The Burrows
(The Earth Node)
Thick choking dust is a major hazard in the Earth node. Cut the light range of all sources of
illumination in half, and treat anything beyond the 60ft. range as lightly
obscured and 100ft. as completely obscured even with a combination of strong
light and darkvision. Sound is even more
distorted, and PCs are at a disadvantage on Wisdom (Perception) checks to hear
anything.
E1. Central Cave The
PCs are greeted in the Earth Cave by the sight of semi-calcified bones and
choking dust. If they search the bodies
thoroughly with a DC 18 Intelligence (Investigation) or Wisdom (Perception)
test they might find a few treasures here belonging to a perished cleric.
Treasure: ring of fire resistance, 3 opals (1,000gp ea), mace, holy symbol to
St. Cuthbert
E2. North Corridor As the PCs move through the middle his
chamber tremors their footsteps will kick up a massive amount of dust. The PCs
will find themselves suddenly blinded and holding their breath. Getting out of
the chamber will require a DC 15 Wisdom (Survival) check each round to go in
the right direction. Guiding another PC
gives disadvantage on this check. In
addition, there are a family of Bowlers and their ally an Earth Elemental. The Bowlers are vulnerable to bludgeoning
damage and resistant to piercing.
E3. Burrow The Broken remains of several gargoyles are
littered across this area, along with blood spatters and the tattered ruins of
a backpack. An Intelligence
(Investigation) test will reveal a lost diary and a pickaxe belonging to Taki. At
this point the party will encounter a school of rockfish, they are roughly the
size of tuna and have 70 hp, they may accidentally attack a party member who is
directly in their path. Incidental
attacks will not provoke reprisals, attacking their children will smaller 10hp
creatures the size of salmon.
E4. Cave This dusty room has a few visible deposits of gems
in the walls, currently being slowly devoured by a pair of Xorn. They will
defend their find if the PCs attempt to mine the gems. Xorn (2): MM p.304,
3,600xp Treasure: 23 rough sardonyxes (50gp ea.)
E5. Fire Node Cavern
The portal in this chamber goes to the fire node. A family of Stone giants have
built a home in the side of this chamber.
The stone in the side of this chamber has been carved into a gigantic
stone doorway 20’ tall and 15’ wide.
Over the decades they have build an impressive array of carvings along
the walls, ceilings and floors of the warren that would make any visiting noble
jealous. They have stone throwing
contests in the main region, but very macabre in nature all the boulders have
been meticulously carved to resemble heads . . .. There are three generations in these caves,
they might be interested in heading back to their families in Caranus.
E6. A pair of
basilisks live in the area. there are nearly 20 intact statues and 6 that are
currently being eaten. The treasure
consists of treasure that escaped the petrification process.
E7. Junction and Small Cave Sargen is hiding in the northern
alcove of this chamber with a few tattered goods. He will spot the PCs as they pass through and
attempt to trail them. Once he sees them
do battle with other denizens of the node he will throw himself on their mercy
and make promises of wealth and service. With the new magical system, Sargen is
far less helpless than before; I had to
choose his spells carefully to make him able to survive, but not to pose a real
threat to the creatures of the Nodes. Sargen: see below., 100xp
E8. Grotto Here, a skeleton lies with a suicide note in a
heap below a mouldy noose. There is
water here that is so thick with dust it is impotable without first filtering
it. Near the centre of the room there is
some quicksand. Treasure: Dagger, Leather Armour, driftglobe, 17gp, 13pp, robes
of the earth temple, 7 sheets of paper, half-vial of ink, empty finely engraved
hip flask (25gp), mace. Empty waterskin.
The water contains a Crystal Ooze, that will attack as soon as the water
is disturbed. Treat as a Black Pudding
that is vulnerable to bludgeoning and sonic attacks. Higher AC too.
E9. Cave The dust is thin here, and the cave damp and foul
smelling. Patches of fungus and lichen
grow on the walls and floor around bones.
This includes several shriekers and violet fungus. The sound of the shriekers may call the
Gorgons in Area 10 if they hear it with DC 15 Wisdom (Perception) test (+1),
with disadvantage. Violet Fungus (10): MM p.138, 500xp Shriekers (4): MM p.138,
40xp
E10. Large South Cavern
The pathways along here are fetid and increasingly filled
with fungal life, much of it highly reminiscent of the fungus in area 312. A Pair of gorgons graze on the fungual
matter. In the East end of this room a
shrine to Zuggtmoy has been created, with ominous stains. Characters who sacrifice a living being on it
gain a charm to cast poison spray as a cantrip for 24 hours. There are several offerings on the altar.
Gorgons (2): MM p.171; 3,600xp Treasure: golden idol in the shape of a mushroom
(500gp), 3 topazes (500gp ea.), potion of poison
E11. Grue Lair Six
Chaggrins tear at the earth here. A few
dead bugbears lie in tatters about the area. Chaggrins (6): see above, 2,700xp
Treasure: Gem of Water Power (see below).
Here is also the adobe of one of the Black Dragons. It has amassed a few defensive magical items
and gems. A steady treatment of acid has
sealed the cavern and cleansed the air of dust, but it has left the area soggy
and smelling of vinegar. There is a
small lake in the south of the cavern where the dragon sleeps; there are several
natural gas vents in the chamber including two on the pond that burn and
provide an even source of light. Should
the lights be extinguished, that cavern will fill up with explosive gas over
the course of the day, igniting a vent will cause d6 damage per round it was
unlit. The dragon has used this to great
effect over the years. The dragon uses a
Defender short sword and has a potion of healing and speed on the ledge behind
the pond. There are 100 10gp gems, 100
50gp gems, 10, 100gp gems, 6 500gp gems, 3 1000gp gems and a single 5000gp blue
diamond, scattered in the shallows of the pond
E12 Southern Cavern A
Roper makes its lair in this cavern. The
bones attest to the sheer number of sacrifices who have met the fate here.
Roper: MM p.261, 1,800xp Treasure: helm of teleportation, 3 suits of chain
mail, 6 shields, 2 longswords 3 silver lumens of the air temple (250gp ea.)
E13 Small Cave at Ground Level A petrified warrior-priest of
St. Cuthbert stands underneath a hole into the void and surface above in a pose
of deep contemplation.
E14. Hidden Cavern Thanks to an optical illusion it requires
a DC 18 Wisdom (Perception) check not to assume this tunnel leads to a dead
end. In the cave are a pair of makeshift
beds, a small mushroom farm, several makeshift cages of captured rats, and a natural
well of paraffin. A table has been made
by chipping away at a stalagmite hold an oil lamp and weather-beaten 3-dragon
ante set. There is some mining equipment in one corner and the mummified
remains of a pair of dwarves with matching wedding rings sit in one
corner. A series of tallies on the walls
from the dwarven calendar-keeping method suggest that the couple were stranded
here for decades. In a hidden nook
beneath the rat cages is a decanter of endless water. Treasure: decanter of
endless water, 2 mining picks, hammer, hooded lantern, shovel, heavy crossbow,
7 bolts, battle-axe, warhammer, 2 chain shirts, 3 casks of oil, bottle of aged
dwarven whisky (150gp), 3-dragon ante set, stonemason’s tools, brewer's tools,
keg of mushroom spirits (100gp)
E15. Huge Southwest Cavern a Drider here has created an
elaborate maze of webs to trap wanderers.
It is currently living on the remains of a stone giant. Drider
Spellcaster: MM p.120, 2900xp Treasure: Poisoner's kit, 3 vials basic poison,
+1 longbow, 45ep, 117gp, 24pp
E16. Small Cavern The Medusae have placed several monster
carcasses here under a tent of tattered cloth and old rugs, causing them to
sprout mushrooms for food. Trap: The coprses in which they have placed the
mushrooms have several fine needles embedded in them coated with a purified
venom. Anyone trying to steal their food
may make a DC 20 Wisdom (Perception) or DC 18 Intelligence (Investigation)
check to spot the danger. Anyone picking
plants from the carcasses otherwise is targeted by a melee weapon attack with a
+8 to hit. If they are hit they take 1 piercing damage, and must make a
Constitution save taking 28 (5d10) poison damage on a failed save or half that
on a successful one.
Treasure: food sufficient for 14 days, mandrake root (150gp)
E17. Corridor and
Junctions Two Medusae has made her lair to the north at area 18. A Handful of petrified bandits serve as a
warning that her lair is close.
E18. Long Cavern The
Medusae here are outcasts that once served the Earth Temple who were forced to
flee when the Temple was first struck down.
They use curtains and their wind fan to clear the chamber of the worst
of the dust, and have slowly collected a few pieces of furniture and junk that
have been cast down. They are familiar
with the comings and goings of the node, and will be happy to inform the PCs of
what they know, but the price is high, and they will likely betray PCs who do
not offer them a good bargain. Medusae (2): MM p.214, 4,600xp Treasure: wind
fan, 5 fine tapestries (500gp ea.), 7 vials basic poison, poisoner's kit, 10
barrels of water, fine rugs (150gp), silver service (500gp), rare herbs
(400gp), 362gp, 122pp
E19 this chamber contains the portal to the Node of water,
the three elementals can be bribed with 1000gp of gems per party member, but
otherwise will attack the players for a round before submerging and attacking
the characters until one of the following occurs, (1 they are defeated, (2 the
party members get within 20 feet of the portals, (3 they pay up, or (4 they become
bored and go away 1 in 6. They are three
different sizes.
E20. This is the Lair
of one of the Black dragons.
E21 North Grotto The
PCs will find Jaer in this room on a high ledge being hounded by an animate
boulder created by the Galeb Duhr in
E22. Jaer: see sidebar, 100xp Animated Boulder: 1,800xp E22
North Cave A pair of Galeb Duhr sit here.
They have been charged by the Dao in area 24 to prevent anyone from
passing through this area, and to alert him if anyone new is seen in the
caverns nearby. Galeb Duhr (2): MM p.340; 4600xp
E23. On the entry way to the Dao, there is one earth
elemental here loyal to him
E24. Great Northern Cavern A Dao, once summoned by the
Temple of Earth now lives here in a small palace shaped within the confines of
the cave. He collects lovely female
sacrifices cast into the node for slaves.
His house is filled with fine treasures, and is free of dust. He may demand the service of comely NPCs, or
Darley. Dao: MM p.143, 7,200xp Slaves (7): use Commoner, 70xp Treasure: In
elegant stone coffer chased with copper (150gp): 615cp, 4233sp, 1,875gp, 117pp,
gold ewer (250gp), 5 silver plates with lapis inlay (50gp ea.), 10 stone cups
with copper tracery (25gp ea.) fine carpet (250gp), copper jug (100gp), glass
case of 8 carnelian carvings (250gp), 4 barrels of water
The Air
Caverns
(The Air Node) The Air node is frigid, characters in the Air
Caverns must make a DC10 Constitution save every hour or gain a level of
exhaustion. Creatures with resistance to
cold damage, wearing cold weather gear, or that are naturally adapted to the
cold automatically succeed on this save.
Many areas are also shrouded in cold that makes seeing difficult.
A1. Top of the Peak
The peak of the mount at the centre of the Air Caverns is shrouded in fog, icy,
and uneven. There is a peal of thunder
when the PCs arrive, telling Grank's men to be ready. Getting down the cliffs is perilous, the PCs
must make a DC Dexterity (Acrobatics) check or begin tumbling down the
hills. Allies may attempt a rescue by
spending their Reaction to make a DC 18 Dexterity check to catch them. Otherwise they will begin tumbling, taking 7
(2d6) bludgeoning damage at the beginning of each round. As a bonus action they may attempt another
save to find their balance again. They
will fall up to a total of five rounds.
A2. East Floor Area Grank and his bandits have set up
covered positions near the foot of the spire.
They use the combination of fog and snow to hide themselves from new
arrivals to surround and rob them. The
clouded visibility and howling winds mean that all Wisdom (Perception) tests to
see them fail until the PCs are only 60ft. away. After that they may make one DC 13 Wisdom
(Perception) test with disadvantage to seek Gank's men before they fire warning
shots and surround the Party. Because Grank's men are experienced and bloody
survivors, I have upgraded them all to Bandit Captains for purposes of this
battle. Keep careful track of Morale, once they have lost a few bandits, Grank
and his men will be quick to retreat to area 9. Grank: see below, 450xp, 450xp
Bandits (7): use Bandit Captain: MM
p.344, 3,150xp Note: add longbow and action: Longbow. Ranged weapon attack: +5
to hit, range 120/600, one target. Hit 6 (1d8+2) piercing damage.
Young Dragon. 14d10 large
+42 proficiency modifier +2
HP 119. BW 12d6(42)
Damage modifier +3, multi attack
bite, claw, claw
bite 2d10, claw 1d6
AC 17.
CR7
Sorcerer level 6. Spell save DC
14; spell attack modifier +6
SP6, Cantrips Ray of Frost, True Strike, 1: Fog Cloud, Magic
Missile, 2: Mirror Image, Invisibility, 3: Counter Spell, Haste, Sleet Spell
At the base of the Spiral is a small hidden cave that leads
to the home of the weakest Dragon in the Nodes, but do not confuse weakness
with a lack of cunning. Early in its
life here, he encountered a Book of Mental Prowess and was able to read and put
the contents into practise. His recent
allies were able to give him some warning against his kind and have allowed him
to negotiate for power. Not all his
allies lasted long, but he is looking for the next best allies to join. He will gladly give the right people his
support in exchange for all the Dragon flesh they can gather. He keeps a good track of the dwellers of this
place. His goal is to evolve and grow
stronger and he sees the characters as a way to do that. If the characters want to learn all about
dragons, here is a dragon to learn from.
His home has multiple entrances and he has a few that he has kept secret
from the other dragons here.
A 3. The wide area
here has a few dangers. The land is
actually ice covered water, while thick the ice is fractured and there are many
hidden fissures some with things living in them. There are a few Ice toads and vapour
rats. The former have the stats of a
giant toad but radiate cold, and the latter are like a rat swarm that is
invisible and needs magical weapons to damage them.
A 4. Located under
the vast plain is a particularly lethal danger, a Remoraz and its young. There was another but it was killed by the
Cloud Giant only a few weeks ago.
A5. South Floor Area Taki is partially encased in ice here
and struggling for life thanks to the magic of Ashrem. He is easy to spot as swarms of crows wait
for him to perish, and will object to the PCs trying to rescue him, attacking
for several rounds before being driven off (give them disadvantage on morale
tests). Taki is suffering from four
levels of exhaustion and begins the encounter restrained. Breaking him out of
the ice will require a DC 25 Strength (Athletics) check, or hacking away at the
ice tomb which has an AC of 17 and 50hp.
A roll of natural one on an attack roll will cause damage to Taki. The
Abominable Yeti has a chance of hearing the racket the crows make with a DC 13
Wisdom (Perception) (+5) test before sliding down the edge to attack as well. I
have chosen to make Taki a barbarian rather than fighter to make him an ideal
survivalist. Give the PCs experience for
Taki if they free him, befriend him, or do him in. Taki: see below, 1,800xp
Swarms of Ravens (4): MM p.339; 200xp
A6. Southwestern
Ledge The abominable yeti on the ledge here has gone mad and been driven out of
the yetis' caves in areas A 11 and A 12.
It is waiting for the clouds to pass as it watches to see if Taki
perishes for an easy meal. It's sheer
footing and knack for climbing icy surfaces will allow him to reach Taki's
position in only two rounds. Abominable Yeti: MM p.306, 5,000xp
A 7. Ground-Level Cave This cave holds the remains of an
unfortunate encampment of sacrifices, now little more than some tattered cloth,
bone, and a few strips of frozen meat. A
thorough search of the chamber will reveal that anything left on the murdered
victims was taken, save a single cameo.
If taken to hommlet, several of the locals can affirm that it belonged
to a workwoman who went missing a few months earlier. Treasure: Ivory cameo
pendant (25gp). There is an Invisible
stalker here hiding or a couple of Air Elementals playing with the bones of the
dead in this room.
A 8. Hidden Niche Gwalihur, a Frost Giant has made his home
here. He has an understanding with Grank
and his men: they give him a share of
the plunder, and he helps defend them from potential intruders. The Frost Giant holds this niche because it
gives him leverage: he does not need heat or coals from the Fire Node, but
others do, if they want to collect them, they must pay him a toll. He also has
a bitter rivalry with the Burium, the Cloud Giant in area A30. PCs who might
help him best the Cloud giant may be able to earn safe passage through this
gate and freedom from future attacks from Grank's Bandits. The Niche itself is
a picture of Frost Giant laziness, he has heaped some boulders into chairs and
hung a few frozen pelts up to give a semblance of comfort, but has absolutely
no interest in further developing the place save to pile his goods in an
appealing arrangement. Several dead and
butchered yeti hang from the ceiling directly above the portal to cure in the
dry heat that it gives off. Gwalihur uses a human-sized +1 battleaxe as if it
were a hand-ax; if he runs into seemingly damage resistant foes he will switch
to that weapon. I have added an extra
damage die to it to represent the incredible strength behind the attacks. Frost
Giant: MM p.155, 3,900xp Note: modify multiattack to read Magic Battleaxe:
Ranged weapon attack: +10 to hit, range, one target; Hit: 15 (2d8 +7).
Treasure: cask of fine brandy (250gp), chalice of Carved Lapis (500gp),
jewelled belt (500gp), silken robe of the air temple lined with fur (250gp),
1,817cp, 298sp, 401gp, 74pp, stone of good luck, +1 battle-axe
A 9. Large Branch
Cave This cave currently serves as Grank' Camp where he and his men rest and
feed after raids. He has a day camp near
the entrance of the cave where they keep no valuables, but where his men can
rush to reach area 2 and assume ambush positions in less than a three
rounds. They keep a lantern here lit
with a continual flame spell so that intruders into the cave are silhouetted,
making the night lookouts' job easier. (This gives disadvantage on Dexterity
(Stealth) checks to sneak into the cave.) When resting, he and his men retreat
to the slightly warmer area near A8, where some warmth radiates off the portal
to the Fire node and the frost giant Gwalihur can be called on to help defend
them. When they are resting, men take
shifts on the high outcropping as lookouts in case yeti or other troubles enter
the cave, they alert the giant and the bandits with a hand-bell. Grank: see
Area A2 Bandits: see Area A2. Treasure: Cold weather clothes, Saargen's
spellbook, 2,117cp, 832sp, 305gp, 21pp, 3 barrels of oil, 17 bottles of dwarven
whisky (25gp ea), 44 empty bottles, 18 assorted silver holy symbols (25gp ea.),
brass mug (25gp), copper ring (25gp), 5 maces, 12 daggers, 14 morning stars
Saargen's Spellbook: 1st level: charm person, detect magic, grease, identify,
jump, feather fall, magic missile, sleep, unseen servant; 2nd level: continual
flame, darkvision, enhance ability, invisibility, suggestion; 3rd level (3
slots): counterspell, haste, fly, Leomund's tiny hut, magic circle, tongues;
4th level: conjure minor elementals, fabricate, Otiluke's resilient sphere,
stone shape, polymorph;
A 10. There is a group of ice mephits in this room. They are building tall enclosures in the snow
and ice that collapse with the slightest vibration. The object is to build the most inviting
abode to suck in unaware travelers to be mired in the results and there attack
them. (6)
A 11. East Niche Lair
In Ashrem's day the Temple of Air recruited a number of Yeti from the high
Lortmil mountains to serve as warriors for the Temple. The beasts proved too brutish and feral to
make good guards. Shortly before Ashrem
was deposed by Kelno with Allrem's help, they tricked the Yeti into entering
the Air node, which proved to be an ideal climate for the brutes. They have since proliferated here, dining on
the flesh of sacrifices. This is the outer lair of the Yeti. A number of recent sacrifices, dead elves,
dwarves, bugbears and gnolls, hang encased in ice here (if the PCs talked the
gnolls in the Moathouse into leaving the Temple's service, they can be found
here, flayed and their pelts tanning. The Yeti have made multiple attempts to
kill Grank and his men, but fear the Frost Giant in are 8, and will not attack
them near their lair. They have learned
that the people Grank robs are easy prey afterwards, and so now wait for some
time before stalking the Earth caves looking for victims. Yeti (4): MM p.305;
2,800xp
A 12. Northeast Niche Lair This is the Yetis' inner sanctum,
a lair scattered with the things that Grank's men didn't find worth taking from
their victims. Nests made of tattered
cloaks, robes, and pelts of victims cast into the air node are piled here, and
piles of haphazard trinkets are laid out here and there. At one end of the
tunnel is a ragged shrine to Tharizdun created out of frozen blood and draped
with black cloaks marked with the elder elemental eye. The yeti pile their finest discoveries
here. The Altar was decorated by Ashrem
when he (briefly) attempted to reassert control over the yeti when he was first
banished. The Yeti here are females, there are also a number of defenceless
young. Yeti (3): MM p.305; 2,100xp Treasure: 5 unholy symbols (2 to Iuz, 1 to
Lolth, 2 to Tharizdun), 5 daggers, jade hairpin (50gp), ornate mace (50gp), moonstone
(100gp), potion of heroism
A13-16 goblin caves.
There are 30 goblins in this complex and they have been in this location
for decades and they have been guarding their Patron a White Dragon in A 15.
goblins are experienced as Barbarians and a sorceror. most of the fighting crew are 4thlevel Barbarians and the leader is a 7 sorceror. there are a number of other Goblins that are meerly normal combatants but really canon fodder.
A 13. Small Cave at
Ground level This narrow and low cave entrance is barricaded by several pieces
of armour frozen into ice on the ground with a number of spears and swords
wedged into it to form a spiky barrier with a single gate blocked by a curtain
of patchy chainmail. Behind it several
goblins in the rags of old Temple of Earth robes act as sentries for the cave
complex beyond. They keep a barrel of
fuel oil, and a number of makeshift flasks made of moulded ice to hurl
attackers, along with tongs and slings made of old chainmail for hurling hot
coals. The goblins will not be immediately hostile, but they will growl and
utter carefully-worded threats in broken common, telling those coming that if
they do not wish to trade for food, poison, or potions, then they are not
welcome to come any closer. If the PCs
are interested in trading, the goblins will allow them in and escort them to
area 15. The goblins have partial cover and climbing over the barricade is
dangerous, anyone attempting to do so is subject to a melee weapon attack with
a +8 bonus that does 11 (2d10) piercing damage and 11 (2d10) poison damage.
These goblins are not a true threat to the PCs, but are meant to be an
interesting and unusual encounter, that after all adjustments, should prove to
be at least a little tricky if the PCs choose to go into combat with the
goblins. Goblins (8): MM p166, 800xp Notes: replace leather armour with studded
leather armour, AC 14; add the following quality: Master Slinger: These goblins
have practiced the art of loading slings and coal slings; they may use a bonus
action rather than a regular action to load a sling; add the following actions: Coal Sling. Ranged
weapon attack. +4 to hit, range 20/60, one target. Hit 3 (1d3+2) bludgeoning
damage and 3 (1d6) fire damage. Oily
Iceball. Ranged weapon attack: +4 to hit, range 10/30, one target. Hit: 3
(1d3+2) bludgeoning damage, target coated in oil, will take an additional 5
fire damage if hit by a coal sling. Raise CR to 1/2
A 14. Northeast Corridor at Ground Level The goblins have
turned this corridor into a trap-filled defensive position. By splashing water in places then lightly
brushing snow they have created a number of dangerous ice slicks. The goblins know the safe routes by heart,
but anyone else attempting to run down the corridor should make a DC 15
Dexterity every 10ft. of movement save or fall prone This can be mitigated by treating the area as
hazardous terrain. Clever characters may want to imitate the goblin's
apparently haphazard and random movement down
the corridor. They
may make a DC 13 Wisdom (Insight) roll to do so. In that case they may sacrifice 5ft, of
movement to move at otherwise full speed, The goblins have also filled the hall
with deadfall traps. A Pair of goblins
are stationed at the eastern end of the passage with 3/4 cover behind a couple
of snowmen. They will trigger those
deadfall traps as the PCs move down the corridor.
Goblins (2): MM p.166, 900xp Note: because of the damage
output these goblins can achieve by triggering traps, raise their CR to 2.
Treasure: 2 potions of gaseous form
A 15. The Dragon here
is waiting for victims of the Goblin’s cunning to be pushed into its lair. When this happens the dragon will attack with
fury. It is slightly less cunning than
most of its kin, but the alliance with the goblins has been mutually
beneficial since most of its prey arrive
prone, the dragon will often fly in and breathe frost on its prey, and let the
goblins pelt the prey from above. The
alliance has meant that the Goblins have less trouble getting to the Fire
Prison through the Frost Giant.
Small cave with
sloping entrance, North Wall of Jagged Ice The goblins have placed a trap near
the entrance to this area. As the PCs
move around the corner in area A14 a goblin hidden behind a snowman near the
entrance to area A16 will be listening
for a signal word, once one or more characters pass by the area, he will cut a
cord causing a massive suspended ice chunk to swing at the PCs. Ram Trap: Mechanical Trap. This manually triggered trap
swings a massive chunk of ice cord, and rope at all PCs within the 10ft, cube
directly in front the entrance to this area.
When the trap is triggered manually all PCs in the area are subject to a
Melee weapon attack: +8 to hit, 10ft. Reach, targets all creatures in a 10ft.
cube. Hit: 11 (2d10) bludgeoning damage and the targets must roll a DC 16
Strength save, or be pushed into the area of the slide trap. This trap is easy to see a DC 10 Wisdom
(Perception) test will spot it, but disarming it without being in the area
where it is triggered is another matter.
A PC may make a DC 12 Intelligence (Investigation) check to understand that
they can spring the attack early by shooting the control rope (AC 12, 4hp), but
if they are pursuing fleeing goblins, they may not have the time, and will make
the first check at disadvantage, and must stop to spend and action to make the
second. Slide Trap: Mechanical Trap. The goblins have slicked the entrance to
area 15, anyone attempting to enter it, or pushed here by the ram trap must
make a DC 16 Dexterity save or begin sliding down into area 15. The floor has
been coated in jagged ice and sharp objects frozen to the floor coated in frozen
basic poison. Anyone sliding into room
15 will take 11 (2d10) piercing damage and 11 (2d10) poison damage and be prone
and stunned for 1 round. Treat the whole
room as rough terrain. Anyone moving
around in it who rolls a 1 on an attack roll or dexterity save will take damage
from the trap again. The trap can be
disarmed by melting the ice on the floor with burning oil, alchemist's fire, or
a spell that does fire damage. Once the Ram Trap has been sprung there will be
ropes hanging from the ram allowing someone with free hands to climb in or out
of the area without risking sliding back down and taking more damage from the
trap. Once the trap is triggered, goblins from area 16 will descend to finish
the wounded. Goblin: MM p.166, 450xp Note: because of the damage output this
goblin can achieve by triggering traps, raise her CR to 2. Treasure:700cp,
9,212sp, 1,813gp, 123pp, 11 tourmalines (100gp ea.), bowl of commanding water
elementals, staff of charming, Potion of gaseous form.
Adult.
17d10 large +68 proficiency
modifier +3
HP 196. BW 15d6(53)
Damage modifier +4, multi attack
bite, claw, claw
bite 2d10, claw 1d6
AC 17.
CR8
Sorcerer level 9. Spell save DC
15; spell attack modifier +7
10 known spells 5 cantrips
4/3/3/3/1 9SP
Distant spell, each costs 1 SP
Cantrips: Chill Touch 2d8, Minor Illusion, Ray of Frost,
Mage Hand, Message
1: Fog Cloud, 2: Gust of Wind, Invisibility, Misty Step, 3:
Gaseous Form, Sleet Storm, 4: Ice Storm 2d8, 4d6, Polymorph, 5: Cloud Kill 5d8,
Cone of Cold 8d8
7 minions
Deadfall Mechanical Trap Rough nets have been suspended from
the cielings by way of iron rings, they have been filled with jagged ice balls,
junks of stone, and pieces of armour and scrap metal.
These traps are manually triggered by cutting cables at the
far end of area 14 from the entrance.
All creatures in a 10ft. square must make a DC 15 Dexterity save. On a
failed save they take 22 (4d10 ) bludgeoning damage, or half that on a
successful save.
Detecting this trap requires a DC 12 Wisdom (Perception)
test, which will likely be at disadvantage in poor light. The trap is a simple pulley system and net
that can be disarmed by slowly lowering the stones by hand once they are
detached from the lever.
A 16. Large Cave with Wall of mostly Ice During the original
siege of the Temple of Elemental Evil, a band of goblins serving the Temple of
Earth fled into the depths of the Temple and wound up trapped in the
Nodes. Led by a particularly cunning
leader they learned the layout and portal locations of the nodes, and captured
anyone they could, forcing them to share any knowledge they had that could help
them survive. Thanks to a now dead alchemist in service of the Temple of Fire,
the goblins learned some alchemy. A
Earth Priest worshipper of Zuggtmoy later taught them the art of fungual
horticulture, and an assassin sacrificed to the nodes taught them something of
poison use and making. Since then the
goblins, led by their chief alchemist have set up shop in the Air node caves.
The goblins now produce edible mushrooms, basic poison, Pale Tincture poison,
potions of healing, alchemist's fire, potions of gaseous form, and potions or
fire resistance using their alchemical know-how. With the help of Saargen when
he was briefly their slave they have captured and bound a fire elemental to warm
the southern part of this cavern, which has made their fungus farm very
successful. The Fire elemental is
trapped in a permanent Magic Circle near the centre of the room. If the circle is broken, it will attempt to
kill the goblins. Until recently the goblins have also used that know how to
raid the Fire Node for coal and oil (the Northern edge of the room has pits of
oil covered with shields.. Now they are
running low, as the Frost Giant in area A8 has teamed up with Grank's bandits
to control the gateway. They are willing
to trade 6 potions of fire resistance, 4 potions of healing, and 28 days worth
of rations if the PCs will kill the Frost giants. In battle many of the goblins
will hang back and fire poisoned arrows at the PCs clustered around buckets of
basic poison. The Chief will lead a
handful of warriors to engage the PCs, while the Alchemist uses alchemist's
fire to attack spellcasters. Goblins (12): MM p.166, 1,200xp Note: Replace
leather armour with studded leather. AC14,
All of the attacks of the Goblins in room A16 are treated with a
concentrated version of Basic Poison:
the target of their attacks must make a DC 12 fortitude save or take 3
(2d4) additional points of poison damage.
Raise the CR of the goblins to 1/2. Goblin Boss: MM p.166. 200Xp Note:
All of the attacks of the Goblins in room A16 are treated with a concentrated
version of Basic Poison: the target of
their attacks must make a DC 12 fortitude save or take 3 (2d4) additional
points of poison damage. Goblin Alchemist: use Goblin Boss, MM p.166, 450xp Note the alchemist may make two
Alchemist fire attacks: Alchemist's Fire: ranged weapon attack: +4 to hit,
range 20ft. one target. Hit: 2 (1d4) fire damage, target must make a DC 10 Dexterity
check at the beginning of each of its turn or take an additional 2 (1d4) fire
damage until it has made one successful save. Raise CR to 2 Treasure: 24
potions of healing, 10 potions of fire resistance, 20 potions of gaseous form,
44 doses of basic poison, 6 doses of pale tincture, 68 days of food, 300 pints
of oil, 30 flasks of alchemist's fire, forumla for potion of gaseous form,
formula for potion of fire resistance, formula for pale tincture, unguents
(2,000gp), 3 alchemist's kits, 2
herbalist's kits, 4 miner's tools, 4 poisoner's kits, 200lbs. Coal Fire
Elemental: MM p.125, 1,800xp
The alchemist also has 4 levels of Sorceror and is a Ritual
Caster of Cleric spells
A 17.
A 18. Heirospinxes
A 19-22 White Dragon Lair and yeti minions
A 19. A couple of Air
Elementals have been convinced to patrol this region at the behest of the
Dragon, they don’t require any sustenance, but the presence of this powerful
dragon amuses them. They take their
duties quite light and are often distracted by, well almost everything. The yeti in the area live in the neighbouring
cave, they are the true guardians. There
are four yeti here and four in A20 and A22.
The cold in this region is quite noticeably colder than the rest of the
caverns. Few creatures accidentally come
here
A 20. Four more yeti, this is their sleeping area and where
they store recent kills
A21. The Dragon here is quite strong and in
addition to is treasure it controls the gem of Fire. The gem and the rest of the treasure is
located in a pool covered with ice, the ice is quite deep, and the bottom is
kept liquid by the presence of the gem. The
hoard includes a battle axe of Giant Slaying +1/+3 crit slays the giant on a
failed Con save (15). The dragon has an
Ioun Stone of leadership. Hidden amongst
the several gems is a gem of seeing.
There are 10 diamonds worth 1000gp and 20 pearls, 100 gp, 345 pp, and
405 gp, and 3490 sp. There is a jeweld
cup 1500gp and a sword with a gold hilt and a lastly a set of Elven
Chainmail. The diamonds and the Gem of
Seeing are all but invisible in the water.
As mentioned the ice is 10’ deep and the pool is another 10’ deep beyond
that. The gem of Evil Fire illuminates
the treasure but does little to heat the water beyond the melting point.
Mature.
20d10 large.
+100 proficiency modifier +4
HP 210. BW 18d6(63)
Damage modifier +5, multi attack
bite, claw, claw
bite 2d10, claw 1d6
AC 18.
CR11
Sorcerer level 12. Spell save
DC 17; spell attack modifier +9
12 known spells 6 cantrips
4/3/3/3/2/1 12SP
Distant spell, Empowered spell each costs 1 SP
8 minions
Cantrips: Chill Touch, Minor Illusion, Prestidigitation, Ray
of Frost, Mage Hand, Message
1: Fog Cloud, 2: Gust of Wind, Invisibility, Misty Step, 3:
Gaseous Form, Sleet Storm, Slow, 4: Ice Storm, Polymorph, 5: Cloud Kill, Cone
of Cold, 6: Chain Lightning
A 22. Shelf Cave Ildriss (5): See Below, 2,250xp
A 23. Heirospinxes
A 24. A demon makes its abode here, CR 10, it is able to
create an illusion to disguise itself as a snow creature. It is not affiliated with the temple in any
way, it is an escapee of the Eternal War on Hestium, the location of the Air
Prison. It found a way in and is not
especially interested in returning.
A25. A group of
Bugbears found its way into the temple not long ago. It includes the King of Bugbears qv Caladrim.
A 26. Hidden Temple Ashrem keeps an Air Elmental in his
lair; while he does not have the power to summon and bind such a creature, he
has got the ability appease it with rites of the Temple of Air, and so it obeys
him faithfully so long as he observes the appropriate rites. Ashrem has a shrine to Lolth, including the
symbology of the Elder Elemental Eye, shaped of stone and gems he has mined
from the Earth Node. Ashrem: see above, 700xp Air Elemental: MM p.124, 1,800xp
Treasure: in shrine: 8 garnets (50gp ea.) and 5 jets (50gp ea.) 2 Books on Ceremonies to Air*, 4 Yeti-Fur
blankets (500gp. ea), Drider-silk wall hanging (400gp)
* Performing a ritual in this book with a successful DC 18
Intelligence (Arcana) roll will let a PC charm an elemental, causing it to
become friendly to him for 1 hour. A
Second rite involving the sacrifice of an intelligent creature can make the
effect permanent.
A 27. Cavern with gate to Water Node This portal to the
Water Node is guarded by a Pair of Vrock Demons who take delight in tormenting
those that find their way into the Air Node and seek escape. They are know to capture and torment the
occasional sacrifice for days in grisly rites. Vrocks (2): MM p.64, 4,600xp
A 28. Large Chamber at Ground Level This chamber has been
worked by the Cloud Giant living in Area 30.
He is slowly turning the region into a fine palace a little bit at a
time.
A 29. North Branch A number of bugbears serving the Great
Temple recently came into a dispute with the Hill Giants serving the
temple. The Hill Giants simply seized
the Bugbear squad and shoved it through the Node. These bugbears lost many of their number to
Yetis on first arrival, and a few more when they tried to bully the local
goblins into submission. They have since
been taken into service by Burium, who appreciates having new minions for the
first time in ages and treats them every well. Bugbears (8):MM p.33, 1400xp
Note: add longbow and 30 arrows, add action: Longbow. Ranged weapon attack +4
to hit, range 120/600, one target. Hit: 6 (1d8+2) piercing damage.
A 30. Western Cavern at Ground Level The Cloud Giant here,
Burium has turned this into his throne room.
He sits here to brood and order his bugbears to entertain him. He was a
member of a clan of Cloud Giants that had been recruited the the Temple's
service in exchange for incredible riches.
They, and their mortal retainers were all slain at the Battle of Emridy
Meadows save Burium, who was forced back into the Temple. Stranded along with a few surviving bugbears,
Burium had no way past the magically sealed doors, and so fled with his
servants to the Air Node where he knew there were sacrifices left to eat and
where his powers would be amplified. Burium's favourite servants and retainers
have slowly perished over the years, leaving him alone to brood. He occasionally goes to the surface to hunt
Yeti and other things that have spread across the Node of Air for food. Recently, as the activities of the temples
have increased, a group of Bugbear servants of the Great Temple were forced
through to the Air Node, where he has enslaved them to serve. He has learned much of what is going on and
would happily negotiate with others for aid if they could help him escape the
Air node and rejoin the Temple. Burium has a burning hatred for both Ashrem and
Gwalihur (the Frost Giant in area A8) for the same reason: they refused to
serve him. He loathes Gwalihur more for
this because it flies in the face of the Ordning and the rites of the Temple.
Cloud Giant: MM p.154, 5,000xp Alignment: Neutral Evil
A 31. Southwest Cavern, Ground Level Burium uses this as his
sleeping area, as well as a crypt and treasure room. The bodies of several comely elven servants
and warriros who once served him sit in high decorative shelves. His favourite, Manya, was an evil-hearted
drow for whom he made armour out of the hide of a white dragon he slew when he
first arrived here (the mother of the ones in A23). Treasure: dragonhide
armour, +1 greatsword, bag of devouring, 3 doses of Keogthom's ointment, 809cp,
6,112sp, 900gp, 210pp in 5 coffers carved of dragon bone (750gp ea.), 2
emeralds (1,000gp ea.), unholy symbol to Lolth, 4 longswords, 4 shields
The Fire
Pits (The Fire Node)
The extreme heat of the fire node will slowly sap the life
from the PCs. If they have drinkable water, it slows but does not eliminate the
process. Every hour they must succeed on
a Constitution save or gain one level of exhaustion. The DC is 10 for the first
hour and increases by 2 for each additional hour spent within. Creatures
wearing medium or heavy armour or who are clad in heavy clothing have
disadvantage on the saving throw, as do creatures who do not drink at least two
day's worth of drinkable water during their visit. Creatures with resistance to or immunity to
fire automatically succeed on the saving throw.
Creatures who are adapted for hot climates have advantage on this saving
throw.
1-12 and 25-36 are one series of connected areas
13-24 are another series of connected areas
The size of the map is problematic, but fixed with a 20’x20’
square.
So, because there is a simple division of the area I will transform
the area into a battlefield; a battlefield that has both sides being too strong
to overcome on their own. They will have
to either join up to fight on one side or the other or create their own
side. To do that they will have to
recruit monsters from the other nodes and creatures from this node. Both sides need to be repugnant to the
characters and one needs to be in possession of the Gem of Power. The Southern forces are weakened but strong,
and the other directions will include a demon army and the dragon. The battle took an unexpected negative turn
for the southern group when their dragon was just defeated a few days ago by
the other forces and the dragon in the North has grown in power to reflect that
rooms 14 and 17 have been captured and a powerful strike force is holed up in
there (demons). The south will include the
Efreeti and a powerful devil.
Demons: Barlgura
multiple MM56
Glabrezu singular MM58
Hezrou battle captains MM60
In the zones where the demons have made a successful push there
are a single Hezrou and four Barlgou demons and some foot soldiers
The Lone Devil on the other side is A horned Devil MM74
The fire node has at least dim light everywhere.
F 1. Arrival By agreement of all the forces in this area,
this open pit is considered neutral ground.
Ashes and cracked, bleached bones can be seen laying everywhere.
F2 Trapped fire pit room a series of concealed pendulm traps
designed to knock his would-be victims into the fire pits. Treasure: Old
Efreeti Bottle (no longer magical, but see below), Golden stand set with
garnets (2,500gp)
F3 Caged Portal This portal to the air node seeps cool
breezes and condensation around it, causing breezes to waft down the corridors
to the south. A malformed brass cage
that colllects intense heat. Those
trying to handle the cage or its lock suffer intense burns: they must make a DC 18 Strength saving throw,
taking 22 (4d10) fire damage on a failed save, or half that on a successful
one. Regular theives' tools used to pick
the lock will warp and become useless unless somehow immunized from the heat.
F4
F5
F6
F7
F8
F9
F10
F11
F12
F13
F14 Dead-End Room
This room is Brazebul's torture chamber, it includes a number of horrific
tools, such as an iron maiden, torturer's chair, thumbscrews, and pear.
F15 Large Room with Side Corridor This door is locked with a
massive brass lock that has been magically altered to absorb heat, like the
cage in Area F 2. Those trying to handle the lock suffer intense burns: they must make a DC 18 Strength saving throw,
taking 22 (4d10) fire damage on a failed save, or half that on a successful
one. Regular theives' tools used to pick
the lock will warp and become useless unless somehow immunized from the heat.
This room is Brazebul's seraglio. When
he invaded the Fire Node he captured several Succubi (Zeedah, Miri, Ralla) here
and bound them to his service using magical oaths that prevent them from
harming him, Over time he has added
numerous comely humanoids that have been cast into the fire pit. His harem girls include 3 elves (Sylia,
Lorei, Amalyss), 2 half-elves (Jira, Nureen), a human (Dawn), and a gnome
(Bez). Occasionally, when he grows bored of his mortal girls he allows the
succubi to drain them of life for his amusement. Until then they live in relative safety, well
fed and safe behind a locked and iron-bound door. Unless someone persuades them
absolutely that they can return them safely to their homes on the Prime
Material Plane, these women will not risk Brazebul's wrath by leaving. Like the
chamber that serves as Brazebuls quarters this chamber is filled with finery,
including a fountain at the heart of the room that is fuelled with a concealed
decanter of endless water. Succubi (3): MM p.285, 3,300xp Harem Girls (7): use
Commoner: MM p.345, (70xp) Treasure: Blue Ice Statues (15,000gp ea, 300lbs.),
10 silver chalices lined with blue ice (250gp), silver ewer (75gp), 4 bottles
of fine wine (15gp ea.), 10 Yeti-fur blankets (400gp ea.), 52 satin cushions
(15gp ea), 8 bottles of perfume (50gp. ea); On Harem Girls and Succubi: 10 sets
of gold jewellery set with garnets (500gp ea.)
F16 South Square Room.
This lavish chamber is kept cool(er) through four blue ice statues of
nude women set around the edges of a massive divan. It is a safe place from the
excess heat effects of the Fire Node.
The walls here are hung with fine tapestries, and furnishings of
exquisitely made stonework. This is the main chamber of the domain of Brazebul,
the Efreeti who has claimed the southern half of the Fire Pits. Efreeti: MM p145, 7,200xp Note: Brazebul has
the following additional spell-like powers: 3/day – create food and
water,purify food and drink, minor image; 1/day – mirage arcane. Treasure: Blue
Ice Statues (15,000gp ea, 300lbs.), cloth-of-gold tablecloth (75gp), 2 silver
chalices lined with blue ice (250gp), silver ewer (75gp), 9 bottles of fine
wine (15gp ea.), 6, Yeti-fur blankets (400gp ea.), 8 fine tapestries (250gp
ea., 20lbs.), moonstone and onyx chess set (3,200gp), Keys to areas 2, 6, and
38.
F17 Salamander Ingot
Storage The salamanders store hundreds of tons of iron, steel, and brass
ingots, along with wood and leather for making weapons here. The door is locked.
F18 This is one of
two rhomboidal rooms of intense heat, the walls and floors are made of coal and
obsidian. Characters in this room must make a DC 10 saving throw each at the
beginning of each of their turns, taking 3 (1d6) fire damage. The Salamanders
have begun breeding in the Fire Pits, and have placed eggs in the hottest part of
this perpetually burning room. Ten fire
snakes live in the embers. Fire Snakes (10): MM p.265, 2,000xp
F19 Door to the Earth
Prison, also the chamber of the Devil in control of the South
F20 This massive room
was clearly designed as a lair of a
dragon. Scorched bones and tattered
robes indicate a priest who had attended to the Altar not too long ago. A group of Harginns have mouned up treasure
near the centre while they hide in the flames of the great torches arranged
around this room. Harginns (6): see below, 2,700xp
F21 Square room with Door The Salamanders place their
completed weaponry inside this room. The
door is reinforced and arcane locked so that only the salamanders in this
region can open the door. The weapons
and armour within are meant for the armies of the Temple of Elemental
Evil. All the items here are of the
highest quality and can be sold at twice the normal market price. The
salamanders have dealt with a number of burglaries over the years, and now
guard the doors. They have placed two cursed weapons in with the arsenal as a
trap to deal with burglars. Salamanders (2): MM p.266, 3,600xp Treasure: 6
suits of giant-size half-plate, 12 suits of half-plate, 12 chain shirts, 4
suits chainmail, 12 giant-size greataxes, 15 maces, 10 longswords, 80 daggers.
2 backbiters, flame tongue, arrow-catching shield
F22 Salamander Pits
The salamanders dwell in these pits and use them as forges in service to the
Grand Temple. These Salamanders are not
part of the hierarchy of the City of Brass, and dislike sharing space with the
Efreet in the North end of the Fire Pits. As they have been cut off from the
Temple for some time, they are no longer diligent in their work, and having
lost several of their number, prefer to simply bask in the heat, occasionally
making a weapon when the mood strikes them.
They also take turns guarding the armoury after Grank's men pillaged it
about a year ago. This is an extremely
hard encounter. The Salamaders will not
be immediately hostile unless the PCs have stolen from them or harmed the fire
snakes in area F15. Salamanders (3): MM p.266, 5,400xp
F23 Passage and
Rectangular Room This chamber holds several chain-suspended brass cages in
which a number of grimy, emaciated dwarves and humans are held. These are recent captives of Brazebul culled
from the sacrifices cast into the Fire Node.
This chamber has been decorated with leering bronze faces and artwork
showing images of despair and damnation. In the centre, just within reach of
the captives is a massive brass vessel with steaming water in it from which the
prisoners can scoop water. These prisoners are currently here for either slave
labour or interrogation. All three are suffering from two or more levels of
exhaustion from malnourishment. Rescuing
them will only help if the PCs can get them somewhere cool to recuperate. Freeing Traag will allow the PCs to make
allies of the Azers in area 33.
Durukan, dwarf stonemason Lawful Good use Commoner, MM p345
History +3 10xp
Ammyon, elf scholar Chaotic Good use Acolyte, MM p.344
Arcana +4 100xp
Brem, human acolyte of Fire Chaotic Evil use Acolyte, MM
p.244 Religion +5 100xp
Traag, azer Lawful Neutral use Azer, MM p.22 - 450xp
Jecer, mercenary Neutral use Guard, MM p.347 History 25xp
F24 more southern forces
A group of Salamanders with a fire elemental
F25
F26
F27
F28 more southern
forces A group of Devil minions with a devil leader
F29
F30
F31
F32
F33 North West Square
Room Partially open to the sky, this is the domain of Azkandr, a young red
dragon who was placed in the Node as a guardian. Before the Temple fell 12 years ago, he
received regular offerings of treasure.
Recently Allrem sent a small offering of treasure in along with a
message to Azkandr hoping to renew relations with him. Azkandr has no effective way of responding
yet, but Allrem has been researching
possibilities. Young Red Dragon: MM p.98, 5,000xp Treasure: potion of supreme
healing, potion of invisibility, potion of invulnerability, potion of mind
reading, blue ice potion stand (250gp), gold jewelled dragon-sized
necklace/belt inscribed 'From the Revived Lord of Fire – Allrem – to the great
and glorious Azkandr. A token of Esteem (500gp), Jewelled breastplate (750gp),
Jewelled Urim of a Cleric of Rao (250gp), 481cp, 5,490sp, 3,100gp, 104pp
Mature.
20d10 large. +100 proficiency modifier +4
HP 250. BW 18d6(63)
Damage modifier +5, multi attack
bite, claw, claw
bite 2d10, claw 1d6
AC 18.
CR11
Sorcerer level 12. Spell save
DC 17; spell attack modifier +9
12 known spells 6 cantrips
4/3/3/3/2/1 12SP
Distant spell, Empowered spell each costs 1 SP
8 minions
Cantrips: Fire Bolt, Light, Message, Dancing Lights,
Prestidigitation, Minor Illusion
1: Burning Hands, 2: Scorching Ray, Web, 3: Daylight,
Fireball, 4: Confusion, Wall of Fire, Polymorph, 5: Dominate Person, Animate
Objects, 6: Sunbeam, Mass Suggestion.
F34
F35
F36
F 7. Northeast Fire Pits Three Drow, allies of the Greater
Temple have been stranded in the nodes for 9 years. They have spent time moving
back and forth to the Fire and Earth Nodes to collect food etc. By stealth as
needed. Currently they are living off of
fire beetles and magically conjured food.
The Priestess believes that she is being tested by Lolth, and so
currently performs daily rituals in preparation for some duty Lolth has yet to
disclose to her, after which she believes that she will be transported to the
demonweb pits. The other two Drow are her male slaves. Drow (2): MM p.128,
100xp Drow Priestess of Lolth: MM p,129, 3,900xp Notes: change the Priestess of
Lolth's spell list as follows: 1st level (4 slots): create water,cure wounds,
detect poison and disease, ray of sickness; 2nd level (3 slots): lesser restoration,
protection from poison, web; 3rd level (3 slots): conjure animals (2 giant
spiders), dispel magic, protection from energy; 4th level (3 slots): freedom of
movement; 5th level (2 slots): insect plague, mass cure wounds
F 8. Square Room This room has been curtained off with
tatters of chainmail that glow with mysterious runes. A DC 13 Intelligence (Arcana) test reveals
them to be a ward against evil fey.
These are merely an illusion put in place by Darley to explain to
potentially helpful allies how she has lived so close to drow and not been
murdered (in reality they fear her for what she is). Darley is friendly, and
will happily give the PCs intelligence on the Drow, Efreeti, Salamanders, Azers
and Dragon that rule the Node. She has remained carefully neutral in disputes,
and been very cautious about being dragged off to Brazebul's Seraglio. Darley:
see below, 5,000xp
F 9.
F 10. Square Room The drow in this region have established a
shrine to Lolth in the area: full of spider silk in thick webs and crawling
with luminous spiders the shrine is elegantly detailed with obsidian and sliver
spider ornaments. The Priestess comes
here to meditate ocassionally, as does the Drow Mage and Elite Warriors in
areas F11 and F12. Treasure: 4 silver and obsidian spider ornaments (100gp
ea.), 14 bloodstones (50gp ea.)
F 11. Rectangular Room This foul-smelling chamber is full of
mucky volcanic soil from whence spring an array of strange and
disturbinglooking red luminous fungi.
Characters with the book from area 312 may recognize some of them as
demonic fungus of the lower planes, said to be used for the creation of drugs in
the Abyss. This Chamber is infested with Giant Fire Beetles, as well as a
smaller species of luminous beetle of some similar provenance. Characters with
proficiency with an Herbalist kit can create an extract from the fire fungus
here that acts like a potion of speed for five rounds, but then requires the
drinker to perform a DC 15 Constitution save or become poisoned for 10
minutes. If they also have an Alchemy
kit, they can refine that concoction into a potion of speed. This chamber has a
set of silken curtains made from spiderwebs that marks it as part of the Drow
colony that is scattered about this level. Treasure: 12 doses fire fungus
extract
F 12. Cubicle This area is curtained off with the hides of
salamanders stitched onto silk, it is the dwelling of a Drow mage and his two
slaves. Brother of the Priestess in area
F7, he has far less faith or interest in Lolth's intervention, and strives to
find a magical means of exiting the Nodes.
If he only understood the potential power of the fire gem, he would go
halfway mad with frustration. He has learned how to transform fire fungus into
a potent magical hallucinogen that allows him to cast legend lore, but also
renders him incapacitated and poisoned for four hours after ingesting it
(Constitution save DC 18 to avoid those effects). Knowledge gained by the brew is disorienting,
and requires an Additional DC 18 Intelligence save to forget, with disadvantage
if you failed the Constitution save. He
is highly addicted to the extract, and spends about four hours a day in a
drug-induced trance, and another hour writing
madly. The formula is in his
spellbook. Also in this location is an Elite Drow Warrior, a retainer to the
Mage and his Brother, who monitors the corridor for the Grues and Salamanders,
both of which have come to fear him. Drow Mage: MM p.129, 2,900xp Drow Elite
Warrior: p.128, 1,800xp Treasure: Drow Mage's spellbook, Drow Mage's vision notes,
2 doses of fire fungus extract, one dose of vision drug, herbalist's kit,
healer's kit, alchemist's kit,
F 21. Side Room The Goblins in areas A 13 to A 16 have,
until recently performed regular stealthy forays into the Fire Pit into F 22 to
mine the coal in and steal oil from F 35.
This ended when the frost giant in A 8 took up residence at its
portal. One of the goblin miners was
separated from his allies and has been waiting for their return by hiding in
Area 21. Grizzun may attempt to pick the PC's pockets or steal from their camp
in they settle nearby. Grizzun the Mad: see side bar, 1,100xp
F 22. West Rhomb Like F12 this rhomboidal room has a wall of
veins of coal and obsidian. Goblins from
A 13 to A16 have made repeated forays into the fire node to collect coal and
oil from this room, suing snow to cook the walls then mining massive gouges out
of the walls. In their last foray, they
left in a hurry, and there are several mining picks and buckets scattered about
the room
F 23. Side Room with Door One of Hedrack's predecessors, a
powerful Warlock named Gemmel was banished here by his successor (who was then
deposed by Hedrack). Gemmel saw his banishment to the nodes coming and secreted
a portable hole on himself with good he would need in order to survive the
nodes. He settled in the Fire Pits, as
he had been the one to recruit the Salamanders and had a working relationship
with them. For several years thereafter,
Gemmel secretly plotted to overthrow the later templeleader, and got his
revenge by murdering his successor when Hedrack threw him into the nodes.
Gemmel died years ago, but his spirit still haunts the comfortable quarters he
had made for himself in the Fire Node.
The door to this room is made of iron and locked. Smashing it down requires a DC 22 Strength
(Athletics) test. It has an AC of 19 and
50hp. The key sits in F 24. The room is
well-appointed with a strange centrepiece sitting on a table in the middle: on
a small table protruding from a silver stand is a frost brand sword clutched in
a gauntleted crawling claw. The Claw is tasked with keeping the room cool by
activating the extinguishing power of the frost brand once per hour, which
casts the room in darkness and removes the Node's heat effects. A dresser drawer holds Gemmel's portable hole
in which he has secreted his wealth. The
crawling hand will wait for someone to try to take the sword to attack. Trap:
The door here is vividly painted with eerie iconography of flames and demons,
much of which glows thanks to alchemical processes in the paint he used. This partially hides the Glyph of Warding
that polymorphs anyone attempting to enter the room without speaking a password
(now lost and forgotten by all creatures in the Fire Node). The target must make DC 17 saving throw or be turned into an
octopus. Crawling Claw: MM p.44, 10xp Notes: add plate gauntlet and frost
brand. AC 16. The speed of the hand is
0ft, while it wields the frost brand. It
must drop the frost brand and spend a bonus action to upset the stand. Add
quality: False Appearance. While the crawling claw is unmoving it is
indistinguishable from a decorative gauntlet.
Add action Frost Brand. Melee weapon attack: +3 to hit, 5ft. reach, one
target; Hit: 5 (1d8+1) slashing damage and 3 (1d6) cold damage. Treasure:
592cp, 7,291sp, 1,617gp, 83pp, frost brand, portable hole, red dragonhide
blanket (500gp), obsidian dagger (250gp), A Book describing various elementals
and their planes, with written-in notes on grues in a different hand (500gp),
suit of black plate mail on a stand, holy symbol to Lolth (250gp)
F 24. Large Room Decorated with the hides of fire drakes and
the pelts of hell-hounds this office contains the final remains of Gemmel,
still sitting in a heat-warped chair.
His evil soul still lurks here as a wraith, along with the condemned
soul of his former rival. Wraiths (2): MM p.302, 3,600xp Treasure: ring of
sustenance, red dragonhide armour, driftglobe, 20 sheets of paper, Gemmel's
journals in five volumes*, 30 books on demons and abyssal rites (10gp ea.),
unholy symbol to Tharizdun (100gp)
F 26. Large Room This room was set up by the Temple to be a
Back-Up Library. Warm and dry, the entrance has a permanent magic circle effect
meant to keep outsiders out of it.
Unfortunately, cracks in the ceiling have allowed several mischievous
mephits into the room who have vandalized much of the library. The wall to the South is encased in ice and
the room is extremely steamy and humid, which has warped many of the
books. It is one of the few places in
the dungeon where water is easy to find, but thanks to the locked doors, the
few creatures that know about it have had to climb out to the surface of the
Fire Node and then climb down through the holes in the surface. Smoke Mephits
(4): MM p.217, 400xp Magma Mephits (5): MM p.216, 500xp Treasure: 11 rare tomes
worth 25gp ea.
F 27. Side Room with Door This door is encased in solid ice,
and has an AC of 23 and 90hp, although attacks that do fire damage have
advantage and the door should be considered vulnerable to fire. Breaking it open with a Strength (Athletics)
check requires a roll of 25. The door is
not locked. The room beyond is encased in magical ice that slowly replenishes
itself over time. If the door is closed
behind the characters, have it start regenerating 5hp per round while
shut. If the door is destroyed or left
open, have the doorway become closed with a wall of ice spell after five
rounds. Inside is one of the only known copies of the Lament for Lost Tharizdun
by the mad cleric Wongas. Any good
aligned character reading this terrible scripture must make a DC 20 Wisdom
saving throw or suffer from temporary insanity.
The book is quite valuable to an evil-aligned buyer, but good aligned
characters should probably destroy the book.
It has an AC of 12, 15hp, but is immune to all damage types except
radiant damage. Treasure: Lament for lost Tharizdun (7,500gp)
F 28. Side Room wih Door Gemmel, former High Cleric of the
Great Temple (see area F 23) claimed this door as an annex to his apartment.
Here is a mirror, an empty washbasin, a number of personal effects, and a bag
of devouring that he used for the rare times he had trash he wanted to dispose
of. Trap: The door here is vividly painted with eerie iconography of flames and
demons, much of which glows thanks to alchemical processes in the paint he
used. This partially hides the Glyph of
Warding that polymorphs anyone attempting to enter the room without speaking a
password (now lost and forgotten by all creatures in the Fire Node). The target must make DC 17 saving throw or be turned into an
octopus. Treasure: bag of devouring, ivory-handled razor (50gp), jewelled comb
(50gp), flask of oil, ceramic pitcher (5gp), mirror, healer's kit.
F 29. Southwest Circle Room This room includes an eerie
fountain shaped like a handful of serpents spitting into basin in the floor
shaped like a screaming face. The
circular basin itself is 15ft. across, dominating 2/3 of the room. This is the one freely accessible source of
water in the Fire Node, and it guarded.
Three corrupted water weirds lurk in its depths seeking to drown any who
draw too close. They have been
frustrated by the goblin Grizzun's (area F 21) repeated successful water
thefts, and will offer freedom to a captured victim in return for the goblin's
sacrifice. Water Wierds (3): MM p.299; 2,100xp
F 30. Hall with Three Fire Pits This chamber is sultry and
uncomfortable; it reeks like dead fish rotting in the sun, and the smoke from
the fire pits obscures vision here.
Those moving around in this area must make a DC 16 Constitution save
against poison at the beginning of each turn or spend their action retching and
reeling.
F 32. Side Room with Door The Azers encamped in room F 33
have established a forge and shrine here.
A partially assembled azer sits among stacks of brass and mystical
paraphernalia of little use to anyone save as raw brass. Two Azers are always present maintaining the
forge. Azer (2): MM p.22; 900xp Treasure: Smith's tools, brass paraphenalia
(1,000gp)
F 33. Azer War Camp A couple of Azer's were taken prisoner
by the Temple of Fire before the fall of the temple. It was believed that they
could be forced to reveal the art of constructing several rare magic items that
could be replicated by the Temple's salamander servants, including
Flametongues. The Azer prisoners were eventually cast into the fire node where
it was hoped that the salamanders might succeed in torturing the secret
formulae out of them where the clerics of fire could not. These Azers escaped to the surface of the
Node where they have an encampment. Over
the years they have worked diligently to create more Azers from hidden forges
on the far side of the Node. The Azers
see the Node of Fire and the Temple as an abomination that must be cleansed of
evil monsters an then by sacred flames.
Their first objective is the capture of Brazebul so that they can learn
the secrets of travelling back to the Elemental Plane of Fire to raise an army.
The total population of Azers on the Fire Node is probably several dozen but
only a few operate within the Fire Pits themselves at present. The rest continue to assemble their forces in
a secret mine elsewhere on the Node. The Azers are currently kept out of
Brazebul's territory by a permanent magic circle that has been permanently
affixed to the hallway junction between areas 1, 2 and 33. To reach Brazebul
any other way involves risking moving through the territory of the grues or
salamanders, neither of which are friendly to the Azers. If the PCs turn this room into a combat
encounter, it will become a multi-part combat encounter with the Azers tending
the forge in F 32 coming to support their allies within three rounds. The Azers
will be suspicious of PCs in their area but not overtly hostile. They will be willing to assist the PCs in
eliminating Brazebul, but not if the PCs are working with the Drow to the same
ends.
Wave 1 Azers (5): MM p.22; 2,700xp Wave 2 Azers (2): see
area F 32.
F 34. Long Chamber This eerie chambre is willed with looming
icons and is thick enough with smoke that large creatures are at risk of
suffocating unless they become prone and crawl through the space. Near the centre of the room a Deva sits in
perpetual meditation. This angel was confined to the Node of Elemental evil
during the invasion of the temple by the forces of good. Gemmel further bound it in area 34 with a
potent curse. The Deva had been tasked
with seeing to Gemmel's death, but thanks to his curse, it cannot return to
Celestia unless the PCs are willing to aid it with a remove curse spell. The
Angel has seen no need to conceal its form from others since retaining its true
shape is the surest weapon it has to defend itself – every other being in the
Fire Node hates and fears it. The dragon
Azkandr in area F 20 has attacked the angel three times, and has scars to show
for it. The Angel will be cautious around the PCs – many creatures that end up
in the Fire Node are evil, and given its incongruous appearance, the feeling is
likely to be mutual. It will warn them
about the Oil Beast in area 35, regardless. If freed of the fire node, the
conditions of the planar binding that brought it into the war in the first
place will be completed, and it must return to Celestia with the news that the
Temple of Elemental Evil still exists and Zuggtmoy may be close to
freedom. If the PCs have not discovered
the Orb of Golden Death, the angel will use its commune power before it departs
to tell them where it is. If they have
already found it, it will inform them of how to use the Gems of Elemental Power
to escape. Deva: MM p.16, 5,900xp
F 35. Oval Room This extremely hot passage includes several
pits of boiling paraffin oil; the source of lamp oil for the goblins of area A
16. These wells of oil are cloudy and much deeper than they appear. The
paraffin oil is boiling hot. Characters
splashed with the oil must make a DC 15 Dexterity saving throw, taking 11 (3d6)
fire damage on a failed save, or half that on a successful one. Characters submerged in the oil take 33 (9d6)
fire damage per round and are at risk of suffocation. Oil is much harder to swim in than water, and
requires a DC 15 Strength (Atlhetics) test to move in. The boiling oil is home
to a unique creature, a multi-tenacled slick-bodied beast with no name. The Creature lurks in the oil, occasionally
grabbing creatures that come close to the edge to devour. Oil Beast: see below,
2,900xp Treasure: Lamp oil – as much as the PCs can contain
Gem of Air Power
Wondrous Item, Legendary, Artifact This large smoky quartz radiates powerful
magic and evil. It is a fragment of the
Orb of Golden Death, and increases the artifact's power when inserted into the
crown. On its own, the Gem of Air Power allows the wielder to change any portal
on the Node of Air into a portal back to the Temple of Elemental Evil's nexus,
or to transport themselves directly to the Node of Air. Once per day it also allows the wielder to
plane shift to the Elemental Plane of Air or the Prime Material Plane. When on the Elemental Plane of Air the wearer
is protected from winds plane. When socketed ito the Orb of Golden Death it
allows the user to expend two charges to cast wind walk, or three charges to
summon a Vrock with a planar ally effect; the Vrock serves Zuggtmoy and thus
will obey – and cannot harm – the possessor of the Orb of Golden Death.
Water Node: a place to die
Water plane is a place of death. Some time after the area was created it was
invaded by a Slaad or two. These creatures
quickly took over the area monopolizing the area and wiping out
opposition. Only the water elements
remain because they are immune. Occasionally
there are a few new arrivals and these creatures are confined to the central
area, unless they have the power to swim.
The lesser creatures in the area have become Red or Blue Slaadi, while any
moderate spell casters have already been turned into Green Slaad. A few of the Green Slaad have transformed
into Grey Slaad, as it has been close to 50 years since they arrived. A few years ago, they were able to attract
and summon a Death Slaad to the region. 4
Green, 2 Grey, 1 Death. 30 Red, 10 blue
There is a single Abeloth that is suffering from constant
attacks from the Slaad. There is a wounded
Mindflayer. When the players arrive they
will see a magical duel occurring in one of the directions. The Mindflayer is infected and knows it. It may bargain for a cure disease.