Saturday, 9 February 2019

nodes


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.