceiling are exceptionally smooth and closely fitted, and also seem to be of remarkable hardness. Each sound-footfall or spoken wordechoes alarmingly in this place. Though two brackets for torches are mounted on each wall (flanking the doors), all are empty. The stairs to the east lead up to area 210 (Dungeon Level Two). 302-305. ROOMS, 30' x 20' One description (below) applies to each of these areas. Each occupant is a troll, guarding a key to one of the iron doors in area 306. In each case, the troll attacks any intruder not bearing the colors and identification symbols of the Greater Temple -black garb and golden skull, or a grinning homed skull, or an eye of fire. A visitor with proper identification may demand passage; if so, the troll fetches its key, accompanies the visitor to the appropriate door, opens the door, and locks it after use. Having entered, a visitor may later exit by banging on the door and getting the attention of the ettin in that area, who then fetches the appropriate troll. The keys in these rooms fit the doors in area 306 as follows: Room 302 303 304 305 has Key to Door (in area 306) a (north wall, west door) b (north wall, east door) c (west wall, north door) d (west wall, south door) Special Note, area 302: The secret door in the northwest wall has a concealed ring on its interior side. From without, it swings inward when pressure is applied at the bottom of the panel. The 5' wide passage connects areas 302 and 315. Descriptions A troll lairs here, its sworn duty being to prevent intruders from passing through area 301 . When it hears noise therein, it emerges and moves to attack all unauthorized visitors. However, it was once fed by clerics of the Air Temple, and so does not attack those garbed accordingly-though it requests food from them ("plenty of nice flesh!") and does not allow them passage through an iron door (in area 306). Troll: AC 4, MV U ", HD 6 + 6, hp 48, #AT 3, D 5-815-812-U, SD regenerates (3 hp per round starting 3 rounds after being damaged); XP 909 each (x4) This bare room reeks of troll. The floor is covered with a filthy litter of dung, bones, trash, and bits of cloth. An iron hook protrudes from the far wall, from which a large key depends. A huge iron eye bolt is sunk in the stone of this same wall, and from it runs a thick iron chain, five feet long, its end broken. The glint of metal can be seen when the rubbish on the floor is moved. Scattered on the floor are 2-20 of each coin type (pp, gp, ep, sp, cp). Searching reveals 1-10 misc. coins per tum per person. 306. SQUARE CHAMBER An ettin dwells herein. Though he hates the trolls (areas 302-305), they are too numerous for him to do much more than harass them occasionally. He serves as an additional guard and beastkeeper. He carries a firepot on his belt, and one of his clubs is oil-soaked (so he can light it and threaten a troll or two when the opportunity arises). A sack hanging from his belt contains 157 gp, 5 azurites, 6 hematites, and 7 tiger eyes (each gem worth 10 gp), and a box of carved ivory (worth 100 gp) in which are six blocks of incense of meditation. Ettin: AC 3, MV 12 ", HD 10, hp 53, #AT 2, D 2-16/3-18, SD surprised only on a l; XP 2692 The ceiling of this large 50' square chamber is at least 40 feet high. Over a great fire pit (now cold) in the center of the room hang several large chains, one of which suspends a great iron pot. Several eye bolts are set in the walls, to each of which is attached a 10' long chain. Beside 76 each door is an empty torch bracket. Each of the four iron doors leading out of the chamber-two on the north wall, two on the east-is secured by a large lock. A great heap of cloth, pillows, and skins lies in the southwest comer, with a tun, barrel, and sack nearby. The pot contains a scummy broth, the remains of the ettin's last meal. One giant weasel pelt in the bed-pile is worth 2,000 gp. The sack nearby is filled with dried, smoked meat-probably bugbear or ogre. The locks on the iron doors can be picked, knocked open, or physically forced, though the last option requires 1-4 hours of grueling work, creates great amounts of noise, and attracts the attention of all creatures nearby. 307. GROTIO This is the domain of two leucrotta, previous pets of Zuggtmoy. Their den is the small cave to the southeast of the circular chamber. They are now cared for by the ettin (area 306), but not nearly often enough to suit them; they are voracious. This circular chamber, some 40 feet in diameter and 40 feet high at the apex of its dome, is made to appear as if it were a natural setting (albeit bleak and disquieting). The walls are hewn to appear as boulders, and detritus is spread by the walls. Jagged rocks likewise protrude from the perimeter in seemingly natural manner. Even in the relatively open center, the floor is uneven, with cracks, ledges, and loose rock. The whole area is dimly lit by a gray light, with no apparent source but nonetheless leaving pools of shadows near the walls. A cold, damp breeze moans and sighs throughout, and the air smells foul. A bone projects from a fissure to the east, and near it is a full skeleton clad in chain mail. A leering skull atop a low slab of rock to the northwest seems to taunt you. The leucrotta attack anyone foolish enough to enter their grotto unless the intruder is a demon or some other monster obviously involved with the Greater Temple (on Dungeon Level Four; note that anyone bearing the "branched staff", described in area 427, commands their respect). 0NGi il.A.L ADVEITTV�S REi ITC.A.R_Il.A.TED • THE TED:r:PLE 0F ELED:r:EllTAL EVIL

f Leucrotta (2): AC 4, MV 18#, HD 6+1, hp 34, 29, #AT l, D 3-18, SA imitate voices, SD kick hooves in retreat (D 1-6/1-6); XP 747, 7fJ7 The skeleton in the grotto is dwarven, clad in chain mail + 1. At the bottom of a nearby crack (three feet deep and six inches wide), just a foot or two from the skeleton's right hand, is an axe + 1. A backpack under the skeleton contains typical adventuring equipment, and a belt pouch holds eight vials of holy water. In the den is another dwarven skeleton, scattered in many pieces. Mixed with the bones are five quarrels + 3, a broken light crossbow, a broken shield, tattered chain mail, an intact shortsword, and a belt with four small pouches fashioned thereon as part of the belt. One pocket holds three gems (an amethyst and two pearls, each worth 100 gp); the other three pockets are empty. This belt magically reduces weight; each pocket can hold 100 gp (or ten pounds weight) as if it were but 1 gp (or a tenth of a pound). However, nothing larger than one by two by three inches can fit into a pocket, and the maximum cubic volume capacity for a pocket is three by six by twelve inches. (Thus, vials of holy water would easily fit, but a dagger or wand would not, in most cases.) The belt is worth 5,000 gp (XP Value 1,000). 307a. STAIRS The exit south from the leucrotta chamber opens into a 10' wide corridor leading west, which ends in a set of stairs. The stairs descend 20 feet and turn northward, continuing down to Dungeon Level Four, area 401. 308. FOUNTAIN Horrid faces, carved from the same rock as the passage, snarl and vomit forth thin streams of water which are caught in a multi-tiered basin. The liquid has an evil smell, and the basin has become lined with some sort of aquatic growth. However, the water is probably drinkable. The water is rather sulphurous but potable. 309. BRONZE PIT The corridor, thus far unremarkable, suddenly drops off. You stand at the brink of an area of 16 foot depth, its sides and floor sheathed in smooth, highly polished bronze. The corridor continues east 20 feet, opening into a chamber likewise adorned. Further progress is possible by using narrow ledges along the north and south walls of this corridor, each being a mere six inches wide-or, of course, you may climb down in or traverse the depression by magical means. A few scraps of trash litter the floora bit of cloth, a small bone, and possibly a broken dagger. Your lights reflect well from the mirror-like sheets of bronze. If the corridor ceiling is examined or approached, use the following description. Some sort of metal gridwork is pressed against the stone overhead. From a point 10' west of the room, it extends east into it, being about 35 feet long and five feet wide; it is affixed to the northern half of the corridor ceiling. The grillwork consists of three long bronze rods latticed by slightly smaller rods at intervals of 18 inches or thereabouts. A heavy bronze chain hangs from its east end, in the room, down to a point ten feet above the floor. This is a ladder which can be pulled down by 250 or more pounds of weight. The west end remains fixed to the roof of the passage, as the east end swings down into the pit (working rather as a modern fire escape ladder). Note that users must keep hold of it or weight it, else it swings back up into storage position. If used, the noise as it hits the floor brings the occupant of the place (in area 309a) rushing forth at full speed! Read the following if the main chamber is observed. The chamber is octagonal, its sides and floor still sheathed in polished bronze. The six-inch wide ledge extends around it at the height of the entry corridor, 16 feet above the floor. In the ceiling, which is cleanly cut from the surrounding rock, are eight holes, each about two inches across, placed to form a circle in the center of the ceiling above the chamber. Two arched portals near the floor are visible in the north and south walls, each being six feet wide and nine feet tall. 77 Note that noise herein does not attract the occupant of area 309a unless intruders are on or near the floor of the area. The holes in the ceiling are the only remnants of an earlier plan to construct a hanging observation gallery, never completed; Zuggtmoy simply walked along the ceiling to view the specimen, and others were uninterested. All the bronze is magical, enchanted to prevent the area's occupant from burrowing out. The creature will use the ladder if possible. 309a. SOUTH CUBICLE This is the current lair of an umber hulk,. who alternates its habitat between this and the northern cubicle. It is occasionally fed by the ettin (area 306). If presented with the opportunity, it climbs the ladder in preference to attacking intruders, as this is its most likely means of escape. If freed, it tries to devour one man-sized victim, kill 5-8 others to satisfy its long-pent rage at its captivity (whether characters or local residents), and then dig its way out of the dungeons. Umber hulk: AC 2, MV 6# (1 w-6w), HD8 + 8, hp 50, #AT 3, D 3-12/3-12/2-10, SA gaze (save vs. spells or be confused 3-12 rounds); XP 1900 Through the south archway is a 10 ' cubicle. Its floor is covered with piles of cloth, skins, hides, and furs, creating a nest-like area in the center. A small basin of water on the east wall is fed by a small bronze gargoyle face which spits liquid into the bowl, where a small drain takes away the excess. If 15 man-turns are spent searching this room, a pair of small-sized boots of elvenkind is found. These fit any person of gnome size or thereabouts, possibly a smallfooted human female. 309b. NORTH CUBICLE Through the north archway is a 10' cubicle. Its floor is a litter of bones, shredded cloth and leather, broken weapons, bits of rope, and other items. The room is foul, and stinks. Scattered amidst the mess are a few coins of various types. Herein are a leather wand case containing 0NGiilAL ADVEilTVRJ:S REi ilCAR._IlATED • THE TEJhPLE 0F ELEJhEilTAL EVI L

a wand of lightning (5-50 charges), a pouch which holds five pieces of jewelry (each worth 300-1800 gp), and an alabaster flask (worth 25 gp) filled with perfume (a rare sort worth 1,400 gp). Scattered about are 50-300 cp, 30-120 sp, 20-80 ep, 10-60 gp, and 5-50 pp. If-and only if-all of the coins are dug out of the trash, involving 12 man-turns of work, 3-12 gems (each worth 50 gp) can also be found. 310. SUNLIT ROOM As soon as you turn the bend in the passage, you see what appears to be a sunlit area to the northwest. The corridor is only dimly illuminated at the bend, due to a shimmering haze, but the light grows brighter towards the area ahead. Continue if the room is approached. Just before entering the place, you see small dim shapes moving about. Though the haze distorts them, they appear to be giant rats and foxes. The are11 is a 20 ' x 30 ' room, the ceiling (if there is one) is impossible to see, due to the bright light. Blue sky and a hot sun seem to be overhead, but the sky appears close-only 20 feet up, or thereabouts. In each of four alcoves in the northern portion of the chamber (two in the north wall, one to either side, and all about ten feet above the floor) sits a harpy, gazing with evident pleasure at the scene below. Centered below is a raised slab of rock, upon which are chained a man and a woman. Swarming around this table-like slab are a score of jackals and twice as many giant rats. All are attempting to clamber up to devour the victims, but the rock is quite smooth and evidently slippery, for only rarely does one of the beasts manage to leap up and attack. The chains have sufficient slack to enable the prisoners to defend themselves slightly; thus, when bitten, the victim can move away or lash out. Each prisoner has a few bites evident, but more often than not they strike the attacking beast off the rock. To tantalize the captives, several items lay atop the slab just out of their reach: a large ring with a key in it, a dagger, a longsword, and a rod of some sort. As you observe this tableaux, the prisoners notice your presence and cry out for aid! The rats, foxes, and jackals take no notice, but the harpies look up, notice you, and open their mouths. Most of this area radiates magic. The harpies are actually gargoyles; the prisoners are actually jackalweres. The rats and foxes are illusory, but the jackals and items are real. The deceptions are from a permanent illusion, other elements of which are the captives' wounds and chains. A few jackals were waiting at the bend in the passage, and ran back when intruders were sighted to warn their masters, the jackalweres, of the approaching food .... The initial attack by the gargoyles is prefaced by their squawking, slightly similar but in no way as effective as that of real harpies. As these monsters squawk and fly in to attack, the normal jackals also turn to devour intruders. While these attacks occur, the jackalweres (still playing prisoner) add their sleep gazes to disable intruders. If this is noticed or if the gargoyles start losing the fight, the jackalweres "break" their illusory chains, grab their very real weapons, and move in for the attack while exclaiming their intent to aid the party. The male uses the longsword; the female, the mace (which appeared to be a rod) and the dagger (gaining two attacks per round). If grappled, they drop their weapons and shift form to jackal-headed guise, resorting to bite attacks. Gargoyles (4): AC 5, MV 9#/15 #, HD 4+4, hp 27, 25, 24, 20, #AT 4, D 1-3/1-3/1-6/1- 4, SD hit only by + 1 or better weapon; XP 300, 290, 285, 265 Jackalweres (2): AC 4, MV 12 ", HD 4, hp 27, 22, #AT 1, D 2-8, SA gaze - sleep (save vs. spells), weapon use, SD hit only by iron or + 1 or better weapon; XP 908, 888 Jackals (20): AC 7, MV 12 ", HD 1/z, hp 4, 3, 2, 1 (5 of each), #AT 1, D 1-2; XP 9 (x5), 8 (xS), 7 (x5), 6 (xS) In a concealed space under the rock slab are the monsters' treasures, garnered from victims since Zuggtmoy no longer takes such from them. The loot includes 104 cp, 171 sp, 223 ep, 410 gp, 67 pp, 9 gems (roll for random value), two pieces of jewelry (random value), a potion of plant control, 78 and a scroll of four magic-user spells (spider climb, levitate, infravision, extension [). 311. CHAMBER Of STATUES This circular chamber, some 40 feet in diameter, is lit by four weirdly glowing globular cressets of ancient bronze. The light reveals nine monstrous statues, whose stoney visages are still sufficient to strike fear into the heart. Beyond a smallish blue dragon is a beholder; a fire giant, manticore, and medusa seem to stand in frozen conversation; and off to one side are a mummy, an ogre mage, a wight, and a rakshasa. The lights are will-o-wisps, shedding a dim violet radiance. They wait until the characters' attentions are concentrated on the statues (and the items they have, and the implied threats; see below). At that time, the 'wisps slowly glide forward, cleverly dimming their lights so shadows and light intensity do not betray their movement, and suddenly attack in concert. If two are slain, the others flee. In each of the four cressets is a star sapphire worth 1,000 gp. Will-o-wisps (4): AC -8, MV 18", HD 9, hp 40, 38, 36, 33, #AT 1, D 2-16, SD immune to most spells, can become invisible for 2-8 rounds; XP 1680, 1656, 1632, 1596 Beholder This statue seems to gaze fixedly upon a scroll tube lying before it. The tube is protected by a fire trap. It contains a scroll of protection from magic. Dragon From the head formation, this must be a blue dragon. It seems to be admiring a copper bound box which is filled with gems. The box is two feet wide and tall, and three feet long. It contains 200 quartz gems (base value 1 gp each, maximum value 10 gp each). The box itself is magical, with invisible runes scribed upon its front; these reveal four command words. The first shrinks the box to a twelfth of normal size, with all contents likewise becoming minute. The weight 0RjGiIIAL ADVEII'f'V�S REi IICARJIA'f'ED • THE TEJllPLE 0F ELEJll E llTAL EVI L

of the shrunken chest, empty or filled, is 30 pounds. The second word causes the chest (if normal sized) to function as one upon which a Leomund's secret chest spell has been placed (but with no smaller replica necessary!). The third word causes the box to return to full size or normal place, as applicable. The fourth word causes growth to quadruple dimensions, with sides, top, and bottom of one foot thickness, huge copper bands, and a weight of 1,;mo pounds. Fire Giant The mighty right hand of this statue bears a spear, held like a dart. This is a spear + 2, cursed backbiter (see DMG page 169). Manticore This stone monster appears to be poised over a crossbow. This is a crossbow of speed, but its string is missing. It will not fire until a new one is added with an enchant weapon then placed upon it, or until a string from another magical crossbow is used. Furthermore, the new string will break if a "to hit" roll of a natural 20 is rolled for firing a bolt. Medusa This figure wears a velvety cloak of deep black. This is a cloak of poisonousness (see DMG page 141), which can be handled safely but, when donned, instantly slays the wearer (no saving throw). Mummy This detailed sculpture holds a staff in one hand and a ceramic bottle in the other. The former item is a normal quarterstaff upon which a glyph of warding (blindness) has been placed. The bottle holds a pint of strong acid (a double-sized flask, for D 4-16 when thrown as a grenade-like missile, or 4 splashes to 10' range, damage 1 per splash). Ogre mage This statue is adorned with a silver chain around its neck, from which depends a silver globe with the face, in bas relief, of the Man in the Moon. The neck.lace is magical. It holds, and keeps permanent (until used), a pebble similar to a sling stone which is an Otiluke's freezing sphere. This can be detached and hurled to 60' range, then bursting and inflicting 4-24 points of cold damage to each victim within ten feet. Rakshasa One of the stoney digits of this horrid statue is circled by a golden ring. This is a ring of delusion which performs as X-ray vision for one turn before becoming absolutely false and useless. Wight This stone figure crouches before a silver urn, perhaps some form of funerary vessel. The urn is platinum, an ancient votive worth 20,000 gp. Inside is a fine magical powder, dust of sneezing and choking, which spills out if the vessel is examined. Each creature within 20 feet at that time is disabled for 5-20 rounds, and must make a saving throw vs. poison or die. None of the dust can be recovered or saved for later use. 312. EARTH-FLOORED AREA The whole floor of this chamber is covered with a noisome earth, soil that contains much manure and other rotting things. From this sickening humus spring numerous thin-stalked fungi growths, thicker ones bearing strange caps, spongy-looking growths, and various shelf-fungi and tumerous spherical blobs growing from niches and shelves placed along the walls. These latter growths, as well as a few of those growing from the floor, give off a ghostly phosphorescent illumination. As you set foot in the place, you hear a female voice call out a warning to "stand still! Some of the fungi are dangerous. I 79 know the path, and will come to guide you". You see a comely head moving this way and that through the huge fungi, evidently following a winding course through the growths. The lamia in this area tends the "garden;' awaiting Zuggtmoy's return. While at a distance, she first casts a charm person spell at the most powerful-looking character. Before checking its success, she then uses suggestion on another character, saying that some fungi cause insanity, and he or she must aid in restraining any character who insanely attacks others. The lamia then advances under the illusion of being an armor-dad female. fighter, while asking the (hopefully) charmed victim to turn and check the other characters for insanity. The monster then attacks with her shortsword + 1 (gaining a + 1 strength bonus to damage) and wisdom-draining touch, engaging two different opponents if at all possible. She does not attack the victims of her charm and suggestion spells if they seem to have succumbed to the enchantments. She concentrates the touch attacks on one opponent, if possible, and continually urges the victim to turn and aid her in attacking the others "who are obviously insane, from the fungi". If the victim's Wisdom reaches 2, he or she will comply. If damaged significantly, the lamia flees into the maze of fungi, casts a mirror images spell (producing three images), and immediately returns to the fray. Lamia: AC 3, MV 24 *, HD 9, hp 48, #AT 2, D 3-8 (weapon)/O + wisdom drain (touch), SA spells, XP 2276 The monster wears a gold necklace (worth 1,000 gp) set with five star rubies (each worth 1,000 gp). Extremely careful or magical examination also reveals a pair of bracers of defense AC 6 hidden on her longhaired legs. The door at the southwest corner leads to stairs up, which end at area 222a (Dungeon Level Two). 312a. STAIRS The exit at the southeast corner of the lamia chamber opens into a 10' wide corridor, jogging south and continuing east, which ends in a set of stairs. The stairs 0RjGiilAL ADVEilTV�S REiilCAR.._ IlATED • THE TElhPLE 0F ELElhEilTAL EVI L

descend 20 feet and tum northward, continuing down to Dungeon Level Four, area 401. 313. CIRCULAR SHAFT This area is not in use; the floor is covered with dried husks, castings, and other less definable litter. Heavy webs mask the ceiling, but they are at least 20 feet up, so it must be some distance beyond. The dust and dirt collected on the strands of spidersilk show that the monster which made them is probably no longer here. The trap door in the northwest part of the floor is well hidden. A small stone flag must be lifted to reveal the door's opening ring. Steep steps lead down to a passage, the floor of which is about 15 feet below that of this chamber. The steps are worn and relatively clean. A small twig broom lies at the bottom of the steps, used to maintain the trap door's obscurity. 314. CHAMBER OF EYES For each tum that the party spends in here, a 50% chance exists that an inhabitant of a connecting room (315-318) will enter. Use ld4 for random selection. The plastered walls of this triangular room are covered with paintings of eyes and the symbol of the Eye of Fire-an equilateral triangle with a "Y" shape within, the branches at the base comers and the stem meeting the apex. The eyes are of all sorts-human and monstrous, blind-looking, multi-faceted, and of various colors-and all seem to stare in hatred, hunger, or fright. The chamber has seen rather rough use of late, for there are piles of rubbish scattered about, gnawed bones, and signs of a large fire apparently frequently burned in the middle of the floor. Just ten feet south of the steps to the north is a large brass gong, suspended from a homwood frame. Two smoky cressets burn on the east and west walls, about midway between each pair of doors. The stairs to the north lead upwards to area 209a (Dungeon Level Two). The gong can be rung by striking it with any blunt weapon or similar object. The sound will arouse all those nearby (areas 315-318). 315. HEXAGONAL CHAMBER Six bugbears are quartered herein. Originally, they and their captain were to patrol for intruders and keep the fighting between the factions to a minimum, preventing the destruction of the real strength of the whole Elemental Evil effort. They are thus dressed in black. They are now simply staying here, keeping out of sight and "dogging it" (so to speak). If they discover intruders or are attacked, they shout to alert their fellows (in areas 316-318) or strike the warning gong, whichever is the more easily accomplished. The bugbears do not know of the existence of the secret passage which leads to area 302. Each has a small bag of unappetizing foodstuffs and miscellaneous junk, along with 2-8 pp, 4-16 gp, and 5-30 ep. Bugbears (6): AC 5, MV 9 H, HD 3+1, hp 19, 17, 16, 15, 12, 10, #AT 1, D 2-8 (bardiche), SA surprise on 1-3; XP 211, 203, 199, 195, 183, 175 Torch brackets are affixed to the walls of this hexagonal chamber, but without torches. The stone here is of dull ocher. The ceiling arches to a height of about 25 feet in the center. A large iron brazier stands in the center of the room, and a rude table by the south wall. Six heaps of old cloth (rugs, tapestries, clothing, and badly cured animal skins) lie on the floor. 316. HEXAGONAL CHAMBER Two bugbear leaders (of those in area 315) live here. Each is likewise clad in black. In the event of trouble, these monsters rely on their own force, not calling on those in areas 317 or 318. Each gains a + 1 strength bonus to damage. They flee any unfavorable encounter if possible. Bugbear leaders (2): AC 4; MV 9 H; HD 4; hp 24; 22; #AT 1; D 3-9 (bardiche); SA surprise on 1-3; XP 231, 223 Each leader carries 10 ep, 20 gp, and 10 pp, and wears a gold ring set with a bloodstone (a symbol the bugbears recognize as direct authority over them, by order of Zuggtmoy herself) worth 50 gp. The larger wears an electrum armlet (worth 30 gp) and a silver belt buckle (15 gp); the other wears a gold earring in one nostril (20 gp). 80 Torch brackets are affixed to the walls of this hexagonal chamber, but without torches. The stone here is of mottled rust and moss-green hue. The ceiling arches to a height of about 25 feet in the center. A large iron brazier stands in the center of the room, and a rude table by the south wall, with a cabinet nearby. Two heaps of pillows, cushions, and old doth (rugs, tapestries, etc.) lie on the floor. The cabinet holds some smoked meat, cheese, several bottles of wine, and eight battered silver plates (worth 25 gp each). 317. PLEASURE CHAMBER Four ogres use this room as a lair. They were originally sent to find out what the bugbears were doing; when they found them (and their master in area 318), they decided to stay, liking ease and the promise of lots of food and treasure. The former has been lacking, of late; they are hungry. They fight normally, and the weakest of the four is also a shaman, able to cast detect magic and light each day; he also has a javelin + 2 to hurl if hard-pressed. Each ogre has a large belt pouch containing 10-80 gp and 10-60 pp; the largest also has three carnelians (each worth 50 gp) hidden inside his jack. Each ogre gains a + 2 strength bonus to damage when using the weapon noted (a huge morning star). Ogres (4): AC 4; MV 9 H; HD 4 + l; hp 26, 22, 21, 20; #AT l; D 3-12 (ldlO + 2); SA smallest has cleric spells (detect magic, light) and a javelin + 2; XP 220, 200, 195, 190 The walls of this colorful 30 ' square room are covered with mosaics, depicting all sorts of weird and depraved scenes. The floor is a mosaic of like scenes. A few pieces of broken furniture are stacked near the fireplace in the west wall. Two heaps of rugs, skins, etc. are by the east wall, with two more near the southeast comer. Between them is a large barrel. Two small pots stand near the fireplace, and a large kettle is suspended over the dead ashes. Two unlit cressets are on each wall except the west. There are six in all. 0R,jGi ilAL ADVEilTVNOS REi ilCARJIATED • THE TEJhPLE 0F ELElhEilTAL EVI L

The barrel contains 30 gallons of ale; the pots and kettle are empty. 318. PLEASURE CHAMBER Scorpp, a hill giant, dwells herein with his pet wolf (worg) Splot. The giant is a bit smarter than most of his kind-smart enough to know that he has discovered a way to live in ease, with slaves (the bugbears and ogres) but not bright enough to understand the consequences of his rebellion. He thinks of himself as King in this area, and the ogres and bugbears are seen as his "loyal subjects" (slaves). He demands that half of the food and treasure taken be given to him. Scorpp has no intention of returning to the Greater Temple below, liking the freedom and position he has found. He will fight any intruder, regardless of their garb; but black-garbed enemies ensure his absolute resistance, for he sees such as former superiors, coming to punish him for his failure to return. Scorpp keeps two boulders nearby for use as missiles prior to melee. If combat goes badly, he asks for quarter, offering to serve the opponents if his life is spared. He will, of course, seek to escape or kill his captors, as opportunity permits. He does know the way to the Greater Temple, and can estimate the number of bugbears ("more than fingers 'n' toes"), ogres ("many"), hill giants ("lots"), and ettins ("couple-tree o' dem"). Hill Giant, Scorpp: AC 4; MV U "; HD 8 + 2; hp44; #AT l; D Z-16; SA boulders (D 2-16, normal ranges 6 "/13 "120 ", indoor ranges 3 "/6"/12 "); XP 1928 Worg, Splot: AC 6; MV 18 "; HD 4 + 4; hp 23; #AT 1; D 2-8; XP 20S Scorpp wears a black bearskin, pinned at the shoulder by a silver skull clasp (SO gp value). The room description is the same as that for area 317, except that strange fungous growths are also shown in the obscene mosaics. The room contains one large heap of bedding, an iron chest with a huge padlock, and a thick rancid stew in the kettle in the fireplace. The chest contains 622 ep, 2783 gp, 17 gems worth 10 gp each (nine agates, four tiger eyes, and four bits of turquoise), and a potion of red dragon control. 319. ROOM, 20' x 20' The oaken door is bronze-bound and held fast by a large bar and padlock as well. The lock can be picked or destroyed by 2S points of damage. The room is 20' square, with some filthy straw scattered on the floor, a small drain hole in the northwest corner, and a water-filled barrel . Herein are two humans, an ore, a hobgoblin, and three goblins. These are prisoners, captured on raids and kept as food. All are rather skinny and weak; none will serve with the party. All ask to be freed; the humans, who are farmers, also say that the others recently slew and ate their friend Charlie. The monsters can be slain without difficulty, if desired. 320. ROOM, 20' x 30' This oak door is heavily bound with bronze and secured by bar and heavy padlock. The lock can be picked or destroyed by 2S points of damage. The room is 20 ' x 30', littered with straw. Herein are a gnoll, a bugbear, and two ogres. These creatures are malnourished and weak; all are sentenced to die for various acts of disobedience. None will serve with the party. If given the opportunity, they will try to slay and eat their rescuers; however, they can be slain without problem, due to their poor condition. 321. HALL OF BLACK FEASTING This 40' square room is floored in blocks of alternating red and black stone. The supports and ceiling are all black. The walls are plastered and decorated with scenes of horrid feasts-a banquet where ghouls, ghasts, shadows, and vampires join Temple clerics and demons in an unspeakable repast. The many cressets along the walls are unlit, for this place 81 seems to have been deserted for some time. Several long tables, chairs, and sideboards are here, all dusty but otherwise in good condition. The tables still hold many dishes, platters, drinking vessels, and containers. In four man-turns of searching, the party can find two golden settings. Each has four pieces: a flagon (2SO gp value), a platter (300 gp), a plate (17S gp), and a salt cellar (SO gp). The weight of each piece is half its gp value. 322. HALL OF ARMORED SKELETONS This 30 ' wide area is lined with disquieting guardians-or trophies. Thirteen human skeletons stand at attention along each wall, all clad in various forms of armor. Each holds a different pole arm or missile weapon. Four large bronze stands are by each wall, evidently candle holders, though no candles remain. Six pairs of crossed swords and six shields decorate the north wall. The armor types and weapons are not important; they are all useless, being rusted, rotten, and decayed. If any of the swords and shields on the north wall are touched, one falls with a loud clatter, alerting the inhabitants of areas 323-324. One of the shields is a shield + 1, bearing the arms of Veluna in canton, with a gold field showing crossed billets proper. The four candle stands are worth S gp each. 323. SCARLET ROOM Eight shadows linger in this chamber, awaiting the return of Zuggtmoy and Iuzand thereby a return to the days of feasting and "sport" in the Temple. They are seldom fed, and are thus weak and hungry for life forces. If they hear noise in area 322, they hurry to investigate. Shadows (8): AC 7; MV 12 "; HD 3 + 3; hp 20, 18, 16, 16, lS, 14, 12, 10; #AT l; D 2-S; SA hit drains 1 point strength (victim recovers in 2-8 turns), surprise 90% (undetectable unless brightly lit); SD hit only by + 1 or better weapon; XP 33S, 327, 319, 319, 31S, 311, 303, 29S 0ItjGiirn.L ADVEII'fV�S REiIICAR... IIA'fED • THE TEJh:PLE 0F ELEJh:EIITAL EVI L

This chamber is red. The floor, walls, and curved ceiling are each of a subtly different hue, to jar the vision of the onlooker. The overall impression is bloody and disgusting. Rotting cushions and divans, all of red cloth and again each slightly different from another, are scattered here and there. A low round table of wood lacquered in orange-red stands near the west end of the room; upon it is a red serving set of several cups and a bowl. Each of the two candelabra nearby holds 13 candle stubs. The red serving set is made of cinnebar, the whole worth 450 gp. The candelabra are made of solid rose gold; each weighs 1,200 gp and is worth 2,250 gp if maintained in good condition, or 1,200 gp if battered, bent, or dismantled. 324. BLACK ROOM As with area 323, eight shadows lurk herein, waiting for the return of the Temple's heyday. If noise is heard, they investigate rapidly, seeking life forces upon which they may feed. The strongest shadow carries a short baton-like rod of ebony, which is graven with the glyphs of Iuz and Zuggtmoy. This device gives immunity from all Turning and undead control in a 10' radius, but its wielder cannot attack, as two hands are needed to carry the rod. Shadows (8): AC 7; MV 12 N; HD 3 + 3; hp 20, 18, 16, 16, 15, 14, 12, 10; #AT 1; D 2-5; SA drain 1 point strength (victim recovers in 2-8 turns); surprise 90% (undetectable unless brightly lit); SD hit only by + 1 or better weapon; XP 335, 327, 319, 319, 315, 311, 303, 295 The walls, floor and ceiling of this 20 ' x 40' area are dull black stone; heavy velvet hangings of ebony hue cover the walls, and even the torch brackets along uncovered sections are made of a blackish metal. Couches and chairs of black wood remain here in good condition, upholstered in cloth of the same somber hue. A large black cabinet stands by the west wall. The four black metal sconces are solid silver, each weighing 100 gp and worth 50 gp due to their workmanship; if badly damaged, their value drops to that of the silver (5 gp). In the cabinet are several worthless scrolls and books, jars and other containers holding similarly worthless substances, a rope of 32 black pearls worth a total of 16,000 gp (mixed in with several pieces of worthless jewelry of black paste), a potion of hill giant strength, and a protection from undead scroll. A thorough search takes three turns. 325. KITCHEN From the appearance of a huge fireplace in the north end of this room, and the condition of various containers of foodstuffs-flour, meal, salt, oil, preserved meats and cheeses-it is apparent that this kitchen is still used occasionally. Enough food is here to feed several score people for many days. Shelves and long counters hold containers, foodstuffs, and cooking utensils: spits, skewers, long forks and spoons, ladles, etc. Behind a large open cupboard in the south section of the west wall is a concealed door. The room beyond contains barrels of beer, ale, wine, and even a small cask of brandy (40 pounds, 300 gp value). Also here are 26 crystal goblets and a matching decanter; this set fills three backpacks (assuming careful packing to avoid breakage). The decanter is worth 200 gp; each goblet, 50 gp. 326. OPULENT BEDCHAMBER A groaning spirit, the banshee of the dead elf stretched out on the floor of the room, haunts this place. She lurks behind a folding screen. When intruders enter the room, she comes out (and each person seeing her must make a saving throw vs. spells or flee), wails (and each victim within 30 feet must make a saving throw vs. spells or die and then attacks anyone as yet unharmed. The banshee hates all who now live, and fights fiercely until near extinction, when she finally tries to escape. If escape is impossible, she offers a bribe for her survival; she knows where, as a living being, she hid an elven longbow + 1, cloak of elvenkind, and elfin chain mail suitable for any elfin female or other character of similar size (gp value 500, XP value 100). Note that these items, hidden somewhere near her chamber, will remain hidden for many years if she does 82 not reveal them. Groaning Spirit: AC O; MV 15 "; HD 7; hp 39; #AT l; D l-8; SA deadly wail (30' range); fear on sight; SD hit only by + 1 or better weapon; immune to charm, sleep, hold, cold, and electricity; XP 2840 This place is covered with thick carpets, with many cushions spread about. Upon it lies the mummified body of an elf, face down just beyond the entryway with the hilt of a dagger protruding from its back. Its remains are clad in rotting splendor; the garments are of silk and brocade, and jewels gleam from earrings, a necklace, a bracelet, and two rings. The skeletal right hand clutches a carved stone of some sort. Near the body is a large curio cabinet, its door slightly ajar. The cabinet contains mummified portions of humans, demi-humans, and humanoids, as well as small intricately carved statuettes and blocks of ivory, soapstone, and so forth-each depicting something obscene. The dark room has many unused candelabra and wall sconces. Its plastered walls are painted with scenes of decadence, and the tapestries hanging here and there show similar scenes of depravity. A huge bed stands against the north wall, with a stand of carved wood to each side. A long, low table is flanked by couches; nearby is another such table with three plush chairs. In the southwest corner a folding screen of uskwood separates a wardrobe, dressing table, and pillowed stool from the rest of the place. Each of the skeleton's four pieces of jewelry (counting the pair of earrings as a single piece) is worth a base value of 2,000-8,000 gp. When checking each piece for detail and workmanship, apply a -1 bonus to the roll (on ldlO) for the first piece (only). In the skeletal hand is a periapt of proof against poison, + 3. Under the remains is a small pouch which holds a scroll of six magic-user spells (gust of wind, tongues, polymorph self, remove curse, airy water, and limited wish). The cabinet contains 13 carvings (base value 100-1000 gp each). Two tapestries are valuable, worth 1,100 gp and 850 gp respectively, despite their small size. 0NGiIIAL ADVEIITV�S REiIICAR_IIATED • THE TE.lb:PLE 0F E LEJb:EllTAL EVIL

327. DINING SALON Above a long wooden table in the middle of this plastered and decorated room hangs a large chandelier. Twelve chairs flank the table. Two sideboards, a cabinet, and a wheeled cart complete the furnishings. The furniture is good but not of great worth. All the valuable dishes and other items have been stripped from the room. 328. SJORAGE AREA This oddly shaped chamber is lined with shelves which still contain many empty containers; here are bottles, flasks, alembics, retorts, and other such paraphernalia typical to an alchemist's or wizard's laboratory. On the floor are more mundane items-a large box of chalk, sacks of charcoal, jugs of turpentine and fuel oil, candles of various colors, etc. Sufficient material seems herein to stock a small shop and supply a magic-user or two as well. Nothing here is of high value, but the room contains nearly any commonplace item akin to those listed; use your judgment. 328a. STAIRWAY The stairs here ascend to the east, leading to area 227a (Dungeon Level Two). 329. ALCHEMY WORKROOM The merest glance herein reveals the past purpose of this circular room a place for alchemical experimentation. The walls and floor are covered with graven symbols, glyphs indicating the elements, metals, and other stuff of alchemy. Benches and work tables line the walls; upon them are flasks, retorts, crucibles, et al. Three braziers, each of a different size, are aligned in the middle of the room, piled with plates and dishes which hold heaps of strange powders, granules, and crystals. Beakers and flasks here and there are filled with odd substances. Careful inspection reveals metal in powder and chunk form, including 10-40 coins weight of each coin type (platinum, gold, electrum, silver, and copper), but no actual coins. A small pottery flask weighs over ten pounds; it contains 100 gp weight of quicksilver (mercury). worth 1,000 gp. To describe other items and materials found, refer to the DMG, pages 218 (the table for magic-user furnishings) and 221-222 Appendix K, for specific substance descriptions). 330. LABORAJORY This area, 10' wide and 50 ' long, seems to hav.e been meant principally for the reading and writing of spells. Cressets are fitted to the walls at tenfoot intervals. A long, slanted shelf is along the north wall, with many stools spaced along its 30' length. Sheets of vellum and parchment still lie upon the shelf, accompanied on an upper ledge by quills of many sorts, small pots with oddly carved stoppers, and candlesticks. A small writing desk stands at the west end, and a lectern at the far east; opposite each of these objects is an arched doorway, leading north. Several small chairs are nearby, along the south wall. Careful examination of the inkpots reveals one which is filled with magical ink, in a quantity sufficient to inscribe seven spells (and worth 700 gp). The nine rolls of papyrus (worth 2 gp each) and eleven sheets of parchment (worth 4 gp each) are usable for such work, but the five sheets of vellum (worth 8 gp each) are better (-5% chance of copying failure; see DMG page 117). The nine quills here are also of high quality, worth 2 gp each. The doorways open into the central laboratory. Under a workbench, in the middle of the north wall, lurks a roper, hidden amidst materials and apparatus. It may attack when two or more victims are within 20' range; if others are approaching, it waits for up to six targets. The roper is large, very mean, and hungry. It managed to get in through flues and chimneys, but cannot now escape. It fears the ettin (in area 306) and so hides when it comes by, but has picked off a few hapless bugbears sent here from below to fetch magical goodies. The remains of its prey are in area 331. Note that the roper has 80% magic resistance, but is susceptible to fire (-4 saving throw penalty). It has 13 gems in its gut, each worth 50 gp 83 (five bloodstones, two jaspers, and six zircons), along with the usual 3-18 pp. Roper: AC O; MV 3 "; HD 12; hp 71; #AT l; D 5-20; SA 6 strands (range 20-50 ' , poison for 50% strength loss in 1-3 rounds); SD body mutability, immune to electricity, half damage from cold; MR 80 % ; XP 3886 This inner chamber is obviously an abandoned laboratory for magical research and experimentation. Four long benches in this 80' x 20' area are filled with paraphernalia of all kinds. A flowing fountain of water is in the southwest corner, but almost all of the rest of the wall is taken up by shelves supporting all sorts of containers-bottles, jars, boxes, baskets, jugs, flasks, vials, etc., of all shapes and sizes. These hold magical ingredients of virtually every imaginable sort, from rare herbs and spices to monster parts and fluids. Included are ape teeth, basilisk scales, co*ckatrice feathers, elephant hide, fox dung, gorgon tongue, hydra blood, and other materials, of all sorts of colors and consistencies. Cupboards sometimes replace open shelves. Many open bins are also built into the shelves; these contain different sorts of earth, seeds, bits of fur, dried leaves of various sorts, flower petals, bark chips, and metals of various forms and typesincluding rods, wire, small ingots, thin strips, chunks, filings, and powder of iron, brass, tin, lead, zinc, bronze, steel, and others unknown to you. The paraphernalia on the benches consists of the following items: First Bench Second Bench bellows balance bottles bowls cannisters knife crucible mirror file mortar flasks pans funnel pestle furnace phials ladle sandglass metal ingots tongs retorts vials tweezers weights 0R.i Gi ilAL ADVEil1'V RJ;:S REiilCAR._IlA'fED • THE TEJb:PLE 0F ELEJb:EilTAL EVI L

0 RiGinAL ADVEil'fV�S REiilCAR__ IlATED • THE TEJb:PLE 0F ELEJb:EnTAL EVI L

Third Bench basins beakers caddy dishes jars jug kettle pipette prisms spatula spirit lamp tubes Fourth Bench alembics cauldron cruets decanter jars lenses mixing rods needles paddle scalpel spoons tubing The: unknown metals include aluminum, magnesium, tungsten, and others. Each 300 gp encumbrance of materials (contained in a backpack, for example) is worth 1,000 gp if carefully selected, half that if carelessly scooped up, or double value if painstakingly chosen (requiring a full man-turn per pack). A maximum of 1500 gp encumbrance of valuables can be thus gathered. One pack of these materials will produce 1-4 needed or useful items (such as magical components for spells, potions, and scrolls). To determine suitability for any given use, have the player state what specific item is sought, and roll ld6; the sought item is found on a 1. (You may allow specific search for and discovery of powdered gems, types of blood, or other unusual items specified by players. If so, allow one chance in 12 per man-turn of search for discovery of an easily recognized item, or the same chance for other items but counting only those magicusers searching.) The alcoves to the east area are described below. 330a. NORTHERN ALCOVE This 10' square room contains tripods, quadrapods, lamps, plumb lines, dividers, candles of different sizes, shapes, and colors, chalk of all sorts, paints of many hues, and metal devices-small distillers, melting pots, etc. 330b. SOUTHERN ALCOVE This 10' square room contains a long table heaped with many lengths of plain linen. A magical circle is drawn around the table on the floor. On the shelves are many body parts and monsters' organs, each preserved in some solution in a jar or tank. Here are also scalpels, knives, saws, needles, and thread. Several books and scrolls lie on one of the shelves. Under the linens is a construct, a vaguely humanoid monster created with various parts of beasts and monsters. It was begun as a joke, but wasn't finished, due to the fall of the Temple. It has an ogre's head and torso, gargoyle forelimbs, bear forelimbs, a bugbear's lower limbs, and the brains of a chipmunk. The books deal with the anatomy of various creatures, theories of magical constructs, a treatise on the original flesh golem (dealing only with its nature, not a method of construction), and medical works. One of the scrolls is quite dangerous; if scanned for even a brief time, it summons a babau demon (hp 43). Two spell scrolls are here, one of four magic-user spells (magic mouth, fly, charm monster, polymorph other) and one of three cleric spells (animate dead, raise dead, restoration). The practical joke was to run as follows. Use the animate dead to bring the chipmunk-brained monster to life. A magicuser then controls the thing (else it will scurry off in abject terror, chittering away with its great ogrish jaws, possibly harming someone in its path of retreat), applying a magic mouth and using charm monster for control. Cause the creature to fly out into the lab while another mage was at work, claim (with the magic mouth) to be a demon coming to punish some transgression, and change itself into the victim's form (actually being polymorphed by the controlling mage). All parties then sit back to watch the fun. In any event, if the animate dead is applied to the body, it rises and behaves in a manner appropriate to its chipmunk brains, and should serve to amuse the players (and yourself, of course!) for some time. 331. S10REROOM A few remaining containers and bales indicate that this place was once one in which mundane items were stored. It now contains a number of gnawed bones, torn garments, and broken weapons; the latter items have been tossed into a pile. Someone or something has purposely used this place as a grisly repository for unwanted remains of meals. 85 The containers have been emptied of all valuable and usable materials. One holds wormy meal, another vinegar. The bones are primarily from bugbears, though the remains of an ogre, a gnoll, and a human skull are also here. 332. MUSEUM ROOM A lurker above dwells here. It was set as the guardian of the place by Iuz himself, just before he fled back to his own realm. As usual for its kind, the lurker will attack without hesitation and fight until dead. Lurker Above: AC 6; MV 1 "/9"; HD 10; hp 56; #AT 1; D 1-6; SA surprise on 1-4, SD 90% undetectable while motionless, prey cannot fight except with short stabbing weapons; XP 2284 This 30' square room contains many exhibits of grim sort, hung on the walls or displayed in glass cases. Here are heads of all sorts, a few skulls, withered and bony hands, flayed skins, banners of many types, several plain crowns for wear atop helm or helmet, holy symbols of Good deities, surcoats, jupons, tabards bearing arms and shields with like decorations, and small items such as rings, seals, and sigils. One case bears several maces and similar items, though these are obviously ceremonial and not meant for use as weapons. Cabinets in the center of the room are smashed and broken; many bones litter the floor. The five plain crowns are only worth 1 gp each. One platinum ring is set with a fine diamond (total value 9,000 gp), and 10 of the rings are of value as jewelry (base value 1,000-4,000 gp each). One of the ceremonial maces is solid silver, set with many gems. Its value is 12,500 gp as is, or 6,750 gp if dismantled and sold for the value of the bullion (750 gp) and gems (60 worth 100 gp each, including equal numbers of amethysts, garnets, and tourmalines). 333. CHAPEL The black stone of this small area is draped with several white hangings, one edged in purple, one fringed with gold, and one cornered in silver. A small altar here is made of wood, painted white; 0NGiIIAL ADVEII'fV�S REi IICARJIATED • THE TEJb:PLE 0F ELEJb:EIITAL EVI L

nearby is a reliquary, containing ashes of some sort. A silver votive lamp hangs over the altar. Upon the altar is a snowy cloth with red runes, stating (in Common): "VENERATE THIS SHRINE OF GOOD, THEN HASTE AWAY, ALL YE OF TRUE AND GOOD FAITH!" Affixed to the west (diagonal) wall is a silver cross, 2 feet across and 3 feet long. In the center of the northern wall is a small niche, in which stands a silver idol of Pholtus. This room bears no magic, but evil can be detected to the west. The trappings here are to delude those of Good alignment, while the silver is to discourage any demons from going places they should not. The silver lamp is worth 100 gp; the cross weighs 300 gp, and is worth 400 gp. The idol of Pholtus is worth 875 gp. 334. INKY CHAMBER This bare hexagonal room is dusty, cobwebbed, and forgotten. Near the door is a rag-clad skeleton-probably some cleric who met his end herein, from unknown causes. The remains obviously harbor no treasure. A vague feeling of unease creeps over all who gaze into this place of darkness overlong. The place is empty. If magic is detected for, a strong pulse comes from the northwest; if evil is sought, the whole room is found to give off a dim radiation of malign power. If the place is investigated, continue: A black iron coffin stands by the northwest wall; its iron lid, in which a silver cross has been inlaid, lies beside it. Atop the lid is a forgotten scroll case. An invisible sarcophagus is on the stand. Dispel magic, detect invisibility, dispel illusion, or dust of appearance reveals the following: The sarcophagus has no top. You see a vampire corpse, clad in black and appearing hale-except for the stake through its heart. This is an illusion. A gem of seeing, true seeing, or similar effect reveals the true occupant; see below for details. Similar magic also reveals that the silver cross in the coffin lid is a magical broadsword (Fragarach, fully described in Appendix C). The scroll tube contains two scraps of parchment. One is a scroll of two magicuser spells (both strength); the other is a message: "Let the Good ones use their newfound strength to seal in the horror of darkness to prove their faithfulness to right and justice. We who wrote this lacked the power to do so:' Of course, it is a ghastly jape at the forces of Good. If the coffin's occupant is viewed truly, use the following description. Your powerful magic reveals a figure completely different from the vampire form. You see a handsome mail-dad human man with golden hair. He is clad in a white surcoat, quartered by the arms of Furyondy and Veluna and the antlers of the Knights of the Hart, in red. He wears a gold belt at his waist, with a dagger. About his neck is a gold chain with an emblem of a crown and crescent moon; on his left hand is a gold ring with a similar device. His shield rests under his feet. The coffin's occupant is Prince Thrommel, Grand Marshall of Furyondy, Provost of Veluna, a Paladin Lord. He lies in stasis, a powerful illusion causing him to appear as a vampire. His gold belt is worth 500 gp; the dagger thereon is a dagger + 21 + 3 vs. large opponents. His neckchain with amulet is worth 2,000 gp, the matching ring worth 250 gp. If taken from the chamber, Thrommel awakens, but is groggy for 1-4 turns, uncertain about his identity and past. He regains all his faculties thereafter, becoming cautious, circ*mspect, and taciturn. If the broadsword Fragarach is in sight, he simply speaks-and it comes to his hand. If it was left behind, he is not aware of its location, but asks if he was wearing one when found, or whether one was nearby. In any event, he asks to be accompanied to the surface; once there, he asks for a horse, claiming urgent business elsewhere. If any one character is exceptionally good to him, he gives that person his medallion, as a gift. Anyone more than normally polite and helpful to him receives his ring. Thrommel then rides off. 86 All of Thrommel's rescuers are later sought out by a strong party of humans and elves(including clerics, magic-users, fighters, and men-at-arms) some 5-8 week later. These persons ask the characters to accompany them to Mitrik, chief city of Veluna, where Thrommel is pledging himself to her Noble Ladyship Jolene of Veluna. At this ceremony, each character is knighted (if a fighter) or made an elder of the land (for all other classes). Each is entitled to wear the silver star badge of Veluna and the gold crown badge of Furyondy. In addition, each receives a potion of extra-healing, a ring of protection + 1, and 2,000 pp. The most helpful character (given Thrommel's medallion) is also granted one of the following, as applicable to the class: a book of 12 first level Magic-User spells, a necklace of prayer beads, a shield + 1, or a bag of holding (500 pound capacity). The second most helpful rescuer (holder of the ring) receives a warhorse appropriate to the class. If any character recovered the broadsword Fragarach and was gladly willing to allow or help Thrommel to regain it, that person receives the broadsword Scather (also detailed in Appendix C) from Prince Thrommel. All rescuers are also honored by those who rule Furyondy and Veluna. 335. SECRET PASSAGE This area may be approached either from the secret trap door above (area 313) or the escape tunnel from outer works (area 4 of the Broken Tower). To run the following encounters properly, you must be familiar with all the details of this lair and the occupants of areas 336 and 337. Review the notes before starting. The occupants should be played with intelligence; they should be very dangerous. The secret passage leads into a 20' x 30' room where you are horrified-perhaps petrified-to see a huge pale green basilisk gazing at you. The lead character must make a saving throw vs. petrification. Almost simultaneously, a runnel of flame appears; read from the passage below. The basilisk is illusory; if disbelief is attempted and the saving throw made, it is seen as such, and this fact can be communicated to others, making them immune to the effect. If the saving throw is failed, the victim is petrified, despite the 0R.iGiirn.L ADVEilTV�S REiilCAR..._ IlATED • THE TEJllPLE 0F ELEJll EilTAL EVIL

illusory nature of the beast. The basilisk gazes at one victim per round. A runnel of flame begins from the eastern portion of the chamber and spreads rapidly from the center, going both north and south. The moving flame creates a line of brightness along the east and west walls of the place, and then sends fiery streams into a pair of large cressets just at the comers where the north and south passages enter the basilisk's lair. The cressets spring into leaping flames, illuminating the whole area. An unseen servant was commanded to empty a container of volatile oil into a sloping trough, highest above a wall fountain and basin on the east wall. Another unseen servant strikes a light to cause the oil to flame, and gravity does the rest. If any significant amount of noise is produced by the party at this time, the occupants of areas 336 and 337 are alerted. If the party is absolutely quiet, those occupants might (10%) be warned; if nearly quiet, use 30%. The local inhabitants work together to insure their very lives. 336. NORTH ROOM Herein dwells Smigmal Redhand, a halforc Fighter/ Assassin. She is the leman of Falrinth (in area 337) and leader of the band of brigands in the outer ruins (Tower). Upon hearing noise in the basilisk area, she dons her ring of spell storing (of five invisibility spells) and carefully opens the door a crack to see what is happening. If opportunity presents itself, she uses one of the ring's charges, creeps out and tries to assassinate the most powerful-appearing of the intruders, attacking from behind the victim. Smigmal is disguised as an elf, and if captured when appearing (due to her attack) will try to dupe the party into believing that she is charmed or otherwise forced to attack, believing intruders to be nasty invaders. If this also seems to fail, she tries to use invisibility to escape, climbs a wall, and hides in overhead shadows. Smigmal Redhand: AC 4 (leather + 1) & shield + 2), MV 12 w, Level 717 Fighter/ Assassin, hp 41, XP 4924 S 17 I lS W 7 D 16 Co 17 Ch 14 #AT 3/2, D 3-8, SA poison on sword (insinuative type B, + 3 bonus to saving throw, Dmg 2S in 2 rounds), SD ring of invisibility; Thief Abilities: PP 4S, OL 52, F/RT 45, MS 40, HS 31, HN 2S, CW 9S, RL lS Smigmal wears leather armor + 1, uses a shield + 2, and wields a shortsword + 1 in normal combat (or a non-glowing normal shortsword in assassination attempts). She is thoroughly evil, and loves her work. She hungers for power to make humans suffer, and hates her human ancestry. She sees Falrinth as her tool, the one who will best aid her in gaining her power. She will fight to protect Falrinth if such action appears worthwhile, but will certainly try to save herself from certain death. Smigmal wears two earrings (each worth 400 gp) and a jeweled belt (3,200 gp), and carries 7 gp and 12 ep in a purse. She knows how most creatures react favorably to bloodstones, and has been trading for and accumulating such for future purposes (see chest, below). This plainly furnished 20 ' square room is obviously the residence of someone interested in weapons of unusual sorts. Hanging on the wall are a man-catcher and several sorts of punching daggers (sprouting from metal gauntlets, doublebladed with sharkskin crossgrip, and others). Here are wavy-bladed knives, double-pointed knives, center-hilted knives, fakhions, and a semicircle of seven matched throwing knives around a buckler with a wicked center spike. Barbed javelins, a short spear with a very broad leaf-shaped blade (capable of dealing an axe-like blow), an array of maces with oddly shaped heads (a wolf with an open mouth, a clenched draconian forepaw, and others) are also here. A light crossbow with a double track, for firing a pair of bolts simultaneously, hangs on one wall. Furnishings include a narrow cot, a small stand, a table, two chairs, a bench, a stool, a bucket with lid, a wardrobe, and a heavy chest with iron hasp and padlock. Dishes and foodstuffs are on the table and on a nearby shelf. Several bottles are also on the shelf. No weapons here are magical. The crossbow has only half normal range, but a single "to hit" roll is made for both bolts. It loads as if a heavy crossbow. Details on the garrot, mancatcher, spiked buckler, and fakhion sword can be found in 87 the AD&D® UNEARTHED ARCANA book. Details of other new weapons can be extrapolated from existing similar types. The wardrobe holds normal clothing of various sorts (merchant's, laborer's, and others). The chest contains more such garments, garrots, a vial of acid (standard 8 ounces, D 2-8 as a hurled missile), a potion of polymorphing, and a leather case of six small bottles-four of ingestive poisons (types A, B, C, D) and two of insinuative (types B and C). The chest has a false top; its catch is protected by a needle trap coated with insinuative poison type D (save or die). In the secret compartment are 30 gems worth SO gp each (26 bloodstones and four zircons), two pieces of jewelry (base value 1,000-4,000 gp each), and a belt with hidden pockets (containing SO pp). 337. SOUTH ROOM Falrinth, an 8th level magic-user, lives here with Kriitch, his familiar (a quasit). He functions as 9th level while Kriitch remains within one mile. Falrinth is very evil and power-mad. When he becomes aware of intruders, he has Kriitch investigate in giant centipede form. It can travel by way of a small twisting aperture in the wall, and Falrinth can telepathically use its senses, viewing the intruders' actions from a distance while keeping the centipede (quasit) well hidden. He can then select an appropriate course of action (hit-and-run, offensive, defensive, or whatever) based on the intruders' powers. While Kriitch remains within 10 feet of Falrinth, each has 2S% Magic Resistance and regenerates 1 hp per round. If Kriitch is slain, Falrinth immediately drops to Level 4 (retaining only five spells-three of first level, two of second) and flees. Falrinth: AC 3 (bracers of defense), MV 12 w, Level 8 Magic-User (Level 9 with familiar), hp27, #AT l, 0 2-5, SA spells, SD regenerate 1 hp per round, MR 25 % ; XP 4024 S 10 I 17 W 10 D 17 Co 15 Ch 12 Kriitch: AC 2, MV 15H, HD 3, hp 16, #AT 3, D 1-211-211-4, SA claw poison (save or lose 1 point Dexterity for 2-12 rounds), fear blast once per day (30' radius), SD 25% MR. regenerate 1 hp/round, hit only by iron or magic weapons, immune to cold, fire, and lightning; XP 373 Falrinth's memorized spells are: ------------��------ --------------------------------------- 0 R.i G i Il.A.L A.DVEilTVR,J:S REi ilC.A.RJI.A.TED • THE TEJhPLE 0F ELEJhEllTA.L EVI L

First level: burning hands, charm person, hold portal, jump Second level: darkness, 15' radius, mirror image, Tasha's uncontrollable hideous laughter• Third level: hold person, invisibility 10 ' radius, lightning bolt Fourth level: dimension door, minor globe of invulnerability Fifth level: wall of Force (from level gain due to familiar) See Appendix D for details. Typical offensive strategy: Cast minor globe and mirror image on self, ready hold, to be followed by charm and then Tasha's or burning hands. Typical defensive strategies: Jump to escape a tight spot. Darkness and/ or invisibility to allow retreat to area 337, with hold portal on the door; continuing to area 338 by the secret door, blocking the passage by wall of Force (placed just inside the room to block even the finding of the secret door) and gathering prized items. If on the verge of discovery, Falrinth will dimension door to one of two passageseither the corridor east of area 313, or the secret passage to the Tower or outside exit. Falrinth does not dare to remain in the Temple after defeat; he has too many enemies. He plans to use Smigmal as a tool to achieve control of the remaining Temple forces, so he can become ruler of a domain of death and destruction equalling, even surpassing, that of luz (Ambitious, indeed!). Kriitch is a gift from the demoness Lolth, who is happy to have catspaws in Zuggtmoy's territory (for obvious reasons). Falrinth has devised the traps and fake lair (337a) to fool intruders who are too powerful to defeat offensively. He wears bracers of defense AC 6, and carries a purse containing nine gems worth a total of 1,350 gp (two moss agates, two white pearls, three hematites, a sapphire and a tourmaline). This room is obviously the chamber of a magic-user. A thaumaturgic triangle stands at the threshold. The shelving which girdles the place is filled with all sorts of stuffed and mummified animals and such. A cloak with strange runes hangs near the east door. A large bed is here, with a small cabinet, a stool, a writing table with an oddly branched candle holder, a brazier, and a pair of hanging lamps near the bed. A wall cresset is in the southeast corner, opposite the bed. A rush mat covers the plain floor. A parchment with runes hangs on the east wall, by a door; another, on the south wall opposite the entrance, seems to be a map of the dungeon level. The south parchment is trapped with explosive runes, only detectable by thieves or magic-users (the former having a mere 5% chance, the latter 5% per level). If read by anyone but Falrinth or Smigmal (or others they instruct), the runes detonate, inflicting 12-30 points of fire damage (6d4 + 6) to the reader (no saving throw) and to each creature within 10 feet (save vs. spells for half damage). The explosion destroys the map. The runes can only be removed by a dispel magic spell. The map shows no secret doors or secret passages, but reveals everything else in this area and areas 301-320, including residents. It does not show areas 321-334 (those accessed by the the doors in area 306, except the southernmost). The parchment on the east wall seems to be a dire warning not to touch the east door. If read, the warning also contains another set of explosive runes (see above for details). The east door leads, of course, to area 337a. The cabinet contains clothing and several books, unremarkable works of history and botany. The odd candle holder is an ancient work in electrum, worth 1,500 gp. The southeast wall cresset operates the secret door. 337a. EAST ROOM The door to the east opens into a 10 ' square workroom. Inside are a few bottles containing various spell components, a bench, six staves of various woods, and six metal, bone, and ivory rods. A shelf holds nine wands. Here is also a brass chest, protected by a lock, iron binding, and hasp with large padlock. The spell components are only common sorts in small quantities-phosphorus, sulfur, a lodestone, etc. Each of the wands has been treated with Nystul's magic aura and thus seems valuable. Three potions are on the shelf-diminution, healing, and delusion of treasure finding. The chest is rigged so that a cloud of chlorine gas erupts when it is opened; each crea88 ture within 5 feet must make a saving throw vs. poison, with a + 3 bonus, or die. The cloud appears however carefully the chest is opened, and this trap cannot be removed. The chest contains books filled with written gibberish and a papyrus scroll of similar content; these items dissolve in the gas cloud. The remnants seem to be those of spell books and a magical scroll. 338. HIDDEN ROOM This 10' x 30' room is certainly where the magic-user inhabiting the room to the north actually studied his works. Here are all manner of magical apparatus. To the north, a workbench runs about 15 feet along the wall near the door. The wall here is lined in shelves, with all sorts of bins and containers. Over a small fireplace hang several kettles; a brazier, furnace, and bellows are nearby. Along the south wall is a high writing desk, flanked by a pair of bookstands, each with an unopened tome. At the far end of the room are a table, high-backed chair, and an open cabinet. Upon the table are a green cup, an iron box, a scattering of gems, several potion bottles, and a leather case. The cabinet holds three iron coffers, a crystal ball, a tall pointed black hat, a box of reddish wood, a long brass wand, five large books, and a small ceramic statuette. Falrinth may still be here when characters arrive; if so, he is hiding in the east end of the room, ready to leave (by dimension door) if his discovery is imminent or obvious. The cabinet also holds three ivory scroll tubes unless Falrinth has taken them. The volumes on the bookstands are bound in leather and bronze, and are magical. The westernmost is a tome of leadership and influence; the eastern, a vacuous grimoire. (Falrinth was afraid to open either one). The bins and containers hold various spell components (taken from the lab, area 330), worth 6,000 gp (900 gp volume). The cup on the table is jade, worth lClO gp. Falrinth may have taken two gems (a fire opal and star ruby, each worth 1,000 gp). Nine other gems remain-a tiger eye, moss agate, amber, amethyst, jasper, white pearl, pink pearl, topaz, and zircon (the first two worth 10 gp each, the topaz 500 gp, and each of the others 100 gp). Falrinth may have taken a potion of speed 0NGi IIAL A.DVEIITV�S REi IICAR._IIATED • THE TEJh:PLE 0F ELEJh:EIITA.L EVI L

\ - - 0NGi IIAL ADVEIITVRJ:S RE iIICAR.._ IIATED • THE TEJhPLE 0F ELEJhEllTAL EVI L

from this table; other remaining are potions of ESP, flying, and sweet water. The leather case holds a wand of a wonder with 50 charges. The iron box on the table contains the Orb of Golden Death. The Orb is a gold sphere shaped to resemble a human skull without its lower jaw. It radiates evil so strongly that Paladins and Good clerics are unable even to touch it (or even the box). Anyone grasping the device gains certain magical powers, and instantly knows how to summon them forth from the Orb: detect lie, know alignment, and poison. These powers may be used without limit as long as the Orb is held. The holder can also cause the great throne in area 10 (of the Upper Temple) to raise and lower. The user's Charisma is affected, and other unique details apply; see Appendix C for more details. The three iron coffers in the cabinet contain 107 pp, 310 gO, and 228 ep, respectively. The crystal is a crystal hypnosis ball attuned to Zuggtmoy. The pointed hat bears cryptic runes; it has no cash value, but is easily recognized by all of Falrinth's associates, and others throughout the dungeon. The ceramic statue is of a frog alone, if Falrinth has gathered his items. Intact, it represents a frog eating an insect, the latter being an ebony fly. The reddish wood box is an unfolding shrine, inlaid with gold, with a black interior upon which is inlaid a silver spiderweb, mother-of-pearl stars, and a garnet orb. As the doors of the shrine unfold, an ebony statuette of Lolth rises from a cavity in the base to stand before the web. This icon is worth 6,000 gp, but should be destroyed by Good characters. Part of the back of the cabinet radiates magic, but the magical mirror contained therein can only be obtained by use of the brass rod. The tip of this wand-thick object is oddly notched, and may be used to open the side of the cabinet, allowing the mirror of mental prowess contained therein to slide out for use. Without this key, the mirror will be destroyed in any attempt to remove it, whatever care is taken. The five large books are bound in strange leather, clasped with iron, and locked. These are Falrinth's spell books, their contents listed below. Each of the three scroll tubes in the cabinet (missing if Falrinth has escaped with them) contains a scroll of seven spells. This is a selection from Falrinth's spellbooks, which he can use to start new ones if necessary. The spells on these scrolls are noted with asterisks hereafter. Book 1: affect normal fires, *burning hands, *charm person, comprehend languages, dancing lights, *detect magic, enlarge, hold portal, jump, message, Nystul's magic aura, push, *read magic, unseen servant, ventriloquism, *write Book 2: continual light, *darkness 15' radius, ESP, fools gold, forget, *irritation, *levitate, *mirror image, rope trick, Tasha's uncontrollable hideous laughter, *wizard lock Book 3: clairaudience, flame arrow, *hold person, *invisibility 10' radius, *lightning bolt, *protection From evil 10' radius, *tongues, water breathing Book 4: *dimension door, •extension I, *fire trap, *minor globe of invulnerability, *monster summoning II, wizard eye Book 5: contact other plane, •wall of force THE INTERDICTED PRISON OF ZUGGTMOY Note that the methods of arriving in this area are limited. Be sure you are familiar with all of these means, as well as the various statistics on Zuggtmoy (imprisoned and Freed) before allowing any character to enter this area. 339. HALL OF ELEMENTAL MAGIC This huge echoing hall is constructed of polished black stones, which give back odd reflections of your light. The most striking features here are the symbols set into the chamber floor. To the north is a triangle of dull ecru stone, outlined with some sort of gray metal; a throbbing radiance seems to spread in dun-colored pulses that wash over the area. To the east is a great 10 ' square of translucent stone, blue at the edges and shading to a deep green at the 90 center, bordered by a strip of pale green; the whole gives out undulating sheets of blue-green light. To the south is a circle of translucent crystal ringed by a silvery band; the whole sends forth slowly rising clouds of pale light, that spread and disappear. To the west is a long diamond shape with four points radiating from the sides of the lozenge. The whole is fashioned of translucent stone mottled red and amber, outlined in red gold. It sends up sudden tongues of brightness, planes of pale fiery light that vanish as quickly as they appear. All of these radiations gleam from the walls and floor of the hall. Any object in the center of the four symbols shows the four different illuminations, and the ghastly purple of their mix. If you look upward long enough, occasional glints of light can be seen from the vaulted ceiling, that peaks 60.' or more overhead. The 30 ' wide aisle to the west appears to be the only entrance to the place. Both evil and magic can be found here. The magic radiates from the floor symbols, the evil from everywhere. Any creature who steps into the area of an elemental symbol and stands there for 3 segments is transported to the corresponding Elemental Node: the Air Cavern (circle), the Earth Burrows (triangle), the Fire Pits (lozenge), or Water Maze (square). The only way to escape therefrom is to win through to another "gate" area or to possess the complete Orb of Golden Death, inset with all four proper gems. Zuggtmoy once used the symbols to visit the Elemental Nodes, and to send screaming sacrificial victims to their dooms in these places. Now, however, the demoness is pre· vented from entering this hall until all four of the sealed portals are broken. If this has been done, she will certainly come here to thank her liberators, in her own way. If Zuggtmoy is destroyed, the symbols lose their magic, and the Elemental Nodes themselves wink out of existence, destroying everything within them at that moment. 340. THE HALL OF DREAD This place is horrible and disgusting, loathsome and fearsome. The stonework seems leprous and mottled. Everywhere are sculpted fungous shapes of night0NGi IIAL ADVEIITV�S REiIICAR._IIA'fED • THE TEJhPLE 0F ELElhEilTAL EVIL

mare form and coloration. Each column rising to the roof above writhes and squirms with intertwined fungi. The walls drip with slimes and ooze revolting exudations. The bizarre reds, disgusting yellows, rotten grays and browns, nauseous greens, and hideous blues blend in a vertiginous swirl in the center of the northern part of the place, wherein squats a huge sprawling purple throne. This great chair is sculpted to display fungi and human forms, but those depicted are shown crying out in pain as fungi shoot up from their flesh, feed upon their dead and decomposing bodies, or grow rampant in their bony remains. Even the shape of the throne is abominable; its seat is broad and round with a concave surface and four hemi� spherical indentations, two in front, two behind. It has wide arm rests but no back whatsoever. It stands upon a four-tiered dais, the top and 2' high steps of which are carved in bas-relief to depict fungi, smut, slimes, molds, jellies, and other horrible growths devouring a compacted mass of living and dead humans. The demoness must have used this area to view captives and servants, the former going to whatever unspeakable fates awaited them, the latter exalting in the fact that no similar prospect awaited them, as long as they served Zuggtmoy well. Projections resembling blighted vegetation line the walls, and each gives off a dim but pervasive illumination. Passages and doors are in the east and south walls. Twin valves of bronze in the middle of the south wall accompany twins of gates found elsewhere in the dungeon, complete with bindings and silvery glowing runes. To the west, a 20' broad flight of serpentine steps leads down into a highdomed chamber, filled with dim but multi-hued light continually changing in color and intensity. The large bronze doors have, of course, a permanent antipathy spell upon them; all those failing any previous saving throw against this effect are unable to approach within ten feet of these doors. They are bound in the standard fashion-chained locked, sealed with soft iron, and bearin� the deeply cut sequence of warning runes. The secret door in the southwest corner cannot be opened from this area except by magical means. Zuggtmoy cannot enter this Audience Hall unless three gates have been sundered: the Grand Entrance (above ground, area 1), Earth Temple (area 145), and Octagonal Chamber (210). 341. PLACE OF EARTH AND GOLDEN CHAINS This 30 ' x 40' chamber is a strange composite of polished pink stone, golden chains, and a floor of loose earth. Deep black earth covers the entire floor, save for a four-foot-wide walkway which edges the room. The bright metal chains hang from the walls, affixed by rings to the walkway as well. The room is dark; the walls show neither cressets nor sconces. Six violet fungi spring up from the center of the earthen area. Each is seven feet tall with four branches of 4' length; they alJ move to attack any creature on or near the earthen area. As they do so, a forest of 50 small toadstool-like growths also spring up. These have mock "faces and eyes, which seem to follow their dangerous kin in their attempt to enrich the loam with human flesh. Whenever a fungus strikes a blow, a happy hooting sounds from the cavities pocking the caps of these monstrous spectators. If the violet fungi are all slain, the other fungi all puff forth small spore clouds to a 6 foot range, attacking as 3 Hit Die monsters; a victim hit is blinded for 1-4 rounds (no saving throw). Any blow or kick will destroy one of these lesser fungi, and a bright light (such as light or continual light spell) will shrivel them all in but a single round. Violet Fungi (6): AC 7, MV 1 N' HD 3, hp 24 each, #AT 4, D 0 + rot (save vs. poison or die); XP 231 each (x6) Hooting Fungi (50): automatically hit, MV 0, HD 1/s, hp 1 each, #AT 1, D blindness 1-4 rounds (6 foot range); XP 8 each (x50) If the earthen floor is searched, it is found to be 4 feet deep, damp, loose, and rich. Hidden in the exact center, under the dirt, is an ivory case (1,400 gp value) containing a wand of illumination (44 charges). 91 342. ROOM OF CROWNED SKULLS The plastered walls of this 30' x 20 ' room are decorated with many murals, depicting scenes in which humans, demihumans, and humanoids are being robed in finery of various sorts and given crowns of gold, adorned by devices of skulls. Above all are paintings of a goldeA-Skull wearing a silvery crown, in which are set gems of red, blue-green, crystal, and orange-brown. The floor is tiled in black and yellow squares each a foot across. The south wall shows scenes of elemental devastation, and under each · depiction is a chair. Save for cressets, the room is otherwise bare. 343. HALL OF MERRIMENT The plastered walls here show scenes of revelry and debauchery, involving coronated individuals similar to those in the previous chamber. Those rewarded in the antechamber were evidently taken here to be feted. Couches, cushions, and pillows surround small tables. The place is in disorder, as if those once here left hurriedly. Several stands are tipped over, as are chairs; stains on the carpets show where food and drink were spilled and never cleaned. Dishes, ewers, and drinking vessels lie in scattered profusion. All of the furnishings are of excellent workmanship and materials, but all are disgusting in what they depict. The walls have many cressets, and bronze candelabra and hanging lamps are in the corners. 344. ROOM OF DEMONS This plastered room is decorated with wall murals. All show demons of lesser sorts paying homage to humans of evil mien. Here are also scenes of killing and destruction, obviously showing the deeds which made such homage due. A plain armchair of black wood is centered against the east wall, opposite a 10 ' wide exit to the west. Many bronze cressets line the walls, but no other furniture is here. 0RiGiilAL ADVEn'fv�s REinCAR... IlA'fED • THE TEltJ:PLE 0F ELEltJ:EilTAL EVIL

345. HALL OF GLORY The walls of this 20' x 40' room are frescoed. Two suits of plate armor hang from each long wall, north and south; each is of black metal, enameled with strange glyphs in pigments of red, white, green, and brown, surrounding a golden skull. The armor is strangely fluted and spiked; the helmets are wrought to give the wearer a most frightening appearance. Each of the four suits of armor also bears a huge two-handed sword. These four suits of animated armor guard this room, attacking all those who enter. They are immune to all magic, but can be struck by any sort of weapon. They fight mindlessly, until destroyed, to prevent intruders from remaining in or passing through the chamber. They will not enter area 344, but will pursue intruders down the west passageway and all other rooms (areas 346-353) except 340. The golden skull inlaid on each suit of armor is actual gold, worth 50 gp. Four topaz gems are also inset in each suit (each gem worth 500 gp). Suits of Armor (4): AC 3, MV 6 *, HD 9, hp 45 each, #AT 1, D 1-10 (two-handed sword), SD immune to all magic, damaged only by blows (any weapons); XP 2140 each (x4) The frescoes show crowned and robed humans, attended by demons of minor sorts, and slaves bearing rich rewards parading in triumph before a horrible bloated figure upon a throne-like seat. The mottled fungous body-sphere of this creature is topped by a toadstool-like growth with a face upon it. The body has four elephantine legs, but no visible arms. Seated beside this abomination is an obese male demonic figure (a cambion, in all probability), also seated on a throne. 346. CHAMBER, 20' x 30' This plain room is unfurnished, save for a thick carpet on the floor and many empty wall sconces. Its walls are solid stone blocks, closely set and polished. The room has no occupants. This area was the guardroom where demons and the like stood watch when Zuggtmoy held council. 347. LAVISH CHAMBER This place is decorated in purples and reds: rugs, cushions, upholstered furniture, wall hangings, etc. A large divan, covered in plum silk worked with nauseating green and orange figures, dominates the north wall. Behind this couch is a tapestry depicting the spherical creature with the mushroom neck and head. Before the couch are several stools of cinnabar. All of the wood is inlaid with mother-of-pearl, showing demons, fungi, and worse. The wall cressets and sconces are of bright copper, either recently attended or magically kept polished. Before a throne, a gold bowl contains platinum pieces. The bowl is worth 235 gp. It contains 21 platinum coins, each marked with the face of the demoness, with an evil rune on the obverse. These are tokens, showing that the bearer has the special favor of Zuggtmoy. 348. PURPLE HALL The stones here are of a deep purple color, and all furnishings are of a similar hue: a mauve carpet, lilac and puce wall hangings, even a long table with 12 chairs and a larger one at its head are lacquered violet. Bronze candelabra are on the table, and bronze wall sconces are placed at regular intervals. This place was probably a council chamber. The south wall bears a large map of the Flanaess, with the Temple at its center. It shows the conquests of the Temple shaded in purple, along with dots of purple, black, red, green, white, and brown. Some cryptic marks are by each dot, shown by most cities and towns. If read magic is used to examine the map, its writings reveal the identities of individuals in many nations. Each is a secret agent of Chaotic Evil, serving Zuggtmoy, Iuz, and some aspect of Elemental Evil. If this map is taken to the Archcleric of Veluna at Mitrik, he will pay a 10,000 gp reward for the information, and those responsible earn the high favor of Veluna. Continue if the door to the east is opened: The walls of the small room to the east 92 bear an assortment of weapons: longbow, quiver of a score of arrows, sword, spear, and sheaf of four javelins. All of the weapons except the bow are silvered; the arrowheads are solid silver. The secret door can only be triggered by inserting an arrowhead into a small opening. 349. PLEASURE CHAMBER This spacious chamber is filled with opulent furnishings: carpets of rich golden hue, nine plush purple chairs, five green velvet divans, ten cushions of gray watered silk, eight satin ones of deep orange, and six ottomans of shining black leather. Wall murals and tapestries show scenes of debauchery amidst a forest of fungi upon beds of mold and like places. A throne-like golden seat stands in the room's center. One tapestry shows the round-bodied, elephant-legged, fungi-headed bulbous thing seated on the throne chair, amidst a revelry of fungoid forms. All of the furnishings in this death trap are creatures. The carpet is yellow mold; the chairs, violet fungi; the couches, green slime; the ottomans, black puddings; ten pillows are gray oozes, and eight are ochre jellies. Walking on the carpet automatically causes the mold to send forth its poisonous spore clouds, and the touch of warmblooded flesh causes any piece of furniture to change to its true form. Zuggtmoy can, of course, relax here and enjoy herself. The throne weighs 400 pounds and is worth 50,000 gp intact. It is so wide, however, that it will not fit into a portable hole or bag of holding. If smashed, the bullion value is only 3,800 gp. Yellow Molds (15 patches, each 10' square): AC 9, hp 5 (per patch) MV 0, #AT l, D 1- 8, SA cloud 10' cube (inflicts damage and requires saving throw vs. poison or die), SD affected only by fire (destroys) and light (causes dormancy for 2-12 turns); XP 100 each (x15) Violet Fungi (9 chairs): AC 7, MV 1 *, HD 3, hp 24 each, #AT 4, D rot (save vs. poison or die); XP 199 each (x9) Green Slimes (5 couches): AC 9, MV 0, HD 2, hp 16 each, #AT 1 (if touched), D tum to slime in 1-4 rounds, SA eats wood slowly, metal quickly (plate armor in 3 rounds), 0RJGi IIAL ADVEIITV�S REi IICAR..IIATED • THE TEJh PLE 0F ELEJhEllTAL EVIL

SD affected only by cold, fire, or cure disease; XP 642 each (xS) Gray Oozes (10 pillows): AC 8, MV 1 •, HD 3 + 3, hp 10 each, #AT l, D 2-16, SA corrodes metal as pudding, SD immune to heat, cold, most 1st Iv!. spells (affected only by blows and lightning), Psi Nil; XP 250 each (xlO) Ochre Jellies (8 pillows): AC 8, MV 3 •, HD 6, hp 15 each, #AT 1, D 3-12, SA flow through small spaces, dissolve flesh, SD lightning divides in half; XP 240 each (x8) Black Puddings (6 ottomans): AC 6, MV 6 ", HD 10, hp 25 each, #AT 1, D 3-24, SA dissolves wood (1 round), metal (chain in 1 round, plate in 2 rounds, + 1 round per magical "plus"), SD blows or lightning divides in half, immune to cold (damaged only by fire and some spells); XP 1700 each (x6) 350. HALL OF SCULPTURE This place is filled with cabinets, lined with shelves, and even the walls have many alcoves and niches. All bear sculptures of ceramic, bone, stone, shell, and other material. These figures depict mushrooms of all sorts-toadstool, fungus, blight, etc. -in all colors, sizes, and shapes. Some dozen or so larger sculptures are made of ivory, inlaid with translucent materials, and stand on the floor, apparently for use as stools by those who wish to rest while viewing the gallery's offerings. The thirteen stools are shriekers, enchanted to appear inanimate. If touched, a stool changes to its actual form and wails loudly; this brings Zuggtmoy if she is able to enter the room, or else alerts her as to the intruders' location. Shriekers (13 stools): AC 7, MV 1 •, HD 3, hp 20 each, #AT 0, SD noise; XP 95 each (x13) If 10 man-turns are spent examining the various sculptures, eight valuable ones are found (worth 200-800 gp each). Four others radiate magic but have no other apparent worth; if thrown down, each changes (permanently) into a normal shrieker. 351. EARTH-FLOORED ROOM This place is fashioned of polished brown stone. The ceiling. overhead is U feet high. No cressets are here, nor any other place to put torch or candle. The floor is dirt from wall to wall-a rich dark soil, loosely compacted. The room is otherwise empty. The soil, 6 feet deep, can be thoroughly examined in 30 man-turns, but no treasure is here. This room is where Zuggtmoy once came to sleep, her stem-legs planted in the loam. 352. EAST HALL The polished steps descend some 20 feet into a hall which broadens to a 40 ' width. The floor here is serpentine and porphyry. The walls are of black marble, veined with green and purple. Runes of glowing gray and inky black mark the walls, with glyphs that seem to run and shift into other forms when not viewed directly. Weird light comes from silvercupped bronze and copper cressets, spaced at 5' intervals on the walls. Strange flames leap from them, in all the colors of the rainbow-first one hue, then another. The arched ceiling 30' above is apparently sheathed with gleaming silver, reflecting light to the polished walls and floor. Three large pedestals stand 20 feet to the west. Each is 12 feet tall and about 30 inches in diameter, topped with a metal skull seemingly cast as part of the pillar. Each likewise bears strange signs and sigils that shift and change to be unreadable. The south pillar is electrum; the center, gold; the northern, platinum. The electrum pillar can be estimated (if of solid metal) as being worth 50,000 gp. The gold pillar is worth about 100,000 gp; the platinum, 500,000 gp. 353. GREAT HALL Some 30 feet beyond the odd pillars, the hall broadens to 60 feet width. A huge dais of translucent alabaster commands the west end of the place. Before this stepped platform is a magical device, set in the floor-a hexagon whose two inter93 locking equilateral triangles and the circle that rings them, seem to be made of molten electrum. Tips protruding from the sides of the central hexagon glow different colors; clockwise from the north being red, orange, yellow, green, blue, and indigo. The center of the device pulses a pure purple light. If all four of the sealed bronze gates have been broken, this device will take any and all who step within its purple center to Zug- · gtmoy's own Abyssal Plane. If not, then nothing happens if it is entered. The dais is marked "N on the map. Atop it is a huge throne of silver, set with 666 precious gems-300 of base value 50 gp; 200 of base value 100 gp; 100 of base value 500 gp; 33 of base value 1,000 gp; and 33 of base value 5,000 gp. Included is every type of precious stone known to man. Each stone is attuned to a demon: a Type I to each of the least value; Type II to those of 100 gp; Type III to those of 500 gp; Type IV to those of 1,000 gp; and babau demons to those of 5,000 gp. Possessors gain demonic attention at a time they least desire it; an exorcise spell can be used to cleanse 20-120 (2d6x10) gems. If all the gems are pried from the throne, Zuggtmoy is freed to return to her home plane (as if all the bronze gates had been sundered), but is imprisoned there for . 66 years, after which she may come forth with all her normal powers. Atop the dais to the west is a huge throne of silver, adorned with hundreds of precious gems. These are set to form leering demon faces, skulls, fungi, and like patterns; they are of all colors, sizes, and shapes. Behind this seat is a huge tapestry of deep purple, worked in red, green, ochre, and white to show various fungi. You find it difficult to see details of the throne or the tapestry behind, for the west end of the room is dim and shrouded in a black mist. As you approach, you see a small, fat old crone seated on the throne, almost lost in the huge seat. She cringes and shrieks when you approach, crying out "You won't get my treasure!'' With that, she fumbles with the arm of the chair, and her voice suddenly booms out "You may take my pillar of electrum. Begone!" If intruders attempt to move the pillar, it 0RJGiilAL A.DVEilTVIQ:S REi ilCARJIATED • THE TElhPLE 0F ELElb:EllTA.L EVI L

rises easily (as if a mere staff), and can be carried by a single person. However, if it comes within 60 feet of the bronze gates in area 340, the pillar suddenly leaps from the grasp, smashes the gates, and crumbles to dust! If this occurs or if the offer is not accepted, the hag (Zuggtmoy) offers the gold column next. Whether refused or accepted, the platinum pillar is offered last. The first (electrum) pillar is enchanted only to break the gates in room 340, and crumbles to dust after doing so (worth nothing). The gold pillar breaks those doors and continues upwards, passes corridor areas 227 and 9, enters the octagonal room (210), and sunders the gates therein, crumbling at that time. The platinum pillar can, if used alone, sunder both gates as the gold, and the gates of area 145 as well. If the three pillars are each accepted and then used to sunder gates, the first breaks only the lowest gate, the gold breaks only the gate in area 210, and the last breaks not only that in area 145 but continues unabated to crush the portal at the Grand Entrance (area 1). Thus, only if all three offers are accepted can the pillars free Zuggtmoy completely. If all three offers are rejected, continue with the following. The crone desperately fumbles with the arms of the throne once again. First an olive ray springs forth, eating a small hole in the floor; then one of maroon hue appears, disintegrating some of the metal sheathing in the ceiling. A prismatic sphere of odd colors then springs up, as even more rays of green and red shoot forth. These beams bounce around inside the sphere, causing swirls of radiance and sparks. Hideous shrieks come from the figure bathed in the rays-and the hapless crone is blasted, and turns into a fine gray ash! This is an illusion, of course. The crone, Zuggtmoy, has slipped invisibly behind the tapestry to see what the intruders will do. Part of the magic which binds the place involves greed. When and if Zuggtmoy is freed (whether by the taking of the pillars, which is still possible at this time, or by the prying of gems from the throne), she can take all the treasures from this place (including those secreted in the niche in area B) to her own plane, which she will certainly do if remaining in the Temple seems dangerous. If any character tries to explore behind the curtained alcove to the west where Zuggtmoy hides, she sends out a wave of fear; each victim within 15 feet must make a saving throw vs. spells or shrink back. She hopes to encourage intruders to take the throne's gems. If the party leaves before prying them loose, she assumes her normal form and moves to attack physically. Zuggtmoy (still fully bound): AC 0 (body) or -2 (head), MV 6" (walls or ceilings), 12 • (if in crone form), 15 • (normal form), HD 49, hp 222, #AT 2 + 2 or 2, D 2-8 each or 2-12 each, SA at will-fear 15' radius, improved invisibility, programmed illusion, silence 15' radius, crushing damage or stun (see below), SD regenerates 1 hp per round (2 hp per round if standing in loose soil); XP 28,770 (if still fully bound) Zuggtmoy may use either of two strategic ploys in hand-to-hand combat. The first is engaging with four pseudopods a maximum of two against a single opponent. A single hit inflicts 2-8 points of damage, but if two succeed in the same round, each inflicts an additional 5-8 points of crushing damage (for a total for both hits, of 14-32 points, or 6d4 + 8). She may instead choose to trample one opponent if that individual is prone or under 4 feet in height. Trampling consists of two attacks, each inflicting 2-12 points; if both hit, the victim is stunned for 1-4 rounds. If one or more gates are sundered, Zuggtmoy gains additional powers (usable at will, to a maximum of one per round), as follows. Effects are cumulative, of course. No gates broken: as above; XP 28,770 One gate broken: continual darkness, pollute food & drink; revised XP 31,370 Two gates broken: detect good, detect magic, levitate, read languages, read magic, tongues; revised XP 33,970 Three gates broken: polymorph self, telekinesis (up to 10,000 gp), gate (as normal; see description of gates), and limited wish once per day; revised XP 36,970 Four gates broken: All other powers (see description of gates); full XP 45,170 If the lowest gate (340) is sundered, Zuggtmoy is no longer imprisoned in area 353 (A and B), but is freed to roam the entire north dungeon (areas 339-353). If the gates at the top of the stairs (area 210) are also broken, she is free to roam dungeon levels two and three. If the upper gate (area 145) is 94 opened, she is free to roam dungeon levels one and four as well; and if the outer gate (area 1) is also broken, Zuggtmoy is completely freed. If characters do manage to slay Zuggtmoy, remember that the four elemental symbols in area 339 vanish, and the Elemental Nodes collapse as well. Characters may then investigate the corridorakove west of the Great Hall. If Zuggtmoy surrenders to save her life, she will get out her treasures and exchange them for safety. Beyond the tapestry behind the throne is a corridor 80' long and 10' wide. It is unlit and has no furnishings. A recess in the west wall forms a shelf about two feet deep and ten feet long, the niche being about four feet tall. On the shelf are only four dusty stones. If all four stones are moved simultaneously, the rear wall of the niche slides upward to reveal the treasures. However, if the stones are moved singly or in some combination other than all at once, the following effects occur (keyed per stone): 1. Blade scythes downwards, cutting off any body part thrust over the shelf (no saving throw) 2. Poisoned darts shoot outward 15 feet; before the shelf area is hit by 1-4 darts, each inflicting 1-4 points of damage and requiring a saving throw vs. poison to avoid death in 1-4 rounds. 3. Nothing happens for 1 round; then a lightning bolt streaks the length of the corridor, for 60 points of damage (save vs. spells for half damage) 4. A jet of green slime erupts from the back of the shelf area, spraying an area 20' long; each victim in the area must make a saving throw vs. poison or be covered. In the secret niche are the following items: wand of fire (72 charges), rod of smiting (41 charges), ring of feather falling, Daern's Instant Fortress, a scroll case containing a scroll of five magic-user spells (monster summoning I, death spell, repulsion, maze, symbol of discorcl), and a box containing eight potions (animal control, dimbing, flying, healing, invulnerability, philter of persuasiveness, polymorph self, super-heroism). (The first potion affects mammals, marsupials, and avians.) 0RjGiilAL ADVEil'fV�S REi ilCARJIA'fED • THE TETu:PLE 0F ELETu:EllTAL EVIL

DUNGEON LEVEL FOUR The Great Temple of area 419 is the central command headquarters of all current operations of the Temple of Elemental Evil. Recruiting drives, raids, temporary and long-term plans - all are the products of the leaders herein. The masterminds of the Greater Temple maintain some degree of contact with Zuggtmoy herself by way of a special magical area deep within the compound (area 435). Iuz, however, is seen in person on occasion, as he visits here to gather information and to offer advice. The Temple personnel are respectful of both Iuz and Zuggtmoy in a practical sense rather than one of awe, seeing the Two as great leaders and commanders rather than dwelling on their true aspects of demoness and demigod. It is only by Iuz' influence and occasional instructions that the humans herein keep some small measure of order amongst their unpredictable minions. Zuggtmoy's current location is not known to any of the Temple personnel, nor to Iuz. They are all aware of her imprisoned state, but do not know where that prison may be. Iuz suspects the true location (dungeon areas 340-353), but has been unable to penetrate it, nor have his followers. But none have pressed the matter with great diligence, for several reasons. Iuz is satisfied with matters as they stand, at least for the moment; he is doing a few things with which Zuggtmoy's presence might have interfered. Zuggtmoy is known to be alive and well, as gleaned from her communications with those in the Greater Temple, so nothing is to fear from that quarter. And finally, a being more powerful than Iuz - the lesser god St. Cuthbert Himself - has been involved from the beginning, and it seems best to postpdne the inevitable confrontation with that august personage for a time. Thus, Zuggtmoy's prison will not be · sundered by the efforts of her allies and followers. Zuggtmoy's splendid Greater Temple and Iuz' chamber north of it (area 433) are important features of the dungeon level, but others are even more critical. Eight long corridors stretch from the sides of the Temple, each a color corresponding to one of the four elements. These corridors lead to permanent magical gates, each marked by a corresponding shape already seen in the upper dungeon levels - a circle for air, triangle for earth, square for water, and the eight-pointed fire symbol. Two gates exist for each such symbol, however. One of each pair leads directly to the corresponding Elemental Plane; the other leads to a nearby partial plane, called a Node. The Nodes are detailed in section 4 of this adventure. The elemental nodes form the basis for the whole evil operation. They are as cauldrons, used to mix evil and elemental forces in an unholy recipe concocted by Zuggtmoy and Iuz over a decade ago. Within the nodes are special creatures, to be used as future troops and specialists. The nodes and the Orb of Golden Death (see Appendix 0) were created together, and are directly and magically linked. The powers of this artifact come from the nodes; if the Orb is destroyed, the nodes are likewise (and vice versa, though destroying a plane of existence is a far greater task). CHARACTER ACTIONS This dungeon level is a dangerous place even for higher level characters. Cautious PCs will explore quietly and carefully, and should quickly realize the dangers herein. If they take appropriate measures, such as disguise (preferably magical, polymorphing being quite convenient), they might be able to infiltrate, misdirect, encourage chaos, and generally turn the place into a shambles without suffering too much damage. On the other hand, direct frontal attack is nearly suicidal. If necessary, an overzealous party might be surprised, captured, and simply ejected as soon as they reach the intersection between areas 402 and 409. If the party has been ravaging the upper dungeon levels, those herein will be on alert status (see Troops & Sentries below), maintaining exact guard positions and ready for trouble. If characters have allowed any victims or witnesses to escape, a fairly good description of them will have reached this area, and retribution will be as swift and cruel as possible. On the other hand, if PCs have carefully explored the dungeons in such a way as to slay few and escape with maximum gains, they will probably not have this reputation. The forces of the Greater Temple may be relatively unprepared, and if the PCs are taken, they might be thrown to the Nodes rather than exterminated. If player characters venture into the nodes on their own accord, without first obtaining the Orb from its current custodians (see area 338), they may suffer further 95 defeat and even entrapment therein. If they have not received the special poem-due (described at the introductory notes to Dungeon Level One), review that information and select a method for introducing it. If players ignore the fairly explicit instructions in the poem, or do not leave the dungeon setting for respite, they will probably blunder into the nodes unprepared. Do what you can to channel them back to the dungeon (by means as detailed in the preface to the nodes), so they may obtain another chance at complete success. IUZ AND ST. CUTHBERT PC or NPC actions herein may result in the appearance of the demigod luz, the lesser god St. Cuthbert, or both. Should Iuz be attracted or summoned (either by the direct actions of local residents or by PC errors), Cuthbert will probably (90% chance) arrive as well in 2-9 segments; if not, the PCs are surely doomed. Cuthbert will not appear unless luz does so first. Zuggtmoy's freedom or lack of it does not affect Cuthbert's actions in any case. If St. Cuthbert does appear, he and Iuz will vanish together in a puff of smoke and thunderclap, as they will not discuss or settle their differences in the presence of their followers or other mortals. Before their departure, however, Iuz will first restore his troops with a gesture, and his ancient enemy will do the same immediately thereafter. This has the effect of animating all slain evil troops wearing the symbol of luz (i.e. the Temple guards), restoring them somewhat as monster zombies. Leaders wearing the golden skull are also revived, but as if raise dead and heal were applied. Slain .PCs are similarly revived by St. Cuthbert, being raised and healed either to 20% of normal hit points or, if the PC is a follower of the deity, with a full heal (curing all but 1-4 hp). TROOPS AND SENTRIES The troops of the Temple include the rankand-file bugbears and ogres, led by hill giants and ettins, all commanded by human clerics and magic-users. The troops are used for nearly any sort of task anywhere in or near the Temple and its dungeons, being a powerful strike force capable of wellcoordinated attacks under their human strategists. The Temple guards, who stay 0IUGiITAL ADVEITTV�S REiITCA1'.IlATED • THE TEJb:PLE 0F ELEJb:EITTAL EVI L

here at all times, are a horde of gargoyles and trolls, offering either aerial or ground attacks (or both) against intruders, and having good resistance and stamina. Guards are often supplemented or reinforced by troops. Nearly all of the Temple's regular forces wear distinctive garb, even though armor or clothing may not be typical of the race. Only the gargoyles wear none. For ceremonial occasions, the entire force is attired suitably, in a color matching one of the four elemental forces. However, more protective garb is the rule at most times. Armor is either black leather or blacking on metal, with similar shield if one is used. Both shield and armor are decorated, the latter typically high on the back. The designs employed vary by troop rank. Regular troops (bugbears and ogres) wear Zuggtmoy's Eye of Fire, the symbol first encountered in the ruins by Hommlet. The guards (trolls, giants, and ettins) and the bugbear and ogre chieftains wear the ensign of luz - the grinning red horned skull so common to the guards on Dungeon Level Two. The clerics and magic-users wear the emblem of the Orb of Golden Death, a golden skull without a lower jaw but with a jeweled crown. The positions of the residents will depend on the relative status of the area. If PCs have recently been raiding the upper dungeon levels heavily (i.e. if half or more of the monsters therein have been slain), the Greater Temple will be on special alert for intruders. A lighter guard schedule is used otherwise. The resulting positions are as follows for the hours of 8 AM to midnight. Cut all numbers in half at other times, using one guard to watch a pair of adjacent corridors (420 + 423, 426 + 429) from a position just inside the Temple proper. Human leaders usually keep position behind the main altar (419 A) during alerts, but may be anywhere at other times. A preferred tactic is to haste most or all of the ogres massed in the Temple while intruders are delayed on the stairs. If the invaders turn off into a barracks area, troops will be quickly moved into position to cut off possible escape. Troop and Guard Positions Area Normal Alert 401 Empty 2 trolls 402 2 trolls 2 trolls 409 2 trolls 2 trolls 410 1 troll Empty 416 418 419 420(x2) 421 422 423(x2) 424 425 426(x2) 427 428 429(x2) 430(x2) 1 troll Empty Empty 2 trolls 2 trolls + 12 ogres + 2-8 gargoyles 12 gargoyles Empty 1 hill giant 1 hill giant 2 bugbears 1 hill giant 2 bugbears Empty 1 ettin 1 ettin 2 bugbears 1 ettin 2 bugbears Empty 1 ettin 1 ettin 2 bugbears 1 ettin 2 bugbears Empty 1 hill giant 1 hill giant 2 bugbears Thus, when not on alert, the bugbears and ogres are generally moving about - patrolling, cleaning, and/or repairing areas of Dungeon Levels Three and Four. TACTICAL NOTES At times other than alerts, the residents wander a bit from their stations, and may be found up to 50 feet away at any time. They may move to engage intruders if such seems appropriate, but will sound an alarm while doing so. When an alarm is thus called, the others will eventually come to take their assigned positions, but this may require as much as 11-20 rounds of preparation and movement. If fighting starts during alert status, those stationed at specific points do not move from those places to engage intruders unless specifically ordered to do so. They contribute missile fire to melees in the Greater Temple whenever possible, but will keep their posts and fight to the death. The gargoyles (who actually live in the Temple itself) rove the place in groups of 3- 6, but return to and defend the Temple during alerts, meetings, and so forth. Their primary purpose during an alert is to stop all flying intruders. Their secondary task is to enter melees by swooping from the air, as they might thereby gain surprise against opponents already engaged (1-3 on ld6). During alerts, ettins and giants stand in corridors about 10-15 feet from the Greater Temple area, weapons at ready. They contribute to melees in the Temple with thrown boulders, avoiding their comrades if possible (but often not entirely). Note that three of the ettins have been instructed by the giants in rock-throwing, and have a similar capacity for hurling such, at the faster rate 96 of two per round (ranges 3 "/6 "/12 ", D 2- 16) but with a -4 "to hit" penalty due to minimal proficiency. The bugbears by the gates stay out of lineof-sight from the bulk of the corridor, around a corner if possible, with weapons at ready. Note their surprise ability, and the fact that this could give them several surprise segments of missile fire. RANDOM ENCOUNTERS Roll ldlOO once per turn, and refer to the table below. Deduct those slain from other encounter areas if noted. ldlOO Result 01-02 One black pudding, scavenging 03 Smigmal and Falrinth (with Kriitch, a quasit familiar), heading down from their rooms (areas 336-337) to see Supreme Commander Hedrack (area 417) about some trouble caused by the player characters. (If either of the two has been slain, the other appears alone; if the PCs have killed or chased off both, No Encounter.) 04-05 1 Ettin, checking on guards 06-07 1-2 Trolls, patrolling 08-10 3-6 Gargoyles, patrolling 11-12 1-2 Hill giants, checking on guards 13-16 1-4 ogres and 2-5 bugbears, heading back to area 405 to get a between meal snack. They are 50% likely to panic and run if challenged, since they should be on guard duty somewhere. 17 Zuggtmoy alone (if able to wander this area; otherwise No Encounter) 18 Zuggtmoy with one of the above groups (roll again, using 2d8 if able to wander this area; otherwise No Encounter) 19-00 No Encounter Details Black pudding: AC 6, MV 6 ", HD 10, hp 55, #AT l, D 3-24, SA dissolves wood & metal, SD affected only by fire, AL N, SZ L (7' across); XP 1350 + 14/hp Ettin: AC 3, MV 12", HD 10, #AT 2, D 2- 16/3-18, SA throw rocks (#AT 2, ranges 3 "/6"/12 ", D 2-16 each), SD surprised only on a 1, AL CE, SZ L (13 ' + ); XP 2400 + 14/hp 0 R.iGiIIAL ADVEIITV�S REiIICA RJIATED • THE TEJhPLE 0F E LEJhEllTAL EVI L

l I Smigmal Redhand: AC 4 (leather + 1 & shield + 2), MV 12 ", Level 7/7 Fighter/ Assassin, hp 41, XP 4924 S 17 I 15 W 7 D 16 Co 17 Ch 14 #AT 3/2, D 3-8, SA poison on sword (insinuative type B, + 3 bonus to saving throw, Dmg 25 in 2 rounds), SD ring of spell storing/invisibility; Thief Abilities: PP 45, OL 52, F/RT 45, MS 40, HS 31, HN 25, CW 95, RL 15 Falrinth: AC 3 (bracers of defense), MV 12", Level 8 (Level 9 with familiar), hp 27, #AT 1, D 2-5, SA spells, SD regenerate 1 hp per round, MR 25%; XP 4024 S 10 I 17 W 10 D 17 Co 15 Ch 12 (See Dungeon Level 3 for Falrinth's usual memorized spells. Modify them accordingly if PC raids have caused alerts.) Kriitch (quasit familiar): AC 2, MV 15", HD 3, hp 16, #AT 3, D 1-2/1-2/1-4, SA claw poison (save or lose 1 point Dexterity for 2-12 rounds), fear blast once per day (30'. radius), SD 25% MR, regenerate 1 hp/round, hit only by iron or magic weapons, immune to cold, fire, and lightning; XP 373 Gargoyle: AC 5, MV 9 "/15 ", HD 4 + 4, #AT 4, D 1-3/1-3/1-6/1-4, SA + 1 bonus "to hit" and damage when first swooping to attack, SD hit only by + 1 or better magic weapons, AL CE, SZ M; XP 165 + 5/hp Hill giant: AC 4, MV 12 ", HD 8 + 2, #AT 1, D 2-16, SA boulders (D 2-16, indoor ranges 3" /6 " 112 •); AL CE, SZ L (10' + ), XP 1400 + 12/hp Ogre: AC 3, MV 9 ", HD 4+1, #AT 1, D 1- 10 or by weapon + 3, AL CE, SZ L (9 ' + ); XP 90 + 5/hp Troll: AC 4, MV 12 •, HD 6 + 6, #AT 3, D 5- 8/5-8/2-12, SD regenerates (3 hp per round starting 3 rounds after being damaged), AL CE, SZ L (9'); XP 525 + 8/hp ROOM KEY 401. PROMENADE This area is normally empty, but is guarded by a pair of trolls (from area 402) during alerts. If present, they stand by the south wall between the stairways, hoping to surprise intruders. The descending stairways empty onto a large landing. From there, a passage 20 feet wide and 30 feet tall slopes slightly downwards to the north, leading to more stairs, an intersection, more stairs, and more corridor. The walls of the landing are covered with mosaic murals depicting a nauseating scene of frolicking demons, vile goops and molds, and giant humanoids, all capering about amidst a field of their fallen, tom, and tortured victims. This stair seems often used, with fresh and old footprints of large humanoids all about. Small scraps of food and bits of bone lie in the dusty comers of the stairs' risers. In one comer is a small piece of torn parchment, easily found if characters examine the area. Upon it is a faded drawing, its details only discernible when held up to a light source. It is a crude depiction of a crowned skull, with four lines (each about twice the length of the skull's height) emanating from the crown, and a circle at the outer end of each line. 402. EAST WING In this area live four trolls, sentries for the troops of the Great Temple (who lair in areas 405-408) and personal guardians of their commanders (tose in areas 403 and 404). Two will be here at all times, and all are present at night. The trolls' bedding is piled in the northeast comer of the area, along with 4 small chests. The trolls drag out their bedding at sleeping times, and keep all their valuables in their locked chests; each has a key. Inside each chest are lO cp, 19 sp, 16 ep, 15 gp, and 1-4 gems of pure black tourmaline (worth 500 gp each). One troll also has a figurine, an ebony Ely - which is cursed to become a Chasme (minor demon; see MM2 page 38) after the seventh round of its seventh use. The east wall is covered by a huge tapestry which depicts a great battle, apparently between the forces of Good and Evil. Therein, shining humans and winged humanoids are being blasted to the ground by magical rays issuing forth from the eyes of a gigantic, rotund, wrinkled face. The tapestry conceals a normal-sized but stoutly reinforced iron-bound door (to area 403). The trolls have no keys. A corridor about 10 feet wide and 15 feet high slants off to the southeast. 97 Trolls (4): AC 4, MV 12 ", HD 6 + 6, hp 42, 38, 35, 30, #AT 3, D 5-8/5-8/2-12, SD regenerates (3 hp per round starting 3 rounds after being damaged); AL CE, SZ L (9 ' ), XP 861, 829, 805, 765 (525 + 8/hp) 403. STUDY This quiet room is the abode of Barkinar and Deggum, the commanders of the Temple Troops and Guards (respectively). They are usually elsewhere except at night. Two normal beds stand along the north and south walls, nestled tightly into the western corners. Beside each is a wardrobe and a small table, the latter bearing a crystal ewer and cup (each set worth 250 gp). The east wall of the room is dominated by a great brick fireplace with marble mantle, upon which are various knicknacks collected by the two clerics -shrunken human heads, religious paraphernalia, carved figurines, and other interesting items, with a total value of 3,500 gp (averaging 350 gp per item). Decorative tapestries flank the fireplace on the east wall. The southern conceals an open doorway leading to a neat closet, in which the clothing of the two clerics is kept hanging to either side. A full-length mirror is mounted cin the east closet wall. Four pieces of gold jewelry (each worth 1,000 gp) lie on a small shelf attached to the mirror's left edge. Another identical but empty shelf is at the right edge; if twisted clockwise, it opens the secret door entrance to a corridor to the mages' room (404). Barkinar worked his way up through the ranks over the last six years. He came to the Temple ruins to scavenge treasure, and stayed to serve and earn even greater wealth. Once a lowly cleric of the Earth Temple, he became its leader through a series of treacherous and bloody maneuvers. Knowing talent when he saw it, · Supreme Commander Hedrack brought the mature and experienced Barkinar to the lower levels of the dungeons. Barkinar expects, but does not covet, Hedrack's exalted position. He bides his time, working earnestly for the good of Zuggtmoy and the Temple in any way demanded. He is patient, cruel, scheming, and utterly evil - a perfect officer for this milieu. Deggum is a half-elf, a renegade and runaway from his people in Welkwood. Drawn by rumors of the resurrection of evil might, 0NGiilAL ADVEilTVIQ;S REi ilCARJIATED • THE TEJh: PLE 0F ELEJh:EllTAL EVI L

and by the promises of Lareth (from the Hommlet moathouse ruin) and others like him, Deggum has found success and a fast rise in power through his Temple position. He is personally tutored by Hedrack and Senshock both, and is seen as a great future leader. He carries his spellbook in a pack at all times, and studies his craft in his spare moments. The book contains most of the same first and second level spells as those of his tutur, Senshock. Each cleric carries a black scarab inscribed with the letters TZGY, which is used to control the curtain behind the main altar (419 A). Barkinar owns potions of extra healing and speed, and Deggum owns potions of healing and growth. They will use them as needed to combat invaders. Barkinar: AC -1 (plate + 1, shield + 2), MV 12 *, Level 7 Cleric, hp 60, #AT l, D by weapon (staff of striking) or spell, SA wears boots of levitation, SD spells; XP 1680 S 11 I 16 W 17 D 10 Co 16 Ch 8 Spells memorized: First level: command, cure light wounds (x2), remove fear, sanctuary Second level: hold person (x2), resist fire, silence 15' radius, slow poison Third level: dispel magic, prayer, bestow curse Fourth level: cure serious wounds Deggum: AC 2 (chain & shield), MV 12 *, Level 5/ 4 Cleric/Magic-User, hp 21, #AT 1, D by weapon or spell, SA spells, SD ring of fire resistance; XP 1118 S 12 I 15 W 18 D 7 Co 10 Ch 11 Cleric spells memorized: First level: bless, cure light wounds, detect magic, sanctuary (x2) Second level: augury, chant, hold person, poison, spiritual hammer Third level: continual darkness, animate dead Magic-user spells memorized: First level: magic missile (x3) Second level: invisibility (x2) 404. ROOM, 20' x 30' The door to this room is wizard locked at 9th level of magic use. This is the secluded lair of Senshock, Lord Wizard of the Greater Temple. He may (40% chance) be here at any time during daylight hours, working on his own projects, or is otherwise busily conferring with clerics, instructing giants, or performing some other administrative task. He always carries his black scarab inscribed with the letters TZGY, for controlling the curtain behind the altar (area 419 A). The room is well-appointed, with tapestries on the walls and furnishings made of ebony and rosewood. The bed stands in the southeast corner, adjacent to a small fireplace in the east wall. A wardrobe stands at the foot of the bed between it and the door. The north wall is filled by a long workbench, with beakers bubbling over small flames, bottles and boxes of various rare substances, and other laboratory paraphernalia. On the west wall is an oaken shelf unit, upon which are three large and heavily bound books, a group of twelve pieces of assorted jewelry all bearing a black skull motif, three wooden eggs, and two platinum medallions with like chains. Each of the three books on the shelf is a trap, of course, and all of the same type. The books are made of heavy wood, painstakingly painted to look real. A book sticks to anyone who touches it, due to a powerful curse (no saving throw). It remains so until a remove curse is applied by a 9th or higher level caster. The jewelry collection is worth 25,000 gp for all, each piece being studded with diamond chips and onyx; the average value of individual pieces is 1,500 gp if the set is sp Ii t. The wooden eggs appear to be nothing more than nicely crafted puzzles in which the pieces are cleverly interlocked, worth 750 gp for the set due to the fine inlay work. In the center of each egg, however, is a crystal miniature of the unholy symbol used hereabouts; each figure is worth 1,000 gp, but should be destroyed by Good characters. The platinum medallions and chains also bear unholy symbols, but need only be melted down to be properly spoiled, then worth 200 gp for the metal (or 150 gp each for the original medallions). The wardrobe is stoutly made, and has five secret compartments disguised as parts of the ornamental inlay design. A separate check for secret doors is required for each compartment. Each space is a two-inch cube, and the contents are as follows: 1 Six black sapphires, each worth 5,000 gp. 2 One carnelian (worth SO gp) bearing a fire trap (D 10-14). 3 One crumpled black handkerchief, soiled 98 and sticky from use. This portable hole contains Senshock's spell books (see below), a cloak of poisonousness, one large flask of oil bearing a fire trap (D 1(). 14 plus 4-24 from the exploding oil), and 29 potion vials held in six wooden racks. The potions include one of nearly every type listed in the DMG, except for ani· mal, dragon, and human control, delusion, and both oils. Those of giant strength and control are of the hill giant type, of course, those being most accessi· hie for materials. 4 Four jeweled (but non-magical) bracers, each pair worth 2,000-8,000 gp. 5 A tiny pocket mirror of life trapping, which causes the first person looking into it to save vs. spells or be ensnared (as the larger version). If it catches a victim, it simultaneously releases its current occupant (a purple worm, hp 88), as it has only one extra-dimensional space. The exchange will be so rapid, however, as to produce the impression that the victim was polymorphed into the worm .... On the workbench are various hairs, liq· uids, and other items obtained from a variety of monsters (but no dragons), along with powdered gems, quicksilver, and other components. The whole is worth 20,000 gp, plus another 500 gp for exotic glassware and utensils. The lot may be gathered and packed for travel at the rate of 1,000 gp worth per turn per person, assuming proper sacks and padding are available. Senshock is the respected and dreaded emissary of Zuggtmoy herself. Just as Iuz wields power through Hedrack and Barkinar, so do the scales balance through Senshock's actions on Zuggtmoy's behalf. Long ago, as an apprentice in the local wizard's guild, Senshock learned the business of potion and wand making, and has brought those talents here. He visits the lab (area 330) on occasion, or sends bugbears or trolls to fetch the necessary items, but per· forms all of his work here, in his private room. Senshock combines his attention to detail with grand strategy planning, and is the actual source of many of the better tactics used by the Temple forces. He has been assured (by Zuggtmoy) of the position of High Commander and General of all the Temple's mighty forces once the reconstruc· tion is complete. luz has been noncommittal about this, so Senshock is trying to gain Iuz' 0 NGiIIAL A.DVEII'f'V�S REiIICA RJIA'f'ED • THE TEJhPLE 0F ELEJhEllTA.L EVI L

r , r favor in any way possible. The Lord Wizard is a critical part of the defense plan for the Greater Temple, maintaining a post behind the main altar (419A) and adding his spells where needed in melees. He will not expose himself until or unless invaders are near defeat. Should the Temple guards suffer defeat, he will take his place in the throne room (area 435) to brief Zuggtmoy about the events, and will then teleport out to a well-studied secret retreat in Verbobonc. Senshock is privy to certain secrets of Iuz' , but will never reveal anythins of great import. If captured and examined by ESP or similar means, however, Senshock can provide one interesting tidbit - Iuz is working against the Scarlet Brotherhood, and seeks both Zuggtmoy (whose location is unknown even to him) and his mother Igwlf (be lieved Jost in the great Abyss) to aid him in this task. If charmed or otherwise magically coerced to reveal his secrets, Senshock will suddenly and mysteriously die, slain by Iuz himself. Sen shock: AC 1 (bracers of defense AC 3), MV 12 w, Level 9 Magic-User, hp 26, #AT 1, D by weapon or spell, SA spells, wand of fire, SD spells, ring of protection + 2, ring of feather falling, XP 4012 S 11 I 18 W 9 D 8 Co 10 Ch 13 Spells memorized: Level 1: detect magic, magic missile (x2), unseen servant Level 2: detect invisibility, invisibility, web Level 3: dispel magic, haste, lightning bolt Level 4: charm monster, polymorph self Level 5: teleport Spellbook (hidden in the portable hole in his wardrobe): Level 1: charm person, detect magic, feather fall, magic missile, read magic, shield, unseen servant, write Level 2: detect invisibility, invisibility, knock, magic mouth, web, wizard lock Level 3: dispel magic, fireball, Ely, haste, lightning bolt, tongues Level 4: charm monster, dimension door, fire trap, polymorph self Level 5: conjure elemental, teleport, wall of stone 405. COMMON ROOM This area is the central meeting-place, mess hall, and lounge for the rank-and-file troops of the Great Temple - 12 ogres and 18 bugbears. The current inhabitants of the room are found by checking the time of day, as follows. Meals are at 1-3 PM, 6-8 PM, and 1-3 AM. During these periods, the area is busy with 6-9 of each troop type. They take turns eating and then replacing others at their assigned tasks (wherever that may be), so ogres and bugbears are strolling in and out almost continuously. The place is loud and messy. Those in the process of eating are usually also talking, arguing, engaging in minor food fights, and so forth. The ogre shaman (who lairs in area 407) refuses to risk himself in guard duty, and so functions as the cook. He is assisted by four bugbears at all times. Between noon and 4 AM, the shaman/cook is 50% likely to be here, or 40% likely to be in his nearby room, though he may (10%) be wandering in the nearby halls carrying a ladle of chunky fluid, looking for someone to taste his latest creation (which has a 30% chance of causing nausea for 1-4 turns). Though busy at mealtimes, he is otherwise 20% likely to be found dozing. During a one-hour period after each mealtime, one black pudding may (25% chance) be present, eating scraps for the cook (a friend it recognizes) and generally consuming everything else it is permitted. At other times a group of 2-5 bugbears, 1- 4 ogres, or both may be here secretly, trying to talk the cook into making a snack but, through experience with the stubborn shaman, expecting scraps at best. Roll ld12; 1 = bugbears, 2 = ogres, 3 = both, 4-12 = no visitors. The bedpiles of four bugbears are in the southeast comer of the room. This group is composed of the most recent losers in the various gambling games played by the troops, and have lost their bunk privileges to those in area 408 (a-f). They are thus also drafted as assistants for the cook, and as tasters as well. They have no treasure; they constantly pilfer whatever they can, but their belongings are regularly stripped by the others, or eaten by the wandering pudding. Bugbears (4): AC 5, MV 9 #, HD 3+1, hp 20, 15, 13, 12, #AT 1 or2, D 2-8 (morning star) or 1-6/1-6 (longbow), SA missile fire, surprise on 1-3; AL CE, SZ L (7' + ), XP 240, 220, 212, 208 (160 + 4/hp) 99 406. ROOM, 20' x 10' Rooms 406a through 406d are used by the ogre troops of the Great Temple. Each room is 20' x 10', and 15 ' tall. Even if not encountered elsewhere, the ogres will only be found here 30% of the time. The southwest room (406e), identical to the others, is occupied by the bugbear chieftain and subchief. Ogres (8): AC 3, MV 9 w, HD 4+1 (hp 5-8 per die), #AT 1, D 1-10 or by weapon + 3 (spear or club), AL CE, SZ L (9 ' + ); XP 90 + 5/hp Bugbear Chief: AC 3, HD 3+1, hp 29, #AT l, D 4-10 (morning star) or 3-10 (spear), SA surprise on 1-3, attack as if 4 HD; XP 185 + 4/hp Bugbear Sub-chief: AC 4, HD 3 + 1, hp 23, #AT 1, D 3-9 (morning star) or 2-9 (spear), SA surprise on 1-3, attack as if 4 HD; XP 160 + 4/hp 407. ROOM, 40' x 50' Herein lair the ogre chieftain, two leaders, and a shaman. The shaman functions as cook for the troops, as detailed above (area 405). The other three sleep a great deal, go out on an occasional dungeon patrol, or 'supervise' their ogre troops at their posts. In deference to his rank, the ogre chieftain has been given a black scarab which he believes is identical to those used by the human leaders. His, however, is inscribed with the letters TZOY, and will not function as the others. He has never put it to the test. Ogre Chieftain: AC 4, MV 9 #, HD 4 + l, hp 36, #AT 1, D 4-14 (2d6 + 2, club) or 5-12 (ld8 + 3, spear), SA attacks as if 7 HD; XP 265 + 5/hp Ogre leaders (2): AC 3, MV 9 #, HD 4 + 1, hp 33, 31, #AT 1, D 2-12 (club) or 4-11 (ld8 + 3, spear), SA attacks as if 7 HD; XP 265 + 5/hp Ogre shaman: AC 4, MV 9 #, HD 5 + 3, hp 29, #AT 1, D 1-10 (club), SA spells (as level 3 cleric), SD spells; XP 305 + 6/hp. 0R.iGiIIAL A.DVEIITVRJOS REi IICAR._IIATED • THE TElllPLE 0F ELElll E IITA.L EVIL

Spells memorized: Level 1: cure light wounds, darkness Level 2: resist fire 408. BARRACKS This area has no doors, being a communal lair of a dozen bugbear troops of the Temple. Their chief and sub-chief stay in the southwest room by the common (area 406e). Each bugbear has been trained in the longbow, and carries 30 normal arrows in a quiver. Bugbears (12): AC 5, MV 9 H, HD 3+1 (hp 5-8 per die), #AT 1 or 2, D 2-8 (morning star) or 1-6/1-6 (longbow), SA surprise on 1-3, AL CE, SZ L (7' + ); XP 160 + 4/hp 409. WEST WING In this area live four trolls, sentries for the Guards of the Great Temple (areas 410-415) and personal guardians of their high commander (area 417). Two will be here at all times, and all four during the night. The trolls' bedding is piled in the northwest comer of the area, along with 4 small chests. The trolls drag out their bedding at sleeping times, and keep all their valuables in their locked chests; each has a key. Inside each chest are 15 cp, 13 sp, lO ep, 19 gp, and 1-4 violet garnets (worth 500 gp each). On the east wall is a huge painted mural depicting a great battle, apparently between the forces of Good and Evil. Therein, shining humans and winged humanoids are being blasted to the ground by blue bolts issuing forth from the fingers of a tall horned humanoid in wizard's garb. The painting cleverly conceals a normal-sized but stoutly reinforced iron-bound door (to area 416). A corridor about 10 feet wide and 15 feet high slants off to the southwest. Trolls (4): AC 4, MV U ", HD 6 + 6, hp 42, 38, 35, 30, #AT 3, D 5-815-812-U, SD regenerates (3 hp per round starting 3 rounds after being damaged), AL CE, SZ L (9' ); XP 861, 829, 805, 765 (525 + 8/hp) 410. COMMON ROOM The occupants of this area are present only at night. During the day one troll (from area 409) keeps watch at this post, but the room is left deserted during alerts. Herein dwells an ettin, who acts as guard for this west barracks area. One of his two heads suffers from paranoid delusions, and cannot sleep if others are in the room; the ettin is thus forced to reside here, in the common room, rather than in area 415 with the others. This disease does not affect his work or combat ability, however, except to decrease his chance of being surprised to 1 in 10. Due to his misfortune, this ettin has not partaken of the rock-throwing instruction as have his comrades in area 415. The ettin's huge bed stands by the west wall. One long and huge table fills the center of the room, bordered by ten wooden chairs of similar size. A fireplace in the south wall bums merrily. Two corridors exit to the west, and two large doors are in the east wall. Under the ettin's bed is a large, flat, iron box. It contains 1124 cp, 821 sp, 492 gp, one emerald (worth 1,000 gp), and the remaining half of one candle of invocation of Lawful Good alignment. Ettin: AC 3, MV 12 ", HD 10, hp 66, #AT 2, D 2-16/3-18, SD surprised only on a l; AL CE, SZ L (13 ' + ), XP 2874 (1950 + 14/hp) 411. NORTH SIDREROOM Most of the provisions used by those on this dungeon level are kept here and in room 413. The room is filled with crates, barrels, boxes, and the like, but nothing is left unpacked. The containers are filled with dried meats and fruits, clothing, and other items of little value. Behind a half-empty crate near the southeast comer is a secret door, which can only be found if the crate is moved. 412. SECRET ROOM This room contains a few boxes and barrels of provisions, as with the rooms to either side. Hiding in one crate are two prisoners, a half-ore and a human. The ettins took them on a recent raid, but instead of turning them over to the Temple authorities, hid them here for a future snack. The captives have hidden themselves in hope that the ettins will believe them to have escaped. The half-ore is an indignant fighter/thief. He was part of the detachment in area 244 (Dungeon Level Two), but was scavenging alone on level three when picked up by the patrol. If found by characters, he will coop100 erate in all ways and beg for release. He will try to atone for his absence from his unit by turning against his rescuers, of course, should any guard units be encountered thereafter. The human, apparently a town merchant, is old, wounded, and weak. This is a ruse, merely being the form of this doppleganger's last victim. It will play its current role as long as needed, but seeks escape from the dungeon. If rescued, it will fervently promise to send a reward, and will fabricate a name, address, friends' names, and other details as needed. It will, of course, vanish utterly upon its release, heading for a more profitable area. Half-ore: AC 10, MV 12 ", Level 2/3 Fighter/Thief, hp 10; unequipped; XP 135 Human prisoner (doppleganger): AC 5, MV 9 ", HD 4, hp 23, #AT 1, D 1-12, SA surprise on 1-4, ESP, change form, SD immune to sleep &: charm; XP 422 413. SOUTH SIDREROOM This storeroom contains provisions and nothing else, identical to room 411. 414. LARGE ROOM Four hill giants dwell herein, members of the elite high guard of the Greater Temple. The room is simple and undecorated, about 25 feet tall and 60 feet long. All the furnishings are appropriately giant-sized. Two beds stand by each wall, north and south. The room is warmed and somewhat lit by a fireplace in the west wall, beside which are piles of small boulders. The wall itself shows signs of digging, and is greatly pitted. (The giants have worked this area for missiles.) Under each bed is a large chest. Each chest contains clothing, food scraps, various mixed coins (about 1,500 gp worth in each, with 250 pound encumbrance), a few gems (1-10 per box, of random value), and souvenirs of past kills - scalps, pelts, bones, and the like. In actuality, only three of the giants are as they seem. The fourth is an imposter, actually being a half-elf spy. The hill giant Scorpp (who is currently living it up in area 318, unless slain by PCs) was replaced here by this character, one Keila by name. Scorpp is thus not missed in the least. 0RjGi IIAL ADVEIITV�S REiIICA�IIATED • THE TE1llPLE 0F ELE1ll EilTAL EVI L

Keila is a druid, and possesses a valuable item made by her professional ancestors, a phylactery of change. This item enables here to use her innate shapechange ability to assume monster form as well as animal. The possible forms are still limited to monstrous reptile, bird, or mammal, the latter corresponding to the hill giant form. The phylactery does not radiate magic, and Kella carries no other magic items, to avoid exposure by detect magic or other means. Kella cannot cast spells in giant form, and will do nothing to give away her disguise; she speaks only when necessary, and is so immersed in her role that she has become almost giantish in her attitudes. Keila has taken the form and jobs of old Scorpp, spying on the Greater Temple for the leaders of the Old Faith. She fears the current rise in evil power, and knows that time is limited. She also knows that she risks certain horrible death at the hands of Iuz himself should she be discovered, but things have gone well thus far - nearly two months in all. The half-elf can escape nearly any night if desired, but she awaits the arrival of some powerful group that might stand a chance at defeating the evil powers herein. If she notices the PCs sneaking about quietly, she will try to follow them and secretly reveal herself. If thus accepted, she will urge retreat so she can tell them critical things - the numbers and types of monsters herein, the habits of the leaders, which corridors go where, and so forth. If she does not ally with the party beforehand, she will hold back in a large melee, watching to see if the party's resources and courage balance those of the evil horde. If it seems that her powers could swing the balance in favor of the attackers, she will change to her normal half-elven form and aid the party as best she can. If the party is too quickly defeated, she will wait for other challengers. If the party can defeat the evil ones unassisted, she will certainly not risk anything by revealing herself, instead shapechanging to some small avian form to make her escape. Keila: AC 8, MV 9" or 12 ", Level 9 Druid, hp 45, #AT 1, D by form, spell, or weapon, SA spells, SD spells and phylactery of change, AL N; XP 3840 S 12 I 11 W 16 D 16 Co 13 Ch 15 Spells: First level: detect magic (x2), entangle, faerie fire (x2), shillelagh, speak with animals Second level: barkskin, charm person or mammal, cure light wounds, fire trap, obscurement, warp wood Third level: cure disease, neutralize poison, protection from fire, water breathing Fourth level: cure serious wounds, dispel magic, protection from lightning Fifth level: wall of fire Hill Giants (3): AC 4, MV 12 ", HD 8 + 2, hp 59, 41, 33, #AT 1, D 2-16, SA boulders (D 2-16, normal ranges 6 "/13 "/20", indoor ranges 3 "/6 "/12 "); XP 2108, 1892, 1796 (1400 + 12/hp) 415. LARGE ROOM This large and undecorated room is nearly identical to area 414. It is the residence of three ettins, and is furnished in appropriate manner. A fireplace in the west wall offers a little light and heat for the occupants. The ettins, of course, are members of the high guard of the Greater Temple, as are the giants next door. These three have received some instruction in rock-throwing from their giant allies, and are able to hurl two per round (ranges 3 "/6 "/12", D 2-16 each) but with a -4 "to hit" penalty due to minimal proficiency. Following advice from the human leaders, the ettins have pooled their treasure, keeping it in the box under one bed (the last one checked by PCs). The other two boxes are also locked, but contain traps. One holds poisonous gas, with effects identical to those of a cloudkill spell (q. v.) in a cloud of 10 foot radius. The other is filled with worthless pebbles and rocks, secured by six poisoned darts aimed so that at least one hit the intruder opening the box, who must save vs. poison at -2 to avoid paralysis (lasting 2-5 turns). The ettins' combined treasure chest is locked and trapped with contact poison (save or die), but all the ettins know how to avoid it. One (randomly determined) ettin has the key to the chest. It contains 1,279 cp, 883 sp, 2,010 ep, 1,421 gp, 2 violet garnets (500 gp each) and a ruby (5,000 gp), 2 diamond brooches (worth 2,500 and 3,500 gp), and two nondescript rocks - one a stone of controlling earth elementals, the other a permanent sling stone + 3 (the enchantment upon which does not disappear through use). 101 Ettins (3): AC 3, MV 12 ", HD 10, hp 70, 54, 38, #AT 2, D 2-16/3-18, SA throw rocks (#AT 2, -4 "to hit", ranges 3 "/6 "/12", D 2-16 each), SD surprised only on a l; XP 3380, 3156, 2932 (2400 + 14/hp) 416. PLANNING ROOM This room is normally guarded by a troll (from area 409), who stands inside where he will not be seen from the normal entrance. The room is left untended during alerts. Ornate wall hangings and twin fireplaces reveal that this room is often used by those at the highest levels of command. A magnificent oak table fills the center of the room, flanked by a dozen plush chairs, both normal and giant-sized. On the table are several books (reference works on strategy and tactics, of minimal value), a dozen sheets of parchment bearing unintelligible scribbles, three quills (each in a golden quill-holder worth 50 gp), and two inkwells in a jeweled silver stand (worth 1,800 gp). The north wall is covered with maps of the dungeon levels, nearby towns, and the surrounding countryside. Four rich tapestries (worth 1,500 gp each) adorn the east and west walls, and twin crystal chandeliers (each worth 2,000 gp) hang from the ceiling. A brass candle-rod (525 gp), for lighting the chandeliers, stands in the southwest corner by the fireplace. This planning room is the site of a daily afternoon conference amongst the leaders of the greater Temple, and of a monthly meeting for all the leaders in the dungeon. Except for Hedrack, all visitors enter and leave by the south door and corridor. The emergency exit is rarely used, hidden by a secret door behind one large area map to the northwest; it leads to a one-way secret door in the troll room (area 409). The normal door in the west wall is always locked; it leads to the residence of the high priest Hedrack. 417. PRIVATE ROOM Here dwells Supreme Commander Hedrack, High Priest and Most Honorable Emissary of Iuz Himself. Though he is often elsewhere, his two comely female servants remain in this room at all times. Though only 20 by 30 feet in size, Hedrack's abode is impressive. The floor is covered by thick rugs, one atop the other. The walls are covered by tapestries of ornate geometric designs, involving circles, 0RjGiilAL ADVEilTV�S RE iilCAR.._ IlATED • THE TEJhPLE 0F ELElhEllTAL EVIL

squares, triangles, and the eight-pointed fire symbol. Two engraved brass braziers shed light and heat from the western comers of the room, and a large fireplace in the east wall adds its radiance. By the latter are brass andirons and matching fireplace tools. Atop a marble mantelpiece are several knicknacks, and hanging on the wall above them is an excellent painting. The latter depicts the united forces of the Greater Temple in full battle garb standing before the great altar, with their human leaders before them (Hedrack clearly visible in the center position). Along the north wall are two bookshelves, one including a desk in its lower portion. A plush chair before the desk is flanked by a small wooden table. The shelves are filled with books of all sizes and colors, most bound in leather. A wooden bed, with carved gargoyle heads on all four posts and piled with silvery furs, stands by the center of the west wall. Upon another small table by the head of the bed are a metal pitcher and a large basin. To the left of the entrance stands a wardrobe, and an ornate unholy symbol hangs on the wall between it and the door. The furniture comprises a matched set of prime sablewood, all decorated by fine marquetry and worth at least 700-1400 gp apiece. (All can be easily disassembled for removal.) The braziers are worth 300 gp each. The set of brass andirons and fireplace tools is worth 750 gp. Each of the ten rugs is worth 600-1000 gp and weighs 30-33 pounds. Each of the 8 tapestries weighs half that, but is worth 400-1400 gp. Central on the mantel is a four-inch tall ebony carving of a grinning horned skull. This item is magical; if touched, luz immediately sees this room and its current occupants, wherever he may be. He might (25% chance) decide to come to investigate the disturbance, or will probably do so (75% chance) if his name is uttered while the figurine is touched. If possible, Hedrack will use this item to summon Iuz if cornered here in his lair. Other items on the mantel include two ceramic plates, hand-painted but poorly done (by Hedrack, and worthless), a twoinch tall miniature dragon made of deep red crystal (actually of carved ruby, worth 7,500 gp), four dinner knives with scrimshaw handle.> carved with scenes of sea monsters attacking vessels (each knife worth 100 gp), a lavender and green elipsoid stone (identical to an ioun stone but nonmagical, worth 500 gp), and a small chunk of lava in which are embedded several tiny gemstones (5 very rare volcanic tourmalines, the whole worth 5,000 gp). The painting is worth 250 gp. The desk is closed and locked, but the key lies nearby on a shelf, and is easily found by any search. Within the desk are various parchments and record-books, showing the numbers and types of creatures recruited by all the dungeon temples in the last year, troop pay records, disciplinary notes, and the like. In one small volume, details about humans and humanoids are sorted into four sections labeled A, E, F, W - this being a record of sacrifices sent to the nodes. Among those prominently mentioned are Ashrem, Jaer, and Sargen (who now wander the Nodes). In a bottom drawer is a scroll of five spells, recently completed by Hedrack; on it are silence 15' radius, dispel magic, cure critical wounds, flame strike, and slay living. (Hedrack will recover and use this item against intruders if possible.) The bookshelves are crammed with reference works on various subjects, with an emphasis on battle strategy and tactics, personal improvement, leadership, and management. Most appear little-used. Each of the 150 books is worth 1-10 gp. One work, entitled 'Laws of the Temple', is a hollowedout cache for 15 gems - 3 amethysts, 6 citrines, 2 diamonds, 3 opals, and a huge black sapphire. (The total value is 22,300 gp, the last item being worth 7,500 gp and the others 500, 50, 5,000, and 1,000 gp respectively.) One tome is magical, a book of vile darkness that Hedrack plans to study within the next few months. The four silvery furs on the bed are ermine, each worth 4,000 gp and weighing 10 pounds. The pitcher and basin are a platinum alloy, the set worth 500 gp. The unholy symbol on the wall is a spare, inset with several paste gems and worth only 50 gp. In the wardrobe are five silk robes, one for each ceremony - brown, black, gray, green, and red. Upon the breast of each is an embroidered symbol of the golden skull, with the horned skull symbol of Iuz on the back. Five matching pairs of slippers lie on the floor of the wardrobe. Also here is a suit of black leather armor and matching face mask, occasionally worn by Hedrack when he tours this and other dungeon levels incognito to gather information. Hedrack's position herein as the Mouth of 102 Iuz (among his other titles) commands the fear and respect of all the troops. A dark glance from him causes even the boldest giant to cringe, in deference to the dire powers at his command as much as his personal power. He dresses in bejeweled silks, and stalks about with an air of utter confidence. Hedrack wears bracers of defense AC 4 during normal operations, but dons his shining black plate mail + 3 and shield + 3 if trouble is expected (i.e. during alerts). He wears a ring of free action and carries a wand of fear at all times, and often brings his rod of smiting and hammer + 2 as well. A small magic cube and black scarab never leave their black velvet pouch at his belt; the latter controls the curtain behind the main altar (419 A), and the latter is a Daem's instant fortress, used on the infrequent occasions when invaders have posed severe threats. Hedrack's favorite tactic with this device is to block the exit with it, at any convenient place in corridors 401 or 418, though he will erect it in the Temple itself if necessary. He mans it with a dozen or more ogres, bugbears, and gargoyles if possible. Hedrack also keeps several potions in his quarters, and selects a few for each jaunt. He commonly carries those of extra healing, flying, and polymorph, and also has potions of climbing, invisibility, and speed. Hedrack makes scrolls as well, and has recently completed one of five spells: silence 15' radius, dispel magic, cure critical wounds, flame strike, and slay living. Commander Hedrack: AC -4, Cleric L9, hp 66, #AT 1, D 5-8 (hammer + 2) or by spell, AL CE, XP 4392 S 15 I 10 W 18 D 15 Co 12 Ch 16 Spells memorized: First level: command (x3), cause light wounds, detect magic, protection from good Second level: detect charm (x2), find traps, hold person (x2), silence 15 ' radius Third level: animate dead, continual darkness, dispel magic, bestow curse Fourth level: detect lie, poison, tongues Fifth level: dispel good Servants (2): AC 10, MV 15 ", Level 0, hp 6, 4, #AT 1 bite, D 1-2; XP 16, 14 418. PROMENADE From the landing between areas 402 and 409, 20 foot long stairs descend ten feet fur0NGiilAL ADVEil'fV�S REi ilCA1'_IlATED • THE TEJh:PLE 0F ELEJh:EllTAL EVI L

ther to the grand corridor leading to the Greater Temple itself. The ornate murals on the walls continue their macabre motif, but the further one passes northward, the lower the figures become, until they all appear to vanish into the floor by the time the Temple is reached. This corridor is normally empty, but is guarded by a pair of trolls (from area 402) during alerts. 419. THE GREATER TEMPLE This area is normally guarded by 2 trolls (from areas 402 and 409) and 2-8 gargoyles. Leaders of various races may also be present. During alerts, all the ogres (from areas 406 and 407) and gargoyles (who lair here) will be here, commanded by all the human leaders (areas 403, 404, and 417), who prefer defensive positions behind the altar drape (area 433). Other guards will be stationed at each corridor. (See the Troops & Sentries section of the prefactory notes.) This vast center of evil activity is impressive in its simplicity. The ceiling a full sixty feet overhead appears as if a quiet outdoor night sky, stars gleaming in their constellations. The walls are lined in smooth black marble or onyx, of such fine craftmanship that the joints can barely be detected. Around the sides of the room, eight corridors lead off to the unknown. The walls of each corridor are painted a distinctive color; those to the south (420) are brown, the next (423) gray, then (426) red, and the northernmost pair (429) green. High on the walls between each two corridors are small flying buttresses - a dozen in all - and upon each, sitting nearly 50 feet above the floor, is the statue of a gargoyle, sitting and scowling down upon the room's occupants. (Each gargoyle's location is marked with a G on the map.) These are real gargoyles, the aerial defenders of the Greater Temple. They serve the leaders to some extent, but are quite likely to attack without command, should they sight unengaged intruders. During any pitched battle in the Temple itself, however, their favorite tactic is to wait for opportunity and swoop to attack those already engaged, moving swiftly in from the defenders' rear and gaining a 1 in 3 chance of surprise (but only if their target is busy in melee). Thirty feet north of the entrance is a series of broad steps, leading 5 feet upwards to a stone altar (A). Draped across the altar is a sheet of red silk, with the eight-pointed fire symbol embroidered upon it in golden thread. Flanking the altar are two large pillars of gold, which reach to the ceiling far overhead. Each is made of common stone adorned by gold leaf. (Scraping the stone can produce 100 gp worth of shavings per turn.) Behind the altar is a glistening purple curtain, 20 feet wide and 10 feet tall, unmarked by any design. The 10 foot wide walls beside the curtain bear ornate carvings of the four elemental symbols. Each such design is over 5 feet wide; those of earth and water (triangle and square) are to the left, the others to the right. In the niches just north of the altar stand monumental statues, each 20 feet tall. To the left (B) is a humanoid garbed in robes, with a horned and grinning skull head (luz). To the right (C) is a monstrosity with a fat bulbous body, four elephantine legs, a long thin neck, and a tiny humanoid head surmounting the whole (Zuggtmoy). In the corner behind each statue is a peep hole, used by those in area 433 (usually the human leaders) to watch these side areas of the Temple when the need arises. They can also view the area through the curtain behind the altar. These holes are of sufficient size (nearly an inch across) to permit spell casting or the use of devices (such as wands) through them, given the proper concentration and aim. Altar Curtain The curtain behind the altar appears to be made of a shiny purple ribbed cloth. It is, in fact, a cluster of six violet fungi bearing special enchantments. Unless pacified (by methods described below), they attack anyone approaching within 5 feet of the south side. Up to 24 tentacles may be produced at once, sprouting forth from the curtain in an instant, but only 6 can attack any one mansized target in range. Any hit, however, causes the victim to make a saving throw vs. poison; failure means quick rot. Anyone may easily push through the curtain of fungus, but doing so means that 3-5 tentacles hit automatically. The growths otherwise attack as if a 6 HD monster. An unfortunate victim loses limbs to the rot at the rate of one per round; the torso rots last, and this causes immediate death. The loss of each limb causes the effective loss of 10% of the victim's total original hit 103 points (rounded up), and this alone may slay an already-damaged victim. However, if a cure disease effect is applied within four full rounds of the hit, the victim's life may be saved. (A regenerate spell will re-grow any one limb and return the hit points for it at the same time.) One great defensive advantage to the curtain is that those to the north of it (all the human leaders, in case of alert) can open it slightly to see through it. The curtain blocks all non-magical missile fire from the south side, but those to the north can fire from that direction with missiles or spells. This horrid drape can be quieted only by the presenting of a special scarab inscribed with the letters TZGY. (One such scarab may have been found in the quarters of the evil traders in the Village of Hommlet.) If such a scarab is presented towards the fungi in a manner similar to that of a cleric turning undead, all waving or attacking tentacles withdraw, and the curtain can be easily passed in safety, parting just as would a normal curtain. Each human leader in this Temple area carries a scarab of this type. Total immunity to disease prevents the fungi attacks from having any effect, of course. Resistances to poison also apply, but only as modifiers to the saving throw. The enchantments here are such that even total immunity to poison provides only a + 5 bonus to the saving throw against the rot. The enchanted fungi can only be damaged by certain spells or magical edged or piercing weapons. The drape is unaffected by any sort of blunt weapon (including thrown boulders) and all mind attacks (including charm and hold spells of all sorts). Missile fire cannot pass through the drape to the area north of it (though those behind can shoot through it to the south). The drape will appear to take only a few scratches from attacks which damage it, remaining completely intact and active until the whole is destroyed (all 100 hp), when it crumbles to a the floor in a loathsome mass. Once slain, the fungi do not cause rot. Ceremonial Activity The vestments on the main altar are changed to reflect the current Temple activities with respect to the Nodes and Elemental . Planes. Creatures from the Elemental Plane of Fire are now being summoned and sent to the Fire Node, as indicated by the red silk altarpiece. In the process of the ceremony, the fire creatures come forth from their ezjGiilAL ADVEilTV�S RE i ilCAR.. IlATED • THE TEJb:PLE 0F ELEJb:EilTAL EVI L

Plane and arrive in area 427, proceed from there into the Greater Temple, and continue towards area 426, from whence they are sent to their proper destination. This and similar ceremonies have been witnessed by all the residents of the area. Other elemental creatures from all the Planes have arrived over the past months, all in the same fashion. If characters manage to interrogate any captives, they should easily acquire a general description of this procedure, and should thus be able to deduce the locations of the more dangerous gates (those leading off to the Planes themselves). Violet fungi curtain: AC 7, MV 0, HD 3 (x6), hp 100, #AT 24, D rot, SA tentacles to 5 ' range, attacks as 6 HD, SD magic weapon to hit, immune to blunt weapons and mind-attack spells, AL N(E), SZ L (20' x 20 ' ); XP 1110 + 4/hp Gargoyles (12): AC 5, MV 9 "/15 ", HD 4 + 4 (hp 3-8 per die), #AT 4, D 1-3/1-3/ 1-6/1-4, SA + 1 bonus "to hit" and damage when first swooping to attack, surprise on 1-3 when attacking a victim already engaged, SD hit only by + 1 or better magic weapons, AL CE, SZ M; XP 165 + 5/hp 420. BROWN CORRIDOR This area is normally empty. During alerts, one hill giant is posted inside the corridor entrance. The walls of this clean hallway are as black as the Temple's at the entrance, but quickly fade to a medium tan color within 40 feet. They darken thereafter, reaching a rich nut-brown at the deepest point. On the walls are inscribed ornate abstract designs of triangles of various sizes and types, some containing large white eyes, and with bizarre and unfamiliar creatures cavorting amongst the angular landscape. Among them are a few that might be recognized by experienced characters - basilisks, gorgons, and monsters native to the Elemental Plane of Earth, such as xorns. 421. WEST EARTH GATE This area is normally manned by one hill giant. During alerts, the giant moves to the corridor entrance, and two bugbears take his position here. The brown corridor opens into a trianguJar room. The walls here are unmarked save for a huge triangle on each wall, and a baleful red and white eye in each figure. A large magic circle (about 15 feet across) is inscribed in the center of the floor of the room, and within it is another triangle, but without an eye. The floor symbol marks a permanent gate to the Earth Node. Anyone standing within the magic circle for 3 segments is then instantly sent to area E-1 (q. v.). The gate can send up to 10 men (with equipment) per round. 422. EAST EARTH GATE This area is normally manned by one hill giant. During alerts, the giant moves to the corridor entrance, and two bugbears take his position here. This area is absolutely identical to area 421, but sends those within the magic circle to a randomly determined point on the Elemental Plane of Earth. Those sent there are effectively retired or lost until rescued, unless they possess plane-traveling abilities. 423. GRAY CORRIDOR This area is normally empty. During alerts, one ettin is posted inside the corridor entrance. The black Temple walls quickly fade to a light gray as one passes down this corridor, becoming a dark gray with a swirling effect (as if clouds) at the deepest point. The corridor walls are decorated in circles and oval designs. Winged figures and odder creatures are drawn among them, passing into and out of the circles as if such were portals. None of the monsters depicted can be seen with any clarity. 424. EAST AIR GATE This area is normally manned by one ettin. During alerts, he moves to the corridor entrance, and two bugbears take his position here. The gray corridor opens into a circular room. The walls here are elaborately painted to resemble the view of a storm from a peaceful spot within it - the eye of a hurricane. A large magic circle (15 feet across) is inscribed in the center of the floor of the room, with another plainer circle within it. The floor symbol marks a permanent gate to the Air Node. Anyone standing within 104 the magic circle for 3 segments is then instantly sent to area A-1 (q. v.). The gate can send up to 10 men (with equipment) per round. 425. WEST AIR GATE This area is normally manned by one ettin. During alerts, he moves to the corridor entrance, and two bugbears take his position here. This room is absolutely identical to area 424, but sends those within the magic circle to a randomly determined point on the Elemental Plane of Air. Those sent there are effectively retired or lost until rescued, unless they possess plane-traveling abilities. 426. RED CORRIDOR This area is normally empty. During alerts, one ettin is posted inside the corridor entrance. The walls of this hallway quickly change from the Temple's black to a dull blood-red. The color lightens as one progresses further, reaching a bright orange-red flame design at the deepest point. The walls are decorated in an abstract design of interlocking eightpointed fire symbols. Drawn amongst the flames and symbols are pits, and from these rush dozens of fiery monsters, some recognizable (such as efreet and salamanders, natives of the Elemental Plane of Fire), but most of them unknown. 427. EAST FIRE GATE This area is normally manned by one ettin. During alerts, the ettin moves to the corridor entrance, and two bugbears take his position here. The red corridor opens into a room shaped like the eight-pointed fire symbol, with a large identical symbol inscribed on the floor in the center of a magic circle nearly 20 feet across. The walls here are a riot of flaming color, with fourteen other fire symbols of various sizes inscribed on the walls of the room and two facing each other at the entrance. The floor symbol marks a permanent gate to the Fire Node. Anyone standing within the magic circle for 3 segments is then instantly sent to area F-1 (q. v.). The gate can send up to 10 men (with equipment) per round. 0Rj GiIIAL ADVEIITV�S REiIICA1'_IIATED • THE TElhPLE 0F E LElhEilTAL EVI L

428. WEST FIRE GATE This area is normally manned by one ettin. During alerts, he moves to the corridor entrance, and two bugbears take his position here. This room is absolutely identical to area 428, but sends those within the magic circle to a randomly determined point on the Elemental Plane of Fire. Those sent there are effectively retired or lost until rescued, unless they possess plane-traveling abilities. 429. GREEN CORRIDOR This area is normally empty. During alerts, one hill giant is posted inside the corridor entrance. The color of this long corridor is a deep blackish blue-green at the entrance, but lightens to a pleasant aquamarine at the deepest point. An abstract design of squares and rectangles adorns the walls, as if to form doors and square bubbles in the water motif. Tails, fins, and other parts of aquatic monsters jut from the water scene here and there, but most of the shapes portrayed are mere shadows lurking beneath the surface. Among the creatures are a few easily recognizable by experienced folk - ixitxachitl, water gargoyles, water weirds, and the like, many native to the Elemental Plane of Water. 430. FOYER This area is normally manned by one hill giant. During alerts, the giant moves to the corridor entrance, and two bugbears take his position here. The green corridor opens suddenly into a wide ceremonial area. The walls bear the same decoration, of water creatures amidst a chaotic sea of square and rectangular symbols. The ceiling is painted to resemble the view upwards from under water, the surface swirls and eddies reflecting light from above. Two large ceremonial urns stand in the north corners of the room. A doorway in the center of the north wall is 10 feet wide and 15 feet high, and opens into a sunken pool area to the north. A short stair, only 5 feet wide, leads down into the pool through the doorway. The urns to the sides are filled with fresh seaweed. If consumed, a piece of weed acts as a water breathing potion but with a duration of 6 hours, plus 1-10 additional rounds. 431. EAST WATER GATE The floor of this room is about 8 feet below that of area 430, and the room is nearly filled with water. On each wall is a perfect and simple square symbol, about three feet across. A large magic circle (about 20 feet across) is inscribed in the center of the floor of the room, at the bottom of the pool, and within it is another square. The floor symbol marks a permanent gate to the Water Node. Anyone standing within the magic circle for 3 segments is then instantly sent to area W-1 (q. v.). The gate can send up to 10 men (with equipment) per round. 432. WEST WATER GATE This area is absolutely identical to area 431, but sends those within the magic circle to a randomly determined point on the Elemental Plane of Water. Those sent there are effectively retired or lost until rescued, unless they possess plane-traveling abilities. 433. INNER CHAMBER This stark area behind the altar curtain of the Greater Temple is marked only by three lesser altars, each a 10 ' long stone ovoid standing 4 feet tall. These are currently unadorned, but are draped for ceremonial occasions. The room is dimly lit by a pearly glow from the north (435). This room is normally unoccupied, used for storage and private ceremonies. If a battle occurs in area 419, this room is the post for the clerics and magic-users. Note that they may cast spells and fire devices through either the peep holes at the sides (the points marked 'a', adjacent to the statues in the Temple) or the violet curtain. Note also that defenders herein will get and use the magic items stored in the chests (see below). Black curtains block two side rooms. Each side room contains a wardrobe and two huge chests. Each wardrobe contains six vestments used by the Temple clerics in their ceremonies; those in room b are brown or red (3 of each, for Earth and Fire respectively), and those in room c are green or grey. With the vestments are four neatly folded silk altar pieces of the same colors, each bearing the embroidered symbols of Iuz, the elements, and the golden skull. One altar piece of each color is 10' square, used 105 in this area; the other is 25 ' x 13 ' , used on the main altar. Each of the two chests in each side room is locked, wizard locked and fire trapped (both by Senshock, L9, the latter exploding for 10-14 points of damage if triggered), and additionally protected by two glyphs of warding, one forming a rectangle in which the chest stands and the other around the lock of the chest itself. These glyphs of electricity were placed by Hedrack, and explode for 18 points of damage (each) if a chest is touched without speaking the glyph's name. These chests contain coins used for troop payrolls and rewards, some scraps of parchment, and a few magic items. Each chest contains 2,000 ep, 4,000 gp, and 1,000 pp, plus 2-20 pieces of parchment. Each parchment is a letter of credit from the Temple to some individual; each note promises to pay an amount from 10 to 1,000 gp. The borrowers include most of the Temple troops, guards, and leaders, since these provide additional means of forcing obedience. (The usual interest rate is 10% per week.) One magic item is in each chest. Present are a wand of ice storms with 42 charges, a wand of metal command with 21 charges, a chaotic evil candle of invocation with 3 hours burning time remaining, and a rope of entanglement. The wands are usable by any class, and the command words are known to all the Temple leaders. (These items are described in Unearthed Arcana, pages 96- 97; 3 charges will typically be spent with each use of the latter wand, to produce crystalbrittle effects.) If attackers penetrate the violet curtain, the defender with the rope will probably use it in haste, ensnaring only the first four to enter the area (more or less, depending on the situation). The top step of the stairs leading down to area 434 bears a glyph of warding (electricity, for 18 points of damage). The 10' x 20 ' area just south of it, between the pointed niches, is protected by multiple glyphs. Four have been placed here, each 5' wide (eastwest) and 10 ' long. Each can explode for 18 points of fire or cold damage, there being two of each. The pointed niches themselves, constructed to complete the area's mimicry of the symbol of Iuz, are useful only as aids to defense. Anyone standing within gains a -4 AC bonus and can be attacked only from the front; however, the defender cannot properly wield any weapon that requires 3 or more feet of space. (A mace or shortsword can be used.) 0NGiIIAL ADVEIITV�S RE i IICAR!IATED • THE TElhPLE 0F ELElhEllTAL EVI L

If a follower of luz calls his name while in this area, Iuz will probably respond (a 90% chance, checked per round if necessary). Defilement of any altar, either a lesser one here or the main one just to the south, summons Iuz automatically (with a 95% chance of gaining a response). If Iuz responds, he appears in 2-9 segments in his demoniac form, his two-handed sword + 3 in hand. If any Good beings are in this room when luz arrives, St. Cuthbert may (90% chance) arrive 2-9 segments later. If Good beings are in an adjacent area (419 or 434), the same chance applies, but Cuthbert does not appear for 4-32 segments. (See Appendix A for details on luz and St. Cuthbert.) Horrible punishments await anyone who bothers Iuz unnecessarily, so the Temple's leaders will not call him unless one of two situations occurs - either they have won a battle and have captives to offer him as sacrifices, or their troops have lost miserably and they need his aid to prevent their final defeat. Note, however, that if a PC assaulting the area has completed the assembly of Yellowskull (by first exploring the Nodes to retrieve the gems of power), even the Old One is relatively powerless to prevent the final defeat of the Temple of Elemental Evil. 434. NEXUS Broad stairs lead down from the inner chamber (433) into a round room 60 feet in diameter. A soft glow from the destination lights the stairway in an odd pearly glow mixed with occasional flashes of other colors. The walls of the round chamber are vertical, 20 feet tall, capped by a dome reaching 10 feet further. In the center of the room is a round dais about 2 feet tall, which is precisely encircled by a column of shimmering light·, the source of the radiant colors, which extends to the ceiling. The walls and ceiling are ornately decorated by a mosaic mural, apparently made entirely of precious stones - emeralds, rubies, onyx, and the like. Not a square inch is uncovered. The scene on the walls is one of glory and conquest, showing the lands around as seen from the parapets of the Temple itself. The countryside is somewhat warped (in an undefinable way) but easily recognizable, and is filled with beings - human, humanoid, and monstrous mixed together - all facing and paying homage to the Temple. Intruders may pry out up to 65 gems with relative impunity, each worth 100-1000 gp. However, if and when a 66th gem is removed, the attention of luz is called to the chamber, and he arrives in 1-4 rounds, accompanied by 1-4 demons of types 1-4 (each variable checked by a separate roll). Iuz also comes if the area is damaged by fire or lightning, or possibly (80% chance) if his name is spoken aloud by anyone in the chamber. If the pillar of light is touched or examined, refer to area 429. 435. LIGHT CHAMBER This pillar of light in the center of area 434 is a cylinder 30 feet tall and 20 feet in diameter. It is powerfully magical, emanating alteration, conjuration, enchantment, and evocation in equal measures. Details of the area within the light are not discernible except with magical aiding, or other similar aid reveals that an ornate silver throne occupies the center of the light. Looking beyond the throne, the observer gets the definite impression of vast distance, but without detail save a far-off swirling mist. Objects can easily penetrate the borders of the light, but any non-evil creature touching it immediately loses 1 level of experience via energy drain (no saving throw) and must make a saving throw vs. spells or take 3-30 points of electrical damage and be knocked 5 feet backward. Any touch produces a moderately loud clap of thunder, emanating from the light. If the victim saves, all electrical damage is negated, and no movement is forced; the victim may enter the light if desired. The throne within is silver, adorned by hundreds of precious gems. These are set to form leering demon faces, skulls, fungi, and like patterns; they are of all colors, sizes, and shapes. (This throne is identical to Zuggtmoy's, found in her Great Hall on Dungeon Level Three, area 364. Each gem is likewise linked to a demon, as explained in that area description.) The light automatically and immediately gives the following abilities to anyone within it - true seeing, detect magic, and ESP. The latter is even powerful enough to penetrate anti-scrying magic (such as an amulet of proof against detection and location) 90% of the time (check per round, as applicable). These abilities remain as Jong as the recipient stays in the light, but instantly 106 vanish upon exit from it. Anyone sitting in the throne is immediately in mental contact with Zuggtmoy herself. She cannot communicate in words or pictures, but may use her psionic abilities and disciplines to affect the user. If a follower of Zuggtmoy, the user is probably (90% chance, no saving throw) struck with fear and awe of her power, and effectively charmedby her for 1-6 turns. The leaders of the Great Temple thus use the throne to inform Zuggtmoy of recent events and needs, and receive general feelings - approval, pleasure, anger, etc. - from her. Note that through this medium, Zuggtmoy can freely use her psionics, whatever the current limits on her powers may be. Any non-follower who sits in the throne must make two more saving throws, one vs. spells and one vs. psionics (as per DMG page 78; however, see below if the victim is also psionic). The first is a mind attack, and adjustments for Wisdom apply; if failed, the victim is charmed (as the spell). The second saving throw is for an initial psionic blast (mode A). Success for either indicates no effect from the applicable attack form. The charm will not be repeated, but the psionic blasts will probably recur every round. Special: If the victim is psionic, run a standard psionic-only battle between him or her and the demoness. Zuggtmoy has all modes (ABCDE/FGHIJ), with psionic strength 222. No multiple links are possible within the light chamber. The victim cannot rise from the throne while attacking psionically, but may do so while using defense modes only. However, Zuggtmoy can and will break off the combat completely when and if her remaining strength drops to 75 or less. 0 RjGiIIAL ADVEII1'V�S RE iIICAR.IIA1'ED • THE TEJtcPLE 0F ELEJtcEllTAL EVI L

Part 4: Nodes of Elemental Evil Four partial planes were created by Zuggtmoy to be used both as sources of power and as places of preparation and storage. They are permanently and magically tied to the northern areas of dungeon levels 3 and 4, and accessible from these locations if the proper methods are employed. Each of these partial planes (also called nodes) is filled by a tiny moon-like body, stranded in a small, odd, and isolated region of magically created space. Severely distorted effects of many sorts bedevil the surface of the moon, being within a mile of the very edge of the plane itself. Thus, the 100 square miles of surface area is largely avoided. A small part of the interior of each node is in use. Although a node is almost 5 1/z miles across (29,000 feet in diameter, or a total of 94 cubic miles), the space in current use is only about 1600 by 2100 feet in width, varying from 10 to 250 feet in depth. The nodes exist only as long as their connections to the dungeon remain unbroken. If Zuggtmoy is slain, the connections vanish, and the nodes do likewise. Any and all things within them at that time are sent whirling into a plane of the Abyss, either to Zuggtmoy's or one adjacent (planes 221- 223). On two of the node maps-those for the Air and Water nodes-the scale is much greater than on the dungeon maps. Each square thereon is 50 feet on a side, instead of 10. Despite the size of the areas, however, indoor scale is used throughout (limiting range measurements). The other two maps (the Earth and Fire Nodes) use standard scale, with 10-foot squares. With standard slow and careful dungeon progress, a party may take many days to explore the entire node map. But once characters become more used to the terrain, they may move at up to 5 times normal rate if desired-a 6" rate thus moving up to 30 squares per tum (or 6 on the Air and Water maps). Note, however, that such a speedy rate increases chances of surprise by + 1, to 3 in 6 (2 in 6 for rangers). TRANSPORTATION On maps 14 through 19, the symbols used for the elements are a square for water, the eight-pointed symbol of fire, a circle for air, and a triangle for earth. All of these symbols are magical, being the locations of gates. A sizeable glyph about 10 feet across is visible on the floor at each such location. Up to eight human-sized beings can occupy a glyph at one time. In dungeon area 351 and in each node, anyone standing on one of these symbols for three segments is sent from there to the appropriate elemental node. The user arrives at the center of the node map; see the appropriate area description for details. Each node map contains only three of the symbols, the one corresponding to the node itself being omitted. Dungeon area 419 has many halls which lead to gates to the nodes (and to the actual elemental planes as well), as noted in the area descriptions. Each gate bears a corresponding symbol, and each works in similar fashion (but is stepped through, rather than stood upon). Anyone possessing a power gem for the Yellowskull can modify the transportation effect of the corresponding glyph (e.g. the smoky quartz can affect the air glyph-the circle-but no other). The user must hold the gem (either loose or mounted) while entering the glyph, concentrating on another identical glyph ( those in the dungeon or another node). After the usual three segments, the user-and any other creature(s) entering the glyph during the same round-is sent to one of the identical glyphs, rather than the center of the corresponding node. Use ld4 to randomly find the actual destination: 1-2 - the same symbol in a node, 3 = dungeon level 3 (area 351), 4 - dungeon level 4 (area 421, 422, 424, 425, 427, 428, 431, or 432 as per symbol). The glyph at the point of arrival is deactivated for one round by this use, but must be evacuated quickly lest it send the traveler(s) away in the next round (after the usual three segments of occupation). Note that the Orb itself is not needed for the above change in the use of the symbols; only one of the appropriate gems is required. The modified result applies only to that use of the glyph, and does not permanently change it in any way. Escape from the nodes by other means is highly unlikely. A wish, plane shift, and certain other spell effects may allow transportation, as detailed in the following list of spell modifications. No other magical or mundane means will succeed. The number of current occupants of the nodes testifies to the security of the whole. 107 ENVIRONMENTAL DAMAGE The climate within each node was designed for the comfort of the elemental beings within. The concentrated raw elements may cause damage to visitors. Carefully keep track of time when characters enter an elemental node. Completely unprotected beings native to the Prime Plane take 1-4 points of damage each turn of exposure in the node. Any being with AC 2 or better takes only 1-3 points per turn. Practical non-magical aids (furs or coats in the chilly air node, removing armor in the fire node, and so forth) reduces damage to 1-2 points per turn. Any magical or innate resistance to the element or its effects negates environmental damage completely. Environmental damage is sporadic, not constant. It does not absolutely prevent spell casting, but may cause problems. The DM should check each spell cast, rolling ld6; if the result is 1, the caster takes some of the environmental damage during the casting, which spoils the spell and prevents its completion. Ignore this effect, of course, if the caster is magically immune to the environmental damage. DEVELOPMENT In play, the characters may find their way to the nodes in search of some means of destroying Zuggtmoy, the Temple, and so forth -and the gems of the nodes provide the keys to do so, given the discovery of the Orb as well (either before or after the gems' recovery, actually). But if they blunder into the nodes, or are forced therein by the press of a massed monster attack (especially on Dungeon Level Four), they will doubtless spend much time there, wandering and searching for the exit. Such victims are nearly doomed unless they find and then discover the uses of the gems of power. Space does not here permit a full description of each small part of the four nodes; after all, even with the limited space in use, each node complex comprises more area than all four dungeon levels! Random and placed encounters are given, with other notes, so that the whole is playable as it stands. But a small amount of time, effort, and skill on your part can develop the rough notes into fully polished gems of adventure, just aching for discovery. The map areas have been numbered to ease your further development. Suggested 0NGiIIAL A.DVEIIfVIQOS REi IICAR.IIAfED • THE TEJll PLE 0F ELEJll EilTA.L EVI L

areas for lairs are given in the area notes. Select from the monster lists to populate the map areas, and add rewards appropriate to the treasure types. When magic is indicated, roll ldlOO and refer to the Magic Treasure Table to find the exact items. Hundreds of adventurers, humanoids, and others have vanished into the nodes, and their traces (or even descendants or survivors!) may be found anywhere. Sacrifices arrive daily, even now at a low point of the Temple's power, taken through the long halls and tossed through the gates by the clerics and troops of the Greater Temple on Dungeon Level Four. If any notable NPCs in your campaign have been missing, they might show up here. The same applies to singular magical devices once in their (or others') possession, of course. And for higher level parties, certain powerful creatures once banished from or defeated on the Prime Plane due to past character actions might be found herein, having struck a pact with Iuz and Zuggtmoy in exchange for permanent or temporary visiting rights .... Herein should be all the tools for you, as Dungeon Master, to tailor the game to the characters. If their powers are lacking, they can find equipment and allies. If healthy, they should not lack for opponents. You have complete control, with the freedom to add subplots, clues, suspense, and excitement as you see fit. In short, develop the nodes to suit yourself and your characters. Apply the general modifications given for magic, and the guidelines for resident creatures, but elaborate and expand on the basics given so that the adventures herein are challenging and meaningful to your players, while offering some slim chance of victory and escape. MODIFICATIONS 10 MAGIC The elemental nodes are very close to the Prime Plane, so distance causes no ill effects to most magical items. No 'plusses' are lost from permanent items. However, many spell effects may be altered, and effects produced by devices may be likewise (based on the similar spell effect). Element-based effects and attacks have double effect (range, duration, damage, etc.) in the node of the same element, but half effect in one opposite node. For example, a fireball would explode to double volume (67,020 cubic feet, or a sphere of about 25' radius) and double damage in the fire node, or half volume (16,705 cubic feet, or just under 16' radius) in the water node. Water and ice-based effects are halved in the fire node; air and earth-based attacks are modified in like manner. When an effect is based on two elements, modifications are halved-i.e. one-quarter damage instead of half, or 50% extra instead of doubled. Saving throws against double-strength effects are made at -4, and at + 4 against halfstrength. Refer to the lists below for other alterations (both mandatory and possible) in spells and spell-like effects produced by items. 108 SPELL VARIATIONS Some spells (but not item effects) can be deliberately altered if the caster knows how to do so. When the phrase 'Can be cast as .. : is given in the listing, the spell caster can learn how to produce the given altered effect when the spell has been cast 2-3 times. In such listings, 'element' refers to the local material at hand-create element creates fire in the fire node, earth in that node, and so forth. Once an altered version is understood, it may be used on any element (i.e. separate practice is not required for each), and may even be transcribed onto a scroll in modified form, for later use, sale, research, etc. The unchanged spell may still be cast in any node except for its 'opposite' ( as detailed above). To introduce the spell variations in play, check each spell cast in a node against the following list. If it can be modified, tell the player that the character senses the potential change, and can learn more with just a bit of practice. When the character learns the modified versions, it may be helpful to check off the spell on the list below, or to note the name of the caster for future reference. Cleric Spells aerial servant: Works only in the air node. animate object: Automatically works on solid elemental objects of all sorts. control weather: No effect. create water, create food & water: Can be cast to 'create element' instead of water. 0NGiIIAL ADVEilTV�S REi IICARJIATED • THE TEJhPLE 0F ELEJhEllTAL EVI L

divination: Reveals information about 500 ' x 500 ' only (10 x 10 map squares). earthquake: Can be cast as 'element-quake', with normal effects. flame strike: Can be cast as 'element strike', with normal effects. gate: Allows escape to plane of choice. holy word: All the elemental beings are 'at home' in their respective nodes, so they are not sent elsewhere. Damage is accrued normally. insect plague: No effect. lower water: Can be cast as 'lower element'. part water: Can be cast as 'part element'. plane shift: Allows escape to the plane of the spell component's orientation. resist cold: Can be cast as 'resist element', with normal effects. resist fire: Can be cast as 'resist element', with normal effects. stone tell: Works on elemental objects of all sorts. wind walk: Can be cast as 'element walk', with normal effects. Druid Spells animal summoning (any): No effect. animate rock: Can be cast as 'animate element', with normal effects. call lightning: Works only in the air node. call woodland beings: No effect. chariot of Sustarre: Works only in the fire node. commune with nature: No effect. conjure earth elemental: No effect in air node (only). conjure fire elemental: No effect in water node (only). control temperature: Negates environmental damage from fire and air nodes (only). control weather: No effect. control winds: Works only in the air node. create water: See the cleric spell. creeping doom: No effect. entangle: Works on any elemental plantequivalent, including immobile molds but excluding mobile growths. faerie fire: Apply element modifications as if standard magical fire. fire storm: Can be cast as 'element storm', with normal effects. insect plague: No effect. obscurement: Can be cast to produce a cloud of any element (smoke, dust, sparks, fog). predict weather: No effect. produce fire: Can be cast as 'produce element', with normal effects. produce flame: Can be cast as 'produce element', with normal effects. protection from fire: Can be cast as 'protection from element' (negating environmental damage and affecting element-based attacks). purify water: Can be cast as 'purify element', with normal effects. stone shape: Can be cast as 'shape element', with normal effects. summon insects: No effect. transmute rock to mud: Can transmute any solid element to liquid, with normal effects. wall of fire: Can be cast as 'wall of element', with normal effects. water breathing: Can be cast as 'element breathing', which negates environmental damage. weather summoning: No effect. Magic-User Spells affect normal fires: No effect in fire node. airy water: Can be cast as 'airy element', with normal effects and negating environmental damage for all in the area of effect. anti-magic shell: Danger! Cuts off all beneficial magical effects which contain the elements in the environment. Increase damage (1 to 4, as noted above) from per turn to per round. cloudkill: Automatically creates a cloud of poisonous element (gas, dust, smoke, or mist) appropriate to the plane. cone of cold: Modify as if air-based. conjure elemental: Attracts the attention of all elementals in the node, but does not bestow control nor have any other effect. contact other plane: Check all results at 1 line lower (more distant). control weather: No effect. distance distortion: Can be cast using an elemental native to the node, with normal effects. fire charm: Modify as if magical fire. gate: Allows escape to plane of choice. glassee: Can be cast to affect any one solid element. globe of invulnerability: Doubles environmental damage (blocks some beneficial magic; q. v. anti-magic shell). ice storm: For the hail, 213 of the damage 109 (2d10) is from the blows. The remainder is from the cold (air element), and modified accordingly. incendiary cloud: This auack form is based on both air and fire, modified accordingly. lightning bolt: No effect in earth node. Note underwater changes for water node (DMG page 57). lower water: See the cleric spell. maze: The size of the maze is limited (just as is the node); find results 1 line down (faster than normal). monster summoning (any): No effect. move earth: Can be cast as 'move element'. phase door: If used at the boundary of the node, this allows escape into the ethereal plane. pyrotechnics: Can be cast to affect any one element. statue: Can be used to assume any solid elemental form. stinking cloud: Can be cast to create any element, with normal effects. stone shape: Can be cast as 'shape element', with normal effects. teleport: Cannot be used to escape from the node. transmute rock to mud: See the druid spell. vanish: Too-heavy objects are replaced with the element (not limited to stone), but are lost in the abyss, not merely displaced into the ether. wall of stone: Can be cast as 'wall of element', with normal effects. water breathing: See the cleric spell. web: Can be made of the local element, with normal effects. wish: Can be used to affect the contents of the same node only; cannot affect other nodes or planes. Can be used to take up to 10 beings to the Prime Plane, to a location of the caster's choice, with no chance of error. Illusionist Spells alter reality: Can be cast to create an escape route to any adjacent plane. fog cloud: Can be cast as 'elemental cloud'; see obscurement (druid spell). maze: See the magic-user spell. summon shadow: No effect. wall of fog: Can be cast as 'wall of element'; see obscurement (druid spell). 0RiGi ilAL ADVEilTVRJ:S REinCARJIATED • THE TEillPLE 0F ELEill E nTAL EVI L

TABLE Of MAGICAL TREASURES When developing encounter areas in the Nodes of Elemental Evil, use items from the following table if magical treasure is indicated by random roll for the monsters' treasure type. Roll ldlOO to determine the exact item. Place the item and delete it from the table; roll again if the same roll occurs again. H all these items are used, select magic randomly (DMG pages Ul-125) but ignore artifacts and books (librams, manuals, tomes, et al.). This should not be necessary unless multiple parties spend great amounts of time exploring the nodes in detail. Note that all spells on spell scrolls given below are detailed in Unearthed Arcana and are of 1st-7th level (though you are not bound by either guideline in generating additional magic items). You may divide the scrolls given, if desired, into several smaller ones. Other items detailed in Unearthed Arcana are indicated by the initials UA. d% Item 01 Potion of super-heroism 02 Wand of lightning bolts (67 charges, UA) 03 Sovereign glue (UA) 04 Scroll of S cleric spells (levels 1, 2, 3, 4, S): endure cold/heat, aid, negative plane protection, cloak of fear, spike growth OS Plate mail + 1 06 Potion of fire giant strength 07 Rod of resurrection (15 charges) 08 Ring of shocking grasp (UA) 09 Mace +2 10 Scroll of protection from acid (UA) 11 Potion of levitation 12 Hat of disguise (UA) 13 Scroll of protection from magic 14 Shield + 2 15 Longsword + 2, + 4 vs. lycanthropes and shape changers 16 Potion of invisibility 17 Periapt of proof against poison 18 Scroll of 6 cleric spells (levels 1, 2, 3, 3, 4, S): precipitation, withdraw, cloudburst, remove paralysis, imbue with spell ability, rainbow 19 Plate mail + 1 20 Wand of paralyzation (M) (53 charges) 21 Potion of polymorph (self) 22 Scroll of protection from elementals (all) 23 Staff of striking (C, M) (11 charges) 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 4S 46 47 48 49 so 51 52 S3 S4 SS S6 S7 58 S9 60 61 62 63 64 65 66 Chain mail + 1 Two-handed sword + 1, + 2 vs. dragons Potion of healing Longsword + 1 ('Snoop', AL NG, Int 13, empathy; can detect invisible and detect magic, each to 10' range) Bracers of defense AC 3 Spear + 1 Scroll of protection from traps (UA) Plate mail + 2 Potion of fire breath (UA) Helm of underwater action Shortsword + 4, defender Ring of shooting stars Potion of flying Scroll of 6 magic-user spells (levels 1, 2, 3, 4, 6, 6): run, preserve, item, stoneskin, contingency, eyebite Figurine, marble elephant (Asiatic) Spear + 2 Dagger +2 Potion of speed Cloak of protection + 2 Scroll of protection from electricity (UA) Longsword + 2, + 3 vs. magic-using and enchanted creatures Light crossbow + f Potion of rainbow hues (UA) Scarab of protection -2 (cursed) Shield + 1 Ring of feather falling Decanter of endless water Scroll of 6 illusionist spells (levels 1, 2, 3, 4, S, 5): phantom armor, alter self, wraithform, rainbow pattern, advanced illusion, dream Potion of ESP Shield +3 Bracers of archery (UA) Arrows + 1 (10) Potion of water breathing (4 doses) Battle axe + 1 Scroll of 7 druid spells (levels 1, 1, 2, 2, 3, 3, S): detect balance, detect poison, flame blade, reflecting pool, spike growth, starshine, moonbeam Crossbow bolts + 1 (12, light) Leather armor + 1 Potion of heroism Broadsword + 1, flame tongue Scroll of 4 illusionist spells (levels 1, 2, 3, 4): chromatic orb, fascinate, delude, dispel magic Plate mail of vulnerability Shield +1 Potion of climbing 110 67 Chain mail + 3 68 Longsword, cursed berserking 69 Boots of levitation (420 pound limit) 70 Bastard sword + 1, + 3 vs. giant class creatures 71 Potion of gaseous form 72 Ring of fire resistance 73 Longsword + 3 74 Mace + 1 75 Potion of fire resistance 76 Broadsword of life stealing + 2 77 Scroll of 7 magic-user spells (levels 1, 1, 3, 3, 4, 5, S): taunt, wizard mark, material, wind wall. magic mirror, avoidance, fabricate 78 Rope of climbing 79 Splint mail + 1 80 Necklace of strangulation 81 Potion of clairaudience 82 Hammer +1 83 Axe + 1 84 Scroll of S magic-user spells (levels l, 2, 6, 7, 7): firewater, flaming sphere, chain lightning, sequester, volley 85 Short composite bow + 2 86 Potion of flying (actually delusion) 87 Chain mail + 1 88 Longsword + 1 89 Gauntlets of dexterity 90 Wand of size alteration (24 charges, UA) 91 Scroll of 5 cleric spells (levels 1, 2, 3, 4 , S): magic stone, wyvem watch, death's door, spike stones, air walk 92 Potion of extra-healing 93 Dagger + 1, + 3 vs. persons (all those affected by a hold person spell) 94 Scale mail + 1 9S Shield + 1 96 Ring of protection + 2 97 Potion of ventriloquism (UA) 98 Scroll of 6 magic-user spells (levels 2, 2, 2, 4, S, 7): bind, irritation, vocalize, shout, dolor, forcecage 99 Dust of disappearance 00 Scimitar + 1 ('Schakha', AL LN, Int 14; speaks alignment, azer, giant common, human common, and dwarf; can detect gems S', detect secret doors S', detect traps 10 ') RESIDENTS Most of the creatures inhabiting the nodes were brought or summoned here from the Elemental Planes by Zuggtmoy or Iuz. Some came from the Prime, trapped or lured here. Very few have escaped, even 0NGiilAL A.DVEilTVRJ;S REi ilCARJIATED • THE TEJllPLE 0F ELEJll EllTA.L EVIL

after many long years. Zuggtmoy's beloved molds and goops also wander the nodes, coming and going at the bidding of their mistress. It is important to note that the elementals and related creatures herein are free-willed, not conjured or summoned, but are trapped. They are unaffected by dispel magic, and are not blocked by protection from evil. They are also not necessarily hostile, being Neutral and as eager to escape as are the characters. Should communication be established, or some indication of friendliness be given (such as offered treasure or food), elementals might very well agree to peaceful coexistence or even a limited partnership for a time. The lists of creatures found in the Nodes give numbers appearing, but you may modify these to suit the PCs' level and relative health. Most creatures should be initially encountered in small numbers, roving near or far from their lair. Do not suddenly introduce the entire complement of a creature type in one sudden swoop. The several true elementals found in each Node should be encountered singly, having no actual lair. Finally, some few residents, especially the evil ones of lower intelligence, may still be working toward a greater goal set by their leaders luz and Zuggtmoy long ago. They may be developing areas, digging new tunnels, or simply patrolling for intruders. In any event they are dangerous fanatics, fighting to the death to ensure the continued completion of their assigned tasks. RANDOM ENCOUNTERS To check for wandering monsters in any node, roll ldlOO once per turn and refer to the table. All monsters are considered native to their nodes, and do not take environmental damage. Wandering humans are garbed in a manner appropriate to their surroundings, and have become immune to environmental effects through long exposure to them. Statistics for Zuggtmoy's pets can be found in Appendix B (under Zuggtmoy); node residents are described in the following encounter keys. A few wandering humans are detailed below. Ash rem This bitter old man was once the chief cleric of the air temple (dungeon area 210), but was replaced by Kelno a few years ago. Betrayed by his brother Alrrem (of the fire temple, area 212), he was sacrificed to the air temple and cast off into the nodes. But his feigned death saved him; he was able to cure his near-mortal wounds, and has survived in the nodes by avoiding everyone and scavenging what materials he can find. He has a cache of spell components, both clerical and magic-user types, hidden somewhere in the nodes, and will use this to barter should he be endangered by adventurers. Ashrem lives for revenge on his brother. He wears ill-fitting and damaged chain mail, taken from the body of a larger fighter, and carries a scarred shield bearing the symbol of Sir Robilar (a green dragon on yellow field). He carries a mace, hammer, and many empty sacks (both small and large) for scavenging. If questioned, Ashrem reveals his name and profession, and seeks aid in escaping. He will eagerly join a party if asked. He has seen most of the other wandering humans at some time or another, but has avoided them, believing them hostile and dangerous. ldlOO Result 01 Ascomid 02 Basidirond 03-04 Gray ooze 05--06 Ochre jelly 07 Phycomid 08-10 Pudding* 11 Ustilagor 12 Zygom 13 Wandering human (roll again)** 14-20 Node resident* ** 21-00 No encounter * Pudding type varies by node: air - white, earth = black, fire - dun, water = brown * * See list below * * * Select or randomly determine one monster of the types placed in the node. Wandering humans (roll ldlOO) Roll Result Roll Result 01-20 Ashrem 51-65 Jaer 21-40 Bandits 66-85 Sargen 41-50 Darley 86-00 Taki Ashrem: AC 4; MV 12 �; AL CE; Cleric L6; hp 35; #AT 1; D by weapon; XP 635 S 13 I 10 W 17 D 9 Co 15 Ch 7 Bandits A large group of bandits once visited the 111 fourth dungeon level in search of the rumored great wealth therein. They found the gates to the nodes, and their leader ordered them through when approaching ettins were sighted. The leader has since been slain by monsters, as were over a dozen of the bandits. The remaining seven bandits are led by their cleric, who literally rules by the powers of life and death he wields through his spells. They are scavengers and cowards, having survived nearly two months by their methods. If left alone, they will lose one of their number each 1-4 days, until none remain. The bandits prefer to attack from ambush, so an encounter with them will probably (75%) given them 1-3 surprise segments from such a situation. If so, they begin with missile fire from cover. They prefer to remain behind cover for as long as possible, but will engage if necessary. When wounded, however, any bandit will flee at the beginning of the following round. Bandits (7): AC 8 (leather armor), MV 1r, Level 0 (HD 1-1), #AT 1 or 2, D by weapon, SA all have shortbows (D 1-6/ 1-6, range 6 #/12 "18 "), each with 40 arrows; AL NE, XPV 14 + l/hp Grank, bandit leader/cleric: AC 4 (chain & shield), MV 12 w, Cleric L3, hp 17, #AT 1, D by weapon, SA spells, AL NE, XPV 171 S 13 I 10 W 16 D 12 Co 9 Ch 14 Spells (4,3): cure light wounds (x4), hold person, resist element (x2) Darley When encountered, Darley appears as a comely human female clad in robes. She is friendly, and claims to be a magic-user. She will eagerly join a party if invited, and will behave perfectly for at least two days of adventuring to allay any suspicions. Darley is an alu-demon who was once part of a demonic faction allied against luz. The group was utterly defeated, of course, and its members scattered, banished, or imprisoned. Darley is one of the lucky ones, allowed to wander here in the nodes. Darley fakes spellcasting gestures and sounds, in conjunction with her spell-like abilities, to bolster her magic-user image. She can use any of the following abilities up to once per round, each up to three times daily at 12th level ability: chann person, ESP, shapechange 0NGiITAL A.DVEil1'V�S REi ITCARJIA1'ED • THE TEJll PLE 0F ELEJll EilTAL EVIL

GRANK JAER DARLEY 0NGiilAL ADVEilTVRJ:S RE i ilCAR_IlATED • THE TEJh: PLE 0F ELEJh:EilTAL EVI L

ASH REM SARGErl TAKI 0 NGiilAL ADVEilTVRJ:S RE iilCAR_IlATED • THE TEJb: PLE 0F ELEJb:EilTAL EVI L

(to humanoid form of same size &: weight), and suggestion. She can also use dimension door once per day. Her vampiric touch inflicts 1-8 points of damage, and cures herself of 1-4 at the same time. Darley's true form is very similar to her human one, with the small addition of vestigial horns and small bat-like wings. She will retain human form indefinitely to keep up the masquerade. Darley: AC S, MV 12 w /12 w (MC:C), AL CE, HD 6+2, hp, #AT 1 or 1, D by weapon or 1-8 (touch), SA spell-like powers, vampiric touch, SD 30% MR, magic or iron weapon to hit, touch cures 1-4 points, SZ M (S ' ), XP 3000 + 14/hp S 13 I lS W 9 D 10 Co 16 Ch 14 Jaer The weaver Jaer, once a solid resident of Nulb, came upon hard times and joined a group of bandits. He regretted his choice almost immediately, but when he tried to quit, was given to and questioned by the leaders of the Greater Temple, and then thrown into the nodes. Jaer's survival is due to his craft. He has made armor, shield, and tools by weaving scraps he has found. He has wandered the nodes for only three weeks, and is becoming desperate. He was once looted and chased off by the wandering bandits, and thus will be distrustful of the party at first. But he will eagerly ally with a friendly group, and will put his skills to good use. Jaer's weapons include a normal sword, dagger, and hammer, and also 20 'fire balls' -woven bundles of flammable material, which can be ignited and thrown to 3 w range, inflicting 1-4 points of damage if a hit is scored. Jaer carries a lit lamp most of the time for igniting his fire balls. Jaer: AC 6 (woven-padded armor &: shield), MV 12w, AL N, Level 0, hp 7, #AT 1, D by weapon, SA fire balls, XP 25 S 10 I 14 W 13 D lS Co 12 Ch 11 Sargen This magic-user once came to the Temple in search of work, but was soon imprisoned and thrown to the nodes due to philosophical differences. He has little equipment, having survived by hiding and eating anything he could find. He has passed into insanity in the last months, and believes every creature he sees to be a demon or devil of some sort. When encountered, Sargen has worked up his courage and approaches the party, groveling. Believing them to be a troupe of wandering demons, he plans to beg for release, offering thousands of gold pieces and future service in exchange. (His cash is at his home, on the Prime Plane, but is quite real.) If attacked or threatened, he flees immediately, and future encounters will be at a distance, again causing him to flee. Sargen only retains two spells, saved for emergencies-invisibility and fly. His spell book is long lost. Sargen: AC 10, MV 12w, AL LE, Magic-user LS, hp 14, #AT l, D 1-4 (dagger), SD spells, XP 240 S 12 I 16 W 9 D 10 Co lS Ch 8 Taki This fearsome fighter stands a full seven feet tall, and wears his own shining sky-blue plate mail armor and shield, and carries several weapons-dagger, longsword, longbow, and others. He was separated from his party about four months ago when they entered the Greater Temple. He was forced to retreat down a side corridor, and ended up in the nodes (fully equipped). Taki has survived by brute force. He once allied with Ashrem for a short time, receiving curing in exchange for his combat prowess. But after being tricked several times, his dislike of the cleric grew, and he went off on his own. Taki will be suspicious of any party he meets but, if invited, will adventure with them for an hour or two, provided that any of his wounds are cured by PCs. He departs to sleep in a hiding place of his own preference, away from the party. After two or three days with a well-behaved and intelligent party, he will join them if asked. Any evil or stupid behavior, however, causes him to leave and continue his lonely quest for escape. Taki: AC O, MV 12 w, AL NG, Fighter L7, hp SS, #AT 1, D by weapon, XP 1040 S 18/28 I 12 W 8 D 16 Co 13 Ch 10 Air Node DESCRIPTION Within the Air Caverns, the atmosphere is cool and windy. The relatively constant 114 60 degree temperature (F) is comfortable to all herein, but the winds range from mild gusts of 10-20 mph to full gales of 100 + mph. The environmental damage is due to dust, pebbles, and other debris blown by the winds. Those arriving in the air caverns appear on a plateau atop a central spire, standing 200 feet above the floor level and reaching to within SO feet of the cavern's roof. A steep slope down spirals widdershins from the peak. Light seems to come from the ceiling of the cavern, casting a soft twilight glow throughout the area. The visibility from the peak is fair; many cave entrances can be dimly seen in the distance. Dense clouds of random shapes and sizes drift in the great cavern. Though they are constantly pushed and torn by the winds, they do not disperse easily. At floor level, however, visibility varies widely. When necessary, the DM may roll 2d4 to find the number of map squares (each SO' across) visible in any one direction, but this could change in a short time, possibly -0nly a round or two. The slopes, stairs, and caverns themselves are hewn of solid rock, apparently by very good craftsmen. All surfaces are strewn with rubble, an occasional bone or bit of lost, worn equipment, and an infrequent shallow pit or landslide. Though most of the Air Caverns are dry and fairly mild, areas #13-16 are dotted with pools of icy water, with frozen lumps on the walls. These caves are even cooler towards their northern ends, where part of a glacial outcropping can be seen (areas 15-16): BRIEF AREA NOTES A 1 Top of peak (point of arrival) A 2 East floor area A 3 North floor area A 4 South floor area A S Huge cavern south, at ground level A 6 Shelf, 120' above floor level, reached by a slope to the west A 7 Cave at ground level A 8 Hidden niche, 80 ' above ground level, reached by a slope to the north. At the east end of the niche is an eight-pointed symbol, gate to the Fire Node. A 9 Large branch cave, at ground level; contains three outcroppings of hard rock, each projecting 10-60 feet above floor level A 10 North niche (lair) of branch cave 0zjGirrn.L ADVEII'fV�S REiIICAR_IIA'fED • THE TElhPLE 0F ELElhEllTAL EVI L

A 11 East niche (lair), 100' above floor level, reached by a slope to the west A 12 Northeast niche (lair), as #11. A 13 Small cave at ground level A 14 Northeast corridor, at ground level A lS Small cave, with entrance sloping down 20 feet from ground level; the north wall is almost entirely jagged ice A 16 Large cave at ground level (lair); the north wall is mostly ice A 17 Shelf, 40 ' above ground level, reached by a short slope to the south A 18 Cave, reached from shelf #17; lair of ildriss grues. In their treasure is one of the power gems, the aquamarine, which will send anyone touching it to the Water Node. A 19 Corridor sloping up from ground level, reaching 30-foot height at area 20 A 20 Wide cave A 21 South cave (lair) A 22 Shelf, 70 ' above ground level (40' above area 19), reached by a slope to the northeast (lair) A 23. Shelf, SO ' above ground level, reached by a slope to the east (lair) A 24 Elongated cavern A 25 Shelf, 130 ' above ground level, reached by a long slope to the south A 26 Cavern, 90 ' above ground level, reached by the slope to area 2S A 27 Large cavern at ground level. At the west end is a square symbol, gate to the Water Node. A 28 Large cavern at ground level A 29 North corridor branch sloping up 30' A 30 West cavern, ground level A 31 Southwest cavern, ground level A 32 Hidden cavern (entrance 10' wide); slopes up from entrance to 40' above ground level at the south end. Near the end is a triangular symbol, gate to the Earth Node. RESIDENTS Dragons, White (3): AL CE, MV 12 n;3on (MC:E), HD S (hp 10), 6 (hp 42), 6 (hp 48), AC 3, #AT 3, D 1-4/1-4/2-16, SA breath cone frost 70' x 2S ' , SZ L (24 ' ) , IN Average; IL20%, TT E, 0, S; XP 40S, 852, 888 This family shares a single lair. Note the bonuses gained by the adults if their offspring is attacked, as given in MMl, p. 30. Elementals, Air (6): AL N, MV 36n/36" (MC:A), HD 8 (x3), 12 (x2), 16, AC 2, #AT 1, D 2-20, SA whirlwind (1 tum to create) slays under 3 HD, D 2-16 to others, SD + 2 weapon to hit, SZ L, IN Low; XP 82S + 10/hp, 2850 + lS/hp, 5250 + 20/hp These should be encountered singly or in pairs. They have no lair. Giants, Cloud (5): AL NE, MV lS ", HD 12 + 2-7, AC 2, #AT 1, D 3-36, SA throw rocks to 24 n range (D 2-24), SD surprised on 1, SZ L (18'), IN Average-Very; IL 40%, TT E, QxS; XP 42SO + 16/hp The cloud giants have a well-defendable lair, and may (SO% chance) have 1-3 human captives, holding them as slaves and for future ransom or meals. These are level 0-7 (ld8-l) NPCs of any class, with no equipment. Hieracosphinx (2 lairs of 4 each): AL CE, MV 9 "/36# (MC:D), HD 9, AC l, #AT 3, D 2-8/2-8/1-10, SZ L (7' ), IN Low; IL 20%, TT E; XP 600 + 12/hp These hawk-headed predators may be serving as steeds for some other residents, in exchange for an equal share of gains. They lair on high shelves. Ildriss grues (8): AL NE, MV 3 n or 24 • (MC:A) I HD 4, AC 2, #AT 1, D 3-12, SD + 2 weapon to hit, SZ M, IN Low-Very; IL 10%, TT Qx2, X; XP 24S + S/hp These creatures are invisible until they attack in fog cloud form. All air and weather-based effects are dispelled within SO feet of them. Mihstu (2): AL NE, MV 6 n/6" (MC:B), HD 8 + 2, AC -2, #AT 4, D 2-7 each, SA envelop = drain 1 point Constitution (rest regains l/day), SD + 2 weapon to hit, immune to missiles, electricity, & magic missile, MR 10%, SZ M (6' ), IN High; IL 10%, TT I; XP 1700 + 12/hp These dangerous monsters share a single lair, and have double the given chances for treasures. Toads, Giant Ice (10): AL N, MV 9", HD 5, AC 4, #AT 1, D 3-12, SA radiate cold 112 rounds (IO' range, D 3-18), SZ L, IN Average; IL 40%, TT C; XP 20S + S/hp The toads lair near the other ice creatures of this Node. 115 Vapor rat (2 lairs of 8 each): AL C(N), MV 12 •I 16 • (1 •, MC:E), HD 2, AC 6 (or special), #AT l, D 1-2, SA gaseous form at will, SD serious wound or kill creates stinking cloud effect on 1 creature in S-8 feet, SZ S, IN Low; IL 30%, TT special (q. v. MM2 page lOS); XP S2 + 2/hp These pests lair near the giants and dragons, scavenging leftovers. Vortex (5): AL CN, MV lS • (MC:A), HD 2 + 2, AC 0, #AT 1, D spin (cone 40'x 10' , D 1-3 per round and 5 % per round cumulative chance of death), SZ S-M, IN Non; XP so + 3/hp Due to their high Armor Class, these monsters can be very deadly. They are easily frightened, but will regroup and return repeatedly if hungry. Wind walkers (2): AL N, MV lS "/30 " (MC:A), HD 6 + 3, AC 7, #AT 1 area, D 3-18, SD ethereal, spell immunities (q. v. MMl page 101), SZ L, IN Very, MR Special; IL 20%, TT C, R; XP S7S + 8/hp These potentially deadly monsters are inquisitive and often benign. They employ a whistling language, and can also read minds and respond by whatever means are available. Earth Node DESCRIPTION The Earth Burrows are dark and slightly damp-a typical cave-dungeon setting. The temperature is a constant 45 degrees, with little or no air movement. The environmental damage comes from the ever-present heavy dust in the air, and from occasional rockslides, minor cave-ins, and so forth. Those arriving in the Burrows appear in the center cave, a large broad area SO feet tall at its center tapering to only 10-20 feet at the side corridors. The corridors have no light, and the dusty air permits only half normal range of sight, whether normal or infravision. Slopes are few, and the stone is dug out, rather than worked. BRIEF AREA NOTES E 1 Central cave (arrival point) E 2 North corridor E3 Burrow 0Rj:Gi ilAL ADVEilTV�S REi ilCARJIATED • THE TEJll:PLE 0F ELEJll: EilTAL EVI L

E 4 Cave E 5 Large cavern with long corridor. At the south end of the cavern is an eight-pointed symbol, gate to the Fire Node. E 6 Cave E 7 Junction and small cave E 8 Grotto E 9 Cave E 10 Large south cavern E 11 South grotto with divided approach, lair of chaggrin grues. In their treasure is one of the power gems, the garnet, which will send anyone touching it to the Fire Node. E 12 South cave E 13 Junction and cavern E 14 Hidden cave E 15 Huge southwest cavern E 16 Small cavern E 17 Corridor intersections E 18 Long cavern (lair) E 19 Long west cavern. At the south end is a square symbol, gate to the Water Node. E 20 Northwest cavern E 21 North grotto E 22 North cave E 23 North cavern. At the west end is a circle symbol, gate to the Air Node. E 24 Great north cavern (lair) RESIDENTS Basilisks (2), AL N, MV 6 ", HD 6 + l, AC 4, #AT 1, D 1-10, SA petrification gaze (6 " range), SZ M (7' ), IN Animal; IL 40%, TT F; XP 1000 + 8/hp These creatures are 90% likely to have 2- 5 human or humanoid statues in the area near their lair-but note that they are often encountered elsewhere. Their presence is well known to most other residents. Bowlers (12): AL N, MV 6 "-15", HD 5/s (hp 2-5), AC 4, #AT l, D 1 per hp, SA 50% unnoticed over 40' range, SZ S-M, IN Semi; IL 35%, TT self (gem); XP 5 + l/hp This single colony survives by camouflage and cowardice, and should not prove dangerous unless cornered. Neither should they become overly friendly, whatever occurs. Chaggrin grues (5): AL NE, MV 12 " (3 "), HD 5 + 5, AC 4, #AT 2, D 3-6/3-6, SA 2 paw hits = cling (D 7-12 per round), SD dispels all earth-based spells in 40', shapechange to large mole, hedgehog, man (with merge in soil for surprise on 1-5), SZ S, IN Low-Average; IL 20%, TT C, Qx5; XP 425 + 6/hp If not surprised, the grues prepare by merging with the nearby earth for the surprise benefits. Crysmals (3): AL N(E), MV 6 ", HD 6 + 6, AC -4 or 0, #AT 1, D 3-12 (2-8), SA shoot appendage 2" (D 9-16), SD AC 0 vs. blunt metal, immune to fire, cold, poison, takes half damage from lightning, SZ S (3 1/z • to L (14 ' long, 2' wide), IN High-Exceptional; PSI 91-110, Modes BC/F; IL 0%, TT self (4-32 gems); XP 825 + 10/hp These creatures are prey of the xorn and xaren, and avoid them at all costs. They seek a diet of quartz and other minerals, and will attack to gain them. Crystal oozes (2): AL N, MV 1 •; ;3 •, HD 4, AC 8, #AT 1, D 4-16 + paralysis, SA hit = save vs. poison or paralyzed, SD 75% invisible in water, immune to acid, cold, heat, fire, 1 point per hit from blows, SZ M-L, IN Animal; XP 225 + 4/hp These will probably be found together, and in water. They have no lair. Dracolisk (1): AL CE, MV 9 "/15 " (MC:E), HD 7 + 3, AC 3, #AT 3, D 1-6/1-6/3-12, SA acid breath (range 3 •, D 4-24, save for half), gaze petrifies, SD 90% immune to reflected gaze, SZ L (15-20' ), IN LowAverage; IL 35%, TT C, l; XP 2200 + 12/hp As with the basilisks, this creature has 2-5 statues in or near its lair. Dragons, Black (2): AL CE, MV 12 "/24 " (MC:E), HD 7 (hp 35 each), AC 3, #AT 3, D 1-4/1-4/3-18, SA breath stream acid 60' x 5', SZ L (30'), IN Average; IL 30%, TT H; XP 1155 each This mated pair has recently produced two eggs. These should hatch in 71-79 days, but will probably not survive (a mere 15% chance) unless fed plenty of fresh meathumans and humanoids being an excellent source. Elementals, Earth (6): AL N, MV 6 ", HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, D 4- 32, SD + 2 weapon to hit, SZ L, IN Low; XP 825 + 10/hp, 2850 + 15/hp, 5250 + 20/hp These should be encountered singly or in pairs. They have no lair. Galebs duhr (2): AL N, MV 6 ", HD 8 to 10, AC -2, #AT 2, D 2-16, 3-18, or 4-24 (x2), SA once per round as L20 M-U-move earth, stone shape, passwall, transmute rock to mud, wall of stone, animate 1-2 boulders (range 6, AC 0, MV 3 ", HD 9, D 4-24), SD immune to lightning, normal fire, save at + 4 vs. magical fire, SZ L (8-12 ' ), IN Very; IL 15%, TT Qx3, X; XP 2000 + 12/hp The somber rock-lords have great power 0NGi ITAL ADVEITTVRJ:S REi ITCARJIATED • THE TEJll PLE 0F E LEJll: EllTAL EVI L

and little patience, but are not innately hostile to any but those who feed upon stone or gems. They are likely to aid or at least parley with those bearing information about such vile creatures. Giants, stone (6): AL N, MV 12 ", HD 9 + 1- 3, AC 0, #AT 1, D 3-18, SA throw rocks (range 30", D 3-30), SZ L (12 ' ), IN Average; IL 30%, TT D; XP 1800 + 14/hp This large single family has an easily defensible lair, and probably several allies nearby. Gorgons (2): AL N, MV 12 *, HD 8, AC 2, #AT 1, D 2-12, SA 4x/day breath cone 6" x ZW (save or petrify), SZ L, IN Animal; XP 1750 + 10/hp These dangerous beasts are avoided by nearly everyone. Their location should be well-known and mentioned in even the most casual conversation. Khargra (4): AL N, MV 3 * (15 "), HD 6, AC -3, #AT 1, D 3-18, SA surprise 7 in 8 (jump 10' from wall), SZ S (3 ' ), IN Low; XP 300 + 6/hp The school of these strange rock-fish wanders almost constantly. Note that they may damage metal weapons with their bites (as explained in the AD&D® FIEND FOLIO® Tome, pages 56-57). Rode reptiles (two lairs of 2 each): AL N, MV 6 ", HD 5+8, AC 3, #AT 1, D 9-12, SA surprise on 1-3, SD chameleon, SZ M-L (SU ' ), IN Animal; IL 30%, TT S (x1/4), T (x1/z) per lizard, and 25% J, K, L, M per lair; XP 400 + 7 /hp or 600 + 9/hp Storoper (1): AL CE, MV 1 *, HD 6, AC 0, #AT l, D 1-10, SA 6 strands (SO' range), first 2 hits charm (no save, for 10 rounds) and all cause weakness (-50% Str in 1-3 rounds, for 2-8 turns), SD immune to normal missile fire, SZ M (5 ' ), IN High; IL 90%, TT M, N, Qx2; XP 500 + 6/hp This creature is probably encountered near some major intersection, where it can hide and watch passers-by until finding one that appears digestible. It is hungry. Xaren (2): AL N, MV 9" (3*), HD 5 + 5, AC 1, #AT 4, D 1-3/1-3/1-3/4-16, SA surprise on 1-5, can shift (AC 8) to merge/ move at 9* rate, SD immune to fire and cold, takes half damage from lightning, SZ S (4' ), IN Average; XP IL 70%, TT 40% special (q. v. MM2 page 129), XP 55 + 8/hp Note that these creatures are Neutral and probably friendly towards others native to their own Plane. Xom (2): AL N, MV 9", HD 7 + 7, AC -2, #AT 4, D 1-3(x3)/6-24, SA surprise on 1- 5, SD immune to fire and cold, takes half damage from lightning; SZ M (S ' ), IN Average; IL40%, TI O, P, QxS, X, Y; XP 1275 + 10/hp Note that these creatures are Neutral and probably friendly towards others native to their own Plane. Fire Node DESCRIPTION The rooms and corridors of the dreaded Fire Pits are humid and hot-so hot that the subsequent environmental damage is inflicted over periods of exposure. The areas are lit, either dimly or brightly, by the occasional pits of burning embers and leaping flames, as noted on the map. Those arriving here appear in the central room, faced with a choice of eight doors. They, and all other portals in the Node, are large stone constructions with brass fittings. They stick frequently (-1 penalty to all 'open doors' rolls), but are edged by ample cracks which allow fire creatures and others of mutable form to seep through them even when closed. The rooms and corridors, hewn from the surrounding rock, are well-made, perhaps by earth elementals or magic. Many surfaces are scorched and scratched, but few are chipped. Bits and scraps are rare, only found in small piles and singed on the upper side. BRIEF AREA NOTES F 1 Center room (arrival point), with eight doors F 2 North hall, with four fire pits (lair) F 3 Octagonal room. At the north end is a circle symbol, gate to the Air Node. F 4 Northeast rectangle room with side corridor (lair) F 5 Dead-end room F 6 Passage and rectangular room F 7 Northeast fire pits (3 pits, lair) F 8 Square room F 9 Great Hall with four square fire pits, lair of harginn grues. In their treasure 117 is a power gem, the smoky quartz, which sends anyone touching it to the Air Node. F 10 Square room F 11 Rectangular room F 12 Cubicle (lair) F 13 Side room F 14 Square room with door (lair) F 15 East rhomb F 16 Central room (lair) with doors and side corridors F 17 Side room with door F 18 Southeast fire pits (lair) F 19 Triangular room. At the north end is a triangle symbol, gate to the Earth Node. F 20 Southwest fire pit room, with 2 rectangular pits (lair) F 21 Side room with door F 22 West rhomb F 23 Side room with door F 24 Large room F 25 Cubicle (lair) F 26 Large room F 27 Side room with door F 28 Side room with door F 29 Southwest circle room F 3·0 Hall with 3 fire pits. At the west end of the hall is a square symbol, gate to the Water Node. F 31 Northwest circle room F 32 Side room with door F 33 Large hall F 34 Large corridor F 35 Oval room (lair) F 36 Northwest rectangle room with side corridor (lair) RESIDENTS Fire Bats (2 lairs of 12 each): AL NE, MV 6 "/20" (MC:B), HD 2, AC 8, #AT 1, D 2-8, SA hit attaches, SZ S, IN Semi; IL 50%, TT I; XP 28 + 2/hp These pests may haunt and track the party for great lengths of time, avoiding outright attack until their prey is distracted by larger opponents. Bodak (1): AL CE, MV 6 *, HD 9 + 9, AC 5, #AT 1, D by weapon, SA gaze death ray (range 30' ), SD + 1 weapon to hit, immune to charm, hold, sleep, slow, poison, SZ M, IN Low; XP 1950 + 14/hp This horror, a sometime ally of Darley the alu-demon (see wandering humans), is all that remains of a once powerful magic-user who allied with the demonic uprisirig 0IVGiilAL ADVEil'fV�S REi ilCARJIA'fED • THE TEJh:PLE 0F ELEJh:EllTAL EVI L

against Iuz. Though now of Low intelligence, he is exceedingly cunning, and will hide, track, and use hit-and-run attacks on a preoccupied party if at all possible. Dragons, Red (2): AL CE, MV 9 •;24 • (MC:E), HD 10 (hp 60), 11 (hp 66), AC - 1, #AT 3, D 1-8/1-8/3-30, SA breath fire cone 90 ' x 40', spells, SD spells, SZ L (48'), IN Exceptional; IL 60%, TT H, S, T; XP 5640, 8006 This former mated pair has split up, due to marital arguments about treasure. They will be encountered singly, and may even avoid humans, knowing them to be dangerous. Each dragon can speak and use the following spells once per day: enlarge, shield, mirror image, web, dispel magic, slow. Efreeti (l): AL LE, MV 9 "/24 " (MC:A), HD 10, AC 2, #AT 1, D 3-24, SA detect magic, enlarge, gaseous form, grant 3 wishes, illusions, invisibility, polymorph self, produce flame, pyrotechnics, wall of fire (each l/day), limited telepathy, SD immune to normal fire, -1 per die from magic fire, SZ L (12 ' ), IN Very; XP 1950 + 14/hp This clever creature probably masquerades as an elemental for a time if possible, and may even join and help a party in that guise until the PCs can be observed in combat and their weaknesses found. Elementals, Fire (6): AL N, MV 12 •, HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT l, D 3- 24, SD + 2 weapon to hit, SZ L, IN Low; XP 825 + 10/hp, 2850 + 15/hp, 5250 + 20/hp These should be encountered singly or in pairs. They have no lair. Fire snakes (5): AL N, MV 4 ", HD 2, AC 6, #AT 1, D 1-4 + paralysis (2-8 turns), SA surprise 60%, SZ S (3 ' ), IN Semi; IL 100%, TT Q; XP 73 + 2/hp These small pests are likely to be found lairing anywhere, possibly with or near other fire creatures. Firetoads (5): AL CN, MV 6 ", HD 4 + 1, AC 10, #AT 1, D = hp (fireball), SZ S (4 ' ), IN Low; IL 20%, TT C; XP 165 + 5/hp The toads live scattered, foraging for small food sources. One or two will be encountered at any one time. Giants, fire (6): AL LE, MV 12 •, HD 11 + 2- 5, AC 3, #AT 1, D 5-30, SA throw rocks (range 20", D 2-20), SD immune to all fire, SZ L (12 ' ), IN Average-Low; IL 35%, TT E; XP 2700 + 16/hp This group may be in one or two lairs, probably sharing with some non-Chaotic ally. Harginn grues (8): AL NE, MV 15", HD 4 + 4, AC 3, #AT 1, D 5-8, SA dispels fire spells within 20 ', shapechange (bonfire, 8' column, humanoid), SD + 1 weapon to hit, blink at will, SZ M, IN AverageHigh; IL 15%, TT Ix1/2; XP 245 + 5/hp From 1-3 of these will probably observe the party before being detected, as they are fond of hiding in pillar-of-flame form in and near various fire pits. If thus forewarned, the harginn can be formidable enemies. Salamanders (3): AL CE, MV 9 ", HD 7 + 7, AC 5/3, #AT 2, D By weapon/1-6, SA hot attacks (each adds D 1-6), SD + 1 weep, charm, hold, SZ M, IN High; IL 75%, TT F; XP 825 + 10/hp Plagued by recent attacks by humans and giants, these creatures are 80% likely to flee if damaged, and will always negotiate if cornered. Water rtode DESCRIPTION The Water Maze is a great indoor ocean, a magical place suitable to both salt and freshwater beings. The ceiling of the great cavern casts a soft moonlight-bright glow. From the central pool, one might imagine the place to be a tropical atoll; but danger lurks throughout. The air is changeable, once a lilting warm breeze and then suddenly a chilling draft. Swirling eddies in both the water and the air produce sudden changes in waves at any time. Mists rise from the water, adding an air of mystery and suspense to the visually peaceful setting. But it is these oddly tinted mists that poison the very air, causing the given environmental damage to the unprotected. The depth of the water varies widely but averages about 50 feet. The dozens of craggy islets reach 10 to 80 feet from the surface, stretching towards the cavern roof far overhead (100-150 feet up) like pointing skeletal fingers. Icebergs dot the coldest part 118 of the water, mostly to the northeast comer of the map. Newcomers to the Node land asplash in the central pool area, which is only 10 feet deep and protected· from most of the sea dwellers by a coral reef. Some few small scavengers might be lurking therein, but they will probably avoid a group of nervous humans. BRIEF AREA NOTES W 1 Center pond (arrival point). A coral ridge surrounds this area, fencing a pool about 75 ' by 450 ' in size. Within the area are several rock and coral outcroppings, jutting 10-30 feet above the surface of the water. W 2 North sea W 3 Shelf, rising from the water to 10' above it at the northern edge. W 4 Shelf-grotto (lair). This appears as if a water-filled cave, but its floor rises to above water level past the entrance. Around the corner to the northwest is a circle symbol, gate to the Air Node. W 5 Northwest sea W 6 Shelf, 5' above water level (lair) W 7 Shelf, just under water level, encircled by stone on the south and west sides (lair) W 8 West sea, north branch W 9 Lagoon with shelf to the south. Near the south end of the shelf is an eightpointed symbol, gate to the Fire Node. W 10 Shelf, just under water level, encircled by stone on the west and north sides W 11 West sea, south branch W 12 Southeast sea W 13 Hidden grotto W 14 Hidden shelf. The entrances to this area are underwater, but the shelf rises sharply reaching 10 ' above water level at the northernmost grotto. Therein is a triangle symbol, gate to the Earth Node. W 15 Channel W 16 Southwest cave, with submerged entrance (accessible only by a brief underwater swim; lair) W 17 Southwest sea W 18 Submerged shelf, about 10' below water level. Two outcroppings jut above water, to 20-30' height. W 19 West sea 0NGiIIAL A.DVEIITV�S REi IICAR_IIATED • THE TEJh.PLE 0F ELEJh.EIITA.L EVIL

W 20 Shelf, rising to S' above water level W 21 Hidden grotto, lair of varrdig grues. In their treasure is a power gem, the carnelian, which will send anyone touching it to the Earth Node. W 22 Northwest sea W 23 Shelf, 10 feet above water level (lair) W 24 Submerged shelf, 3 feet below water level, with two entrances and a stone outcropping blocking the southeast side (lair) RESIDENTS Dragon Turtles (2): AL N, MV 3 */ /9 .. , HD 12 to 14, AC 0, #AT 3, D 2-1212-12/4- 32, SA breath steam cloud 60' x 40' x 40', SZ L, IN Very; IL S%, TT B, R, S, T, V; XP 7300 + 18/hp These powerful monsters are encountered singly. They look upon all other creatures as minor nuisances, and are quite accustomed to having their own way about everything, considering the entire node to be their private pool. They are very susceptible to flattery and bribes, and expect apologies for intrusions. Elementals, Water (6): AL N, MV 6 .. I 118 *, HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, #AT 1, D S-30, SD + 2 weapon to hit, SZ L, IN Low; XP 82S + 10/hp, 28SO + 151 hp, S2SO + 20/hp These should be encountered singly or in pairs. They have no lair. Eyes, floating (10): AL N, MV 0//30*, HD 112, AC 9, #AT 1 gaze, D0 + paralysis, SZ S (l ' ), IN Non; XP 30 + llhp These dangerous pests are always accompanied by other water-dwelling creatures. Giant, frost (6): AL CE, MV 12*, HD 10 + 1-4, AC 4, #AT 1, D 4-24, SA throw rocks (range 20*, D 2-20), SD immune to cold, SZ L (lS ' ), IN Average-Low; IL 30%, TT E; XP 2250 + 14/hp The family of giants keeps the ice lizards (below) as pets. Their grotto lair is easily defended with an ample supply of boulders. They enjoy long swims, and may thus be encountered in the water (but if so, always in pairs or more). Ice lizards (2): AL CE, MV 9 w;1s * (MC:C or E), HD 3 + 3, AC 1, #AT 3, D 1-6/1- 3x2, SA cast sleep and fear, polymorph self into white dragon (each 2x/day), breath frost cone (3x/day, D 2-12), SZ S (3 ' ), IN Low, MR 80; IL 30%, TT G; XP 25S + 4/hp These playful beasts are pets of the frost giants (above). Ixitxachitl (40): AL CE, MV 0/ 112 *, HD 1+1, AC 6, #AT 1, D 3-12, SZ M, IN Average-High; IL 60%, TI P, R, S; XP 28 + 2/hp; q. v. MMl page SS for leaders, clerics, vampires, etc. This isolated group dwells near the bottom of one of the deepest seas, avoiding most other creatures. The have decided that survival hinges on avoiding conflict, and are thus surprisingly placid-though they will attack furiously and in force if seriously threatened. Koalinth (40): AL LE, MV 6 *//9 *, HD 1+1, AC S, #AT 1, D 1-8 or weapon, SZ M (6 ' + ), IN Average; IL 2S%, TT J, M, D, QxS; XP 20 + 2/hp The aquatic hobgoblins dwell near the ixitxachitl, in hopes of a future alliance (mostly for their curing abilities). They fear and hate the merrow, and might ally with a party if such would result in the merrows' defeat. Kopoacinth (10): AL CE, MV 9 *//lS *, HD 4 + 4, AC S, #AT 4, D 1-3/1-3/1-6/1-4, SD + 1 weapon to hit, SZ M, IN Low; IL 20%, TT MxlO, C; XP 16S + S/hp These water-gargoyles are marauding scavengers, likely to attack any new creatures just as a pastime. They are slow to unite in defense if threatened. Lacedons (14): AL CE, MV 9 .. I 19 *, HD 2, AC 6, #AT 3, D 1-3/1-3/1-6 + paralysis (elves immune), SD immune to sleep, charm, SZ M, IN Low; IL 20%, TT B; XP 6S + 2/hp Marine ghouls can be found nearly anywhere, especially near other lairs where a few scraps might be stolen. Merrow (12): AL CE, MV 6 .. //12 *, HD 4 + 4, AC 4, #AT 3 or 1, D 1-6/1-6/2-8 or weapon (spear, D 1-6), SA surprise on 1- 4 from cover, SD 10-80% invisible in terrain, SZ L (9 ' ), IN Low-Average; IL 20%, TT A; XP 130 + S/hp; q. v. MMl page 96 for leaders, shamans This tribe of aquatic ogres bully the koalinth and frequent their area, taking the best pieces of kills and often picking fights. 119 Sea hags (2): AL CE, MV lS */12*, HD 3, AC 7, #AT 1, D 1-4, SA 3x/day death gaze 3 .. , sight s save vs. spells or lose 112 STR for 1-6 turns, SZ M, IN Average, MR 50% ; IL 10%, TI C, Y; XP 600 + 3/ hp This pair of old hags dwells in some secluded part of the Node. They are bitter and vengeful, having been tricked into coming here with promises of 'the easy life'. They believe themselves near to completing a potion that will enable them to escapebut, of course, are wrong. When it fails, they will try to sell samples to others as bona fide items .... Varrdig grues (5): AL NE, MV 6 .. //18 .. , HD 6 + 6, AC S, #AT 2 (1), D 1-4/1-4 (4-16), SA water jet to 6' (116 chance for blind 1-4 rounds), SD dispels all water & ice spells in 30', SZ M, IN Semi-Average; IL 20%, TT Fx 112; XP 6SO + 8/hp These disgusting creatures inflict little initial damage but are quite durable and can pose severe threats when attacking helpless and blinded opponents. They will stay in water for the near-invisibility this affords, and for the greater movement rate. Vodyanoi (2): AL CE, MV 6 .. /6 .. , HD 8, AC 2, #AT 3, D 1-10 + 2x2/1-10, SZ L (8' ), IN Average; IL 30%, TT G: XP 6SO + 10 These slow relatives of umber hulks are hungry, as most potential prey avoids them. They wander in search of food most of the time, and will attack a party on sight. They are currently trying to figure out how to take control of the koalinth and merrow. Water weirds (2): AL CE, MV 0/ 112 *, HD 3 + 3, AC 4, #AT 1, D drowning (save vs. paralysis or be dragged under), SA attack as 6 HD, control water elemental SO%, SD edged weapon inflicts 1 point damage, reforms 2 rounds after 'death', slowed by cold, takes half damage from fire, SZ L (10' + ), IN Very; IL SO%, TT I, 0, P, Y; XP 370 + 4/hp It is 7S% likely that one of the weirds has gotten control of one of the elementals. If so, the other weird will be lurking nearby. The elementals will be aware of the situation, nearly powerless and eager to find allies who can help. 0NGi ilAL A.DVEil"f'V�S REi ilCAR_IlA"f'ED • THE TEJhPLE 0F ELEJhEllTA.L EVIL


(ENG) D&D - Temple of Elemental Evil - Vol. 1 - Flip eBook Pages 151-200 (2024)

References

Top Articles
ALL Chapters & Episodes of When His Eyes Opened by Simple Silence
When His Eyes Opened Chapter 2694: Release Date, Spoilers & Where To Read? - OtakuKart
Funny Roblox Id Codes 2023
Splunk Stats Count By Hour
My E Chart Elliot
Enrique Espinosa Melendez Obituary
Chris wragge hi-res stock photography and images - Alamy
Alpha Kenny Buddy - Songs, Events and Music Stats | Viberate.com
Kentucky Downs Entries Today
Crazybowie_15 tit*
Lantana Blocc Compton Crips
Ktbs Payroll Login
Capitulo 2B Answers Page 40
Bros Movie Wiki
Michaels W2 Online
Mary Kay Lipstick Conversion Chart PDF Form - FormsPal
Https://Store-Kronos.kohls.com/Wfc
Slope Tyrones Unblocked Games
Katherine Croan Ewald
History of Osceola County
Schedule 360 Albertsons
Ezel Detailing
Amazing Lash Studio Casa Linda
What Is The Lineup For Nascar Race Today
Gas Buddy Prices Near Me Zip Code
Lindy Kendra Scott Obituary
Ryujinx Firmware 15
Bursar.okstate.edu
+18886727547
Otis Offender Michigan
Ma Scratch Tickets Codes
Giantess Feet Deviantart
Moxfield Deck Builder
Drabcoplex Fishing Lure
Vip Lounge Odu
AsROck Q1900B ITX und Ramverträglichkeit
Alpha Asher Chapter 130
Kazwire
Craigslist Lakeside Az
R/Moissanite
Conan Exiles Armor Flexibility Kit
Garland County Mugshots Today
Caesars Rewards Loyalty Program Review [Previously Total Rewards]
5103 Liberty Ave, North Bergen, NJ 07047 - MLS 240018284 - Coldwell Banker
Steam Input Per Game Setting
Wild Fork Foods Login
Zom 100 Mbti
Where To Find Mega Ring In Pokemon Radical Red
Competitive Comparison
Cognitive Function Test Potomac Falls
Latest Posts
Article information

Author: Laurine Ryan

Last Updated:

Views: 5887

Rating: 4.7 / 5 (77 voted)

Reviews: 92% of readers found this page helpful

Author information

Name: Laurine Ryan

Birthday: 1994-12-23

Address: Suite 751 871 Lissette Throughway, West Kittie, NH 41603

Phone: +2366831109631

Job: Sales Producer

Hobby: Creative writing, Motor sports, Do it yourself, Skateboarding, Coffee roasting, Calligraphy, Stand-up comedy

Introduction: My name is Laurine Ryan, I am a adorable, fair, graceful, spotless, gorgeous, homely, cooperative person who loves writing and wants to share my knowledge and understanding with you.