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Temple of Elemental Evil, 1st Edition

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Published by masterdoyle, 2020-10-13 15:16:16

Temple of Elemental Evil (T1-4)

Temple of Elemental Evil, 1st Edition

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

100

Syri Nity (order #5099312)

Kella is a druid, and possesses a valuable faerie fire (x2), shillelagh, speak with Ettins (3): AC 3, MV 12", HD 10, hp 70, 54,
item made by her professional ancestors, a animals 38, #AT 2, D 2-16/3-18, SA throw rocks
phylactery of change. This item enables Second level: barkskin, charm person or (#AT 2, -4 "to hit", ranges 3 '76 '712 ", D
here to use her innate shapechange ability to mammal, cure light wounds, fire trap, 2-16 each), SD surprised only on a 1; XP
assume monster form as well as animal. The obscurement, warp wood 3380, 3156, 2932 (2400 + 14/hp)
possible forms are still limited to monstrous Third level: cure disease, neutralize poison,
reptile, bird, or mammal, the latter corres- protection from fire, water breathing 416. PLANNING ROOM
ponding to the hill giant form. The phylac- Fourth level: cure serious wounds, dispel
tery does not radiate magic, and Kella magic, protection from lightning This room is normally guarded by a troll
carries no other magic items, to avoid expo- Fifth level: wall of fire (from area 409), who stands inside where he
sure by detect magic or other means. Kella will not be seen from the normal entrance.
cannot cast spells in giant form, and will do Hill Giants (3): AC 4, MV 12 ", HD 8 + 2, hp The room is left untended during alerts.
nothing to give away her disguise; she 59, 41, 33, #AT 1, D 2-16, SA boulders
speaks only when necessary, and is so (D 2-16, normal ranges 6'713'720", Ornate wall hangings and twin fireplaces
immersed in her role that she has become indoor ranges 3"/6"/12"); XP 2108, reveal that this room is often used by those
almost giantish in her attitudes. 1892, 1796 (1400 + 12/hp) at the highest levels of command. A magnif-
icent oak table fills the center of the room,
Kella has taken the form and jobs of old 415. LARGE ROOM flanked by a dozen plush chairs, both nor-
Scorpp, spying on the Greater Temple for mal and giant-sized. On the table are several
the leaders of the Old Faith. She fears the This large and undecorated room is nearly books (reference works on strategy and tac-
current rise in evil power, and knows that identical to area 414. It is the residence of tics, of minimal value), a dozen sheets of
time is limited. She also knows that she risks three ettins, and is furnished in appropriate parchment bearing unintelligible scribbles,
certain horrible death at the hands of Iuz manner. A fireplace in the west wall offers a three quills (each in a golden quill-holder
himself should she be discovered, but things little light and heat for the occupants. The worth 50 gp), and two inkwells in a jeweled
have gone well thus far — nearly two ettins, of course, are members of the high silver stand (worth 1,800 gp).
months in all. guard of the Greater Temple, as are the
giants next door. The north wall is covered with maps of
The half-elf can escape nearly any night if the dungeon levels, nearby towns, and the
desired, but she awaits the arrival of some These three have received some instruc- surrounding countryside. Four rich tapes-
powerful group that might stand a chance at tion in rock-throwing from their giant allies, tries (worth 1,500 gp each) adorn the east
defeating the evil powers herein. If she and are able to hurl two per round (ranges and west walls, and twin crystal chandeliers
notices the PCs sneaking about quietly, she 3"/6"/12", D 2-16 each) but with a -4 "to (each worth 2,000 gp) hang from the ceiling.
will try to follow them and secretly reveal hit" penalty due to minimal proficiency. A brass candle-rod (525 gp), for lighting the
herself. If thus accepted, she will urge chandeliers, stands in the southwest corner
retreat so she can tell them critical things — Following advice from the human lead- by the fireplace.
the numbers and types of monsters herein, ers, the ettins have pooled their treasure,
the habits of the leaders, which corridors go keeping it in the box under one bed (the last This planning room is the site of a daily
where, and so forth. If she does not ally with one checked by PCs). The other two boxes afternoon conference amongst the leaders of
the party beforehand, she will hold back in are also locked, but contain traps. One the greater Temple, and of a monthly meet-
a large melee, watching to see if the party's holds poisonous gas, with effects identical ing for all the leaders in the dungeon. Except
resources and courage balance those of the to those of a doudkill spell (q.v.) in a cloud for Hedrack, all visitors enter and leave by
evil horde. If it seems that her powers could of 10 foot radius. The other is filled with the south door and corridor. The emergency
swing the balance in favor of the attackers, worthless pebbles and rocks, secured by six exit is rarely used, hidden by a secret door
she will change to her normal half-elven poisoned darts aimed so that at least one hit behind one large area map to the northwest;
form and aid the party as best she can. If the the intruder opening the box, who must it leads to a one-way secret door in the troll
party is too quickly defeated, she will wait save vs. poison at -2 to avoid paralysis (last- room (area 409). The normal door in the
for other challengers. If the party can defeat ing 2-5 turns). west wall is always locked; it leads to the
the evil ones unassisted, she will certainly residence of the high priest Hedrack.
not risk anything by revealing herself, The ettins' combined treasure chest is
instead shapechanging to some small avian locked and trapped with contact poison 417. PRIVATE ROOM
form to make her escape. (save or die), but all the ettins know how to
avoid it. One (randomly determined) ettin Here dwells Supreme Commander
Kella: AC 8, MV 9" or 12", Level 9 Druid, has the key to the chest. It contains 1,279 cp, Hedrack, High Priest and Most Honorable
hp 45, #AT 1, D by form, spell, or 883 sp, 2,010 ep, 1,421 gp, 2 violet garnets Emissary of Iuz Himself. Though he is often
weapon, SA spells, SD spells and phylac- (500 gp each) and a ruby (5,000 gp), 2 dia- elsewhere, his two comely female servants
tery of change, AL N; XP 3840 mond brooches (worth 2,500 and 3,500 gp), remain in this room at all times.
S 12 111 W 16 D 16 Co 13 Ch 15 and two nondescript rocks — one a stone of
controlling earth elementals, the other a Though only 20 by 30 feet in size,
Spells: permanent sling stone + 3 (the enchantment Hedrack's abode is impressive. The floor is
First level: detect magic (x2), entangle. upon which does not disappear through covered by thick rugs, one atop the other.
use). The walls are covered by tapestries of
ornate geometric designs, involving circles,

101

Syri Nity (order #5099312)

squares, triangles, and the eight-pointed fire stone (identical to an ioun stone but non- Iuz (among his other titles) commands the
symbol. magical, worth 500 gp), and a small chunk fear and respect of all the troops. A dark
of lava in which are embedded several tiny glance from him causes even the boldest
Two engraved brass braziers shed light and gemstones (5 very rare volcanic tourma- giant to cringe, in deference to the dire
heat from the western corners of the room, lines, the whole worth 5,000 gp). The paint- powers at his command as much as his per-
and a large fireplace in the east wall adds its ing is worth 250 gp. sonal power. He dresses in bejeweled silks,
radiance. By the latter are brass andirons and and stalks about with an air of utter confi-
matching fireplace tools. Atop a marble man- The desk is closed and locked, but the key dence.
telpiece are several knicknacks, and hanging lies nearby on a shelf, and is easily found by
on the wall above them is an excellent paint- any search. Within the desk are various Hedrack wears bracers of defense AC 4
ing. The latter depicts the united forces of the parchments and record-books, showing the during normal operations, but dons his
Greater Temple in full battle garb standing numbers and types of creatures recruited by shining black plate mail + 3 and shield + 3
before the great altar, with their human lead- all the dungeon temples in the last year, if trouble is expected (i.e. during alerts). He
ers before them (Hedrack clearly visible in the troop pay records, disciplinary notes, and wears a ring of free action and carries a
center position). the like. In one small volume, details about wand of fear at all times, and often brings
humans and humanoids are sorted into four his rod of smiting and hammer + 2 as well.
Along the north wall are two book- sections labeled A, E, F, W — this being a A small magic cube and black scarab never
shelves, one including a desk in its lower record of sacrifices sent to the nodes. leave their black velvet pouch at his belt; the
portion. A plush chair before the desk is Among those prominently mentioned are latter controls the curtain behind the main
flanked by a small wooden table. The Ashrem, Jaer, and Sargen (who now wander altar (419 A), and the latter is a Daern's
shelves are filled with books of all sizes and the Nodes). In a bottom drawer is a scroll of instant fortress, used on the infrequent
colors, most bound in leather. A wooden five spells, recently completed by Hedrack; occasions when invaders have posed severe
bed, with carved gargoyle heads on all four on it are silence 15' radius, dispel magic, threats. Hedrack's favorite tactic with this
posts and piled with silvery furs, stands by cure critical wounds, flame strike, and slay device is to block the exit with it, at any con-
the center of the west wall. Upon another living. (Hedrack will recover and use this venient place in corridors 401 or 418,
small table by the head of the bed are a item against intruders if possible.) though he will erect it in the Temple itself if
metal pitcher and a large basin. To the left of necessary. He mans it with a dozen or more
the entrance stands a wardrobe, and an The bookshelves are crammed with refer- ogres, bugbears, and gargoyles if possible.
ornate unholy symbol hangs on the wall ence works on various subjects, with an
between it and the door. emphasis on battle strategy and tactics, per- Hedrack also keeps several potions in his
sonal improvement, leadership, and man- quarters, and selects a few for each jaunt.
The furniture comprises a matched set of agement. Most appear little-used. Each of He commonly carries those of extra healing,
prime sablewood, all decorated by fine mar- the 150 books is worth 1-10 gp. One work, flying, and polymorph, and also has
quetry and worth at least 700-1400 gp entitled 'Laws of the Temple', is a hollowed- potions of climbing, invisibility, and speed.
apiece. (All can be easily disassembled for out cache for 15 gems — 3 amethysts, 6 cit- Hedrack makes scrolls as well, and has
removal.) The braziers are worth 300 gp rines, 2 diamonds, 3 opals, and a huge black recently completed one of five spells: silence
each. The set of brass andirons and fireplace sapphire. (The total value is 22,300 gp, the 15' radius, dispel magic, cure critical
tools is worth 750 gp. Each of the ten rugs is last item being worth 7,500 gp and the oth- wounds, flame strike, and slay living.
worth 600-1000 gp and weighs 30-33 ers 500, 50, 5,000, and 1,000 gp respec-
pounds. Each of the 8 tapestries weighs half tively.) One tome is magical, a book of vile Commander Hedrack: AC -4, Cleric L9, hp
that, but is worth 400-1400 gp. darkness that Hedrack plans to study within 66, #AT 1, D 5-8 (hammer + 2) or by
the next few months. spell, AL CE, XP 4392
Central on the mantel is a four-inch tall S 15 110 W 18 D 15 Co 12 Ch 16
ebony carving of a grinning horned skull. The four silvery furs on the bed are
This item is magical; if touched, Iuz imme- ermine, each worth 4,000 gp and weighing Spells memorized:
diately sees this room and its current occu- 10 pounds. The pitcher and basin are a plati- First level: command (x3), cause light
pants, wherever he may be. He might (25% num alloy, the set worth 500 gp. The unholy
chance) decide to come to investigate the symbol on the wall is a spare, inset with sev- wounds, detect magic, protection from
disturbance, or will probably do so (75% eral paste gems and worth only 50 gp. good
chance) if his name is uttered while the figu- Second level: detect charm (x2), find traps,
rine is touched. If possible, Hedrack will use In the wardrobe are five silk robes, one hold person (x2), silence 15' radius
this item to summon Iuz if cornered here in for each ceremony — brown, black, gray, Third level: animate dead, continual dark-
his lair. green, and red. Upon the breast of each is an ness, dispel magic, bestow curse
embroidered symbol of the golden skull, Fourth level: detect lie, poison, tongues
Other items on the mantel include two with the horned skull symbol of Iuz on the Fifth level: dispel good
ceramic plates, hand-painted but poorly back. Five matching pairs of slippers lie on Servants (2): AC 10, MV15 ", Level 0, hp 6,
done (by Hedrack, and worthless), a two- the floor of the wardrobe. Also here is a suit 4, #AT 1 bite, D 1-2; XP 16, 14
inch tall miniature dragon made of deep red of black leather armor and matching face
crystal (actually of carved ruby, worth mask, occasionally worn by Hedrack when 418. PROMENADE
7,500 gp), four dinner knives with scrim- he tours this and other dungeon levels
shaw handles carved with scenes of sea incognito to gather information. From the landing between areas 402 and
monsters attacking vessels (each knife 409, 20 foot long stairs descend ten feet fur-
worth 100 gp), a lavender and green elipsoid Hedrack's position herein as the Mouth of

102

Syri Nity (order #5099312)

ther to the grand corridor leading to the sheet of red silk, with the eight-pointed fire points (rounded up), and this alone may
Greater Temple itself. The ornate murals on symbol embroidered upon it in golden slay an already-damaged victim. However,
the walls continue their macabre motif, but thread. if a cure disease effect is applied within four
the further one passes northward, the lower full rounds of the hit, the victim's life may be
the figures become, until they all appear to Flanking the altar are two large pillars of saved. (A regenerate spell will re-grow any
vanish into the floor by the time the Temple gold, which reach to the ceiling far over- one limb and return the hit points for it at
is reached. head. Each is made of common stone the same time.)
adorned by gold leaf. (Scraping the stone
This corridor is normally empty, but is can produce 100 gp worth of shavings per One great defensive advantage to the cur-
guarded by a pair of trolls (from area 402) turn.) Behind the altar is a glistening purple tain is that those to the north of it (all the
during alerts. curtain, 20 feet wide and 10 feet tall, human leaders, in case of alert) can open it
unmarked by any design. slightly to see through it. The curtain blocks
419. THE GREATER TEMPLE all non-magical missile fire from the south
The 10 foot wide walls beside the curtain side, but those to the north can fire from
This area is normally guarded by 2 trolls bear ornate carvings of the four elemental that direction with missiles or spells.
(from areas 402 and 409) and 2-8 gargoyles. symbols. Each such design is over 5 feet
Leaders of various races may also be wide; those of earth and water (triangle and This horrid drape can be quieted only by
present. During alerts, all the ogres (from square) are to the left, the others to the the presenting of a special scarab inscribed
areas 406 and 407) and gargoyles (who lair right. with the letters TZGY. (One such scarab
here) will be here, commanded by all the may have been found in the quarters of the
human leaders (areas 403, 404, and 417), In the niches just north of the altar stand evil traders in the Village of Hommlet.) If
who prefer defensive positions behind the monumental statues, each 20 feet tall. To the such a scarab is presented towards the fungi
altar drape (area 433). Other guards will be left (B) is a humanoid garbed in robes, with in a manner similar to that of a cleric turning
stationed at each corridor. (See the Troops a horned and grinning skull head (Iuz). To undead, all waving or attacking tentacles
& Sentries section of the prefactory notes.) the right (C) is a monstrosity with a fat bul- withdraw, and the curtain can be easily
bous body, four elephantine legs, a long thin passed in safety, parting just as would a nor-
This vast center of evil activity is impres- neck, and a tiny humanoid head surmount- mal curtain. Each human leader in this Tem-
sive in its simplicity. The ceiling a full sixty ing the whole (Zuggtmoy). ple area carries a scarab of this type.
feet overhead appears as if a quiet outdoor
night sky, stars gleaming in their constella- In the corner behind each statue is a peep Total immunity to disease prevents the
tions. The walls are lined in smooth black hole, used by those in area 433 (usually the fungi attacks from having any effect, of
marble or onyx, of such fine craftmanship human leaders) to watch these side areas of course. Resistances to poison also apply, but
that the joints can barely be detected. the Temple when the need arises. They can only as modifiers to the saving throw. The
also view the area through the curtain enchantments here are such that even total
Around the sides of the room, eight corri- behind the altar. These holes are of suffic- immunity to poison provides only a + 5
dors lead off to the unknown. The walls of ient size (nearly an inch across) to permit bonus to the saving throw against the rot.
each corridor are painted a distinctive color; spell casting or the use of devices (such as
those to the south (420) are brown, the next wands) through them, given the proper con- The enchanted fungi can only be dam-
(423) gray, then (426) red, and the northern- centration and aim. aged by certain spells or magical edged or
most pair (429) green. High on the walls piercing weapons. The drape is unaffected
between each two corridors are small flying Altar Curtain by any sort of blunt weapon (including
buttresses — a dozen in all — and upon The curtain behind the altar appears to be thrown boulders) and all mind attacks
each, sitting nearly 50 feet above the floor, made of a shiny purple ribbed cloth. It is, in (including charm and hold spells of all
is the statue of a gargoyle, sitting and scowl- fact, a cluster of six violet fungi bearing spe- sorts). Missile fire cannot pass through the
ing down upon the room's occupants. (Each cial enchantments. Unless pacified (by drape to the area north of it (though those
gargoyle's location is marked with a G on methods described below), they attack any- behind can shoot through it to the south).
the map.) These are real gargoyles, the aer- one approaching within 5 feet of the south The drape will appear to take only a few
ial defenders of the Greater Temple. They side. Up to 24 tentacles may be produced at scratches from attacks which damage it,
serve the leaders to some extent, but are once, sprouting forth from the curtain in an remaining completely intact and active until
quite likely to attack without command, instant, but only 6 can attack any one man- the whole is destroyed (all 100 hp), when it
should they sight unengaged intruders. Dur- sized target in range. Any hit, however, crumbles to a the floor in a loathsome mass.
ing any pitched battle in the Temple itself, causes the victim to make a saving throw vs. Once slain, the fungi do not cause rot.
however, their favorite tactic is to wait for poison; failure means quick rot. Anyone
opportunity and swoop to attack those may easily push through the curtain of fun- Ceremonial Activity
already engaged, moving swiftly in from the gus, but doing so means that 3-5 tentacles The vestments on the main altar are
defenders' rear and gaining a 1 in 3 chance of hit automatically. The growths otherwise changed to reflect the current Temple activi-
surprise (but only if their target is busy in attack as if a 6 HD monster. ties with respect to the Nodes and Elemental
melee). Planes. Creatures from the Elemental Plane
An unfortunate victim loses limbs to the of Fire are now being summoned and sent to
Thirty feet north of the entrance is a series rot at the rate of one per round; the torso the Fire Node, as indicated by the red silk
of broad steps, leading 5 feet upwards to a rots last, and this causes immediate death. altarpiece. In the process of the ceremony,
stone altar (A). Draped across the altar is a The loss of each limb causes the effective the fire creatures come forth from their
loss of 10% of the victim's total original hit

103

Syri Nity (order #5099312)

Plane and arrive in area 427, proceed from lar room. The walls here are unmarked save the magic circle for 3 segments is then
there into the Greater Temple, and continue for a huge triangle on each wall, and a bale- instantly sent to area A-l (q.v.). The gatt
towards area 426, from whence they are ful red and white eye in each figure. A large can send up to 10 men (with equipment) pei
sent to their proper destination. magic circle (about 15 feet across) is round.
inscribed in the center of the floor of the
This and similar ceremonies have been room, and within it is another triangle, but 425. WEST AIR GATE
witnessed by all the residents of the area. without an eye.
Other elemental creatures from all the This area is normally manned by one ettin.
Planes have arrived over the past months, The floor symbol marks a permanent gate During alerts, he moves to the corridor
all in the same fashion. If characters manage to the Earth Node. Anyone standing within entrance, and two bugbears take his posi-
to interrogate any captives, they should eas- the magic circle for 3 segments is then tion here.
ily acquire a general description of this pro- instantly sent to area E-l (q.v.). The gate
cedure, and should thus be able to deduce can send up to 10 men (with equipment) per This room is absolutely identical to area
the locations of the more dangerous gates round. 424, but sends those within the magic circle
(those leading off to the Planes themselves). to a randomly determined point on the Ele-
422. EAST EARTH GATE mental Plane of Air. Those sent there are
Violet fungi curtain: AC 7, MV 0, HD 3 effectively retired or lost until rescued,
(x6), hp 100, #AT 24, D rot, SA tentacles This area is normally manned by one hill unless they possess plane-traveling abilities.
to 5' range, attacks as 6 HD, SD magic giant. During alerts, the giant moves to the
weapon to hit, immune to blunt weapons corridor entrance, and two bugbears take 426. RED CORRIDOR
and mind-attack spells, AL N(E), SZ L his position here.
(20' x 20'); XP 1110 + 4/hp This area is normally empty. During alerts,
This area is absolutely identical to area one ettin is posted inside the corridor
Gargoyles (12): AC 5, MV 9V15", HD 421, but sends those within the magic circle entrance.
4 + 4 (hp 3-8 per die), #AT 4, D 1-3/1-3/ to a randomly determined point on the Ele-
1-6/1-4, SA + 1 bonus "to hit" and dam- mental Plane of Earth. Those sent there are The walls of this hallway quickly change
age when first swooping to attack, effectively retired or lost until rescued, from the Temple's black to a dull blood-red.
surprise on 1-3 when attacking a victim unless they possess plane-traveling abilities. The color lightens as one progresses further,
already engaged, SD hit only by + 1 or reaching a bright orange-red flame design at
better magic weapons, AL CE, SZ M; XP 423. GRAY CORRIDOR the deepest point. The walls are decorated
165 + 5/hp in an abstract design of interlocking eight-
This area is normally empty. During alerts, pointed fire symbols. Drawn amongst the
420. BROWN CORRIDOR one ettin is posted inside the corridor flames and symbols are pits, and from these
entrance. rush dozens of fiery monsters, some recog-
This area is normally empty. During alerts, nizable (such as efreet and salamanders,
one hill giant is posted inside the corridor The black Temple walls quickly fade to a natives of the Elemental Plane of Fire), but
entrance. light gray as one passes down this corridor, most of them unknown.
becoming a dark gray with a swirling effect
The walls of this clean hallway are as (as if clouds) at the deepest point. The corri- 427. EAST FIRE GATE
black as the Temple's at the entrance, but dor walls are decorated in circles and oval
quickly fade to a medium tan color within designs. Winged figures and odder creatures This area is normally manned by one ettin.
40 feet. They darken thereafter, reaching a are drawn among them, passing into and During alerts, the ettin moves to the corri-
rich nut-brown at the deepest point. On the out of the circles as if such were portals. dor entrance, and two bugbears take his
walls are inscribed ornate abstract designs None of the monsters depicted can be seen position here.
of triangles of various sizes and types, some with any clarity.
containing large white eyes, and with The red corridor opens into a room
bizarre and unfamiliar creatures cavorting 424. EAST AIR GATE shaped like the eight-pointed fire symbol,
amongst the angular landscape. Among with a large identical symbol inscribed on
them are a few that might be recognized by This area is normally manned by one ettin. the floor in the center of a magic circle
experienced characters — basilisks, gor- During alerts, he moves to the corridor nearly 20 feet across. The walls here are a
gons, and monsters native to the Elemental entrance, and two bugbears take his posi- riot of flaming color, with fourteen other
Plane of Earth, such as xorns. tion here. fire symbols of various sizes inscribed on
the walls of the room and two facing each
421. WEST EARTH GATE The gray corridor opens into a circular other at the entrance.
room. The walls here are elaborately painted
This area is normally manned by one hill to resemble the view of a storm from a peace- The floor symbol marks a permanent gate
giant. During alerts, the giant moves to the ful spot within it — the eye of a hurricane. A to the Fire Node. Anyone standing within
corridor entrance, and two bugbears take large magic circle (15 feet across) is inscribed in the magic circle for 3 segments is then
his position here. the center of the floor of the room, with instantly sent to area F-l (q.v.). The gate
another plainer circle within it. can send up to 10 men (with equipment) per
The brown corridor opens into a triangu- round.
The floor symbol marks a permanent gate
to the Air Node. Anyone standing within

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

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

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Part 4:
Nodes of Elemental Evil

Four partial planes were created by Zug- on the floor at each such location. Up to ENVIRONMENTAL DAMAGE
gtmoy to be used both as sources of power eight human-sized beings can occupy a
and as places of preparation and storage. glyph at one time. The climate within each node was
They are permanently and magically tied to designed for the comfort of the elemental
the northern areas of dungeon levels 3 and In dungeon area 351 and in each node, beings within. The concentrated raw ele-
4, and accessible from these locations if the anyone standing on one of these symbols ments may cause damage to visitors. Care-
proper methods are employed. for three segments is sent from there to the fully keep track of time when characters
appropriate elemental node. The user enter an elemental node. Completely unpro-
Each of these partial planes (also called arrives at the center of the node map; see the tected beings native to the Prime Plane take
nodes) is filled by a tiny moon-like body, appropriate area description for details. 1-4 points of damage each turn of exposure
stranded in a small, odd, and isolated region Each node map contains only three of the in the node. Any being with AC 2 or better
of magically created space. Severely dis- symbols, the one corresponding to the node takes only 1-3 points per turn. Practical
torted effects of many sorts bedevil the sur- itself being omitted. non-magical aids (furs or coats in the chilly
face of the moon, being within a mile of the air node, removing armor in the fire node,
very edge of the plane itself. Thus, the 100 Dungeon area 419 has many halls which and so forth) reduces damage to 1-2 points
square miles of surface area is largely lead to gates to the nodes (and to the actual per turn. Any magical or innate resistance
avoided. elemental planes as well), as noted in the to the element or its effects negates environ-
area descriptions. Each gate bears a corres- mental damage completely.
A small part of the interior of each node is ponding symbol, and each works in similar
in use. Although a node is almost 5 V2 miles fashion (but is stepped through, rather than Environmental damage is sporadic, not
across (29,000 feet in diameter, or a total of stood upon). constant. It does not absolutely prevent
94 cubic miles), the space in current use is spell casting, but may cause problems. The
only about 1600 by 2100 feet in width, vary- Anyone possessing a power gem for the DM should check each spell cast, rolling
ing from 10 to 250 feet in depth. Yellowskull can modify the transportation Id6; if the result is 1, the caster takes some
effect of the corresponding glyph (e.g. the of the environmental damage during the
The nodes exist only as long as their con- smoky quartz can affect the air glyph—the casting, which spoils the spell and prevents
nections to the dungeon remain unbroken. circle—but no other). The user must hold its completion. Ignore this effect, of course,
If Zuggtmoy is slain, the connections van- the gem (either loose or mounted) while if the caster is magically immune to the envi-
ish, and the nodes do likewise. Any and all entering the glyph, concentrating on ronmental damage.
things within them at that time are sent another identical glyph (those in the
whirling into a plane of the Abyss, either to dungeon or another node). After the usual DEVELOPMENT
Zuggtmoy's or one adjacent (planes 221- three segments, the user—and any other
223). creature(s) entering the glyph during the In play, the characters may find their way
same round—is sent to one of the identical to the nodes in search of some means of
On two of the node maps—those for the glyphs, rather than the center of the corres- destroying Zuggtmoy, the Temple, and so
Air and Water nodes—the scale is much ponding node. Use Id4 to randomly find the forth —and the gems of the nodes provide
greater than on the dungeon maps. Each actual destination: 1-2 = the same symbol in the keys to do so, given the discovery of the
square thereon is 50 feet on a side, instead of a node, 3 = dungeon level 3 (area 351), 4 = Orb as well (either before or after the gems'
10. Despite the size of the areas, however, dungeon level 4 (area 421, 422, 424, 425, recovery, actually). But if they blunder into
indoor scale is used throughout (limiting 427, 428, 431, or 432 as per symbol). The the nodes, or are forced therein by the press
range measurements). The other two maps glyph at the point of arrival is deactivated of a massed monster attack (especially on
(the Earth and Fire Nodes) use standard for one round by this use, but must be evac- Dungeon Level Four), they will doubtless
scale, with 10-foot squares. With standard uated quickly lest it send the traveler(s) spend much time there, wandering and
slow and careful dungeon progress, a party away in the next round (after the usual three searching for the exit. Such victims are
may take many days to explore the entire segments of occupation). nearly doomed unless they find and then
node map. But once characters become discover the uses of the gems of power.
more used to the terrain, they may move at Note that the Orb itself is not needed for
up to 5 times normal rate if desired—a 6" the above change in the use of the symbols; Space does not here permit a full descrip-
rate thus moving up to 30 squares per turn only one of the appropriate gems is tion of each small part of the four nodes;
(or 6 on the Air and Water maps). Note, required. The modified result applies only after all, even with the limited space in use,
however, that such a speedy rate increases to that use of the glyph, and does not per- each node complex comprises more area
chances of surprise by + 1, to 3 in 6 (2 in 6 manently change it in any way. than all four dungeon levels! Random and
for rangers). placed encounters are given, with other
Escape from the nodes by other means is notes, so that the whole is playable as it
TRANSPORTATION highly unlikely. A wish, plane shift, and cer- stands. But a small amount of time, effort,
tain other spell effects may allow transpor- and skill on your part can develop the rough
On maps 14 through 19, the symbols used tation, as detailed in the following list of notes into fully polished gems of adventure,
for the elements are a square for water, the spell modifications. No other magical or just aching for discovery.
eight-pointed symbol of fire, a circle for air, mundane means will succeed. The number
and a triangle for earth. All of these symbols of current occupants of the nodes testifies to The map areas have been numbered to
are magical, being the locations of gates. A the security of the whole. ease your further development. Suggested
sizeable glyph about 10 feet across is visible

107

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

108

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divination: Reveals information about predict weather: No effect. (2dlO) is from the blows. The remainder
500' x 500' only (10 x 10 map produce fire: Can be cast as 'produce ele- is from the cold (air element), and modi-
squares). fied accordingly.
earthquake: Can be cast as 'element-quake', ment', with normal effects. incendiary cloud: This attack form is based
with normal effects. produce flame: Can be cast as 'produce ele- on both air and fire, modified accord-
flame strike: Can be cast as 'element strike', ingly.
with normal effects. ment', with normal effects. lightning bolt: No effect in earth node. Note
gate: Allows escape to plane of choice. protection from fire: Can be cast as 'protec- underwater changes for water node
holy word: All the elemental beings are 'at (DMG page 57).
home' in their respective nodes, so they tion from element' (negating environ- lower water: See the cleric spell.
are not sent elsewhere. Damage is mental damage and affecting maze: The size of the maze is limited (just as
accrued normally. element-based attacks). is the node); find results 1 line down
insect plague: No effect. purify water: Can be cast as 'purify ele- (faster than normal).
lower water: Can be cast as 'lower element'. ment', with normal effects. monster summoning (any): No effect.
part water: Can be cast as 'part element'. stone shape: Can be cast as 'shape element', move earth: Can be cast as 'move element'.
plane shift: Allows escape to the plane of the with normal effects. phase door: If used at the boundary of the
spell component's orientation. summon insects: No effect. node, this allows escape into the ethereal
resist cold: Can be cast as 'resist element', transmute rock to mud: Can transmute any plane.
with normal effects. solid element to liquid, with normal pyrotechnics: Can be cast to affect any one
resist fire: Can be cast as 'resist element', effects. element.
with normal effects. wall of fire: Can be cast as 'wall of element', statue: Can be used to assume any solid ele-
stone tell: Works on elemental objects of all with normal effects. mental form.
sorts. water breathing: Can be cast as 'element stinking cloud: Can be cast to create any ele-
wind walk: Can be cast as 'element walk', breathing', which negates environmental ment, with normal effects.
with normal effects. damage. stone shape: Can be cast as 'shape element',
weather summoning: No effect. with normal effects.
Magic-User Spells teleport: Cannot be used to escape from the
node.
Druid Spells affect normal fires: No effect in fire node. transmute rock to mud: See the druid spell.
animal summoning (any): No effect. airy water: Can be cast as 'airy element', vanish: Too-heavy objects are replaced with
animate rock: Can be cast as 'animate ele- the element (not limited to stone), but
with normal effects and negating envi- are lost in the abyss, not merely dis-
ment', with normal effects. ronmental damage for all in the area of placed into the ether.
call lightning: Works only in the air node. effect. wall of stone: Can be cast as 'wall of ele-
call woodland beings: No effect. anti-magic shell: Danger! Cuts off all benefi- ment', with normal effects.
chariot of Sustarre: Works only in the fire cial magical effects which contain the ele- water breathing: See the cleric spell.
ments in the environment. Increase web: Can be made of the local element, with
node. damage (1 to 4, as noted above) from per normal effects.
commune with nature: No effect. turn to per round. wish: Can be used to affect the contents of
conjure earth elemental: No effect in air cloudkill: Automatically creates a cloud of the same node only; cannot affect other
poisonous element (gas, dust, smoke, or nodes or planes. Can be used to take up
node (only). mist) appropriate to the plane. to 10 beings to the Prime Plane, to a loca-
conjure fire elemental: No effect in water cone of cold: Modify as if air-based. tion of the caster's choice, with no
conjure elemental: Attracts the attention of chance of error.
node (only). all elementals in the node, but does not Illusionist Spells
control temperature: Negates environmen- bestow control nor have any other alter reality: Can be cast to create an escape
effect. route to any adjacent plane.
tal damage from fire and air nodes contact other plane: Check all results at 1 fog cloud: Can be cast as 'elemental cloud';
(only). line lower (more distant). see obscurement (druid spell).
control weather: No effect. control weather: No effect. maze: See the magic-user spell.
control winds: Works only in the air node. distance distortion: Can be cast using an ele- summon shadow: No effect.
create water: See the cleric spell. mental native to the node, with normal wall of fog: Can be cast as 'wall of element';
creeping doom: No effect. effects. see obscurement (druid spell).
entangle: Works on any elemental plant- fire charm: Modify as if magical fire.
equivalent, including immobile molds gate: Allows escape to plane of choice.
but excluding mobile growths. glassee: Can be cast to affect any one solid
faerie fire: Apply element modifications as element.
if standard magical fire. globe of invulnerability: Doubles environ-
fire storm: Can be cast as 'element storm', mental damage (blocks some beneficial
with normal effects. magic; q.v. anti-magic shell).
insect plague: No effect. ice storm: For the hail, 2/3 of the damage
obscurement: Can be cast to produce a
cloud of any element (smoke, dust,
sparks, fog).

109

Syri Nity (order #5099312)

TABLE OF MAGICAL TREASURES 24 Chain mail + 1 67 Chain mail + 3

When developing encounter areas in the 25 Two-handed sword + 1 , +2 vs. 68 Longsword, cursed berserking
dragons 69 Boots of levitation (420 pound limit)
Nodes of Elemental Evil, use items from the 26 Potion of healing
following table if magical treasure is indicated 27 Longsword + 1 ('Snoop', AL NG, Int 70 Bastard sword + 1 , +3 vs. giant

by random roll for the monsters' treasure class creatures
13, empathy; can detect invisible 71 Potion of gaseous form
type. Roll ldlOO to determine the exact item. and detect magic, each to 10' range) 72 Ring of fire resistance

Place the item and delete it from the table; roll 28 Bracers of defense AC 3 73 Longsword + 3
again if the same roll occurs again. If all these 29 Spear + 1
74 Mace + 1
items are used, select magic randomly (DMG 30 Scroll of protection from traps (UA) 75 Potion of fire resistance
pages 121-125) but ignore artifacts and books 31 Plate mail + 2
(librams, manuals, tomes, etal.). This should 32 Potion of fire breath (UA) 76 Broadsword of life stealing + 2
77 Scroll of 7 magic-user spells (levels 1,
not be necessary unless multiple parties spend 33 Helm of underwater action
great amounts of time exploring the nodes in 34 Shortsword + 4, defender 1, 3, 3, 4, 5, 5): taunt, wizard mark,
detail.
35 Ring of shooting stars material, wind wall, magic mirror,
Note that all spells on spell scrolls given 36 Potion of flying avoidance, fabricate

78 Rope of climbing
below are detailed in Unearthed Arcana and 37 Scroll of 6 magic-user spells (levels 1, 79 Splint mail + 1
are of lst-7th level (though you are not
2, 3, 4, 6, 6): run, preserve, item, 80 Necklace of strangulation
bound by either guideline in generating
stoneskin, contingency, eyebite 81 Potion of clairaudience
additional magic items). You may divide the 38 Figurine, marble elephant (Asiatic)
scrolls given, if desired, into several smaller 39 Spear + 2 82 Hammer + 1

ones. Other items detailed in Unearthed 40 Dagger + 2 83 Axe +1
Arcana are indicated by the initials UA. 84 Scroll of 5 magic-user spells (levels 1,
41 Potion of speed
2, 6, 7, 7): firewater, flaming sphere,

d% Item 42 Cloak of protection + 2 chain lightning, sequester, volley

43 Scroll of protection from electricity 85 Short composite bow + 2

01 Potion of super-heroism (UA) 86 Potion of flying (actually delusion)

02 Wand of lightning bolts (67 charges, 44 Longsword + 2, + 3 vs. magic-using 87 Chain mail +1
UA) and enchanted creatures 88 Longsword +1
03 Sovereign glue (UA) 45 Light crossbow + 1
04 Scroll of 5 cleric spells (levels 1, 2, 3, 46 Potion of rainbow hues (UA) 89 Gauntlets of dexterity
4, 5): endure cold/heat, aid, nega- 47 Wand of size alteration (24 charges.
Scarab of protection -2 (cursed) 90 UA)

tive plane protection, cloak of (ear, 48 Shield + 1 91 Scroll of 5 cleric spells (levels 1, 2, 3,

spike growth 49 Ring of feather falling 4 , 5): magic stone, wyvern watch,

05 Plate mail + 1 50 Decanter of endless water death's door, spike stones, air walk
06 Potion of fire giant strength
07 Rod of resurrection (15 charges) 51 Scroll of 6 illusionist spells (levels 1, 92 Potion of extra-healing

2, 3, 4, 5, 5): phantom armor, alter 93 Dagger + 1 , +3 vs. persons (all

08 Ring of shocking grasp (UA) self, wraithform, rainbow pattern, those affected by a hold person spell)

09 Mace +2 advanced illusion, dream 94 Scale mail + 1
10 Scroll of protection from acid (UA) 52 Potion of ESP 95 Shield + 1
11 Potion of levitation 53 Shield +3
12 Hat of disguise (UA) 96 Ring of protection + 2
54 Bracers of archery (UA)
13 Scroll of protection from magic 55 Arrows + 1 (10) 97 Potion of ventriloquism (UA)
98 Scroll of 6 magic-user spells (levels 2,

14 Shield +2 56 Potion of water breathing (4 doses) 99 2, 2, 4, 5, 7): bind, irritation, vocal-
15 Longsword +2, +4 vs. lycan- 57 Battle axe + 1 ize, shout, dolor, forcecage
thropes and shape changers 58 Scroll of 7 druid spells (levels 1,1, 2, Dust of disappearance

16 Potion of invisibility 2, 3, 3, 5): detect balance, detect poi- 00 Scimitar + 1 ('Schakha', AL LN, Int
17 Periapt of proof against poison
son, flame blade, reflecting pool, 14; speaks alignment, azer, giant

18 Scroll of 6 cleric spells (levels 1, 2, 3, 59 spike growth, starshine, moonbeam common, human common, and
3, 4, 5): precipitation, withdraw, 60 Crossbow bolts + 1 (12, light) dwarf; can detect gems 5', detect
cloudburst, remove paralysis, imbue 61 Leather armor +1 secret doors 5', detect traps 10')
with spell ability, rainbow
Potion of heroism

19 Plate mail +1 62 Broadsword + 1, flame tongue RESIDENTS
20 63 Scroll of 4 illusionist spells (levels 1,
Wand of paralyzation (M) (53 2, 3, 4): chromatic orb, fascinate, Most of the creatures inhabiting the nodes
21 charges) 64 were brought or summoned here from the
22 Potion of polymorph (self) 65 delude, dispel magic Elemental Planes by Zuggtmoy or Iuz.
Scroll of protection from elementals 66 Plate mail of vulnerability Some came from the Prime, trapped or
23 (all) lured here. Very few have escaped, even
Staff of striking (C, M) (11 charges) Shield +1
Potion of climbing

110

Syri Nity (order #5099312)

after many long years. Zuggtmoy's beloved Betrayed by his brother Alrrem (of the fire fourth dungeon level in search of the
molds and goops also wander the nodes, temple, area 212), he was sacrificed to the rumored great wealth therein. They found
coming and going at the bidding of their air temple and cast off into the nodes. But the gates to the nodes, and their leader
mistress. his feigned death saved him; he was able to ordered them through when approaching
cure his near-mortal wounds, and has sur- ettins were sighted. The leader has since
It is important to note that the elementals vived in the nodes by avoiding everyone been slain by monsters, as were over a
and related creatures herein are free-willed, and scavenging what materials he can find. dozen of the bandits.
not conjured or summoned, but are He has a cache of spell components, both
trapped. They are unaffected by dispel clerical and magic-user types, hidden some- The remaining seven bandits are led by
magic, and are not blocked by protection where in the nodes, and will use this to bar- their cleric, who literally rules by the
from evil. They are also not necessarily hos- ter should he be endangered by adventurers. powers of life and death he wields through
tile, being Neutral and as eager to escape as his spells. They are scavengers and cow-
are the characters. Should communication Ashrem lives for revenge on his brother. ards, having survived nearly two months by
be established, or some indication of friend- He wears ill-fitting and damaged chain mail, their methods. If left alone, they will lose
liness be given (such as offered treasure or taken from the body of a larger fighter, and one of their number each 1-4 days, until
food), elementals might very well agree to carries a scarred shield bearing the symbol none remain.
peaceful coexistence or even a limited part- of Sir Robilar (a green dragon on yellow
nership for a time. field). He carries a mace, hammer, and The bandits prefer to attack from
many empty sacks (both small and large) ambush, so an encounter with them will
The lists of creatures found in the Nodes for scavenging. probably (75%) given them 1-3 surprise seg-
give numbers appearing, but you may mod- ments from such a situation. If so, they
ify these to suit the PCs' level and relative If questioned, Ashrem reveals his name begin with missile fire from cover. They pre-
health. Most creatures should be initially and profession, and seeks aid in escaping. fer to remain behind cover for as long as
encountered in small numbers, roving near He will eagerly join a party if asked. He has possible, but will engage if necessary. When
or far from their lair. Do not suddenly intro- seen most of the other wandering humans at wounded, however, any bandit will flee at
duce the entire complement of a creature some time or another, but has avoided the beginning of the following round.
type in one sudden swoop. The several true them, believing them hostile and danger-
elementals found in each Node should be ous. Bandits (7): AC 8 (leather armor), MV 12",
encountered singly, having no actual lair. Level 0 (HD 1-1), #AT 1 or 2, D by
Finally, some few residents, especially the ldlOO Result weapon, SA all have shortbows (D 1-6/
evil ones of lower intelligence, may still be 01 Ascomid 1-6, range 6"/12"18"), each with 40
working toward a greater goal set by their 02 Basidirond arrows; AL NE, XPV 14 + 1/hp
leaders Iuz and Zuggtmoy long ago. They 03-04 Gray ooze
may be developing areas, digging new tun- 05-06 Ochre jelly Grank, bandit leader/cleric: AC 4 (chain &
nels, or simply patrolling for intruders. In 07 Phycomid shield), MV 12 ", Cleric L3, hp 17, #AT 1,
any event they are dangerous fanatics, 08-10 Pudding* D by weapon, SA spells, AL NE, XPV
fighting to the death to ensure the continued 11 Ustilagor 171
completion of their assigned tasks. 12 Zygom S 13 110 W 16 D 12 Co 9 Ch 14
13 Wandering human (roll again)**
RANDOM ENCOUNTERS 14-20 Node resident*** Spells (4,3): cure light wounds (x4), hold
21-00 No encounter person, resist element (x2)
To check for wandering monsters in any * Pudding type varies by node: air = white,
node, roll ldlOO once per turn and refer to Darley
the table. All monsters are considered earth = black, fire = dun, water = brown When encountered, Darley appears as a
native to their nodes, and do not take envi- ** See list below
ronmental damage. Wandering humans are * * * Select or randomly determine one mon- comely human female clad in robes. She is
garbed in a manner appropriate to their sur- friendly, and claims to be a magic-user. She
roundings, and have become immune to ster of the types placed in the node. will eagerly join a party if invited, and will
environmental effects through long expo- behave perfectly for at least two days of
sure to them. Wandering humans (roll ldlOO) adventuring to allay any suspicions.

Statistics for Zuggtmoy's pets can be Roll Result Roll Result Darley is an alu-demon who was once
found in Appendix B (under Zuggtmoy); part of a demonic faction allied against Iuz.
node residents are described in the following 01-20 Ashrem 51-65 Jaer The group was utterly defeated, of course,
encounter keys. A few wandering humans 21-40 Bandits 66-85 Sargen and its members scattered, banished, or
are detailed below. 41-50 Darley 86-00 Taki imprisoned. Darley is one of the lucky ones,
allowed to wander here in the nodes.
Ashrent Ashrem: AC 4; MV 12"; AL CE; Cleric L6;
hp 35; #AT 1; D by weapon; XP 635 Darley fakes spellcasting gestures and
This bitter old man was once the chief S 13 110 W 17 D 9 Co 15 Ch 7 sounds, in conjunction with her spell-like abil-
cleric of the air temple (dungeon area 210), ities, to bolster her magic-user image. She can
but was replaced by Kelno a few years ago. Bandits use any of the following abilities up to once
A large group of bandits once visited the per round, each up to three times daily at 12th
level ability: charm person, ESP, shapechange

111

Syri Nity (order #5099312)

Syri Nity (order #5099312)

Syri Nity (order #5099312)

(to humanoid form of same size & weight), of some sort. 60 degree temperature (F) is comfortable to
and suggestion. She can also use dimension When encountered, Sargen has worked all herein, but the winds range from mild
door once per day. Her vampiric touch gusts of 10-20 mph to full gales of 100 +
inflicts 1-8 points of damage, and cures her- up his courage and approaches the party, mph. The environmental damage is due to
self of 1-4 at the same time. groveling. Believing them to be a troupe of dust, pebbles, and other debris blown by
wandering demons, he plans to beg for the winds.
Darley's true form is very similar to her release, offering thousands of gold pieces
human one, with the small addition of ves- and future service in exchange. (His cash is Those arriving in the air caverns appear on
tigial horns and small bat-like wings. She at his home, on the Prime Plane, but is quite a plateau atop a central spire, standing 200 feet
will retain human form indefinitely to keep real.) If attacked or threatened, he flees above the floor level and reaching to within 50
up the masquerade. immediately, and future encounters will be feet of the cavern's roof. A steep slope down
at a distance, again causing him to flee. spirals widdershins from the peak.
Darley: AC 5, MV 12V12" (MC:C), AL
CE, HD 6 + 2, hp, #AT 1 or 1, D by Sargen only retains two spells, saved for Light seems to come from the ceiling of
weapon or 1-8 (touch), SA spell-like emergencies—invisibility and fly. His spell the cavern, casting a soft twilight glow
powers, vampiric touch, SD 30% MR, book is long lost. throughout the area. The visibility from the
magic or iron weapon to hit, touch cures peak is fair; many cave entrances can be
1-4 points, SZ M (5'), XP 3000 + 14/hp Sargen: AC 10, MV 12 ", AL LE, Magic-user dimly seen in the distance. Dense clouds of
S13 115 W9 D10 Co 16 Chl4 L5, hp 14, #AT 1, D 1-4 (dagger), SD random shapes and sizes drift in the great
spells, XP 240 cavern. Though they are constantly pushed
Jaer and torn by the winds, they do not disperse
S12 116 W9 D10 Co 15 Ch 8 easily. At floor level, however, visibility
The weaver Jaer, once a solid resident of varies widely. When necessary, the DM may
Nulb, came upon hard times and joined a Taki roll 2d4 to find the number of map squares
group of bandits. He regretted his choice This fearsome fighter stands a full seven (each 50' across) visible in any one direc-
almost immediately, but when he tried to tion, but this could change in a short time,
quit, was given to and questioned by the feet tall, and wears his own shining sky-blue possibly only a round or two.
leaders of the Greater "Temple, and then plate mail armor and shield, and carries sev-
thrown into the nodes. eral weapons—dagger, longsword, long- The slopes, stairs, and caverns themsel-
bow, and others. He was separated from his ves are hewn of solid rock, apparently by
Jaer's survival is due to his craft. He has party about four months ago when they very good craftsmen. All surfaces are
made armor, shield, and tools by weaving entered the Greater Temple. He was forced strewn with rubble, an occasional bone or
scraps he has found. He has wandered the to retreat down a side corridor, and ended bit of lost, worn equipment, and an infre-
nodes for only three weeks, and is becoming up in the nodes (fully equipped). quent shallow pit or landslide.
desperate. He was once looted and chased
off by the wandering bandits, and thus will Taki has survived by brute force. He once Though most of the Air Caverns are dry
be distrustful of the party at first. But he will allied with Ashrem for a short time, receiv- and fairly mild, areas #13-16 are dotted with
eagerly ally with a friendly group, and will ing curing in exchange for his combat prow- pools of icy water, with frozen lumps on the
put his skills to good use. ess. But after being tricked several times, his walls. These caves are even cooler towards
dislike of the cleric grew, and he went off on their northern ends, where part of a glacial
Jaer's weapons include a normal sword, his own. outcropping can be seen (areas 15-16).
dagger, and hammer, and also 20 'fire balls'
—woven bundles of flammable material, Taki will be suspicious of any party he BRIEF AREA NOTES
which can be ignited and thrown to 3" meets but, if invited, will adventure with
range, inflicting 1-4 points of damage if a hit them for an hour or two, provided that any A 1 Top of peak (point of arrival)
is scored. Jaer carries a lit lamp most of the of his wounds are cured by PCs. He departs A 2 East floor area
time for igniting his fire balls. to sleep in a hiding place of his own prefer- A 3 North floor area
ence, away from the party. After two or A 4 South floor area
Jaer: AC 6 (woven-padded armor & shield), three days with a well-behaved and intelli- A 5 Huge cavern south, at ground level
MV 12", AL N, Level 0, hp 7, #AT 1, D gent party, he will join them if asked. Any A 6 Shelf, 120' above floor level, reached
by weapon, SA fire balls, XP 25 evil or stupid behavior, however, causes
him to leave and continue his lonely quest by a slope to the west
S 10 114 W 13 D 15 Co 12 Ch 11 for escape. A 7 Cave at ground level
A 8 Hidden niche, 80' above ground
Sargen Taki: AC 0, MV 12 ", AL NG, Fighter L7, hp
This magic-user once came to the Temple 55, #AT 1, D by weapon, XP 1040 level, reached by a slope to the north.
At the east end of the niche is an
in search of work, but was soon imprisoned S 18/28 112 W 8 D 16 Co 13 Ch 10 eight-pointed symbol, gate to the Fire
and thrown to the nodes due to philosophi- Node.
cal differences. He has little equipment, Air Node A 9 Large branch cave, at ground level;
having survived by hiding and eating any- contains three outcroppings of hard
thing he could find. He has passed into DESCRIPTION rock, each projecting 10-60 feet above
insanity in the last months, and believes Within the Air Caverns, the atmosphere floor level
every creature he sees to be a demon or devil A 10 North niche (lair) of branch cave
is cool and windy. The relatively constant

114

Syri Nity (order #5099312)

A l l East niche (lair), 100' above floor Elementals, Air (6): AL N, MV 36'736" Vapor rat (2 lairs of 8 each): AL C(N), MV
level, reached by a slope to the west (MC:A), HD 8 (x3), 12 (x2), 16, AC 2, 12"//6"(1", MC:E), HD2, AC 6 (or spe-
#AT 1, D 2-20, SA whirlwind (1 turn to cial), #AT 1, D 1-2, SA gaseous form at
A 12 Northeast niche (lair), as #11. create) slays under 3 HD, D 2-16 to oth- will, SD serious wound or kill creates
A 13 Small cave at ground level ers, SD + 2 weapon to hit, SZ L, IN Low; stinking cloud effect on 1 creature in 5-8
A 14 Northeast corridor, at ground level XP825 + 10/hp, 2850 + 15/hp, 5250 + feet, SZ S, IN Low; IL 30%, TT special
A15 Small cave, with entrance sloping 20/hp (q.v. MM2 page 105); XP 52 + 2/hp
These should be encountered singly or in These pests lair near the giants and
down 20 feet from ground level; the
north wall is almost entirely jagged pairs. They have no lair. dragons, scavenging leftovers.
ice
A 16 Large cave at ground level (lair); the Giants, Cloud (5): AL NE, MV 15 ", HD 12 + Vortex (5): AL CN, MV 15" (MC:A), HD
north wall is mostly ice 2-7, AC 2, #AT 1, D 3-36, SA throw 2 + 2, AC 0, #AT 1, D spin (cone 40'x
A17 Shelf, 40' above ground level, rocks to 24 " range (D 2-24), SD surprised 10', D 1-3 per round and 5% per round
reached by a short slope to the south on 1, SZ L (18'), IN Average-Very; IL cumulative chance of death), SZ S-M, IN
A 18 Cave, reached from shelf #17; lair of 40%, TT E, Qx5; XP 4250 + 16/hp Non; XP 50 + 3/hp
ildriss grues. In their treasure is one of The cloud giants have a well-defendable Due to their high Armor Class, these
the power gems, the aquamarine,
which will send anyone touching it to lair, and may (50% chance) have 1-3 human monsters can be very deadly. They are eas-
the Water Node. captives, holding them as slaves and for ily frightened, but will regroup and return
A19 Corridor sloping up from ground future ransom or meals. These are level 0-7 repeatedly if hungry.
level, reaching 30-foot height at area (Id8-1) NPCs of any class, with no equip-
20 ment. Wind walkers (2): AL N, MV 15"/30"
A 20 Wide cave Hieracosphinx (2 lairs of 4 each): AL CE, (MC:A), HD 6 + 3, AC 7, #AT 1 area, D
A 21 South cave (lair) 3-18, SD ethereal, spell immunities (q.v.
A 22 Shelf, 70' above ground level (40' MV 9736" (MC:D), HD 9, AC 1, #AT MM1 page 101), SZ L, IN Very, MR Spe-
above area 19), reached by a slope to 3, D 2-8/2-8/1-10, SZ L (7'), IN Low; IL cial; IL 20%, TT C, R; XP 575 + 8/hp
the northeast (lair) 20%, TT E; XP 600 + 12/hp These potentially deadly monsters are
A 23. Shelf, 50' above ground level, These hawk-headed predators may be
reached by a slope to the east (lair) serving as steeds for some other residents, in inquisitive and often benign. They employ a
A 24 Elongated cavern exchange for an equal share of gains. They whistling language, and can also read minds
A 25 Shelf, 130' above ground level, lair on high shelves. and respond by whatever means are availa-
reached by a long slope to the south ble.
A 26 Cavern, 90' above ground level,
reached by the slope to area 25 Ildriss grues (8): AL NE, MV 3" or 24" Earth Node
A 27 Large cavern at ground level. At the (MC: A), HD 4, AC 2, #AT 1, D 3-12, SD
west end is a square symbol, gate to + 2 weapon to hit, SZ M, IN Low-Very; DESCRIPTION
the Water Node. IL 10%, TT Qx2, X; XP 245 + 5/hp The Earth Burrows are dark and slightly
A 28 Large cavern at ground level These creatures are invisible until they
A 29 North corridor branch sloping up 30' damp—a typical cave-dungeon setting. The
A 30 West cavern, ground level attack in fog cloud form. All air and temperature is a constant 45 degrees, with
A 31 Southwest cavern, ground level weather-based effects are dispelled within little or no air movement. The environmen-
A 32 Hidden cavern (entrance 10' wide); 50 feet of them. tal damage comes from the ever-present
slopes up from entrance to 40' above heavy dust in the air, and from occasional
ground level at the south end. Near Mihstu (2): AL NE, MV 6"/6" (MC:B), HD rockslides, minor cave-ins, and so forth.
the end is a triangular symbol, gate to 8 + 2, AC -2, #AT 4, D 2-7 each, SA
the Earth Node. envelop = drain 1 point Constitution Those arriving in the Burrows appear in
(rest regains I/day), SD +2 weapon to the center cave, a large broad area 50 feet
RESIDENTS hit, immune to missiles, electricity, & tall at its center tapering to only 10-20 feet at
magic missile, MR 10%, SZ M (6'), IN the side corridors.
Dragons, White (3): AL CE, MV 12'730" High; IL 10%, TT I; XP 1700 + 12/hp
(MC:E), HD 5 (hp 10), 6 (hp 42), 6 (hp These dangerous monsters share a single The corridors have no light, and the
48), AC 3, #AT 3, D 1-4/1-4/2-16, SA dusty air permits only half normal range of
breath cone frost 70' x 25', SZ L (24'), lair, and have double the given chances for sight, whether normal or infravision. Slopes
IN Average; IL 20 %, TT E, O, S; XP 405, treasures. are few, and the stone is dug out, rather
852, 888 than worked.
This family shares a single lair. Note the Toads, Giant Ice (10): AL N, MV 9", HD 5, BRIEF AREA NOTES
AC 4, #AT 1, D 3-12, SA radiate cold 1/2 E 1 Central cave (arrival point)
bonuses gained by the adults if their off- rounds (10' range, D 3-18), SZ L, IN E 2 North corridor
spring is attacked, as given in MM1, p. 30. Average; IL 40%, TT C; XP 205 + 5/hp E 3 Burrow
The toads lair near the other ice creatures

of this Node.

115

Syri Nity (order #5099312)

E 4 Cave Bowlers (12): AL N, MV 6"-15", HD Va (hp These will probably be found together,
E 5 Large cavern with long corridor. At 2-5), AC 4, #AT 1, D 1 per hp, SA 50% and in water. They have no lair.
unnoticed over 40' range, SZ S-M, IN
the south end of the cavern is an Semi; IL 35%, TT self (gem); XP 5 + Dracolisk (1): AL CE, MV 9V15" (MC:E),
eight-pointed symbol, gate to the Fire 1/hp HD 7 + 3, AC 3, #AT 3, D 1-6/1-6/3-12,
Node. This single colony survives by camou- SA acid breath (range 3", D 4-24, save
E 6 Cave for half), gaze petrifies, SD90% immune
E 7 Junction and small cave flage and cowardice, and should not prove to reflected gaze, SZ L (15-20'), IN Low-
E 8 Grotto dangerous unless cornered. Neither should Average; IL 35%, TT C, I; XP 2200 +
E 9 Cave they become overly friendly, whatever 12/hp
E 10 Large south cavern occurs. As with the basilisks, this creature has 2-5
E 11 South grotto with divided approach,
lair of chaggrin grues. In their trea- Chaggrin grues (5): AL NE, MV 12" (3"), statues in or near its lair.
sure is one of the power gems, the gar- HD 5 + 5, AC 4, #AT 2, D 3-6/3-6, SA 2 Dragons, Black (2): AL CE, MV 12 '724"
net, which will send anyone touching paw hits = cling (D 7-12 per round), SD
it to the Fire Node. dispels all earth-based spells in 40', sha- (MC:E), HD 7 (hp 35 each), AC 3, #AT
E 12 South cave pechange to large mole, hedgehog, man 3, D1-4/1-4/3-18, SA breath stream acid
E 13 Junction and cavern (with merge in soil for surprise on 1-5), 60' x 5', SZ L (30'), IN Average; IL
E 14 Hidden cave SZ S, IN Low-Average; IL 20%, TT C, 30%, TT H; XP 1155 each
E 15 Huge southwest cavern Qx5; XP 425 + 6/hp This mated pair has recently produced
E 16 Small cavern If not surprised, the grues prepare by two eggs. These should hatch in 71-79 days,
E 17 Corridor intersections but will probably not survive (a mere 15%
E 18 Long cavern (lair) merging with the nearby earth for the sur- chance) unless fed plenty of fresh meat—
E 19 Long west cavern. At the south end is prise benefits. humans and humanoids being an excellent
a square symbol, gate to the Water source.
Node. Crysmals (3): AL N(E), MV 6", HD 6 + 6,
E 20 Northwest cavern AC -4 or 0, #AT 1, D 3-12 (2-8), SA Elementals, Earth (6): AL N, MV 6", HD 8
E 21 North grotto shoot appendage 2" (D 9-16), SD AC 0 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, D 4-
E22 North cave vs. blunt metal, immune to fire, cold, 32, SD + 2 weapon to hit, SZ L, IN Low;
E 23 North cavern. At the west end is a cir- poison, takes half damage from light- XP825 + 10/hp, 2850 + 15/hp, 5250 +
cle symbol, gate to the Air Node. ning, SZ S (3 Vz" to L (14' long, 2' 20/hp
E 24 Great north cavern (lair) wide), IN High-Exceptional; PSI 91-110, These should be encountered singly or in
RESIDENTS Modes BC/F; IL 0%, TT self (4-32
Basilisks (2), AL N, MV 6", HD 6 + 1, AC 4, gems); XP 825 + 10/hp pairs. They have no lair.
#AT 1, D 1-10, SA petrification gaze (6" These creatures are prey of the xorn and
range), SZ M (7'), IN Animal; IL 40%, Galebs duhr (2): AL N, MV 6", HD 8 to 10,
TT F; XP 1000 + 8/hp xaren, and avoid them at all costs. They AC -2, #AT 2, D 2-16, 3-18, or 4-24 (x2),
These creatures are 90% likely to have 2- seek a diet of quartz and other minerals, and SA once per round as L20 M-U—move
5 human or humanoid statues in the area will attack to gain them. earth, stone shape, passwall, transmute
near their lair—but note that they are often rock to mud, wall of stone, animate 1-2
encountered elsewhere. Their presence is Crystal oozes (2): AL N, MV 1 '112,", HD 4, boulders (range 6, AC 0, MV 3", HD 9,
well known to most other residents. AC 8, #AT 1, D 4-16 + paralysis, SA D 4-24), SD immune to lightning, nor-
hit = save vs. poison or paralyzed, SD mal fire, save at + 4 vs. magical fire, SZ
75 % invisible in water, immune to acid, L (8-12'), IN Very; IL 15%, TT Qx3, X;
cold, heat, fire, 1 point per hit from XP 2000 + 12/hp
blows, SZ M-L, IN Animal; XP 225 + The somber rock-lords have great power
4/hp

Syri Nity (order #5099312)

and little patience, but are not innately hos- 40% special (q.v. MM2 page 129), XP 55 is a power gem, the smoky quartz,
tile to any but those who feed upon stone or + 8/hp which sends anyone touching it to the
gems. They are likely to aid or at least par- Note that these creatures are Neutral and Air Node.
ley with those bearing information about probably friendly towards others native to F 10 Square room
such vile creatures. their own Plane. F 11 Rectangular room
Giants, stone (6): AL N, MV12 ", HD 9 + 1- F 12 Cubicle (lair)
Xorn (2): AL N, MV 9", HD 7+ 7, AC -2, F 13 Side room
3, AC 0, #AT 1, D 3-18, SA throw rocks #AT 4, D l-3(x3)/6-24, SA surprise on 1- F 14 Square room with door (lair)
(range 30 ", D 3-30), SZ L (12'), IN Aver- 5, SD immune to fire and cold, takes half F 15 East rhomb
age; IL 30%, TT D; XP 1800 + 14/hp damage from lightning; SZ M (5'), IN F 16 Central room (lair) with doors and
This large single family has an easily Average; IL40%, TT O, P, Qx5, X, Y; XP side corridors
defensible lair, and probably several allies 1275 + 10/hp F 17 Side room with door
nearby. Note that these creatures are Neutral and F 18 Southeast fire pits (lair)
Gorgons (2): AL N, MV 12", HD 8, AC 2, F 19 Triangular room. At the north end is a
#AT 1, D 2-12, SA 4x/day breath cone probably friendly towards others native to triangle symbol, gate to the Earth
6" x 2" (save or petrify), SZ L, IN Ani- their own Plane. Node.
mal; XP 1750 + 10/hp F 20 Southwest fire pit room, with 2 rec-
These dangerous beasts are avoided by Fire Node tangular pits (lair)
nearly everyone. Their location should be F 21 Side room with door
well-known and mentioned in even the most DESCRIPTION F22 West rhomb
casual conversation. F 23 Side room with door
Khargra (4): AL N, MV 3" (15"), HD 6, AC The rooms and corridors of the dreaded Fire F 24 Large room
-3, #AT 1, D 3-18, SA surprise 7 in 8 Pits are humid and hot—so hot that the subse- F25 Cubicle (lair)
(jump 10' from wall), SZ S (3'), IN Low; quent environmental damage is inflicted over F 26 Large room
XP 300 + 6/hp periods of exposure. The areas are lit, either F 27 Side room with door
The school of these strange rock-fish dimly or brightly, by the occasional pits of F 28 Side room with door
wanders almost constantly. Note that they burning embers and leaping flames, as noted F 29 Southwest circle room
may damage metal weapons with their bites on the map. F 30 Hall with 3 fire pits. At the west end
(as explained in the AD&D® FIEND of the hall is a square symbol, gate to
FOLIO® Tome, pages 56-57). Those arriving here appear in the central the Water Node.
Rock reptiles (two lairs of 2 each): AL N, MV room, faced with a choice of eight doors. F 31 Northwest circle room
6", HD 5 + 8, AC 3, #AT 1, D 9-12, SA They, and all other portals in the Node, are F 32 Side room with door
surprise on 1-3, SD chameleon, SZ M-L (5- large stone constructions with brass fittings. F33 Large hall
12'), IN Animal; IL 30%, TT S (xVi), T They stick frequently (-1 penalty to all 'open F 34 Large corridor
(xV2) per lizard, and 25% J, K, L, M per doors' rolls), but are edged by ample cracks F 35 Oval room (lair)
lair; XP 400 + 7/hp or 600 + 9/hp which allow fire creatures and others of F 36 Northwest rectangle room with side
mutable form to seep through them even corridor (lair)
Storoper (1): AL CE, MV 1", HD 6, AC 0, when closed.
#AT 1, D 1-10, SA 6 strands (50' range), RESIDENTS
first 2 hits charm (no save, for 10 rounds) The rooms and corridors, hewn from the
and all cause weakness (-50% Str in 1-3 surrounding rock, are well-made, perhaps by Fire Bats (2 lairs of 12 each): AL NE, MV
rounds, for 2-8 turns), SD immune to earth elementals or magic. Many surfaces are 6"/20" (MOB), HD 2, AC 8, #AT 1, D
normal missile fire, SZ M (5'), IN High; scorched and scratched, but few are chipped. 2-8, SA hit attaches, SZ S, IN Semi; IL
IL 90%, TT M, N, Qx2; XP 500 + 6/hp Bits and scraps are rare, only found in small 50%,TTI;XP28 + 2/hp
This creature is probably encountered piles and singed on the upper side. These pests may haunt and track the

near some major intersection, where it can BRIEF AREA NOTES party for great lengths of time, avoiding
hide and watch passers-by until finding one F 1 Center room (arrival point), with outright attack until their prey is distracted
that appears digestible. It is hungry. by larger opponents.
Xaren (2): AL N, MV 9" (3 "), HD 5 + 5, AC eight doors
F 2 North hall, with four fire pits (lair) Bodak (1): AL CE, MV 6", HD 9 + 9, AC 5,
1, #AT 4, D 1-3/1-3/1-3/4-16, SA sur- F 3 Octagonal room. At the north end is #AT 1, D by weapon, SA gaze death ray
prise on 1-5, can shift (AC 8) to merge/ (range 30'), SD +1 weapon to hit,
move at 9 " rate, SD immune to fire and a circle symbol, gate to the Air Node. immune to charm, hold, sleep, slow, poi-
cold, takes half damage from lightning, F 4 Northeast rectangle room with side son, SZ M, IN Low; XP 1950 + 14/hp
SZ S (4'), IN Average; XP IL 70%, TT This horror, a sometime ally of Darley the
corridor (lair)
F 5 Dead-end room alu-demon (see wandering humans), is all
F 6 Passage and rectangular room that remains of a once powerful magic-user
F 7 Northeast fire pits (3 pits, lair) who allied with the demonic uprising
F 8 Square room
F 9 Great Hall with four square fire pits,

lair of harginn grues. In their treasure

117

Syri Nity (order #5099312)

against Iuz. Though now of Low intelli- 5, AC 3, #AT 1, D 5-30, SA throw rocks of the water, mostly to the northeast corner
gence, he is exceedingly cunning, and will (range 20", D 2-20), SD immune to all of the map.
hide, track, and use hit-and-run attacks on a fire, SZ L (12'), IN Average-Low; IL
preoccupied party if at all possible. 35%, TT E; XP 2700 + 16/hp Newcomers to the Node land asplash in
This group may be in one or two lairs, the central pool area, which is only 10 feet
Dragons, Red (2): AL CE, MV 9"/24" probably sharing with some non-Chaotic deep and protected from most of the sea
(MC:E), HD 10 (hp 60), 11 (hp 66), AC - ally. dwellers by a coral reef. Some few small
1, #AT 3, D 1-8/1-8/3-30, SA breath fire scavengers might be lurking therein, but
cone 90' x 40', spells, SD spells, SZ L Harginn grues (8): AL NE, MV 15", HD they will probably avoid a group of nervous
(48'), IN Exceptional; IL 60%, TT H, S, 4 + 4, AC 3, #AT 1, D 5-8, SA dispels fire humans.
T; XP 5640, 8006 spells within 20', shapechange (bonfire,
This former mated pair has split up, due 8' column, humanoid), SD + 1 weapon BRIEF AREA NOTES
to hit, blink at will, SZ M, IN Average-
to marital arguments about treasure. They High; IL 15%, TT IxV2; XP 245 + 5/hp W 1 Center pond (arrival point). A coral
will be encountered singly, and may even From 1-3 of these will probably observe ridge surrounds this area, fencing a
avoid humans, knowing them to be danger- pool about 75' by 450' in size.
ous. Each dragon can speak and use the fol- the party before being detected, as they are Within the area are several rock and
lowing spells once per day: enlarge, shield, fond of hiding in pillar-of-flame form in and coral outcroppings, jutting 10-30 feet
mirror image, web, dispel magic, slow. near various fire pits. If thus forewarned, above the surface of the water.
the harginn can be formidable enemies.
Efreeti (1): AL LE, MV9"/24" (MC:A), HD W2 North sea
10, AC 2, #AT 1, D 3-24, SA detect Salamanders (3): AL CE, MV 9 ", HD 7 + 7, W3 Shelf, rising from the water to 10'
magic, enlarge, gaseous form, grant 3 AC 5/3, #AT 2, D By weapon/1-6, SA
wishes, illusions, invisibility, polymorph hot attacks (each adds D 1-6), SD +1 above it at the northern edge.
self, produce flame, pyrotechnics, wall weep, charm, hold, SZ M, IN High; IL W 4 Shelf-grotto (lair). This appears as if a
of fire (each I/day), limited telepathy, 75%, TT F; XP 825 + 10/hp
SD immune to normal fire, -1 per die Plagued by recent attacks by humans and water-filled cave, but its floor rises to
from magic fire, SZ L (12'), IN Very; XP above water level past the entrance.
1950 + 14/hp giants, these creatures are 80% likely to flee Around the corner to the northwest is
This clever creature probably masquer- if damaged, and will always negotiate if cor- a circle symbol, gate to the Air Node.
nered. W 5 Northwest sea
ades as an elemental for a time if possible, W 6 Shelf, 5' above water level (lair)
and may even join and help a party in that Water Node W 7 Shelf, just under water level, encir-
guise until the PCs can be observed in com- cled by stone on the south and west
bat and their weaknesses found. DESCRIPTION sides (lair)
W 8 West sea, north branch
Elementals, Fire (6): AL N, MV 12", HD 8 The Water Maze is a great indoor ocean, a W 9 Lagoon with shelf to the south. Near
(x3), 12 (x2), 16 (xl), AC 2, #AT 1, D 3- magical place suitable to both salt and fresh- the south end of the shelf is an eight-
24, SD + 2 weapon to hit, SZ L, IN Low; water beings. The ceiling of the great cavern pointed symbol, gate to the Fire
XP825 + 10/hp, 2850 + 15/hp, 5250 + casts a soft moonlight-bright glow. From Node.
20/hp the central pool, one might imagine the W 10 Shelf, just under water level, encir-
These should be encountered singly or in place to be a tropical atoll; but danger lurks cled by stone on the west and north
throughout. sides
pairs. They have no lair. W 11 West sea, south branch
Fire snakes (5): AL N, MV 4 ", HD 2, AC 6, The air is changeable, once a lilting warm W 12 Southeast sea
breeze and then suddenly a chilling draft. W 13 Hidden grotto
#AT 1, D 1-4 + paralysis (2-8 turns), SA Swirling eddies in both the water and the air W 14 Hidden shelf. The entrances to this
surprise 60%, SZ S (3'), IN Semi; IL produce sudden changes in waves at any area are underwater, but the shelf
100%,TTQ;XP73 + 2/hp time. Mists rise from the water, adding an rises sharply reaching 10' above
air of mystery and suspense to the visually water level at the northernmost
These small pests are likely to be peaceful setting. But it is these oddly tinted grotto. Therein is a triangle symbol,
found lairing anywhere, possibly with or mists that poison the very air, causing the gate to the Earth Node.
near other fire creatures. given environmental damage to the unpro- W 15 Channel
tected. W16 Southwest cave, with submerged
Firetoads (5): AL CN, MV 6", HD 4 + 1, AC entrance (accessible only by a brief
10, #AT 1, D = hp (fireball), SZ S (4'), The depth of the water varies widely but underwater swim; lair)
IN Low; IL 20%, TT C; XP 165 + 5/hp averages about 50 feet. The dozens of W 17 Southwest sea
The toads live scattered, foraging for craggy islets reach 10 to 80 feet from the sur- W18 Submerged shelf, about 10' below
face, stretching towards the cavern roof far water level. Two outcroppings jut
small food sources. One or two will be overhead (100-150 feet up) like pointing above water, to 20-30' height.
encountered at any one time. skeletal fingers. Icebergs dot the coldest part W 19 West sea

Giants, fire (6): AL LE, MV 12 ", HD 11 + 2-

118

Syri Nity (order #5099312)

W 20 Shelf, rising to 5' above water level breath frost cone (3x/day, D 2-12), SZ S Sea hags (2): AL CE, MV 15712", HD 3,
W 21 Hidden grotto, lair of varrdig grues. (3'), IN Low, MR 80; IL 30%, TT G; XP AC 7, #AT 1, D 1-4, SA 3x/day death
255 + 4/hp gaze 3 ", sight = save vs. spells or lose 1/z
In their treasure is a power gem, the These playful beasts are pets of the frost STR for 1-6 turns, SZ M, IN Average,
carnelian, which will send anyone giants (above). MR 50%; IL 10%, TT C, Y; XP 600 + 3/
touching it to the Earth Node. Ixitxachitl (40): AL CE, MV 0//12", HD hp
W 22 Northwest sea 1 +1, AC 6, #AT 1, D 3-12, SZ M, IN This pair of old hags dwells in some
W 23 Shelf, 10 feet above water level (lair) Average-High; IL 60%, TT P, R, S; XP 28
W 24 Submerged shelf, 3 feet below water + 2/hp; q.v. MM1 page 55 for leaders, secluded part of the Node. They are bitter
level, with two entrances and a stone clerics, vampires, etc. and vengeful, having been tricked into com-
outcropping blocking the southeast This isolated group dwells near the bot- ing here with promises of 'the easy life'.
side (lair) tom of one of the deepest seas, avoiding They believe themselves near to completing
most other creatures. The have decided that a potion that will enable them to escape—
RESIDENTS survival hinges on avoiding conflict, and but, of course, are wrong. When it fails,
are thus surprisingly placid—though they they will try to sell samples to others as
Dragon Turtles (2): AL N, MV 3"//9", HD will attack furiously and in force if seriously bona fide items
12 to 14, AC 0, #AT 3, D 2-12/2-12/4- threatened. Varrdig grues (5): ALNE, MV67/18", HD
32, SA breath steam cloud 60' x 40' x
40', SZ L, IN Very; IL5%, TT B, R, S, X Koalinth (40): AL LE, MV 6"//9", HD 6 + 6, AC 5, #AT 2 (1), D 1-4/1-4 (4-16),
V; XP 7300 + 18/hp 1 + 1, AC 5, #AT 1, D 1-8 or weapon, SZ SA water jet to 6' (1/6 chance for blind
These powerful monsters are encountered M (6' + ), IN Average; IL 25%, TT J, M, 1-4 rounds), SD dispels all water & ice
D, Qx5; XP 20 + 2/hp spells in 30', SZ M, IN Semi-Average; IL
singly. They look upon all other creatures as The aquatic hobgoblins dwell near the 20%, TT Fx Vz; XP 650 + 8/hp
minor nuisances, and are quite accustomed These disgusting creatures inflict little ini-
to having their own way about everything, ixitxachitl, in hopes of a future alliance tial damage but are quite durable and can
considering the entire node to be their pri- (mostly for their curing abilities). They fear pose severe threats when attacking helpless
vate pool. They are very susceptible to flat- and hate the merrow, and might ally with a and blinded opponents. They will stay in
tery and bribes, and expect apologies for party if such would result in the merrows' water for the near-invisibility this affords,
intrusions. defeat. and for the greater movement rate.
Kopoacinth (10): AL CE, MV 9"//15", HD Vodyanoi (2): AL CE, MV 676", HD 8, AC
Elementals, Water (6): AL N, MV 67/18", 2, #AT 3, D 1-10 + 2x2/1-10, SZ L (8'),
HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, 4 + 4, AC 5, #AT 4, D 1-3/1-3/1-6/1-4, IN Average; IL 30%, TT G: XP 650 + 10
#AT 1, D 5-30, SD + 2 weapon to hit, SZ SD + 1 weapon to hit, SZ M, IN Low; IL These slow relatives of umber hulks are
L, IN Low; XP 825 + 10/hp, 2850 + 15/ 20%, TT MxlO, C; XP 165 + 5/hp hungry, as most potential prey avoids them.
hp, 5250 + 20/hp These water-gargoyles are marauding They wander in search of food most of the
These should be encountered singly or in scavengers, likely to attack any new crea- time, and will attack a party on sight. They
tures just as a pastime. They are slow to are currently trying to figure out how to
pairs. They have no lair. unite in defense if threatened. take control of the koalinth and merrow.
Water weirds (2): AL CE, MV 0//12", HD
Eyes,floating(10): AL N, MV 0//30", HD Lacedons (14): AL CE, MV 97/9", HD 2, 3 + 3, AC 4, #AT 1, D drowning (save vs.
1/2, AC 9, #AT 1 gaze, D 0 + paralysis, AC 6, #AT 3, D 1-3/1-3/1-6 + paralysis paralysis or be dragged under), SA
SZ S (1'), IN Non; XP 30 + 1/hp (elves immune), SD immune to sleep, attack as 6 HD, control water elemental
These dangerous pests are always accom- charm, SZ M, IN Low; IL20%, TT B; XP 50%, SD edged weapon inflicts 1 point
65 + 2/hp damage, reforms 2 rounds after 'death',
panied by other water-dwelling creatures. Marine ghouls can be found nearly any- slowed by cold, takes half damage from
fire, SZ L (10' + ), IN Very; IL 50%, TT
Giant, frost (6): AL CE, MV 12", HD 10 + where, especially near other lairs where a I, O, P, Y; XP 370 + 4/hp
1-4, AC 4, #AT 1, D 4-24, SA throw few scraps might be stolen. It is 75 % likely that one of the weirds has
rocks (range 20", D 2-20), SD immune to Merrow (12): AL CE, MV 67/12", HD gotten control of one of the elementals. If
cold, SZ L (15'), IN Average-Low; IL so, the other weird will be lurking nearby.
30%, TT E; XP 2250 + 14/hp 4 + 4, AC 4, #AT 3 or 1, D1-6/1-6/2-8 or The elementals will be aware of the situa-
The family of giants keeps the ice lizards weapon (spear, D 1-6), SA surprise on 1- tion, nearly powerless and eager to find
4 from cover, SD 10-80% invisible in ter- allies who can help.
(below) as pets. Their grotto lair is easily rain, SZ L (9'), IN Low-Average; IL
defended with an ample supply of boulders. 20%, TT A; XP 130 + 5/hp; q.v. MM1
They enjoy long swims, and may thus be page 96 for leaders, shamans
encountered in the water (but if so, always This tribe of aquatic ogres bully the
in pairs or more). koalinth and frequent their area, taking the
best pieces of kills and often picking fights.
Ice lizards (2): AL CE, MV 9"/15" (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),

119

Syri Nity (order #5099312)

Appendices
Appendix A:
STANDARD DIVINE ABILITIES feeblemind, cure insanity, detect charm,
Deities & detect evil, detect good, detect illusions,
The following spell-like powers are com- detect invisibility, detect lie, detect magic,
Demigods mon to all deities in this setting. Each is usa- detect traps, ethereal travel, geas, infravis-
ble at will, up to once per round, and is ion, know alignment, levitate, mirror
Before the start of this scenario, you or the activated by brief concentration alone. image, polymorph self, read languages,
players should determine the characters' dei- read magic, teleport (no error), tongues,
ties. A list of the greater and lesser gods of the Astral travel, comprehend languages, and ultravision.
WORLD OF GREYHAWK™ Fantasy Game continual darkness, continual light, cure
Setting, with active demigods, is given hereaf- blindness, cure deafness, cure disease, cure
ter. St. Cuthbert and Iuz, both germane to this
campaign, are then specifically detailed. They, Greater Gods
along with other deities commonly involved
with adventurers are likewise found in the Beory FC Oerth Mother, nature, rain N(G) f
WORLD OF GREYHAWK™ Game Setting. Boccob C Magic, arcane knowledge N m
Incabulos C Evil, plagues, nightmares NE m
There is ample reason to allow players to Istis B Fate, destiny N f
carefully peruse this list of deities, and the gen- Kord S Athletics, sports, brawling CG m
eral descriptive notes given in the WORLD OF Time, tedium LN m
GREYHAWK™ Setting Catalogue. As inhabit- Lendor S Death, darkness, underworld NE m
ants of the Flanaess, the characters would cer- Nerull FC Sun, strength, light, healing NG m
tainly be aware of this information. From the Pelor FC Oceans, seas, salt N(C) m
list they should choose deities appropriate to Peace, reason, serenity LG m
their characters' alignments and places of ori- Procan OC Eternal dark, decay, malign knowledge E m
gin. Rao FC Hills, mountains, gemstones LG f
Tharizdun U Magic, death LN f
Remind your players that the local folk tend Power, prestige, influence. LN m
towards the Druidical faith (Ehlonna, Obad- Ulaa suOcC money, business
hai, and most of all Beory), or follow St. Weejas CE(N) m
Cuthbert, or serve some deity of Evil (in the Zilchus Oppression, deceit, pain CN(G) f
case of unsavory elements). Chance, good luck, skill LN(E) m
Demigods FC Bigotry, amphibians CN(G) m
Because of the plots of Iuz and various Iuz OC Humor, occult studies, eccentricity N m
demons and evil elemental types, St. Cuthbert Rudd Physical and mental mastery
has become actively aware of events, and has Wastri ucBC LG(N) m
indirect assistance from Beory (who resists ele- Ethics, propriety NG f
mental destruction). The enmity between Iuz Zagyg FC Spring, east wind CE(N) f
and St. Cuthbert may result in direct confron- Zuoken OC Malice, pits, deep caves NG f
tation! Home, family, agriculture N(C) m
Lesser Gods FsC Metal, mines, smiths N(L) f
In the following list, the deity's name is Allitur csOcC Insects, industriousness N(G) m
followed by the racial origin, using simple Atroa oOcC Stars, space, wanderers LG m
abbreviations: Beltar Reason, intellect NG f
OC Forests, flowers, meadows CE(N) m
Fcos Common in most areas Berei Hate, envy, malice, panic N(G) m
Oeridian Bleredd sBC Horizons, distance, travel LG(N) m
Bralm Stone, metals, mountains N f
Suloise Celestian OC Lakes, rivers, wells LG m
Ran Delleb OC Chivalry, honor, justice, valor LE m
Ehlonna War, discord, massacre N(G) f
B Baklunish Erythnul ccFosscsCc Fire, volcanoes, anger, quarrels CN m
Fharlanghn c Jealousy, revenge, thievery CG f
U Unknown or indeterminate origin Fortubo Os C Prose, poetry, art CN m
Geshtai scOscC Beasts, strength NG f
Note that deities can be of a certain racial Heironeous Os C Music, knowledge, daylight NG f
origin and common in general at the same Hextor coOC Love, Beauty CN m
time. Joramy Luck, gambling, risk N m
Kurell BC Nature, wildlands, freedom, hunting N(C) m
The major attributes are given in column Lirr Music, revelry, roguery, wine CG m
three, followed by alignment and sex. With Llerg FsC Air, winds, clouds LG(N) m
respect to alignment, the standard capital Lydia Light, resolution, law CG m
letters are given, possibly with a parentheti- Myhriss Beauty, nature NE m
cal after-note. Norebo Fire, poison, murder CN(E) m
Obad-Hai Chance, ill-luck, misfortune LG(N) m
Olidammara Wisdom, dedication, zeal CG(N) f
Phaulkon Summer, south wind, ease, comfort NE(L) f
Pholtus Deceit, false promises, lies CN m
Phyton Winter, north wind, cold CG m
Individuality, liberty, retribution N(G) m
Pyremius Sky, weather CG f
Ralishaz Autumn, west wind, harvest N f
St. Cuthbert Twilight, shadows, stealth N m
Sotiliion Sea, water travel NG m
Syrul Mercy, hope, benevolence
Telchur
Trithereon
Velnius
Wenta
Xan Yae
Xerbo
Zodal

120

Syri Nity (order #5099312)

IUZ (The Old) ability to generate a disgusting spittle which
he can expectorate once per round. This
Demigod (Oppression, deceit, wickedness, substance ages the victim struck by 1-6
pain) years (no saving throw), and withers the
area hit, numbing one member and making
ARMOR CLASS: -4 (-8 with cape) it useless for 2-5 rounds. His wrinkled vis-
MOVE: 18" age projects a negative Charisma (-4), which
HIT POINTS: 165 causes Horror to all those of 6 or fewer Hit
NO. OF ATTACKS: 1 or 2 Dice, for a -55% reaction penalty.
DAMAGE/ATTACK: By weapon type
Iuz is rumored to have a Soul Object
or 2-5/2- 5 ( + 9 strength bonus) secreted on the Abyssal Plane dominated by
SPECIAL ATTACKS: See below the demoness Zuggtmoy, with whom he is
SPECIAL DEFENSES: +1 or better known to consort. He is thus free to roam
outside his domain without fear of perma-
weapon to hit nent harm. He is also said to wear an old,
MAGIC RESISTANCE: 45% short cape which boosts his Magic Resist-
ance by 20%, and serves as a cloak of pro-
(65% with cape) tection + 4 as well.
SIZE: M
ALIGNMENT: Chaotic Evil Great emnity exists between Iuz and St.
WORSHIPPERS' ALIGNMENT: Evil (any) Cuthbert. This is carried on by the servants
SYMBOL: Grinning human skull of the two, as well.
PLANE: Prime Material (Oerth)
CLERIC/DRUID: 16th level cleric Clerics of Iuz dress in rusty black (their
FIGHTER: Nil master's favorite color) or white streaked
MAGIC-USER/ILLUSIONIST: Nil/Nil with rust-red bloodstains. At 3rd level each
THIEF/ASSASSIN: 16th level assassin gains the ability to change self (as the illu-
MONK/BARD: Nil/Nil sionist spell) once per day. Their ceremonies
PSIONIC ABILITY: Class III include the burning of foul-smelling sub-
stances, the beating of great drums and the
Attack/Defense Modes: All/all clangor of bronze bells, and blood sacrifice
whenever possible. Places of service to Iuz
S 21 118 W 20 D 18 Co 18 Ch 18 (-4) must be old, filthy, and dark. Altar services
are typically of bone, and include many
Whether Iuz is a human who has become skulls.
demon-like through the centuries, or
whether he is a semi-demon, a cambion (as In addition to the standard divine abilities
some suggest, a by-blow of Orcus), no mor- and the other abilities listed above, Iuz also
tal knows. He is, however, the first known has the following standard powers of any
godling of Chaotic Evil, whose wickedness demigod.
and treachery are infamous throughout the
Flanaess. As often as desired: finger of death, invis-
ibility, phantasmal force, protection from
This cruel being can appear as either a good 10' radius, remove fear, summon fol-
massive (7' tall) fat man with demoniac fea- lowers (1-2 creatures of the same type and
tures, reddish skin, pointed ears, and long alignment, up to 20 Hit Dice total), wall of
steely fingers, or as an old and wrinkled force.
manikin scarcely 5 feet in height. Either
might be Iuz' true form—or even both. Three times per day: cure light wounds,
raise dead.
Iuz rules a portion of Oerth, a horrid ter-
ritory which bears its master's name, from Twice per day: dispel good, dispel illu-
the cursed city of Molag. Few creatures sion, dispel magic, true seeing.
beyond the boundaries of this domain will
even speak his name, let alone adore him. Once per day: anti-magic shell, command
(2 round duration), gate, heal, unholy
In his demoniac form, Iuz prefers to wield word, limited wish, symbol.
a great two-handed sword + 3, though he
can, of course, use other weapons. In any
guise, Iuz can use his exceptionally long and
sinewy digits to claw, strike, and strangle. If
he strikes thus twice, the victim of his stran-
gling grasp will die in 2-5 rounds unless
freed. In his manikin-like form, Iuz has the

121

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ST. CUTHBERT (...of the Cudgel) backsliding of "true believers." He seldom
leaves his plane, unless some great duty
Lesser god (Wisdom, common sense, truth, brings him forth. When on the Prime Plane,
forthrightness, dedication) he sometimes appears as a manure-covered
yokel, or as a wanderer clad in brown and
ARMOR CLASS: -3 (-8 if in his plate mail) green robes, or as an elderly and slight tin-
MOVE: 21" ker. In these guises he tests the doctrine of
HIT POINTS: 224 his faithful, or seeks new converts. He can
NO. OF ATTACKS: 2 gate to or from Arcadia or the Prime Mate-
DAMAGE/ATTACK: By weapon type rial Plane at will.

( + 8 strength bonus) The three orders of the priesthood of St.
SPECIAL ATTACKS: See below Cuthbert are the Chapeaux, the Stars, and
SPECIAL DEFENSES: + 3 or better the Billets. The Chapeaux dress in varying
garb, but all wear crumpled hats. They seek
weapon to hit to convert people to the faith. At third level,
MAGIC RESISTANCE: 80% each gains the ability to cast one shillelagh
SIZE: M spell per day.
ALIGNMENT: Lawful Good (Neutral)
WORSHIPPERS' ALIGNMENT: The Stars wear dark green robes with a star-
burst holy symbol of copper, gold, or plati-
Lawful Good/Lawful Neutral num (depending on their status). They seek to
SYMBOL: Wooden Billet, Starburst, retain doctrinal purity amongst the faithful.
At fourth level, each Star cleric gains the abil-
Crumpled Hat ity to cast one ESP spell per day.
PLANE: Arcadia
CLERIC/DRUID: 22nd level cleric/ The Billets are the most numerous of
those in the orders, serving as ministers and
8th level druid protectors of the faithful. Billets dress in
simple brown and russet garments, and use
FIGHTER: Nil a holy symbol of an oaken or bronzewood
MAGIC-USER/ILLUSIONIST: Nil/Nil billet. At second level, each gains the ability
THIEF/ASSASSIN: Nil/Nil to cast one friends spell per day.
MONK/BARD: 7th level monk
PSIONIC ABILITY: Class VI While St. Cuthbert has many large places of
worship, wayside shrines and small, rude
Attack/Defense Modes: All/all chapels are the usual. His followers are found
mainly in the central Flanaess, around Grey-
S 20 110 W 23 D 19 Co 25 Ch 19 hawk, the Wild Coast, Urnst, and Verbobonc.
A great rivalry exists between those who fol-
St. Cuthbert appears as a stout red-faced low St. Cuthbert and the followers of Pholtus
man, with a drooping white moustache and (of the Blinding Light).
flowing white hair. He wears a simple plate
mail of + 5 enchantment. Atop his helmet is In addition to the standard divine abilities
a crumpled hat, and a starburst of rubies set (given at the beginning of this Appendix)
in platinum hangs on his chest. and the other abilities listed above, St.
Cuthbert also has the following standard
In his left hand he carries a billet of wood. powers of any lesser god.
This bronzewood cudgel is actually, in St.
Cuthbert's grasp, a + 3 weapon equal to a As often as desired: control temperature
morning star. Any human touched by the cud- 10' radius, improved invisibility, improved
gel must make a saving throw vs. spells or be phantasmal force, remove curse, remove
beguiled (or 5-20 turns. In his right hand is the fear, summon followers (1-3 creatures of the
fabled Mace of St. Cuthbert, a mace of disrup- same type and alignment, 25 Hit Dice total).
tion + 5 with other powers. If the "to hit" roll
is a natural 20, the victim loses 1 point of intel- Four times per day: dispel evil, dispel illu-
ligence (no saving throw, no magic resist- sion, dispel magic.
ance). The Mace of St. Cuthbert has the
following additional powers: bless (by tapping Three times per day: cure serious
touch), know alignment (once per day), wounds, resurrection, true seeing.
tongues, exorcise (once per month), and
remove curse (seven per week). Twice per day: anti-magic shell, gate,
heal, holy word, polymorph others, protec-
St. Cuthbert hates Evil, but his major tion from evil 20' radius, symbol.
interest is in Law and Order, and the dual
work of conversion and prevention from Once per day: command (3 round dura-
tion), death spell, minor globe of invulnerabil-
ity, quest, restoration, trap the soul, wish.

122

Syri Nity (order #5099312)

Appendix B: for the two blows). Zuggtmoy may choose in addition to the standard listings. When-
Monsters to trample, instead of striking with blows. ever Zuggtmoy is in her lair, she is accompa-
Trampling, effective only against prone or nied by all of the creatures on the
ZUGGTMOY (Demoness Lady of Fungi) small (under 4') creatures, consists of two summoning table (in the maximum numbers
attacks against one opponent, each inflict- given), as well as poisonous toadstools,
FREQUENCY: Very rare ing 2-12 points of damage; if both hit, the molds (brown, russet, and yellow), and a
NO. APPEARING: 1 (unique) victim is also stunned for 1-4 rounds. host of other dangerous and disgusting
ARMOR CLASS: 0 (body) or -2 (head) growths.
MOVE: 15" (6" on walls or ceilings) In her human form, appearing as an old
and feeble crone, Zuggtmoy can only attack As she is currently bound in a portion of
or 12 " in human form with some weapon or spell-like power (at the dungeons of her own creation, the XP
HIT DICE: 49 (222 hp) 22nd level of magic use). award for Zuggtmoy's conquerors is much
% IN LAIR: 40% less than normal: 28,770. (See area 353 for
TREASURE TYPE: H, S, T Zuggtmoy has the following spell-like details on her limits, and for revised XP val-
NO. OF ATTACKS: 2 + 2 or 2 powers, each usable at will: ues if she is partially freed.)
DAMAGE/ATTACK: 2-8 each (x4)
anti-plant shell Summon Fungi Table
or 2-12/2-12 astral spell
SPECIAL ATTACKS: See below charm plants Die Roll Fungi Summoned
SPECIAL DEFENSES: + 2 or better continual darkness 1-2 ascomids
detect good 5-8 phycomids
weapon to hit detect magic 4-6 zygoms
MAGIC RESISTANCE: 85% entangle 3-6 ustiluagors
INTELLIGENCE: Genius fear 15' radius 2-4 basidironds
ALIGNMENT: Chaotic Evil improved invisibility 5-8 violet fungi
SIZE: L (M in human form) hold plant
PSIONIC ABILITY: 222 levitate Description: Zuggtmoy's natural form is
locate plants bulbous. She resembles a puffball mush-
Attack/Defense Modes: All/all plant door room with a toadstool growing on top. Four
plant growth elephantine legs with suckered bottoms sup-
LEVEL/XP VALUE: X/45,170 (and see pass plant port the spherical body. The globular torso
below; x 10 if slain permanently) pollute food & drink is flattened at the bottom and bulges at its
programmed illusion equator, so that the legs reach to a bit over
Zuggtmoy, Demoness Lady of Fungi, dread read languages 3-foot height, the body another 30 inches
and fell ruler of the 222nd ghastly plane of read magic higher, but with a horizontal diameter of
the Abyss, aspired to establish her rule over silence 15' radius nearly five feet. The mushroom-stem neck is
a portion of the world. With the aid of Iuz, snare two feet long, capped by a head which
she formed the Temple of Elemental Evil and speak with plants appears to have squashed humanoid fea-
for a time wrought death, destruction, and telekinese (10,000 gp weight) tures. The eyes are round, black, and blank
great suffering. Then the forces of Good tongues -looking.
fought a campaign against her, and she was transport via plants
surprised and bound during the intaking of trip Zuggtmoy can extrude a pair of three-foot
the Temple. The opposing clerics and magic- long pseudopodial arms from either hemi-
users confined her somewhere beneath the She can become ethereal twice per day, and sphere of her body, at will. These growths can
ground, reputedly with the aid of one or can use each of the following once per day: extend opposing digits if desired.
more deities. limited wish, gate, summon fungi. Her gate
(70% successful) may be attempted up to The body coloration is variable, as
Though Zuggtmoy has a relatively light once per round, but will succeed only once Zuggtmoy is able to change it to suit her sur-
armor class for a major demon, she has a daily; it summons (01-50) 1-4 Type I roundings, though she is typically of a pale
great number of hit points. Further, she demons, (51-75) 1-3 Type II demons, (76-90) grayish-white or brownish-white color, the
regenerates 1 hit point per round, or double 1-2 Type III demons, or (91-00) 1 babau head slightly darker. Color can be moss
that if standing upon or in loose soil. demon. (The first three are described in the green, dull brown, red-orange, mottled pur-
AD&D® MONSTER MANUAL, pages 16- ple, etc., ranging the whole spectrum of col-
In her natural form, Zuggtmoy is able to 18. See MONSTER MANUAL II, page 36, ors possible to fungi growths. Body texture
move rapidly despite her bulk, and can for the babau.) and odor are likewise obviously fungoid. In
walk on walls or even inverted (such as on all, Zuggtmoy is revolting to behold and
ceilings), though such modes reduce the When Zuggtmoy uses her summon fungi disgusting to smell; blotchy patches of
maximum rate. She can use her 4 pseudo- ability, refer to that table and roll Id6 to find mold, smut, and blight cover her body. Her
pods to strike opponents, each inflicting 2-8 the monsters responding. The monsters strength is great (19), and her gross weight is
points of damage. Up to two hits can be arrive within 1 round, oozing forth from her quite high, despite her fungoid nature—
made on a single opponent; if both hit, an bloated body. All fungi are described below, over 2,000 pounds.
additional 5-8 points of crushing damage
also applies (a total damage of 9-24 points

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ZUGGTMOY'S BELOVED Phycomid (MM2 page 101): AC 5, MV 3",
HD 4, #AT 2, D 3-6/3-6, SA infection,
Here are summarized the details of the vari- SD half damage from fire ( + 4 saving
ous molds and growths typically found with throw bonus), AL N(E), SZ S (2' diame-
Zuggtmoy. Most can be easily added to ter), L/XP: V/280 + 5/hp
adventures, but do not supplement Zuggt-
moy's current companions (see Dungeon Pudding, Black (MMl page 10): AC 6, MV
Level Three) until or unless she gains more 6", HD 10, #AT 1, D 3-24, SA dissolves
freedom, especially the ability to summon wood & metal, SD immune to all but fire,
fungi. divided by blows, AL N, SZ S-L, L/XP X/
Ascomid (MM2 page 10): AC 3, MV 12", 1350 +14/hp

HD 6 + 6, #AT 1, D infection, SA chok- Pudding, Brown (MM2 page 102): AC 5,
ing spore jet, SD immune to blunt weap- MV 6", HD 11, #AT 1, D 5-20, SA dis-
ons, 1 point from edged weapon, V2 solves leather and wood in 1 round,
normal damage from spells ( + 4 saving SD immune to acid, cold, poison,
throw bonus), AL N(E), SZ L (5-10' divided by blows, AL N, SZ S-L, L/XP
diameter), L/XP VII/775 + 8/hp; (takes VIII/1600 +16/hp
double damage from piercing weapons,
normal damage from cold) Pudding, Dun (MM2 page 102): AC 7, MV
12 ", HD 8 + 1 , #AT 1, D 4-24, SA dissolves
Basidirond (MM2 page 15): AC 4, MV 6", leather in 1 round, metal at V2 rate black
HD 5 + 5, #AT 1, D 2-8 + smothering pudding, SD immune to acid, cold, poi-
(save vs. poison or die in 2-5 rounds), son, divided by blows, AL N, SZ S-L, L/
SA hallucinatory spores to 20-35" XPVIII/1000 +12/hp
radius, SD cold attack only slows, AL
N(E), SZ M (6-7 tall), L/XP VI/475 + 6/ Pudding, White (MM2 page 102): AC 8,
hp MV 9", HD 9, #AT 1, D 7-28, SA dis-
solve flesh only, SD immmune to acid,
Fungi, Violet (MMl page 42): AC 7, MV 1", cold, poison, divided by blows, AL N,
HD 3, #AT 1-4, D rot, AL N, SZ S-M, SZ S-L, L/XP VHI/1200 + 12/hp
L/XPIII/135 +4/hp
Slime, Green (MMl page 49): AC 9, MV0",
Mold, Brown (MMl page 71): AC 9, MV 0", HD 2, #AT 1 drip, D turn to slime in 1-4
SA cold damage 4-32 to all within 5 feet, rounds, SA corrodes metals, AL N, SZ
SD fire enlarges, affected only by magical S, L/XP 11/110 + 2/hp
cold, AL N, SZ S-L
Slime, Olive (MM2 page 110): AC 9, MV 0",
Mold, Russet (MM2 pages 91-2): AC 9, MV HD 2 + 2, #AT 1 drip, D turn to slime crea-
0 ", HD 12-16 hp per patch, SA spore cloud ture in 7-12 days, SD harmed only by acid,
3 ' radius = Dmg 5-20 and save vs. poison cold, fire, or cure disease, AL N, SZ S, L/
or die in 2-5 turns, SD immune to fire, XP V/330 + 3/hp
cold, blows, most spells, AL N, SZ S-L
Ustilagor (MM2 pages 122-3): AC 5, MV 9",
Mold, Yellow (MMl page 71): AC 9, MV 0", HD 3 + 3, #AT 1, D 2-5, SA save vs. poi-
HD 2 per patch, #AT 1, D1-8, SA 1C cube son or take 2-5 caustic damage, telem-
cloud, save vs. poison or die, SD affected pathic projection, energy control, AL
only by fire or light, AL N, SZ S-L N(E), SZ S (12-18 inch diameter), PSI 155-
180, D/F, L/XP HI/135 + 4/hp
Ochre Jelly (MMl page 75): AC 8, MV 3",
HD 6, #AT 1, D 3-12, SD lightning Zygom (MM2 page 132): AC 8, MV 1", HD 3,
divides, AL N, SZ M, L/XP VI/150 + #AT 1, D infection, SA sticky secretion,
6/hp AL N(E), SZ S-L (by host), L/XP 111/85
+ 4/hp
Ooze, Gray (MMl page 49): AC 8, MV 1",
HD 3 + 3, #AT 1, D 2-16, SA corrodes
(same rate as pudding), SD immune to
spells, heat, cold, AL N, SZ M-L, Psi 21-
121 (rare), L/XP IV/200 + 5/hp

124

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JUGGERNAUT ation permitting). If the juggernaut hits, all
the victim's items must be checked vs.
FREQUENCY: Rare crushing blow. The victim takes considera-
NO. APPEARING: 1 ble damage, a maximum of 10-100 (lOdlO)
ARMOR CLASS: 2 points if the juggernaut is large and heavy.
MOVE: 1" to 12" (see below) The victim may make a saving throw vs.
HIT DICE: 10 to 13 death ray to take half damage, but success
% IN LAIR: 0% does not negate the crushing effect on items.
TREASURE TYPE: See below
NO. OF ATTACKS: Up to 6
DAMAGE PER ATTACK: 2-12 each
SPECIAL ATTACKS: Crush (D 10-100)
SPECIAL DEFENSES: Immune to all fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Average
ALIGNMENT: N(E)
SIZE: L (8-20' long)
PSIONIC ABILITY: Nil

Attack/Defense Modes: Nil/nil

LEVEL/XP VALUE: X/3,000 + 14/hp

A juggernaut is a creature related to the
mimic, appearing as a large stone object of
some sort. The creature's form always has
wheels, runners, or some other source of
mobility.

Just as the mimic can project a pseudo-
pod, so can its cousin produce several
growths—including slim toothy heads, pin-
cers, rams, and so forth. It can make up to
six attacks per round in this way, depending
on the limits of its shape.

The juggernaut can also change form to
some extent, but more slowly than the
mimic. Once pseudopods are cut off or re-
absorbed into the body mass, up to a month
may be needed to re-grow them, again
depending on their forms. Heads on pseudo-
pods may permit the juggernaut to make
noises of many sorts, and some few can
even speak (though poorly).

A juggernaut with wheels or rollers can-
not turn sharply or reverse directions unless
it first comes to a complete halt. For every
ten feet it travels it can turn about three feet;
it must travel 30 feet to make a 90 degree
turn. It is also slow to start. In the first
round of animation it can move but ten feet
per round, gaining 1" additional movement
each round thereafter until its maximum 12 "
rate is achieved. (For example, in the ninth
round of animation it moves at 9" rate.)

This ungainly movement is, of course,
balanced by an additional attack form.
Such a juggernaut may attack by simply
rolling over a victim, crushing everything in
its path. A normal "to hit" roll is made (situ-

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Appendix C: cation, but lesser doses have little or no capacity for a pocket is 3 x 6 x 12 inches.
Magic Items effect. (Thus, vials of holy water would easily fit,
but a dagger or wand would not, in most
GARGOYLE CLOAK One vial of ichor can be used to treat one cases.)
apple-sized foodstuff (about 10 square
GP Sale Value: 6,000 XP Value: 1,000 inches of area) or any beverage. FRAGARACH

When donned, this garment polymorphs Effects of intoxication are summarized GP Sale Value: 90,000 XP Value: 18,000
the user into a gargoyle, with effect as the below. Note that all modifiers are penalties (plus scabbard value: 35,000 gp)
polymorph self spell. No command word is except for those affecting NPC Bravery and
used. Items carried are absorbed within the Morale. Recovery from intoxication simply This hefty steel broadsword bears a mighty
gargoyle form, unusable. Immunities, fly- requires time, and (if a Comatose condition enchantment. It was originally fashioned
ing ability, and all other gargoyle character- results) sleep. The times needed are 2-4 for a demigod of elsewhen, and eventually
istics are bestowed. Armor Class is likewise hours for Mild, 4-6 hours for Great, and 7- passed into the WORLD OF
altered, but is modified by the user's true 10 hours for Comatose. GREYHAWK™ Setting. It served well for a
Dexterity, magical effects, and protective short time, all too soon falling into the
devices worn or carried (but excluding mod- Strength Mild Great hands of the minions of Chaotic Evil. It has
ifications from armor and shield). 00 been in their grasp for a decade or more,
Intelligence resting in hiding in the Temple of Elemental
The cloak's effects may be produced up to Wisdom -3 -6 Evil, guarded by the worst of elemental
a maximum of three times per day. The Dexterity -4 -7 grues. Fragarach means 'The Answerer."
polymorph occurs within 1 segment after -2 -5
the cloak is donned, without the sparkling Constitution The sword is of Chaotic Good alignment.
lights usually accompanying a polymorph. Charisma 00 Any Lawful creature trying to grasp it takes
After the first full turn of use, there is a 10% "To hit" rolls -1 -4 1-6 points of damage and falls senseless for
chance per turn (cumulative) of the wearer Saving throws 1-10 rounds. A Neutral creature holding it
being mentally changed into a gargoyle as Bravery* -1 -5 takes only 1-3 points and swoons for 1-4
well. If this occurs, the user either attacks or Morale* +1 +5 rounds. In evil hands, Fragarach has no "to
flies off (just as would a real gargoyle). Only hit" bonus whatsoever; in Chaotic Neutral
a wish or death can then return the victim to +2 +4 hands, it will strike but one opponent per
normal form. + 10% + 15% round. The sword functions perfectly only
for a Chaotic Good user. In such hands, its
The cloak is easily damaged by any edged * NPCs only + 4 bonus always operates, and it will strike
weapon, fire, and other hazards. If the LEOMUND'S LABILE LOCKER
wearer takes 20 or more points of damage WAND OF A WONDER
from such attacks, consider the cloak GP Sale Value: 25,000 XP Value: 5,000
destroyed. The cloak may be repaired magi- GP Sale Value: 10,000 XP Value: 6,000
cally (via limited wish or similar enchant- This copper-bound box is two feet wide and
ment) but not by normal means. tall, and three feet long. Invisible runes are Quite similar to its cousin, the ever- popular
scribed upon its front; these reveal four wand of wonder, this item produces strange
As a final note, other cloaks of poly- command words. The first shrinks the box and unpredictable results for users of any
morphingmay be found. Each is designed to to a twelfth of normal size, with all contents class or type. The exact effect produced in
change the user into one specific creature. likewise becoming minute. The weight of any single use is determined by a random
Each confers benefits and hazards in the the shrunken chest, empty or filled, is 30 ldlOO roll, with reference to the following
manner given above—a full polymorph self pounds. The second word causes the chest chart. The wand uses 1 charge per function.
(lacking only the spell's curative effects), (if of normal size) to function as one upon It may not be recharged. Allow saving
with the given chance of permanent mental which a Leomund's secret chest spell has throws wherever applicable, vs. wands
change as well. been placed (but with no smaller replica unless the effect suggests another category.
necessary!). The third word causes the box The wand performs at 6th level of experi-
ICHOR OF INTOXICATION to return to full size or normal place, as ence, as is normal for such devices, and all
applicable. The fourth word causes growth physical changes produced (growths, poly-
GP Sale Value: 900 XP Value: 500 to quadruple dimensions, with sides, top, morphs, etc.) are dispellable at normal
and bottom of one foot thickness, huge cop- chances.
This substance is a colorless syrup found in per bands, and a weight of 1,200 pounds.
half- ounce vials. It can be mixed with a liq-
uid, applied to food, or simply ingested POUCH OF HOLDING
straight. The ichor dries when exposed to
air, hardening in 1 turn. GP Sale Value: 4,000
XP Value: 800 (per pouch)
When a vial of the fluid is consumed, the
user becomes greatly intoxicated within 1 These apparently normal leather or cloth
round (see effects below). If more is then pouches are found in groups of 3-6 (Id4 + 2)
consumed, the user becomes comatose from attached to a belt. Each pouch can hold 100
the excess. A half-vial produces mild intoxi- gp (or ten pounds weight) as if it were but 1
gp (or a tenth of a pound). However, noth-
ing larger than 1 x 2 x 3 inches can fit into
a pocket, and the maximum cubic volume

126

Syri Nity (order #5099312)

01-02 Target loses all hair, fur, or feathers. as many opponents unerringly as have producing a continual light effect within one
03-07 Pit 10' deep (any necessary width) opens struck at its possessor. Fragarach always round. Viewed from the cloudy side, the
08-09 under target's feet. hits all such targets, the + 4 pertaining to users (those on the clear side) appear as the
10-11 additional damage only. Note, however, purest opposites of their actual forms. A
12-13 Target gains +1 bonus "to hit" for the next 3 that The Answerer always strikes last in a paladin would appear demonic or diabolic;
14-15 rounds. melee round. Against evil opponents, the a Chaotic Evil monster might appear as a
16-17 bonus doubles (to + 8) whenever a natural paladin, or as a deva, planetar, or solar.
100 small bats appear, swarm around the 20 is rolled for "to hit" determination. Additional visual effects (flames and
18-22 wielder's head for one round, then flit away. smoke, sky and fluffy clouds, etc.) are auto-
23-25 The sword has a hilt of silver and gold matically produced as a background setting
26-29 Target grows wings, arms, or tentacles. wire, most cunningly wrought. Its guard appropriate to the visual (false) form. Sub-
30-32 Cage of heavy iron bars (10' * 10' x 10') and pommel are set with perfect emeralds tle feelings (fear, peace, etc.) are likewise
33-34 surrounds the wielder. (corundum)—7 gems, total value 65,000 gp. projected to the viewers of the illusion,
Each piece of headgear within 20 feet (includ- Its scabbard is likewise trimmed with pre- allowing no saving throw (though innate
35-39 ing helmets) changes to a skullcap topped by cious metal and decorated with many gems total immunity to ESP negates the emo-
a bladed device, the blades turning in any of green and golden hue, worth another tional effects). The cloudy side of the lens
40-41 breeze. 35,000 gp. quickly darkens when the user(s) back away
42-43 from the clear side.
Target's color turns to hot pink. OTHER SWORDS OF ANSWERING
44-48 All gold within 10 feet of the wielder turns to The lens will function as often as desired.
49-52 lead. GP Sale Value: 50,000 XP Value: 10,000 It is protected by a powerful and permanent
(plus scabbard: 16,000 gp) force field, and is impervious to harm by
53-55 Target is covered with a thick layer of honey. When Fragarach first came to this world, it anything less than a godling. Even passwall
received immediate attention and quick and glassee are useless against its mighty
56-57 In each of the next 5 rounds, 2-8 sp shoot renown; so much so, in fact, that six other dweomer. Once mounted, as it is herein, it
58-62 forth from each of the wielder's ears. swords like it were forged and enchanted. cannot be removed by a power lesser than
63-68 Target is garbed in a beautiful, well-tailored, These are lesser weapons, of course, and Iuz', except for a wish—and even that may
embroidered silk coat (2,000 gp value, but their alignments vary. Each has a + 2 bonus cause the lens to shatter in the attempt (a
69-70 magical and dispellable). (and cannot hit opponents struck only by 25% chance). A final dweomer lets Iuz
+ 3 or better weapons). On a natural "to know if the lens is destroyed, and who did
71-75 Target is polymorphed into a giant rabbit (as hit" roll of 1, no bonus applies; on a natural it.
716-77 the polymorph other spell; check for mental 20, like their predecessor, the bonus is dou-
78-84 change). bled (to + 4). These lesser swords are identi- THE ORB OF GOLDEN DEATH
85-86 fied by the differing gems set in guard and
Target grows a large moustache in 1 round pommel. They are reported to be amethyst, Artifact GP Sale Value: 75,000
87-90 (possibly with goatee). aquamarine, garnet, peridot, topaz, and
tourmaline stones, with combined value of This item (a.k.a. Yellowskull, Goldenskull,
9145 Thousands of horseflies fill the area within 30 about 24,000 gp per weapon, 16,000 gp per or the Death Orb) is a powerful magic item
feet of the wielder, interfering with concen- scabbard. These weapons are named Rebut- created by Zuggtmoy and Iuz. Because of its
96*99 tration and preventing spell casting and com- ter, Scather, Replier, Retorter, Squelcher, nature and aura, no paladin will touch it
00 bat. They remain for 5-20 turns but will not and Back-Talker, in honor of Fragarach. willingly, nor will any Good cleric; they feel
leave the area except to follow honey. its immense innate Evil.
LENS OF TRANSFORMATION
Target is affected by Otto's irresistible dance The Death Orb is a gold sphere three
for 3 rounds (no saving throw). Artifact GP Sale Value: 22,500 inches in diameter, shaped to resemble a
human skull sans lower jaw. Atop the
Stream of acid shoots out to 10' range, This device is a sheet of cloudy crystal, 7 crown is a raised diadem with depressions,
inflicting 3-24 points of damage (as if dragon feet broad and tall and 3 inches thick. It was the latter designed to accept four large
breath; save for half damage). created by Iuz, who placed it in the dungeon gems, one representing each element. The
for his own evil purposes. Orb has only limited powers without these
Band instruments appear between the gems. Its possessor can, at will, detect lie,
wielder and the target. They play loudly and The crystal sheet appears cloudy from know alignment, and poison (as the reverse
march back and forth for 3-6 rounds, as if one side, but clear from the other. No detect of a neutralize poison spell).
used by invisible musicians, then vanish. spell works within 20 feet of it, except for
Anyone trying to interfere takes 2-12 points detect magic, which reveals that a powerful The possessor learns directly from The
of damage and is hurled back 10 feet. dweomer is upon the crystal sheet, and (if Orb full details of usable powers, but no
the lens is activated) that a lesser magic information about Charisma effects
Tree grows under the wielder, lifting to the affects the area within 20 feet of it. (explained below), potential powers (such
ceiling or 50' height, whichever is less. as those gained by addition of gems), unfa-
The lens is activated whenever any life vorable effects, nor the Orb's following pro-
One hundred dead and putrid fish rain down force (living or undead) approaches within 3 tection ability. Neither Zuggtmoy nor Iuz
within 30' of the wielder. feet of the clear side. The cloudy side of the can harm the possessor of Goldenskull, nor
lens then begins to brighten, its radiance can either be the agent employing another
Target glows for 5 rounds (as if double-inten- to cause the user harm.
sity faerie (ire), but thereafter the wielder 127
vanishes (invisible, not dispellable) for 2-5
rounds.

The sound of bells rings forth from the wand,
drowning out all noise and speech for 2-5
rounds.
Dispel magic effect on everything within 20
feet of the wand, as if an 11th level caster.
Wielder is polymorphed into a mule-centaur.
Monster summoning IV spell effect, as if cast
by the wand wielder.
Target gains 3-12 (3d4) hit points, which
remain for 6 turns (not dispellable; damage
taken is first removed from added hit points).

Wielder floats 10 feet up (as if feather failed in
reverse gravity), hovers for 3-6 rounds, then
drops suddenly,
Eight fiery spheres of different hues shoot
forth at 1-segment intervals, striking the tar-
get and seemingly causing great amounts of
damage (actually only 1 point from each).

All weapons held in hand within 30 feet turn
into bunches of flowers.
Death ray at target (6 'maximum range).

Syri Nity (order #5099312)

y

If the possessor gazes upon the great (though they cannot take it by force). How- Elemental Plane at will (as if by using the
throne in the Temple of Elemental Evil ever, the possessor is forced to react to these teleport without error spell, but with no
(upper level, area 3), he or she immediately Evil beings in a somewhat cooperative man- chance of error).
knows how to operate it. The Throne can be ner, the degree corresponding to Charisma 3. Comfortable existence in the corres-
caused to raise and lower itself, with the loss (from the use of the Awe Power)—a ponding element or Elemental Plane,
user, between the upper Temple works and 10% chance of persuasion existing for each taking no environmental damage.
dungeon level three (area 340). point so lost. In play, if the character does 4. Conjure elemental once per week, sum-
not naturally cooperate, roll d% to check moning from the appropriate Plane;
The user's Charisma with respect to Cha- the correct current chance, and privately however, no mental control is needed as
otic Evil creatures is raised to 20, or to -3 inform the player if persuasion has long as the Orb is held (producing an
when angry. The corresponding effects occurred. effect much like the druid spells). The
apply, i.e. for Charisma 20, + 45% Reac- elemental is of small size (8 HD) but max-
tion Adjustment, Maximum 25 Henchmen Any character who actually gives the imum hit points (64). (Note, however,
(all Chaotic Evil), 60% Loyalty Base, Awe Death Orb to either Zuggtmoy or Iuz that such summoning is NOT possible
Power affecting up to 2 Hit Dice or Levels; becomes the hopeless thrall of the appropri- while on the same Elemental Plane.)
for Charisma -3, -50% Reaction Adjust- ate Evil being ever afterwards. (This perma- 5. Summon and control a demon of the
ment, Horror affecting up to 4 Hit Dice or nently removes the character from PC play.) type noted up to 3 times per day, but
Levels (again, only of Chaotic Evil crea- never more frequently than once per
tures). Those affected by Awe or Horror art The Elemental Power Gems hour (6 turns).
stunned into inaction by the mere sight of The gems of the Orb, and additional powers
the possessor (no saving throw), and cannot they bestow, are as shown on the table. Before the final assault on the Temple by the
initiate any action other than physical forces of Good, Zuggtmoy carefully hid the
defense. The four gems of the correct size and gems in their corresponding Elemental
shape to fit the diadem of the Orb are hid- Nodes. She then entrusted the gemless Yel-
Ill Effects: den in the Elemental Nodes connected to the lowskull to her priesthood, while she faced
No Good ever results from the employment Temple of Elemental Evil. the onslaught of those whose magic then
of the Death Orb's powers, except on a very trapped her in her own stronghold.
short-term or temporary basis. Thus, if evil Each gem radiates a strong enchantment.
can result from any use of the Orb, that When touched, a loose gem immediately Destroying the Orb:
occurs along with whatever was actually transports all creatures within 50 feet to the The Death Orb can only be destroyed if all
done. For example, an elemental conjured corresponding Elemental Node. No saving of its gems are properly inset. It must then
to fight against some evil creatures will do throw applies, and the victims arrive in the be subjected to the following effects, in
so, but in such a way as to allow them to center of the Node map (q.v.). The gem tra- quick succession and in the proper order: a
harm the conjurer's associates to a maxi- vels with the victims. No other effect wind of 50 or more mph force; the strike of a
mum extent. Also, each time the Awe occurs, and no powers are bestowed. No maul made from a solid piece of granite; a
Power is brought forth, the user actually effect occurs if a gem is touched while in its very hot flame (1,000 degrees R); and
loses 1 point of Charisma (but only with corresponding Node, but remember that the immersion in very cold water (32 degrees
respect to those not Chaotic Evil). transport effect occurs elsewhere whenever F.). The procedure causes the Orb to shatter,
the loose gem is touched. Repeat trips may which causes the Elemental Nodes and the
Both Zuggtmoy and Iuz know the iden- thus occur before the possessor realizes that Greater Temple (Dungeon Level Four, area
tity and exact location of any person in pos- a container (ideally the Orb) must be used to 417) to collapse, and the dungeon levels
session of Yellowskull (their detection prevent involuntary travel. above as well. Zuggtmoy takes 111 points
ability overpowering any and all protec- of physical damage, is unable to use any
tions magical or mundane). The protection When one of these gems is placed within powers for four days, and cannot leave her
of the Death Orb notwithstanding, Zuggt- its diadem mounting, the possessor gains own Abyssal Plane for 40 years. Iuz, having
moy and/or Iuz can attempt to persuade or the following abilities, and immediately less invested in the Death Orb, merely loses
coerce the possessor to hand over the Orb realizes (and magically understands the the services of evil elemental creatures for
process of) each of the effects. four years.

1. The noted spell power, usable once per
week.

2. Travel to and from the corresponding

Element Gem Spell Demon
Wind walk Babau
Air Smoky quartz Earthquake Type I
Carnelian Flame strike Type II
Earth Garnet Wall of ice Type III
Fire Aquamarine
Water

128

Syri Nity (order #5099312)

THE This booklet contains all the maps neccessary to play the entire campaign adventure. Each
is keyed to a specific section in the adventure book. Feel free to mark on and change these
I E/V\PLE OF maps as the dungeon becomes altered during play.

EVIL

MAPI FROMHOMMLETTONULB

SCALE: 1 HEX EQUALS 10 LEAGUES

KRON HILLS

HOMMLE ®1985 TSR, Inc. All Rights Reserved.

Syri Nity (order #5099312)

Syri Nity (order #5099312)

pe/ussey s»i|6i.u ||V ou| ' u s i 9861®

131IAIIAIOH dO
3OV11IA 3 H I

ZdVIAI

THE VILLAGE
OF HOMMLET

Syri Nity (order #5099312)

MAP 3 INN OF THE WELCOME WENCH

MM —•— —•—
13
—' •
\
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'III

1

UPPER FLOOR ;
FIRST FLOOR
( f> D
f11 r l
10 9 8
7 T"
•r:=3 o
61
13
4

1

MAP 4
TRADERS'
ESTABLISHMENT

S1985 TSR, Inc. All Rights Reserved.

Syri Nity (order #5099312)

MAP 5 CHURCH OF ST. CUTHBERT TURRET ROOF
TURRET
UPPER FLOOR PARAPET LEVEL

MAIN FLOOR

LOWER FLOOR UPPER HALL

MAP 6 GUARD TOWER MAIN HALL
LOWER LEVEL
CELLAR SCALE: 1 SQUARE EQUALS 10 FEET

Syri Nity (order #5099312) ®1985 TSR, Inc. All Rights Reserved.

MAP 7 RUINS OF THE MOATHOUSE

ALCOVE
BATTLEMENT
CRUMBLED WALL

MAP 8 MOATHOUSE DUNGEONS • S - l Door
llllHIHll Stairs UP
I Dungeon Level I E E 3 Sta.rs Down
" ^ ^ Secret Door

Subterranean
Passage

I False Ooor

TV w r \\
^ \ 71. '
\ - • • 1111

®1985 TSR, Inc. All Rights Reserved.

Syri Nity (order #5099312)

MAP 9 NULB

MAP 10 TOWER RUINS

®1985 TSR, Inc. All Rights Reserved.

Syri Nity (order #5099312)

Syri Nity (order #5099312)

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®1985 TSR, Inc. All Rights Reserved.

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32 ®1985 TSR, Inc. All Rights Reserved.
13

Syri Nity (order #5099312)

Syri Nity (order #5099312)

Q 4
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26 16 15
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22 15 *198'5 TSR, Inc. All RightsReserved.

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®1985 T 6 R , Inc. All Rights Reserved.
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Syri Nity (order #5099312)

Advanced Dungeons^pragons

OFFICIAL GAME ADVENTURE

THE

TEMPLE OF

ELEMENTAL
EVIL

" . . . the Ultimate Campaign Adventure . . ."

A sinister force, long thought destroyed,
stirs from the black hole that spawned it. Like
an ebony darkness it prowls the land and
safety is but an illusion, for it watches from
every shadow and ponders possibilities.

What began years ago with the introduction
of the players to the quiet village of Hommlet
and the amazing lands of Greyhawk, at last is
complete. Here is the long awaited campaign
adventure featuring the ruins of the Temple of
Elemental Evil! Evil broods and grows beneath
those blasted stones. This is your chance to
drive it back and scatter its forces again.

This product includes the village of Hom-
mlet, the filthy shire of Nulb, and reveals the
ruins of the Temple of Elemental Evil and the
labyrinths that lie beneath, a warren of dark-
ness. And beyond these ruins, even more is
revealed.

For the first time this product provides a
complete campaign adventure which will take
beginning characters from 1st all the way to
8th level and possibly beyond! Hours of adven-
turing await you!

Copyright 1985 TSR, Inc. All Rights Reserved.

TSR, Inc. TSR OK Ltd.
P.O. Box 756 The Mill, Rathmore Road
Lake Geneva,
WI53147 Cambridge CB1 4AD
United Kingdom

0-88038-018-7
ISBN 394-54870-1TSR1500

9147XXX1401 46363 09147

Syri Nity (order #5099312)


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