Giants Room #10: This room has a door made of pure iron that is 20 ft wide and 50 ft tall and opens into the tunnel. The room is 110 ft x 100 ft. On the Eastern wall of the room there is a huge chair with a Cloud giant sitting in it. He is wearing a ring of protection +2, a ring of free action and has a horn of fog around his neck. Next to the thrown is a huge two handed sword. Behind him is a huge symbol of the Elder Elemental God. On both sides of the thrown there is a Fog Giant each wearing leather armor and holding a rock and a club. The Cloud Giant on the throne screams to the other giants in the room to kill the intruders. A volley of large rocks are thrown at the party from the Fog giants. The fog giants then move to attack the party with their clubs. As the Fog giants move towards the party, the sound of a large gate coming down behind the party is heard. (A portcullis with bars 1 foot apart has just come down in the tunnel leading to this door at the junction of the 4 tunnels.) As the gate slams down, the door to room 11 opens and 2 Cloud giants enter room 10. They have rocks in their hands and throw them at the party, they then use their morning stars in combat. The Cloud giant on the thrown then blows the horn around his neck and the room fills with fog. All the characters now fight at -2 to hit because of the poor visibility. AC (Cloud Giants) 0 THAC0 5 Damage: 2-24 hurling rocks / 6-24 + 11 morningstar HP (16HD) 82 82 AC (Fog Giants) -2 THAC0 7 Damage: 2-20 hurling rocks / 3-18 + 11 club HP (14HD) 72 72 AC (Leader Giant) -2 THAC0 5 Damage: 2-24 hurling rocks / 3-30 + 11 HP (16+7HD) 95 XP: (Cloud) 10,000 each + (Fog) 5,000 each + (Leader) 11,000 = 41,000 total Shockers Room #28: This room is 20 ft x 20 ft. It is a shaft that leads straight up to the next level. There is no ladder in this 200 ft long smooth shaft. The only way up is to fly or levitate. As the characters listen they will hear the sound of crackling and smell ozone. As they move up the shaft it gets louder and the smell becomes stronger until they reach 100 ft and the 10 shockers in the shaft attack them from their recessed landings. AC 10 for melee; 0 for missile THAC0 19 Damage: 10 points, save vs. Death magic for half damage, Magic resistance: 50%, +1 weapon or better to hit, +2 to hit plate mail - If hit by metal weapon same as attack. All 10 shockers have 8 hp XP: 810 Total Sphinx/Kenku Room #27: This huge room is 100 ft x 160 ft. On the eastern wall directly across from the doorway is a gigantic symbol of the Elder Elemental God. To both sides of the symbol there is a landing about 30 ft in the air. On each landing there is a Hieracosphinx perched and waiting to attack. In the middle of the symbol there is a landing with a man (Kenku Warrior) with the hood of his cloak covering his face sitting on a thrown. Throughout the room there are 6 large nests, each 10 ft in diameter, that are free floating about 30 feet in the air. The man on the throne is wearing robes (leather armor on underneath) and there is a large sword and a javelin next to him. He speaks to the minds of the party and tells them to leave a tribute to him, the great god or forfeit their lives. Inside each of the nests are 2 Kenku warriors. 6 of these warriors will fly down and attack the party if they don’t leave a tribute. The other 6 Kenku each have 2 javelins of lightning, which they will throw at the party. The Kenku on the thrown will scream as he jumps to the ground and throws his javelin at the symbol. After the initial hit the symbol will begin to glow and after one full round will shot forth a beam of crimson light. This beam has the effect of a ray of enfeeblement spell and all characters must make a save vs. magic. If the save is failed, the character is under the effect of the spell for 2d8 rounds. Each Kenku warrior carries a scimitar and is wearing leather armor. (There should be 4 javelins of lightning in the nests) There is a secret door in the southeastern corner of the room that leads to the 3rd level. AC (sphinx) 1 THAC0 11 Damage: 2-8 / 2-8 / 1-10 HP (7HD) 47 47 AC (1st 6 warriors) 2 THAC0 12 Damage: 1-10 + 4 (sword)/ 1-4 + 3 / 1-4 + 3 / 1-6 + 3 Magic Resistance: 30%, Spells: Magic Missile (3d4 +3), Shocking Grasp (1d8 + 5), Mirror Image (1d4 + 1) Innate abilities: Invisibility, Shape change, Call Lightning HP (4HD) 25 25 25 25 25 25 AC (2nd 6 warriors) 0 THAC0 9 Damage: 1-10 + 7 (sword) Magic Resistance: 30% Spells: Magic Missile (4d4 + 4), Shocking Grasp (1d8 + 7), Mirror Image (1d4 + 2) Innate abilities: Invisibility, Shape change, Call Lightning HP (6HD) 45 45 45 45 45 45 AC (Leader) -4 THAC0 7 Damage: 1-10 + 10 (sword) Magic Resistance: 30%, Spells: Magic Missile (5d4 + 5), Shocking Grasp (1d8 + 9), Mirror Image (1d4 + 3) Innate abilities: Invisibility, Shape change, Call Lightning, Control Winds, Lightning Strike, (Wearing +4 Leather Armor and a Ring of Fire Resistance) HP (8HD) 58 XP: (Sphinx) 1,400 each (2,800 total) (Kenku) - 5HD - 1,200 each (7,200), 7HD - 1,500 each (9,000 total), 9HD - 2,000 = Encounter Total of 21,000 Quasi Lightning AC 2 THAC0 8 Damage: 1-6 + 12 +1 weapons or better to hit 1-4 points to the wielder if hit with a metal weapon. Ball lightning 1-8 no save, Water does double damage to the creature, fire half and cold full - none from electrical HP (8HD) 62 XP: 1,930 Volts Room #22: This room is 80 ft x 30 ft. There are full bookcases on the south and eastern walls and a small table and chair with a book open on it on the western wall. When the characters get to the table the 5th level priest spell shrieking walls goes off. There are 4 Volt’s in the room that descend on the party and attack when the spell goes off. If a spellcaster (mage or priest) reads the book, it is nonsense chaotic writing and they must make a save vs. Death magic. If they make their save, they get a bad headache for 3d10 rounds and have a 5% chance of spell failure during those rounds. If they fail the save, there is a 20% chance of spell failure while trying to cast in the temple from being unable to concentrate. If a non-spellcaster reads the book they will see no writing in the book. The only way to reverse the effect is for character to leave the temple for 24 hours. All the other books are the same way and if taken off the shelf and read the same effect will occur. The effects are cumulative for the spell failure if more than one book is read. AC 3 THAC0 18 Damage: 1-4 (bite) / 2-12 (electric shock) HP (2HD) 16 16 16 16 XP: 100 each = 400 total Gargoyle Room #33: This room is 60 ft x 80 ft. It is a small temple dedicated to the Elder Elemental God and all 4 Elements. On the east wall there is the Elder’s symbol made of fire above a small altar made of enchanted cloud castle island material. There is also a small waterfall that comes out of the ceiling and falls, in front of the fire symbol, into a stone bowl on the altar, which never overflows. To either side of the altar is a stationary cloud of fog. A man and a woman wearing gray robes, each with a Battle Axe, is kneeling in front of the altar. When the party enters the room, the man and woman get up and turn towards them. They use telepathy to taunt the party to enter and attack them. The cloud’s to either side of the altar begin to form a Gargoyle made of the cloud castle material which animates and attack’s the party. (DM Notes: The people are Gray Slaad’s shapechanged into their original host’s body. In the middle of the battle, they will turn into their true form.) AC -2 (Gray Slaad) THAC0 11 (9 with Axe) Damage: 2-8 + 4 (each claw) / 2-16 (Bite) / 1-12 + 8 (+2 Axe), Magic Resistance: 60%, +1 or better weapon to hit, Innate Abilities: Advanced Illusion, Darkness 15 ft radius, Fear, Flame Strike, Power Word, Blind (once per day), Symbol (Pain, once per day) HP (11HD) 81 81 AC (Gargoyles) 0 THAC0 13 Damage: 1-8 + 6 / 1-8 + 6 / 2-16 + 6 / 2-12 + 6 +2 or better weapon to hit HP (7+7HD) 43 43 XP: (Gargoyles) 2,000 each + (Slaads) 15,000 each = 34,000 total Dragon Room #42: This room is 150 ft x 120 ft. The walls in this room are more reflective than the hallway or any of the other rooms on this level. The walls seem to be polished and smooth to the touch like glass. There is a large pile of gems and crystals that extend the length of the east wall (about 8 ft high, 20 ft wide and 100 ft long). When the characters approach the pile it will move and a large creature will emerge. When it emerges from the pile (it actually is most of the pile), the characters will see a creature that looks like a dragon. The Storm Giants in room #31 have enslaved a Crystal Dragon in this room. The Giants have raised and taught the dragon to guard the area that leads to the upper temple. The dragon will attack any creature it does not recognize or any creature that does not show the proper symbol or use the proper words that allow safe passage into the temple. The dragon will fight to the death to protect the temple from intruders. As the Crystal dragon reaches its full height, the walls of the room begin to glow and the light level in the room will equal that of a continual light spell in one full round. All characters must look away from the creature because the dragon is unbearable to look at in this lighting. The walls will continue to glow for one full turn before returning to their normal light level. Any characters that look at the dragon during this time will suffer a -2 to attack rolls. Any characters looking at the dragon when it uses its breath weapon, but outside of its damage area, will receive another -2 penalty to their attack rolls for a total of -4 to hit (if they fail their save vs. Breath weapon). AC -5 THAC0 6 Damage: 1-6 + 9 / 1-6 + 9 / 2-12 + 9 Breath Weapon - Glowing shards (does half damage to body points, but armor will reduce damage as if hit by a thrust weapon) 9d4 + 9, save vs. Breath weapon for half damage, make second save vs. Breath weapon or be blinded for 9 turns (-4 to hit). Magic resistance: 25%, Dragon fear (within 35 ft) - save vs. Petrifaction (+3 to save) or suffer -2 to attack and damage rolls. Innate abilities: Immune to light-based and normal cold attacks, Charm person (at will), Color Spray (3 times per day), Suggestion (3 times per day), unluckscale (lasts 9 hours) - scale on dragon if characters look. Spells: (cast at 14th level ability) Mage - Taunt, Tasha’s Uncontrollable Laughter, Non-detection Cleric - Command, Light, Hold Person, Call Lightning HP (15HD) 106 XP: 12,000 total 4th Level Room #44: After coming up the 100 ft tunnel from room #42, the shaft opens into one gigantic room made from the enchanted cloud castle island material. This room is 400 ft x 320 ft, which makes it difficult to see from one side of the room to the other. This room extends 200 ft from the floor (where the tunnel is) to an opening in the roof the size of the room.(The room looks like the inside of a gigantic volcano) The room opens up to the violent storm that the characters saw surrounding the mountain from the outside. The sky is dark and large thunder claps can be heard and lightning bolts can easily be seen. The wind is howling and a 20 ft radius whirlwind is gusting throughout this room making it difficult to fly in certain areas. The characters notice that the sound is not as loud as they would suspect being this close to a storm cloud. Throughout the room there are pieces of stationary floating cloud castle material about 100 ft from the floor. Every 1d20 rounds the whirlwind randomly appears in a different section of the room. Roll an 8-sided die to determine the area of the room in which the whirlwind appears. 1=North, 2=South, 3=East, 4=West, 5=Northeast, 6=Northwest, 7=Southeast and 8=Southwest. The whirlwind always starts in the center of each area it appears in (8 blocks from the nearest wall for the direction rolled). When the whirlwind does appear in one of these areas, use the above d8 table again to determine which direction the whirlwind will move that round. Roll a d8 at the beginning of each round after that to see which new direction the whirlwind will move in that round. The round that the whirlwind appears in a new section of the room is considered its movement for the round. Each round after the first, the whirlwind will move 1d10 squares in the random direction rolled. The whirlwind always wins initiative so it moves first in every round. If the whirlwind hits any creature [all creatures considered AC10 adjusted for dexterity only], it will catch them in their vortex and throw them in a random direction determined by the above d8 chart. Roll a d6 to determine which dimensional plane the character is thrown: 1-2: up, 3-4: straight, 5-6: down. All creatures will be thrown 60 ft, regardless of size and weight. If a thrown creature hits an obstacle like a wall, floor or another creature, they suffer 2d6 points of impact damage. If they don’t hit something then they are unable to fly for one round and will fall, suffering 2d4 points of falling damage if they hit the ground. Only a Calm Winds spell will have any effect on the whirlwind because it is not a creature. It is an after effect of the rift in the planes. Room #45: This stationary floating island is 30 ft x 50 ft. The characters notice immediately that there is a symbol of the Elder Elemental God on the west wall that is 200 ft in diameter. The symbol is made of brilliant lightning bolts that are constantly shooting from one point of the symbol to the others This is the power base of the temple and an opening to the Demi-plane where the Elder Elemental God is trapped. The storm raging above shoots lightning bolts every 1d8 rounds at the symbol causing it to grow brighter and more powerful in intensity for 2 rounds. Every 2d20 rounds a lightning bolt will shoot into the room in a random direction (10d6 points of damage), missing the platforms entirely. All creatures in the area of the lightning bolt must make a save vs. Breath weapon adjusted for dexterity to see if they are hit. If hit, the characters receive a save vs. Magic for half damage. (Use scatter diagram for direction) On the island there is a throne with a man sitting in it that does not quite look human. The creature is a Githzerai male wearing a blue cloak that sparks every so often and a staff sits to his right side. He is the cleric that is guarding this temple from being desecrated and destroyed. To both sides of the throne and next to the cleric there is a Githzerai warrior. They are wearing plate mail armor under a blue cloak and each carries a large two handed silver sword. The cleric will speak with the party as they hover near the island but he will eventually attack them for the destruction they have caused in this temple. There is a Tempest elemental in the storm between Room #45 and #46. The cleric will Order it to attack the party if they approach the throne. AC (Fighter) -1 THAC0 8 Damage: 3-18 + 6 (sword) / 1-6 + 6 (dagger) Magic Resistance: 50%, +1 Plate Mail, Winged boots HP (7HD) 70 70 AC (Capt. Fighter) -5 THAC0 2 Damage: 3-24 + 9 (sword) / 1-6 + 5 (dagger) Magic Resistance: 50%, +2 Plate Mail of Fear, Scarab of Enraged Enemies, Winged Boots HP (9HD) 103 AC (Cleric) -3 THAC0 13 Damage: 1-2 + 3 + 2-12 electrical damage (save vs. Magic for half electrical damage){bullwhip with tail of volt on the end. If you roll a 20, the character must make a save vs. Paralyzation or be deafened from the whip hitting close to the ear, -2 to hit from the deafness}, Magic Resistance: 50%, Scarab of Insanity, Necklace of prayer Beads, Gauntlets of dexterity. Cloak of Lightning - This magical cloak is a very formidable weapon. It gives the caster complete immunity to all electrical attacks up to 100 points, no saving throw allowed for these attacks, it can cast a 6d6 Lighting Bolt, like a wand, every round at a cost of 2 charges per bolt, and the cloak acts like a Lightning Shield spell costing 5 charges to activate for 10 rounds. Any creatures that use a metal weapon or touch the wearer of the cloak will suffer 1-6 points of electrical damage as well, no save. The cloak has 23 charges with a maximum of 40. It can be recharged when a lightning bolt is cast at the cloak and a save vs. Spell is made (the cloak needs a 12 to save). The number of dice that the bolt was will be the number recharged. Example: The cloak has 23 charges, the wearer is hit with a 9d6 Lightning Bolt, the cloak now has 32 charges. If all charges are expended the cloak becomes powerless. HP (9HD) 65 AC (Tempest) 2 THAC0 9 Damage: 2-16 (wind buffet) / 2-12 (whirlwind) / 12d6 Lightning bolt per round possible / 1d4 (Chill touch spell + 1 point of strength), +2 or better weapon, 20 gallons of rain per round, Immune to wind, gas and water attacks, 1/2 damage from electrical and cold-based attacks. HP (12HD) 85 XP: (Tempest) 9,000 + (Fighter) 10,000 + (Capt.) 15,000 + (Cleric) 18,000 = 43,000 total If the battle goes bad for the Githzarei fighters or cleric they will plane shift back to Limbo to save themselves. They will try to take an item from one of the intruders so they can give to Theleb. He will use his crystal ball to try and gather information about these characters. You should have them roll from time to time to see if they perceive this effect. Room #46: This platform is 20 ft x 20 ft. This is an altar made of the swirling cloud castle material. Surrounding the altar is a funnel of Air that extends into the storm above. A Dispel Magic or Calm Winds spell will stop the funnel for 2d4 rounds. On the altar there is a large magical Censor with incense inside. When the party removes the funnel of air, the Aerial Servant that is guarding the altar will attack the nearest character. If the characters remove the Censor from the altar, the 7th level priest spell Tentacle Walls will activate. The tentacles will pull the characters to the altar. If a character touches the altar by choice or by force, the power of the 4th level priest spell Focus will activate and the character will become deaf and blind. All characters that touch the altar will fight with a -6 to hit because of the spell effect. At the same time see Room #47 & 48. AC 3 THAC0 5 Damage: 8-32 +1 or better weapons to hit. HP (8HD) 77 XP: 9,000 total The item on the altar will identify as a Censor Controlling Air Elementals. The item is really a Censor of Summoning Hostile Air Elementals. It does not read as a cursed item and will perform as per the description in the Dungeon Masters Guide. Room #47 & #48: These platforms are 30 ft x 50 ft. There is a large funnel of air that extends from each platform to the storm above. If the characters look, they can see that there is a creature inside each of these funnels. The creatures will be released when the cleric on Room #45 commands the funnel to dissipate or the Censor is removed from Room #46. When the funnel is removed, it will reveal a Tanar'ri, Chasme on each platform that will attack the party. AC -5 (Chasme) THAC0 13 Damage: 2-8 / 2-8 / 1-4 Innate Abilities: (8th level ability) Detect Good, Detect Invisibility (Both always active), Insect Plague, Ray of Enfeeblement, Telekinesis, Darkness 15 ft radius, Infravision, Teleport without Error. Special Defenses: Magic Resistance - 50%, Anyone viewing them must save vs. spell or flee for 1d4hours. Buzzing sound must save vs. spell or fall into comatose sleep for 2d4 hours. Each Claw Wound will bleed for 2 hp per round until magically healed. Immune to Electrical and poison attacks, Half damage from cold, fire and gas attacks Special Weakness: Full damage from acid, magic missile and iron weapons. HP (8+2HD) 60 65 XP: 14,000 each = 28,000 total