Highfolk Barges go missing and search parties never return. The party must unravel the mystery of what is happening as they find themselves traveling in the Underdark to an underground volcano. This is Part Three in the "Lost Temples of the Elements Pentalogy." Graphic: Level 1 Graphic: Level 2 Graphic: Level 3 Graphic: Level 4 This adventure takes place on the World of Greyhawk in the post Greyhawk War years. The adventure is designed for 4-8 characters of 9-12th level, the number of creatures encountered can be reduced to compensate for the number and level of the characters on the adventure. NOTE: This adventure is the second part of a 5-part story. It is designed to follow the Earth temple of the Elder Elemental God and followed by the Fire, Water, and finally, the Crypt. The module can be run as a standalone adventure, but it works better as part of the whole series. Background History The Lich Theleb has revived the cult to the Elder Elemental God. After successfully bringing the Earth temple back, he ventured forth into the world to find the other temples that have fallen silent over the centuries. In a remote range of mountains he has found the temple dedicated to the Element of Air. In this temple he has restored the source of power that created a rift to the Demi-plane where the Elder is trapped. This rift in the planes has caused a wild surge to all Elemental Air magic, both mage and clerical. The rift takes all Elemental Air magic cast on the Prime Material Plane and focuses it into a great storm that rages over the temple. The storm becomes stronger as more Elemental magic is incorporated into it. This storm focuses the power to the rift and sends the magic to the Demi-plane where it gives or takes power from the Elder Elemental God depending on the wild surge. After Theleb returned from the Earth temple and saw it destroyed, he has taken the precaution of finding guards and followers of the Elder to protect this temple. Theleb scoured the mountains for many monsters and changed them into the air creatures that inhabit the temple. The followers Theleb was able to find include Giant mages, Kenku warriors and a clericy of the Elder God that he found from clues left in the text that changed him into a Lich. Many centuries ago, when the Gith were still the slaves of the Mind flairs, there were great temples dedicated to the Elder Elemental God in the underdark. The Mind Flairs were followers of this lost god and their clerics wielded great and chaotic power. The Gith seeing this power, secretly started their own cult to gain power for the eventual revolution for freedom that had been planned for centuries. When the revolution came, the Gith used the power of the Elder Elemental God to help break free from centuries of slavery. The Mind Flair clerics of the god Ilsensine took this opportunity to destroy all the temples to the Elder Elemental God. The followers of the Elder were all put to death for allowing their power to be shared with a weak and subdjucated people. The Gith escaped and a war developed between the two branches that formed: The Githyanki and the Githzerai. Both of these races have followers of the Elder Elemental God in their ranks. The Githyanki fled to the Astral plane and the Githzerai fled to the plane of Limbo. Over the centuries, all three races have killed any followers of the Elder because their presence distracts from the Supreme power of the Gith and Illithid leadership. Only secretly have a handful of clerics and followers of the Elder survived the purges, but those that do exist are very powerful. It is even rumored that the Drow have secret followers of this cult and sometimes work with their underdark enemies to secure more power for the Elder. Theleb contacted the Githzerai, Githyanki, Drow and Mind Flair cults to seek their help in reviving the power of the Elder Elemental God. The Githzerai agreed to support and guard the Air temple, the Mind Flairs agreed to guard the Fire temple that they have been secretly worshipping in over the centuries. The Githyanki are guarding the temple where Theleb is creating a force of undead warriors to serve the Elder. The water temple is being guarded by a group of evil aquatic elves that are kindred to the Drow. The Air temple is located in the Joten Mts. at the highest peak in the central range. It is about 2-3 weeks of travel from the capital city of Loftwick in the Yeomaniry. This temple has 4 levels starting with level 1 at the bottom working your way up to level 4. The many traps and effects of the temple are described below as well as creature descriptions for random encounters and creatures met in the temple. The Elder Elemental God The following description is partly from the “Monster Mythology” and partly my additions for this adventure. I would recommend to all DM’s that you read the section on page 66 of the “Monster Mythology” to fill in the gaps. The Elder Elemental God is one of the lost Gods. His name is never spoken aloud by anyone because of fear of could happen. It is rumored that the mere mention of his name could cause him to break free of his prison. Even Deities will not discuss him with their most trusted High Clerics. Centuries ago, before Oerth was tamed by man, the Elder Elemental God caused chaos and havoc everywhere and to everyone he encountered. It took the combined strength of all the Gods to imprison the Elder on a Demi-plane of existence in the Abyss. This is where he struggles to break free to this day. Only the insane, stupid or truly power hungry people of Oerth would worship or serve this God. He has no care for anyone, including his own followers. The Elder is the greatest force of all 18 Elemental, Para, and Quais Elemental powers. He is also the God of sensory loss (Blindness, deafness, etc.) insanity, and chaos. His clerics and followers all enjoy causing anyone they meet to have complete loss of control. They specialize in Elemental magic (one Major Element or all 4) as well as Chaos magic. Thankfully there are only a handful of these insane clerics around. But the few that do exist are truly formidable and powerful enemies. They deserve to be feared because their only goal is to become powerful so that they can free the Elder from his Demi-plane prison and he can destroy the world in chaos and Elemental magic. The Beginning The adventure starts in the City of Loftwick in the Yeomaniry. There are rumors in town from miners and trackers that strange creatures and wild storms of hail, wind and rain have been seen in the deep ranges of the Jotens. Many men have not returned from the mountains and the army is more concerned with guarding the silver mines in the lower range than going after the lost men in the deep mountains. The threat of another attack from the Giants has spreadout the armies forces and they cannot afford to send a rescue expedition into the mountains. The Freeholder and the group of Elven Mages that help protect the city have advised all miners and trackers to stay in the mines of the hills and lower ranges. Loftwick is a strong, powerful and well-equipped armed camp. Everyone the party encounters (men, women, peasants, artisans, etc.) are all wearing some sort of armor (at least leather) and carrying a weapon as well. There are training camps in the city where common people are practicing with their weapons under the supervision of army officers. These common people form the militia that protects the city so the army can patrol the borders. The people are preparing for more raids from the Giants and humanoids that overran the Geogg and the Sterish or from an attack from their old Keolandish occupiers. The army is mainly comprised of human spearmen, mountain troops, crossbowmen, dwarven mailed infantry and elven spear and bow units. The city is wealthy from trade of its silver and gems but it only uses its own people and the refugees from Sterich in its army. If anyone in the party mentions where they are from, the local people will talk about their desire to keep to their own borders and not get involved in the affairs of their northern allies. The people will not distrust the party but they will be wary of them trying to gain support for aid to Furyondy. All travelers that enter the city must register at the gates and state their business and occupation. A representative of the city, Sherlock Driftwood, will contact the party at their Inn on the 2nd day in town. If they want to know how he found them, he will explain that the city watches all new arrivals, particularly those who are mercenaries. Sherlock brings a message from one of the Elven mages, a 12th Level Air Elementalist named Thayra Silveroak, that she wants a meeting with them. Thayra is 5 ft 4 inches, has blond hair and blue eyes and appears to be very ill. She wants to question the party intensely to see if this group is willing and able to deal with a greater mystery than missing men. It seems that all Elemental Air Magic, either mage or priest, has been affected by some chaotic force. (Not magic from items) Any Elemental Air magic cast has a 1% chance per day of failing. (This chance begins the first day in Loftwick and increases each day by 1%) All Elemental Air magic will cause a wild surge and react as if cast by a wild mage. The resulting effect is described on page 6-7 in the Tome of Magic. Raging storms, chaotic weather patterns and Giant attacks have all been reported in the upper Jotens where the men have gone missing for the past 3 months. The party will be offered employment by the Eleven Mages to find the cause of the disturbances in Elemental Air magic and put a stop to them. (And if possible, to find the missing men.) The city will offer a payment of 2,000 gp per character in the party for accomplishing this task, not including any treasure found along the way. The Elven mages will supply fresh supplies and rough directions into the mountains but they will not supply any manpower to help in this expedition. The Elven mages want to keep this expedition a secret from the general population because it would generate fear of another attack by the Giants. Once the characters leave the city, they are completely on their own. That is why the questioning by the Elven mage Thayra will be intense. She wants to make sure that this expedition has a good chance of success. Theleb’s diary, the book found in the Temple dedicated to the Element of Earth, gives references to the reopening of a rift in Elemental magic when the Air temple is rededicated. “The skies will turn black and blood soaked rain will fall. All the lightning of Oerth will come to he that will rule the world. By the land where the 13th rules his power will grow. Till the time of rejoining this vile world.” If any characters in the party are Air mages or priests, the wild surges and chance of spell failure will also apply to them. For every three days of being within 300 miles of the temple any Air mage or priest will lose one point of strength and constitution temporarily until the temple is destroyed. This is what happened to Thayra and why she looks ill. This will also happen to any characters in the party. For every three points of strength and constitution lost, the character becomes weakened and sickly looking. They are being drained of the power source they are so closely related to. The characters ability to control the magic is getting less secure and each time they cast while sick from these effects, there is a good chance of failure. Any time they try to cast a spell of Elemental Air magic, regardless of it being mage or priest, the failure chance will double for that day. This effect will only occur after the first three points are lost and continue every time the spell is cast. It will continue to get worse as the character gets closer to the temple and the longer they stay within its effects. If these characters ability scores both go to 0, then they will die from the exposure to the rift in the planes. Example: After losing 3 points on the 10th day, it would normally be a 10% chance of failure. But because of the ability lose it will be 20% of failure. After 6 points are lost and it is the 19th day, it would normally be a 19% chance. But that number would be doubled so the chance of failure would be 38%.) A Reminder to all DM’s Some of the monster descriptions listed below are not completely the way they are described in the books. Most of the monsters are augmented, changed or enhanced to fit into the scenario. The number values given for the Armor Class, THAC0, Damage, Experience Points and certain special abilities of the monsters should be used according to this modules layout. These values will make the adventure more realistic and challenging for the characters in the format of this scenario. I would also highly recommend that you read the descriptions of each monster used in this module. I have only given a very brief overview of some of the special abilities of these monsters for a quick reference. Most special abilities, resistance’s, appearance or fighting tactics of these creatures are not listed in the module. Only the changes I made to these monsters and a few abilities are listed below. I don’t want you to miss out on a creatures special defense or attack that I did not list below. That would cheat you from seeing your party squirm a little in a tough situation. I also have another suggestion to keep the realism of the adventure. The characters should roll 8 pre-generated saving throws that you, the DM, keep on a piece of paper. When the situation requires a secret save, roll randomly to see which number to use. There are certain sections in the Keep where the characters will encounter spell effects that don’t affect them immediately, or effects the characters can’t control. The Lich Theleb will not be encountered in this module. He has gone on to find the remaining two temples so that he may complete the circuit of power to free the Elder from his immortal bondage. The next temple to appear in this series of stories will be the Temple dedicated to the Element of Fire. If you have any questions, comments, or suggestions please E-mail me at Jachyras@AOL.COM. Thank you for downloading this module and I hope you enjoy running it as much as I enjoyed writing it. RANDOM ENCOUNTERS Encounter #1: On the 5th day a group of 5 Achaierai will attack the party at night. They are a random patrol from the temple that is searching for intruders. AC Body: 8 Legs: -1 THAC0 Beak: 11 Claws: 15 Damage: 1-8 / 1-8 / 1-10 Magic Resistance: 35% If the creature loses 3 legs it will use its breath weapon - 2-12 points of damage with no save - save vs. Poison or go insane for 3 hours. HP Body: 40 Body: 40 Legs: 15 Legs: 15 Body: 40 Body: 40 Legs: 15 Legs: 15 Body: 40 Legs: 15 XP: 2,700 each (total of 13,500) Encounter #2: A group of 20 broken ones are on patrol and will attack the party between the 7th - 10th day into the mountain. If the party rolls a surprise (1 on a die 6) the broken ones swarm the party. AC 5 THAC0 13 Damage: 1-12 + 2 (large axes) / 1-6 + 2 claw They regenerate 1 point per round HP (5HD) 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 32 XP: 650 each = 13,000 total Encounter #3: On the 12th day in the mountains a group of 5 Lammasu will investigate the party. They are from a concerned pride patrolling the area. They believe that the party are members of the cult that lives in the temple. The Lammasu will approach the party to see who they are before they attack. If the party talks to them, the leader Rakor will give as much information as possible He will tell of patrols of Giants and of the strange magical effects that keep them from getting near the temple. When Rakor becomes comfortable with the party and their motives, he will tell of the item inside the temple that can destroy the rift in the planes. His Goddess Aerdrie Faenya has sent him an omen. He will share this information with the group and offers join their party. (See omen at end of module) All Rakor knows is that the item is a musical instrument that a follower of Aerdrie Faenya would recognize as a symbol of power. It was lost when a group of clerics centuries ago tried to destroy the temple and were unsuccessful. The item was hidden in the temple when it could not be destroyed. Rakor doesn’t know where it is, but it is rumored to be guarded by a creature that breathes rainbow light. AC 6 THAC0 13 Damage: 1-6 / 1-6 Magic Resistance: 30%, Double damage if they swoop on target HP (7+7HD) 44 44 44 44 XP: 4,000 each = 16,000 total Encounter #4: This encounter occurs on the 14 day of the journey through the mountains. It is a group of 3 Giants (1 Mountain Giant and 2 Hill Giants) and 3 Foulwings. The Giants attack the party with rocks and then move in with their clubs. The Foulwings attack the Lammasu. After this attack, Rakor will remain but the other Lammasu will return to their village to help protect it from Giant attacks. AC 3 (Hill Giants) THAC0 9 Damage: Club - 2-12 + 7 / 2-16 hurling rocks HP (12+2HD) 63 63 AC 4 (Mt. Giant) THAC0 5 Damage: Club - 4-40 + 10 / 2-20 hurling rocks HP (15HD) 90 AC 3 (Foulwing) THAC0 15 Dam- 1-4 + 1 (X3) / 1-4 (X2) / Blood Drain 25pts HP (6HD) 40 40 40 XP: Hill Giants 2,000 each + Mt. Giant 7,000 + Foulwing 1,400 each = 15,200 total The Temple Exterior For an area of 7 square miles around the Mountain peak where the temple is an Uncontrolled Weather spell is in effect. The effects are random each day and travel is very difficult in all the weather conditions. The party can travel through it but the restrictions described in the spell will work against the party. Their movement will be slowed to one third their normal rate and it will take 2 days to travel the last 7 miles. The party will reach the edge of the Uncontrolled Weather spell on the 15th day of their journey from Loftwick. When the party does reach the temple peak the last 1/2 mile is just windy - about 30 mph. They approach the temple from the south. The peak of the mountain is surrounded by a huge storm cloud that obscures the true height of the peak. All the party can see is about 250 feet from the base and above that is a brilliant storm of thunder and lightning at the top of the mountain. Energy from the sky seems to flow into the storm every so often making the storm bigger and stronger with each new infusion of power. The party can see openings in the side of the mountain about 200 ft up the incline. The peak looks like Devils tower and is very steep. Only characters that are expert mountain climbers, can fly or use some form of magic can reach these openings. There are a total of 7 cave openings that can be seen if they walk around the base of the peak. When the party investigates the openings they come into the reach of the Quasi-Elemental Lightning that lives in this storm. It will attack any of the characters that enter caves 1, 6, or 7. (Any characters that are Air mages or priests will now lose one point of strength and constitution temporarily per day while inside the temple until it is destroyed. It will take one day to regain each point lost. No magical means can restore these points, only rest and time can.) 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 1ST Level Room #1: This cave has a 30 foot X 50 foot wide opening. It goes for 20 feet before opening up into a huge cave that is 150 ft. x 110 ft. The ceiling in this cave is 50 ft high and inside are 2 Wyvern’s. They attack the party as soon as they enter the cave. AC 3 THAC0 13 Damage: 2-16 / 1-6 If the tail hits you make save vs. Poison or die. HP (7+7HD) 47 47 XP: 1,400 each = 2,800 total In the Southeast corner of the cave there is a huge rock that is blocking the entrance to the inner temple. A dwarf has the best chance of finding this (1-4 on d6) and all others must roll a 1 on d6 to find this entrance. It takes a combined strength of 40 to move the rock. The rock rolls into the cave and reveals a tunnel 20 ft wide and 50 ft high that goes into the mountain. (See room #8) Room #2: This cave has a 20 ft wide 20 high opening. The cave goes 10 feet and opens up to 50 ft. X 40 ft. Inside are 8 blood hawks nesting. They attack the party when they enter. AC 7 THAC0 18 Damage: 1-4 / 1-4 / 1-6 All 8 hawks have 6 hp There are 4 gems worth 50 gp each in the nests. XP: 120 each (960 total) Room #3: This cave has a 20 ft. wide X 20 ft. high entrance. It opens into an 80 ft. X 40 ft. cave. Inside are 7 griffins that will attack the party if they enter. AC 3 THAC0 13 Damage: 1-4 / 1-4 / 2-16 HP (7HD) 39 39 39 39 39 39 39 XP: 650 each = 4,550 total Room #4: This cave has a 20 ft wide by 20 ft high entrance. It opens into a cave that is 50 ft. X 70 ft. X 50 ft high. Inside this room there are 4 Wereravens. They attack with a vicious streak, aiming for the eyes of their victims. AC 6 THAC0 17 Damage: 2-12 bite / 1-2 peak eye out -2 to hit for being half blinded, +2 or better magical weapons to hit. 2% per point of damage inflicted to change into wereraven. HP (3HD) 24 24 24 24 XP: 420 each = 1,680 total Room #5: This cave has a 10 ft wide by 10 ft high entrance. The cave is 50 ft. X 70 ft. There are 5 Harpy’s in this cave. They sing and try to charm the party as they enter the cave. AC 7 THAC0 13 Damage: 1-3 / 1-3 / 1-8 (bone club) HP (7HD) 37 37 37 37 37 XP: 975 each = 4,875 total Room #6: This cave has a 20 ft. wide X 40 ft. high entrance. It opens into a 90 ft. X 70 ft. cave that is 50 ft high. Inside are 4 chimera’s nesting. 2 are visible to the party at the back of the cave, the other two are on a ledge above the door. The two on the ledge will swoop down for a back attack when the first two are in combat. This will block the party’s retreat by blocking the entrance. All 4 chimera’s will attack with their breath weapons first. AC Goat 6 / Lion 5 / Dragon 2 THAC0 11 Damage: 1-3 / 1-3 / 1-4 / 1-4 / 2-8 / 3-12 Breath weapon is fire 3-24 dam save for half, creature gets six attacks per round. HP (9HD) 59 59 59 59 XP: 5,000 each = 20,000 total Room #7: This cave has a 20 ft. wide X 40 ft. High entrance. The cave is 100 ft x 60 ft. Inside are 4 manticores which will attack with their spikes first. AC 4 THAC0 13 Damage: 1-6 spikes / 1-3 / 1-3 / 1-8 HP (6+3HD) 34 34 34 34 XP: 975 each = 3,900 total Room #8: This cave is 40 ft x 50 ft. Inside are 4 Owlbears. When the rock to the outside (cave #1) is opened they will come out and attack the party at the crossroads of the tunnels. These Owlbears are wearing a strange form of armor that looks like pieces of human plate mail thrown together. This increases their AC to 2 and the armor will take off for damage like it were chain mail. These Owlbears also look bulkier and much stronger than they should. They have the strength of a Hill giant. (See Room #9) AC 2 THAC0 12 Damage: 1-6 + 7 / 1-6 + 7 / 2-12 + 7 HP (6+2HD) 33 33 33 33 XP: 975 each = 3,900 total Room #9: This cave is 90 ft x 40 ft. Inside there are 4 spotted lions. They come out in the tunnels and attack 2 rounds after they hear the Owlbears in combat. They are much bigger and stronger than normal and will do greater damage from their increased strength. AC 5 THAC0 12 Damage: 1-8 / 1-8 / 3-24 / 2-16 rear claws HP (6HD) 38 38 38 38 XP: 1,200 each = 4,800 total 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 Room #11: This room is 90 ft x 50 ft. It is the personal quarters of the 2 Cloud Giants and the 2 Fog giants. There are 4 giant sized beds and a locker at the foot of each one. There is nothing of value in any of these chests. There is a large switch on the north wall that operates the portcullis in the tunnel. Room #12: This room is 90 ft x 50 ft. It is the kitchen and eating area for the giants. There is a huge stove, table, chairs, plates, cups, etc. There is nothing of importance in this room. Room #13: This room is 60 ft x 50 ft. It is the personal quarters of the Leader Cloud Giant. It has a giant sized bed and dresser. There is a mirror on the southeast wall. Behind it there is a secret door that leads to his personal treasure room (Room #14). In the northeast corner of the room there is another secret door behind a symbol of the Elder Elemental God. (It is actually an illusion of a wall) It leads to the entrance to the 2nd level (Room #15). Room #14: This room is 30 ft x 20 ft. It contains a large chest with 5,000 gp worth of diamonds and a potion of water breathing. Room #15: This is an oddly shaped room that is 40 ft by 20 ft. It is a large tube that goes up into the sky. The walls are smooth and impossible to climb up without the proper equipment. There is a ladder but it is giant sized and built into the wall. The tube goes up for 150 ft before it ends. 2nd Level Room #16: This room is exactly the same size as room #15. It has a platform to the south that leads away from the tube and curves to the east. As the characters come up the tube they notice the sounds of strong, inconsistent winds that emanate from above. When they reach the top the sound is very strong and dips and peaks in a random way. Check the “Random Encounters in the Hallways” table below when the party enters rooms #17-20. The party should meet at least one randomly rolled encounter in each hallway. Room #17: The hallway is 20 ft wide and 50 ft high. This hallway stretches north and south for as far as the parties light will shine. There is a constant swirl of fog and mist that is moving along the floor in the hallway. The walls and floors are so smooth from the centuries of wind exposure that is as smooth as glass. If movement is greater than 1/3 normal movement, a dexterity check is made to see if you fall. The reflection of light on the walls is so bright that it is blinding. If a continual light or light spell is used it will blind characters in 5 rounds. The hallway is bright enough to see in from a strange blue glow that emanates from an unknown source. All other forms of light (like a torch) will have no adverse effect. The wind is sometimes loud in this hallway because of its wind tunnel like quality. A gust of wind (30 mph) that lasts one full round, breezes down the hallway every 2d10 rounds and once within every 30 minutes the wind changes direction. The characters must make a save vs. their dexterity to see if they stay on their feet or are pushed in the direction of the wind for 3d10 feet and 1d6 points of damage. All 4 hallways have the same description as the one given above along with the same restrictions and effects. As the party moves in the hallway the effect of the 4th level mage spell emotion is in effect. If the characters fail their save vs. Magic they will be under the random effects of the spell for the next combat they are in only. If they move into other hallways and are affected by those spells and have not gotten into combat yet, the effects of spells will be cumulative. Room #18: This hallway has the effect of the 4th level clerical spell compulsive order. If the characters fail their save vs. Magic they will be under this effect until a dispel magic is cast on them to remove the effects of the spell. Room #19: This hallway has the effect of the 2nd level mage spell blur. It the save vs. magic is made nothing happens. If the save vs. Magic is failed, the spell will take effect in the next combat only. If the characters move into other hallways and are affected by those spells and have not yet gotten into combat, the effects will be cumulative. Room #20: This hallway has the effect of the 4th level mage spell fear. If the save vs. Magic is failed the spell will go into effect in the next combat only. If the characters move into other hallways and are affected by those spells and have not yet gotten into combat, the effects will be cumulative. In Rooms #21-24, the ceilings are really 50 ft high, but there is an illusion of the ceiling being 20 ft high. These rooms are all made of normal rock and no light source is present. Light spells of any kind and torches will work in this room and have no blinding effects on the characters. Room #21: This room is 70 ft x 30 ft. In the center of the room is a stand with a crystal ball sitting on it (Jewel of attacks). The northern wall of this room has a painting made of swirling air that creates the effects of a large octopus like creature with 6 tentacles. When the characters move into the room towards the crystal ball, a Grell that is floating near the door hovers down and attacks the last person in the party. The tentacles in the picture on the wall reach out and attack the party at the same time. It is the 4th level mage spell evard’s black tentacles. AC 4 THAC0 15 Damage: 1-4 (10 tentacles) / 1-6 (beak) Save vs. Paralysis at +4 for each tentacle that hit, Immune to lightning HP (5HD) 29 XP: 2,000 total 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 Room #23: This room is 40 ft x 80 ft. There is a statue of a Lich with its hands outreached towards the sky on the west wall and a Gas Spore hovering in the Northeast corner of the room. If magic is detected for on the statue it will glow magical. When the characters move into the room, the Gas spore moves towards the party and the arms of the statue move down and a beam of purple light shoots out from his arms hitting all characters in the room. Each character hit must make a save vs. Magic or be affected by the 5th level priest spell mindshatter. Its effects are outlined and its duration is as per the spell description. The statue is not magical after the beams are shot out. When the Gas spore is hit, all character’s within 20 feet receive 6d6 points of damage with a save vs. Wands for half damage. All creatures caught in the area that failed their save are diseased and must be cured by a spell or they die in 24hrs and sprout 2-8 Gas spores. Room #24: This room is 40 ft x 60 ft. There is a picture of moving air on the wall that depicts a scene of tranquillity and restfulness. All characters that look at the picture, need to save vs. Magic or be under the effect of the 5th level mage spell nightmare. The effects of this spell will take effect when the character tries to sleep. There are 4 Gryph’s nesting in this room that attack the party when they approach the painting. One female is in the flock and will try to lay her eggs in one of the party members. AC 6 THAC0 16 Damage: 2-12 HP (4HD) 25 25 25 25 XP: 185 each = 740 total Random Encounters in the Hallways - Roll for these encounters randomly for each hallway. Also roll for the effects of the gust of wind and its direction. Encounter #1: 1 Ascomoid rolling in the hallway. It will bowl over the party and then attack. AC 3 THAC0 12` Damage: 1 point and save vs. Poison or die in 4 rounds Piercing weapons do double damage, cutting weapons do 1 point, blunt weapons do no damage. All saves are made at +4 and do 50% normal damage if missed. Cold does full damage. HP (5HD) 36 XP: 1,075 total Encounter #2: 2 Vampiric mists. It will attack after it is blown into the midst of the group. AC 4 (8) THAC0 see description Damage: 1-8 HP (3HD) 24 24 XP: 270 each = 540 total Encounter #3: 3 Wind Walkers. They are moving down the hallway with the gust of wind. AC 7 THAC0 12 Damage: 3-18, +1 or better weapon to hit HP (5HD) 33 33 33 XP: 2,000 each = 6,000 total Encounter #4: 5 Grue, Elementals - Illdriss AC 2 THAC0 15 Damage: 3-12 4 in 6 chance of surprise, no air based spell will effect it, all air spells will be permanently dispelled from this creature being within 50 feet. +2 or better weapon to hit. HP (4HD) 27 27 27 27 27 XP: 380 each = 1,900 total Encounter #5: 5 Vortex’s move with the gust of wind and attack the party. AC 0 THAC0 18 Damage: 1-3 per round if caught in effect for more than one round HP (2HD) 13 13 13 13 13 XP: 90 each = 450 total Room #25: This room is 50 ft x 60 ft. It is a kitchen designed for human sized creatures. There is a stove in the southwest corner of the room. It is lit and a fire can be seen as well as smoke that is pouring out if it. There is strange looking food sitting on the counters, partially eaten dishes and pots on the stove that are boiling. The area looks as if it were recently deserted. This room is a kitchen but the fire and plates are all an illusion. It is to hide the Smoke Para-Elemental that resides in this room. When the characters approach the stove or the door in the southeast corner it will attack. AC 0 THAC0 5 Damage: 2-16 / Double damage when it first hits the target. Save vs. Poison or be -2 to hit, -1 damage per dice from all air spells, +1 weapons or better HP (12HD) 86 XP: 4,200 total Room #25a: This room is 50 ft x 20 ft. It is a storage room with foodstuffs and wine jugs. Room #26: This room is 50 ft x 30 ft. There are strange weapons that line the walls of this room. All the weapons look familiar but each is created from the cloud material from an enchanted cloud castle island. If any character wants to use these weapons they may. All weapons detect as magical and all will detect as cursed if the spell is cast. Each is cursed and will reverse all skill with the weapon they choose. Example: if a character uses a long sword, they take a cloud long sword, the skill they previously had was +3 to hit, now they have a -3 to hit with this weapon. The character is unaware that they are cursed and will always choose the cloud weapon first. The effect can be removed with a remove curse spell and the weapon will disappear. There is a secret door on the northern wall that leads to a treasure room. Room #26a: This room is 50 ft x 30 ft. Inside this room are five lead chests. Each chest is located against the northern wall. All are trapped with an electrical trap. This is similar to fire trap except the damage is from lightning. The spell will cause 20 + 1d4 points of damage vs. a save for half. There are 3 Mihstu guarding this treasure room and will attack anyone who approaches the chests. AC -2 THAC0 12 Damage: 1d6 + 1 per tentacle / constitution drain Magic resistance: 10%, +2 or better weapon HP (7HD) 48 48 48 XP: 2,300 each = 6,900 total Only two chests have treasure in them. One of the chests has 5,000 gp worth of gems and the other chest has 10,000 ep. 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 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 3rd Level Room #29: This room is 20 ft x 30 ft. There is a landing that leads to a door on the north wall. The walls in this room have almost no substance to them and seem to be made out of a swirling fog. It is the same material from an enchanted cloud castle island Room #30: This room is 110 ft x 80 ft. The room opens up to the outside storm that is raging at tornado strength. This is a Roc’s stable and it is not here but a saddle and bones of large creatures litter the floor. A large net is blocking the entrance to the outside. If the characters do not set off the trap in room #38 and enter this room first, they will find this room empty. The Storm Giants will be in room #31 and the male will not be wearing armor. If the characters bypass the secret door in the hallway, an alarm spell goes off in room #31, warning the Storm Giants of impending company. When the trap in room #38 goes off, the characters are blown into this room (#30) and the two Storm giants are waiting for them. The male is a fighter and the female is a mage. The male is wearing Bonze plate mail (AC -6) and carries a two handed sword. The female is wearing robes and carries a large Flail. AC (Male) -6 (0 if caught in room 31) THAC0 3 Damage: 3-30 + 12 Immune to lightning and electricity, Innate Abilities: Call lightning (3 bolts - 15d8), Lightning Bolt (1 bolt - 15d6), Control Winds and Weather Summoning once per day. HP (19+7HD) 112 AC (Female) 0 THAC0 5 Damage: 5-20 + 11 Immune to lightning and electricity, Innate Abilities: Call lightning (3 bolts - 15d8), Lightning Bolt (1 bolt - 15d6), Control Winds and Weather Summoning once per day. 7th level caster (Invocker) Spells listed in room #31 description HP (19+2HD) 85 XP: (Male) 14,000 + (Female) 17,000 = 31,000 total Room #31: This room is 110 ft x 120 ft. It is the private residence of the two storm giants. This room has a bed in the southwest corner of the room, a table and 3 chairs, kitchen area with pots and pans on the eastern wall and a large wardrobe. Inside the wardrobe are 2 chests on the bottom as well as some clothing hanging up. If the giants are met in this room, the males armor (which is not magical) is on a rack between the bed and the wardrobe. They male will attack and the female will cast spells on the intruding party. Both chests are trapped magically and non-magically. On chest #1, there is a lightning trap (15 + 1d4), save vs. Spell for half damage, and poison gas is released when the lid is open without the key (save vs. Poison or be blinded). On chest #2, there is a fire trap (15 + 1d4), save vs. Spell for half damage, and a poison dart in the chest that will shoot out if the key is not used (save vs. Poison or die in 1d4 rounds). The key is on the females body in her component pouch. Inside chest #1 is 15,000 gp worth of gems (food for the Crystal Dragon in room #42). Inside chest #2 there are magical items: Elixir of madness, Eyes of the eagle, Air spores, Winged boots and a scroll of protection from gas 5’ radius. There is also a spell book from the Female Storm Giant with the following spells: 1st level: Magic Missile, Electric Arc, Frost hands, Frost Touch 2nd level: Stinking Cloud, Rainbow Beam, Spark Shower 3rd level: Ice Bolt, Prismatic Snowball, Rolling Thunder, Snowball 4th level: Ice Storm, Wall of Ice, Ball Lightning, Improved Magic Missile, Sheet Lightning Room #32: This room is 40 ft x 40 ft. It is the personal residence of the Githzerai Cleric. It is filled with the basic room attributes, bed, dresser, wardrobe, etc. There is a symbol of the Elder Elemental God on the eastern wall which is where the secret door is located. When the characters look around the room they will see most of the items are a bit odd. The items are made of a strange material that the characters have never seen before. If they detect for magic it will dimly glow with no discernible form of magic present and if they detect evil it will glow dimly as well. It will give the spellcaster a strange feeling about this room. It is because the items are all from another plane (Limbo) and radiate a certain evil magical property to them. There are no true magical items and no treasure in this room. 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 Room #34 & 36: These rooms are 40 ft x 40 ft. They are the private residences of lesser Githzerai that tend to the daily upkeep of the temple. Their items are similar to the ones found in the other private rooms on this level. Room #35: This room is 40 ft x 40 ft. There is a bed, dresser, wardrobe, etc. This room is also very damp and cold compared to the other rooms in this wing. It is the personnel chambers of the second fighter incharge of this temple. In the wardrobe there is a Crimson Death that will attack if someone opens it other than the owner. AC 0 (4 after feeding) THAC0 7 Damage: 3-30 Magic Resistance: 95%, +2 or better when unfed and +1 or better when full HP (8HD) 60 XP: 9,000 total Room #37: This room is 40 ft x 40 ft. This is the personal room of the captain Githzerai Fighter. His room is guarded by an Invisible Stalker that will attack anyone that enters the room. AC 3 (-1 or 1) THAC0 13 Damage: 4-16 Magic Resistance: 30%, -4 to be hit because it is invisible, -2 if a detect Invisibility spell is used HP (8HD) 48 XP: 3,000 total Room #38: This is a hallway that is 20 ft wide and 240 ft long. All the walls are made of material from an enchanted cloud castle island. The walls, floor and ceiling seem to almost swirl like the air. It has substance and feels like a wall if you touch it. Because of its properties it is harder to detect secret doors without physically looking for them.(Elves, Gnomes and Dwarves 1 or 2 on d6 all others a 1 on d6). The hallway is lit with a strange dark yellow glow that permeates from some unknown source. When the characters approach within 60 ft to the end of the hallway, a large face of a creature with a closed mouth made out of cloud castle material forms from out of the wall. The face will look like the different god’s that each character worships. A voice will be heard in each characters mind with the voice of their god. It will tell them to approach the face and touch it to receive a special gift for completing the service of destroying the temple. All characters must make a save vs. Death magic. If they make their save they will see through the illusion and disbelieve. These characters will see the face of a large squid head with many tentacles. If the characters fail the save vs. Death magic, they will do what the voice commands and approach the face. When any character touches the face, the mouth will open and begin to blow a wind of hurricane strength. This wind will blow the secret door open at the other end of the hallway leading to the east. It will throw the characters into room #30 where the Storm Giants are waiting. If the characters have already found the Storm Giants, the trap will not go off and the characters can pass. Room #39: This room is 80 ft x 40 ft. This is Theleb’s laboratory in this temple. There are book shelves, lab tables with instruments on them and a special table with chains made from the enchanted cloud castle island material with a symbol of the Elder Elemental God on the floor. There is a small stand with a book on it referring to the experiments that have been going on at this temple. It also gives reference to the fact that the Earth temple has been sacked and special precautions were made to protect the other temples including this one, but what precautions were taken are not mentioned. Room #40: This room is 80 ft x 40 ft. It is the personal residence of Theleb in this temple. This room has a table, chair, bookshelves, nightstand and 2 lead chests. When the characters enter the room, a Crystal Golem animates in the southwestern corner of the room. It will protect this room and the treasure in the chests. AC 0 (-4 if light is used) THAC0 3 Damage: 5-50 (punch) / Once every 8 rounds a Prismatic Spray spell erupts from the golem as its breath weapon. Immune to all spells below and including 4th level. Lightning bolt will do double damage but it will reflect off in a random direction. +3 or better weapon to hit. HP (18HD) 90 XP: 20,000 total Both chests are magically trapped. Chest #1 contains 5,000 pp and has a Lightning trap (20 + 1d4 points of damage with a save for half). The second chest has a special magical trap upon it. If the characters open it without removing the trap, the 7th level clerical spell Razorwind will strike the person that opened the chest doing 10d8 points of damage with a save vs. Spell for half damage. The character must also make a save vs. rods or lose an extremity from the wind as if it were a sword of sharpness. Magic armor (per plus) and Plate mail each add +1 to the save vs. Rods, no other forms of magical protection will help in the save. Inside this chest are the following items: Helm of underwater action, wings of flying, mist tent, staff of thunder and lightning, necklace of adaptation, potion of vitality, oil of elemental invulnerability, Elemental compass (Plane of Air), Scroll (common) protection from air elementals, Ioun stones: iridescent and pearly white, a flute and Theleb’s personal Diary. The flute is the magic item the party is looking for. The flute is made of swirling mists that look like feathers that change color every few minutes (blue, green, yellow, white). The flute can only be activated with a prayer spell cast upon it and then played. The notes played in the correct order will sound the name of Aerdrie Faenya. It is an ancient artifact from centuries past that was created for one purpose, to destroy the rift in the temple that feeds into the demi-plane of the Elder Elemental God. When a prayer spell is cast and the flute played, the rod will glow and its power can be used to destroy the symbol of lightning on the west wall of the 4th level. Room #41: This room is 120 ft x 80 ft. This room has a constant gust of wind (30 mph) that moves throughout the area. Inside this room there is a large symbol of the Elder Elemental God on the east wall. A small altar is located at the base of the symbol made of stone with a small (non magical) bowl on it. At the top of the symbol is a small nest made of clouds that is floating in the air. Inside the nest is a Sylph and she will instruct the party to leave the temple immediately or suffer the consequences for not complying with her demands. If the party stays or does something aggressive, the Slyph will speak some words and an Air Elemental will appear in the middle of the room. The round after the Elemental appears all characters must make a save vs. Magic at a -4 penalty with no magical bonuses allowed. All characters that fail the save are affected by the magic user spell Blink. The characters and the Elemental will continue to blink for the duration of the combat. When the combat is over, all characters will remain at the last location they arrived in the room. The Slyph can cast spells some of the following spells: (7th level caster ability) 1st level - Feather Fall, Wall of Fog, Magic Missile, Shield 2nd level - Fog Cloud, Stinking Cloud, Whispering Wind 3rd level - Gust of Wind, Lightning Bolt, Wind Wall 4th level - Ice Storm, Solid Fog, Thunder Staff, Wall of Ice A secret door is located behind the altar that leads to room #39. AC (Slyph) 9 THAC0 17 Damage: as per spell used up to 4th level Magic Resistance: 50%, Invisibility at will, summon an air elemental once per week. HP (3HD) 19 AC (Elemental) 2 THAC0 5 Damage: 2-20 + 4 / +2 or better weapon HP (12HD) 85 XP: (Slyph) 2,000 + (Elemental) 11,000 = 13,000 total 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 Treasure: 10,000 gp worth of gems (uneaten food), Magic Items: crystal parrot, Large Shield, +3 Gaze Reflector: This shield is made of stainless steel which is impregnated with crystals. If the user of the shield makes the appropriate save vs. a Gaze attack by 3 or better, then he/she can reflect the gaze back at that creature. The creature must then make a save to see if it is affected by its own gaze attack. Room #43: In the northeast corner of the room, there is a secret opening (an illusion of the ceiling) that leads to the upper temple. The tunnel starts 50 ft in the air and is 100 ft long and 20 ft wide. The walls become lighter and more translucent as the characters travel up to the 4th level. The sounds of a great storm of thunder and lightning can be heard growing louder as the characters move up the tunnel. 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 The End: To end the power of the temple the characters must destroy the Lightning symbol of the Elder Elemental God on the west wall of the 4th level. It can only be done with the special flute found in Theleb’s treasure room. A Prayer spell by a cleric of a good air god must be cast upon the flute to activate its powers. The priest must then use the instrument by playing the name of their god with the notes on the flute. This will cause the flute to glow and change into a negatively charged lightning rod. The priest must touch the central part of the inverted “Y” with the rod to destroy the symbol and seal the rift in the planes. The lightning will shot back into the storm raging above the temple and the storm will disperse in one round. The opening to the demi-plane will close and the power of the temple is broken forever. The rod is destroyed with the temple. If Rooms #46-48 were not touched, they will disappear with all their contents when the rift is closed. When the symbol is destroyed, all the platforms, the whirlwind and walls will disappear when the rift closes. The walls on the 3rd and 4th level will return to normal rock and the spells that were in effect in and around the temple will cease to function. The wild surge in elemental Air magic no longer has any effect on the Prime Material Plane. Any creatures that are left in the temple that were from another plane will return to there plane of origin when the temple is destroyed. All other creatures can flee the temple to fight another day. While the characters are on the 4th level after the temple is destroyed, a Roc with a saddle will fly down into the mouth of the volcano. Rakor will speak with the Roc and then relay a message from the Goddess congratulating the party for completing a mission that started over a millennia ago. The Roc will scratch at the floor and 10 birds with feathers that change colors will emerge from the scratches in the floor and fly away. Rakor will tell the party that the previous group can now rest in peace. But he gives a warning: “My goddess has given me another message. The battle versus the followers of the Elder is not yet at an end. This battle has stalled their efforts. But his clericy is gaining strength and this war is just beginning. Head this warning - The gods can do no more in this matter. Their hands are bound. Your efforts and knowledge can change the course of future events. The battles yet to come with the Elders clerics will be much more dangerous than the one you fought this day. Learn from this battle and prepare yourselves.” Rakor flies away and the Roc will fly the party home. AERDRIE FAENYA’S OMEN You must travel to the land where the 13th speaks for all. To the place where the Freeholder rules till fall. There you will find my sign. It will guide you to mine. They will help you in your quest. To destroy the evil that plagues your nest. Where the man who speaks bright light He guards my symbol to set things right With my prayer and the swirling air you took. To the setting sun you must look. Breathe my name in your hands. And the power will be grand. To the center let you aim. And touch the rift of lightning and pain. In this matter I can do no more. You must be true of faith to finish this score. Golem, Crystal Climate/Terrain: Any Frequency: Very Rare Organization: Solitary Activity Cycle: Any Diet: Nil Intelligence: Neutral No. Appearing: 1 Armor Class: 0 (-4) Movement: 6 Hit Dice: 18 (90 HP) THAC0: 3 No. of Attacks: 1 Damage/Attack: 5-50 (5D10) Special Attacks: See Below Special Defenses: See Below Magic Resistance: See Below Size: Large (12 feet tall) Morale: Fearless (19-20) XP Value: 20,000 Creation: Only a wizard of 20th level can create a Crystal Golem. It takes 6 months and 7,000 pounds of Crystal to build the body. The materials and spell components cost 100,000 GP. The spells used in the ritual are WISH, POLYMORPH ANY OBJECT, GEAS, PRISMATIC SPHERE, CRYSTALLBRITTLE, GLOBE OF INVULNERABILITY, AND ANTI-MAGIC SPELL. Construction of the body requires a magical crystal worth 10,000 GP. Combat: The Crystal Golem has a strength of 23 doing +11 points of damage. The Golem attacks by its fists and a special breath weapon that’s used once every 8 rounds after the first round of combat. The breath weapon of the Golem is a “Prismatic Spray” spell that fills an area of 70 ft. X 15 ft. In front of the Golem. Anyone caught in the cloud must save vs. Breath Weapon or suffer the effects of the “Prismatic Spray” spell. If the saving throw vs. Breath Weapon is failed then the PC must make another save, this time vs. Spell. If the save vs. Spell is made then the PC is Blinded for 2D4 rounds. If the save vs. Spell is failed then the PC suffers the effects of the “Prismatic Spray” spell as described in the PHB. If the save vs. Breath Weapon is made the PC is unaffected. The Golem can only be hit by +3 weapons. Blunt weapons will do full damage and any edged weapons will only do half damage (as long as it is a +3 weapon). The Crystal Golem has a Glowing Sphere around it when any light brighter than a torch is used in its presence. The light from the Golem is so bright, it is painful to look at and it increases the Golem’s AC to -4 while the light is present. The Golem is immune to all spells up to and including 4th level except for “Lightning” which will do double damage to the Golem. The “Lightning” spell will also reflect in a random direction doing normal damage to any creature hit. A “Shatter” spell will lower the Golem’s AC to 6 for 3 rounds. A “Light” or “Continual Light” spell will repair 1D10 points of damage per round if it is in the presence of the Golem. Air Temple of the Elder Elemental God NPC’s Rakor -th Level Shaman of Aerdrie Faenya (Greater Lammasu) AC 3 MV: 15 (B)Str: 17, Int: 20, Wis: 18, Dex: 15, Con: 14, Cha: 17 Align: LG, Height: Large, Weight: 220 pounds Magic Resistance 40% THAC0: 7 Innate Abilities: Invisibility, Dimension Door, Teleport without Error, Protection from Evil 20-foot radius (-4 Evil attacks/+4 to saves), Cure Serious Wounds (4d8+2), Cure Critical Wounds (6d8+6), Holy Word Magic Items: None Weapons: Claws (2-12+1) {Swoop causes double damage} HP: 74 Rakor’s Spells (DM Note: These are only possible suggestions for Rakor’s spells. You may change them to fit into your system.) 1st Level - Bless, Detect Magic, Invisibility to Undead, Locate Plants or Animals, Remove Fear. 2nd Level - Detect Charm, Dust Devil, Hold Person, Silence 15 ft radius. 3rd Level - Call Lightning, Calm Winds, Dispel Magic 4th Level - Free Action, Neutralize Poison 5th Level - Commune with Nature Zerthik Hight - 10th Level Githzerai Cleric of the Elder dedicated to Element of Air AC 0 (Bracers AC 4, Ring of Protection +2, Dexterity Bonus)MV: 15 Str: 13, Int: 16, Wis: 18, Dex: 16, Con: 15, Cha: 13 Align: CE, Height: 5' 7", Weight: 150 pounds Magic Resistance 50% THAC0: 14 Innate Abilities: Plane Shift, Permanent Protection from Good, +4 to all saves vs. Elemental Air Magic, -2 penalty to save vs. Elemental Fire Magic, Summon one 12HD Air Elemental 1/day for 12 turns Magic Items: Ring of Fire Resistance, Wand of Lightning (33 charges), Necklace of Prayer Beads Weapons: +3 Two-handed Sword (3-18 + 3 / 3-18 + 3), +1 Dagger HP: 65 Githzerai Priest’s Spells (DM NOTE: All Clerics of the Elder Elemental God can cast Magic User spells from the Elemental and Chaos spheres as if they were of the same Priest level.) 1st Level - Detect Good, Putrefy Food and Drink, Mistaken Missive, Magical Stone, Shillelagh, Detect Magic, Detect Poison, Detect Snares and Pits, Sacred Guardian, Cause light wounds, Invisibility to Undead, Darkness, Faire Fire, Mage - Feather Fall, Lasting Breath, Wall of Fog. 2nd Level - Sanctify (Rev), Dissension’s Feast, Chant, Spiritual Hammer, Augury, Detect Charm, Find Traps, Know Alignment, Speak with Animals (Avian), Dust Devil, Silence 15 foot radius, Wyvern Watch, Slow Poison (Rev), Cause Medium Wounds, Aid, Music of the Spheres, Obscurement, Mage - Fog Cloud, Ride the wind, Stinking Cloud, Whispering Wind. 3rd Level - Astral Window, Miscast Magic, Random Causility, Prayer, Unearthly Choir, Locate Object, Speak with Dead, Air Breathing, Glyph of Warding, Cause Blindness and Deafness, Cause Disease, Negative Plane Protection, Call Lightning, Mage - Fly, Lightning Bolt, Gust of Wind, Wind Wall. 4th Level - Focus, Join with Astral Traveler, Chaotic Combat, Chaotic Sleep, Inverted Ethics, Detect Lie, Divination, Tongues (Rev), Cause Serious Wounds, Fortify, Poison, Blessed Warmth (Rev), Control Temperature 10 foot radius, Protection from Lightning, Weather Stasis Mage - Solid Fog Fear, Thunderstaff, Gaseous form 5th Level - Plane Shift, Chaotic Command, Commune, Magic Font, True Seeing, Air Walk, Cloud of Purification (Rev), Cause critical Wounds, Slay Living, Rainbow, Control Winds, Memory Wrack, Mindshatter, Mage - Airy Water, Cloudkill, Conjure Elemental Beltork Gaynor - 7th Level Githzerai Fighter AC 0 (Plate Mail +1, Ring of Protection +1, Dexterity Bonus)MV: 15 Str: 17, Int: 14, Wis: 12, Dex: 15, Con: 17, Cha: 12 Align: CE, Height: 6' 2", Weight: 200 pounds Magic Resistance 50% THAC0: 11 Innate Abilities: Plane Shift Magic Items: Winged Boots Weapons: +3 Two-handed Sword (3-18 + 3 / 3-18 + 3), +2 Dagger HP: 70 Thamon Zerai - 10th Level Githzerai Fighter (Capitan) AC -5 (Storm Plate Mail +3, Ring of Protection +2, Cloak of Protection +2, Dexterity Bonus)MV: 15 Str: 17, Int: 14, Wis: 15, Dex: 16, Con: 17, Cha: 15 Align: CE, Height: 6' 0", Weight: 180 pounds Magic Resistance 50% THAC0: 8 Innate Abilities: Plane Shift Magic Items: Winged Boots, Scarab of Enraged Enemies, Ring of Human Influence Weapons: +3 Two-handed Sword (3-24 + 9 / 3-24 + 9), +2 Dagger (1-6 + 5 / 1-6 + 5) HP: 103 Kkarm Zimon - 7th Level Githzerai Fighter (Lieutenant) AC 0 (Plate Mail +1, Ring of Protection +1, Dexterity Bonus)MV: 15 Str: 17, Int: 14, Wis: 12, Dex: 15, Con: 17, Cha: 12 Align: CE, Height: 5' 10", Weight: 190 pounds Magic Resistance 50% THAC0: 11 Innate Abilities: Plane Shift Magic Items: Winged Boots Weapons: +3 Two-handed Sword (3-18 + 3 / 3-18 + 3) HP: 70 Join the RPG Host Banner Exchange | ARCHIVE | LINKS | SHOPPING | E-BOOKS Top :: Contact Us :: © Minion Development Corp.