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Display a Printer Friendly Version

Fire Temple of the Elder Elemental God
[comments:(1), views:(14931), rating:(10.0)]

Author: Paul M. Rokuskie
Homepage: http://
System: AD&D 2nd Edition
Type: Scenario
Category: Fantasy
Requirements:


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: Cavern
Graphic: Level 1a
Graphic: Level 1b
Graphic: Level 2a
Graphic: Level 2b
Graphic: Level 3


NOTE: This adventure is the third part of a 5-part series. The adventure is designed for 4 to 6 players of 10th to 14th level. It is set in the Greyhawk Campaign World and takes place between 10-14 months after the Greyhawk Wars have ended. The module can be run as a standalone adventure, but it works best as part of the series. If you have any questions, comments or criticisims, please contanct me at Jachyras@aol.com.

Background
After resurrecting the Air temple, Theleb went in search of the 3rd temple in his quest -- The temple dedicated to the Element of Fire. Theleb used the ancient texts and found the Fire Temple in the underdark of the Yatil Mountains. He was surprised to find the temple in this cold location and even more surprised that the temple was not in ruin. A Mind Flair named Irrlan, who is a Cleric of the Elder, was in charge of the temple. Irrlan is the High Priest of a secret organization that still worships the Elder. Irrlan was skeptical of Theleb’s arrival and was ready to destroy Theleb (or at least try) because he knew the secret location of the temple. After much discussion Theleb was able to convince the cleric with the ancient texts that his story was true and that he should be a major part of his plan. The Mind Flair Cleric laughed and explained the situation of the Temple with Theleb. His story brought much to light at how well prepared the temple was for Theleb’s ultimate plan.

The story begins many centuries ago when the Gith were still the slaves of the Mind Flairs. The Clericy and worship of the Elder Elemental God was widely accepted by the leader Brains of the Mind Flairs and the general population. The Elder closely resembled the god’s of the Illithid’s in his physical appearance and general outlook on the Mind Flairs. (Or so his Cleric’s preached) That they were the most worthy of surviving the great purge when the Elder was freed from his immortal bondage placed on him by the other greater powers of the multiverse. The worship of the Elder in Illithid society disturbed the Cleric’s of Ilsensine and Maanzecorian greatly. They believed that the Elder’s followers were turning their backs on the true faiths and voice of the Mind Flairs. Tension grew between the three Priesthoods and outright violence between the clericy’s occurred. These outbreaks of violence turned into an unspoken war between the three Clericy’s which lasted decades.

During this time of Mind Flair unrest, the Gith saw their opportunity to take advantage of this situation. With the Mind Flairs attention directed away from the docile Gith slaves, some of Gith infiltrated the temples of the Elder Elemental God and learned his arcane secrets. Many of the Gith slaves worshipped the Elder in secret and over many years the Gith Clericy grew in power. This secret growth of the Clericy was going on at the same time as some of the Gith learned the ways of magic and psionics. After many generations of growing stronger in power as the preoccupied Mind Flairs continued their internal struggle, the Gith struck out in revolt.

A great war erupted between the Mind Flairs and their Gith slaves. Because of the Clerical wars of the past few centuries, the Mind Flairs were weakened and there was little trust by both sides. The Mind Flairs were unable to act as one people until it was too late. When the revolt occurred, the Gith killed many Illithid’s and stole numerous treasures before they fled to other planes. After the Gith had left, the Mind Flairs tried to figure out how the Gith defeated them, they made an important discovery. Some of the Gith that died in the revolt were found wearing clerical robes and carrying the Holy Symbol of the Elder Elemental God. When this discovery was made public, the Clericy of Ilsensine took the opportunity to destroy their enemy. Ilsensine’s clerics blamed the Clerics of the Elder of deceiving the Illithids that he stood behind the Mind Flairs. If that were true than how did the Gith slaves use the Elder’s power to escape their true destiny as being the Mind Flairs slaves? Ilsensine’s clerics demanded that all the Priests of the Elder be sacrificed to the Great Brain and all the followers be punished for their heresy.

A great purge of the Elder’s Clerics was conducted in all the Mind Flair cities in the Underdark. The Elder’s Clerics were sacrificed to the Great Brain of the Illithids where they were fed on by the young tadpole Mind Flairs swimming in the brain fluid. The followers of the Elder were tried and punished for their crimes against the Illithids. They were stripped of rank and forced to serve as slaves in the temples of Ilsensine. These followers of the Elder were made an example of for future generations to see what happens to those that do not embrace the true faith of the Illithids, Ilsensine. All temples of the Elder were looted and destroyed. It was now a crime punishable by death to worship the Elder or any other god other than Ilsensine or Maanzecorian.

During the purges, the Gith were able to escape from the Mind Flairs with little pursuit. The Mind Flairs decided to deal with the Gith after they had solved their internal problems. By the time the purges were over, the Gith had split into two factions -- the Githyanki and the Githzarei. Both factions had considerable resources and strong bases of power on different planes. The Illithid decided that an all out war with both factions was not the best way to regain their slaves. They chose to wait out the civil war that both factions started and tried to fuel the fire. As history shows, neither group has prevailed and the Mind Flairs never regained their slaves.

Some of the followers and Clerics of the Elder were able to survive the purges and restart the Church in secret. They performed their ceremonies in small hidden shrines, away from the reach of the Great Brains of the cities. As the centuries passed, the worship of the Elder became lost to the Mind Flairs. Only a few Illithid’s even heard the name of the Elder, let alone worship him. Other than a few followers, the Clericy was extinct among the Mind Flairs. It wasn’t until 500 years ago that the last Illithid Priest of the Elder, Illian, found 3 ancient texts in an old temple that was not destroyed in the purges. The 3 texts had been stolen from the ancient Mind Flair Temples by the Gith slaves and hidden in this secret shrine they created. These texts revealed many secrets that were lost to the Clerics over the centuries. Illian decided to restart the Clericy by building a new temple to the Elder.

The texts discussed the temple that was dedicated to the Element of Fire. This was the aspect of the Elder that the Mind Flairs worshipped because the creatures that would eventually fall to the Illithids were all afraid of fire. The texts also mentioned those creatures on other planes that were followers of the Elder, especially those on the Plane of Fire. Illian decided to contact those powers on the Plane of Fire to help him rebuild the Temple. After much contact and negotiation with the powerful Efretti in the City of Brass, an arrangement was made for the creation and upkeep of the temple dedicated to the Element of Fire.

The agreement reached, allowed the temple to be built in a secluded volcanic area of the underdark. The Efretti would supply the work force and construction supplies for the temple with certain artistic freedom in its design. (It is modeled after the fabled City of Brass) They would also maintain the upper levels for Illian and his followers. The price for this was two thirds of all slaves that Illian brought to the temple and half of all magical items and treasure captured in raids. They would guard the Temple from intruders with a force of creatures from the Elemental Plane of Fire (Azer, Lava Children, Hell Hounds, Elementals, etc.) and a force of Prime Material guards (Fire Giants). The Efreeti also setup gates to some of the Elemental, Para, and Quasi Planes as well as a few in the Abyss. When the temple was consecrated, all the guards and servants of the Elder were given magical necklaces that would protect them from the strange magical effects and traps in the temple.

To secure the location of the Temple would not be found, many traps and Illusions were placed around the Temple cave to keep curious adventures or spies away. The temple has never been discovered by anyone in 500 years except by those the Clerics wished. Irrlan is now the High Priest of the temple and it has become his responsibility to keep the faith growing and uphold their end of the agreement.

The area where the Temple is built was described in the texts because of its geological location and importance to the larger picture. This Temple is one of a series of 4 temples in a key configuration. With all 4 temples dedicated to each Element (Fire, Earth, Air and Water) at precise distances from one another, the symbol of the Elder Elemental God is formed over the landscape of Oerth. When all 4 temples are rededicated to the Elder, the power of the elements from this plane will break the binding that the Greater powers have placed on the Elder. The Demi-plane where he exists will collapse, freeing the Elder of his immortal bonds to bring his Chaos to the Multiverse.

History

With the Lich Theleb’s plan already known by the Mind Flairs, the Fire temple began to utilize their facilities to manufacture weapons. These weapons are to be used by the army of created creatures and undead that Theleb is creating. A new pact, forged by Irrlan, with representatives from the Negative Plane is going to supply scores of undead in this effort when they are called upon. They are being paid with dead bodies they will add to their armies. A few lords in the Abyss have allowed their servants to be summoned to the temple as guards. They will get many slaves out of this arrangement. A new pact with the Efreeti have brought more Azer slaves to the temple to help manufacture and repair weapons for the new armies. This new effort began before the Greyhawk wars between Iuz the Old and Furyondy began.

Irrlan had many dealings with Extraplanar creatures and conscripted one into his ranks, a female Alu-Fiend Wizard named Pandemonia (after her plane of origin). She has been given the responsibility of bringing new slaves into the temple and spying on the outside world. To further this plan, she has charmed a group of Frost Giants in the Yatil Mountains and has led attacks against any who cross her path. She has captured many caravans and patrols in the Mountains and the Vesve Forrest. She also spies on the major cities in the area for possible new slaves and goods to steal.

The Temple is at its strongest in centuries. It is fully guarded and completely stocked with slaves to help in the manufacture of weapons and armor. There is little chance of escape because of the harsh conditions and traps inside and out of the temple. The clerics are ready for any force that may attack and they are aware of a group that has attacked two other temples. This temple will not fall easily.

The Beginning

Many weeks after the Greyhawk wars have ended and the Temple dedicated to the Element of Air is destroyed, will the next scenario begin. The story begins in the city of Highfolk. When the group arrives in town, they find a much different place than it was before the war. There is still much sorrow among the residents because of the heavy losses of men and supplies during the Vesve Forest campaign. The town itself was not attacked, so the buildings are fine, it’s the attitude of the people that live there. Many people are poor because of the great amount of Damage: done to the fields and the taxation during the war. Rumors run rampant throughout the town because of recent events. Much needed goods and supplies have gone missing or they have not arrived into the city. This has caused a great economic strain onto the City which is already at the end of its coffers.

As the group investigates the town, a number of postings can be found for possible employment. One posting in particular seems to have drawn a lot of attention. A man named Caliar Surefoot is looking for experienced mercenaries with possible wartime service in the Vesve Forest and tracking skills. If the party asks what all the commotion is about, the crowd will say that “Caliar is a famous retired war hero, if he is looking for mercenaries, it must be a dangerous job.” The posting lists an address in the merchant quarter of town where Caliar can be reached for possible candidates. The post also says that these mercenaries are needed immediately and that the pay is good.

At the address listed, there is a large home with ornate carvings of Elven symbols and glass windows (very expensive looking). When the party meets Caliar Surefoot, they find him to be a typical High Elf with the face of a man who has seen a lot of action. He is dressed like a woodsman and carries a Long sword on his belt. Next to him are two Elven men from his army platoon and a somber looking older female Elf. One of the men is an Elven ranger named Graythos Woodoak that wears Elven Chain with the crest of the Knights of the Hart – Vesve Forest upon it and carries an ornamental short sword. The other man is an Elven Cleric of Corellon Larethian named Lortan Crystalmoon that wears Elven chain, carries a long sword, a small harp and a large shield with the crest of the Knights of the Hart – Vesve Forest upon it. The woman’s name is Julinda Cedarbark. This is her house where the meeting is being held.

After Caliar has gotten some background of this parties credentials and finds them acceptable for the job, he will let Julinda describe some of the history behind this mission. Julinda will explain that this mission is being mostly funded by her and that Caliar is the other benefactor. Julinda’s son, Lucious Cedarbark, has not been heard of for many weeks now. He was part of the first non-wartime caravan of barges to the Perrenlands that disappeared right after the treaty signing in Greyhawk City. Lucious was a veteran of the Vesve Forest army and signed on as a guard for caravans through the merchant guild. Most of the guards for the caravan were experienced warriors from the war. After two weeks of no word, a representative from the Perrenlands came to HighFolk and was looking for any sign of their missing caravans. Since the disappearance of Lucious’s expedition, 5 more caravans and 4 mountain patrols have not returned. When search parties go out, no trace of the lost barges is ever found. Caravans used to disappear all the time during the war but people didn’t think much of it then. But now the council is starting to believe something unholy lives in the mountains and has been taking men from High Folk for years. The general feeling among the council is that rogue forces of Iuz are waging some form of guerrilla warfare on High Folk. They believe that hostilities are already gearing up for a new war and these attacks are testing the resolve of HighFolk. No one is prepared to commit any troops to what might be only a small group because it would break the treaty. Julinda also tells the group that the council has sent mercenaries into the mountains and none of the mercenaries have ever returned. There are rumors that the council is looking for more mercenaries to go into the mountains and find the missing caravans but they aren’t having much luck. She wants to know what has happened to her son, if he is alive or dead, and bring him home.

Caliar then tells the group about his motives behind this mission. It is because Lucious saved his life during the war. Their patrol was in the middle of a fight when these Demons came down from the treetops. One landed ontop of Caliar sending him to the ground, breaking his leg and knocking his blade from his hand. As he lay stunned on the ground, defenseless - the Demon was about to hit him with a deathblow when Lucious threw himself infront of the Demon. Lucious, without any weapon able to hurt the creature, was able to delay the Demon until reinforcements arrived. Lucious was badly hurt in the battle but still carried Caliar back to camp to be healed. Ever since then Caliar has sworn to protect and help Lucious whenever needed.

Caliar tells his story of his plan to search the mountains for the missing men and women of the caravans. He wants to use a small barge as bait so that it looks like a ripe target so he can draw out whatever is attacking these caravans. Caliar and Julinda are willing to pay 300 GP per person for their service as well as cover any expenses within reason.

(DM NOTE: No spells, magical items or other methods of detection will reveal whether or not Lucious is alive. These have already been tried and no reading was able to be determined. Only an impenetrable foggy cloud is seen.)

Random Encounters

The Wilderness

Encounter #1- On the second night after loading onto a barge and heading towards the Perrenlands, the group will notice a wrecked barge on the west bank of the river. The area looks like something picked the boat up out of the water and smashed it onto the rocks. There are pieces of the boat scattered around a large area of the bank. When the party investigates the debris they find no cargo from the barges. The only body, alive or dead, they find is a human woman laying in the remains of a tent under some debris. She is wearing peasant clothing and has a wound on her head. The woman is terrified when she is awakened by the party. She tells the group that her name is Abigail. She will relate the tale that when they were setting up camp for the night, a group of raiders attacked them from the mountains. She did not see the attackers because she was inside a tent, which is where the party found her. All she knows is that before she passed out she heard large booming voices and saw light heading back into the mountains.

As the party looks around the area they will find tracks from many human sized and Giant sized creatures (which lead into the mountains). If the group decides to follow the tracks into the Mountains, Abigail insists on going with them because her husband, Nathan was part of the caravan. She will not take no for an answer.

DM NOTE: This woman is really the Alu-Fiend Pandemonia in a shape changed form. She is waiting in this debris for her Frost Giant Companions to return to attack the next group of barges. She quickly changed shape and hid in the debris when she saw the barge coming in to dock. She is now curious to find out that this group is looking for the lost barges and patrols. Pandemonia can see that these people are strong and decides to go with them to see how powerful they really are. She will observe them in battle and see who is the most powerful in the party and who has what kind of magical skills and items. She knows that the way to the Frost Giants is guarded by many creatures and she will be able to warn them of their incoming company. Pandemonia’s major goal is to capture these characters and add them to the slaves she has already collected. She will attack the party after they meet up with the Frost Giants trap. A VERY IMPORTANT POINT -- Pandemonia should survive all of the encounters in this module. She will teleport out of the area because she will make appearances in the next 2 modules as a recurring character. She is to be a link to the final meeting with the Lich Theleb in the last module.

Encounter #2- On the 4th day into the mountains, the party has reached an area where there is snow and the temperature is very cold. It is unseasonably cold for this part of the mountains and snow and ice are on the ground. As the party treks through the hazards of the arctic like conditions, a Cryohydra will attack from its hiding place. The creature has 8 heads and will use its breath weapon first. (NOTE: the tracks of the Frost Giants continue by the Hydra but there is no sign of a fight.)

AC 5 THAC0 12 Damage: 1-8 per head (8 attacks) / Breath Weapon - 8 points.

HD (8HD) 44

XP: 3,000 total

Encounter #3- On the 6th day in the Mountains, Abigail will walk slowly to keep the party from moving to quickly. When the party stops for lunch, Abigail will excuse herself to visit mother nature. After a few minutes the party will hear her scream (they will notice that it gets muffled and low quickly.) She has fallen down a large hole that was covered over with a thin sheet of ice. When the party gets to the hole they see it is about 15 feet in diameter and over 50 feet deep. The tunnel is a slope made of ice on an angle that leads into a large chamber. Abigail will scream again and the ground will begin to tremble. She says that something is coming from another tunnel down there. If any party members react and jump into the hole, the first 3 characters arrive in a chamber that is 90 feet around and 50 feet high. They will be greeted by a 42 foot long Remorhaz entering from a side tunnel. This is his lair that Abigail fell into. It will attack the party and anyone who enters it lair.

AC Overall 0 / Head 2 / Underbelly 4 THAC0 7 Damage: 6-36
Magic Resistance: 75%, Heat Damage: on back 10-100 points, Nonmagical weapons that hit its back are melted.

HP (14HD) 94

XP: 9,000 total

Encounter #4- On the 7th day from the barge debris, the group will be attacked by a White Pudding waiting on the trail. It will attack the first members of the group.

AC 8 THAC0 11 Damage: 7-28
Immune to acid, cold and poison, Lightning bolts and weapons divide into smaller puddings, Fire and Magic Missile normal Damage:

HP (9HD) 85

XP: 1,400 total

Encounter #5- On the 8th day from the barge debris, the group will come to an Ice plain in a small valley. The plain has snow drifts and ice patches. As the party crosses the valley they will notice a frozen horse and rider on the ice plain. When they reach the horse a group of 2 Snow Trolls and 12 Ice Trolls attack the party.

AC (Snow) 4 THAC0 13 Damage: 1-8 + 2 / 1-8 + 2

HP (5HD) 38 38


AC (Ice) 8 THAC0 19 Damage: 1-8 / 1-8

HP (2HD) 12 12 12 12 12 12 12 12 12 12 12 12

XP: (Ice) 175 each, (Snow) 1,400 each = 4,900 total

Encounter #6- On the 10th day from the barges, A group of 6 Frost Giants, 4 Winter Wolves and 2 Yetis will attack the party. The party will enter a ravine that the tracks lead through. When the party reaches the far side of the canyon, the Giants will attack. 4 Frost Giants, each with a Winter Wolf, will appear before the party. They will let the wolves go and then throw rocks at the party before moving in with their axes. 2 Yetis will appear from the snow mounds that are by the parties current position and attack the party. The remaining 2 Frost Giants will move from their hiding positions and attack the rear of the party with rocks then their axes. All 6 Frost Giants are wearing chain mail with helmets and carrying large axes.

NOTE: If the Frost Giants begin to lose, Pandemonia will begin to cast spells and attack the party. If any member of the party looks at Abigail, they will see her in her true form of an Alu-Fiend. She is wearing black armor with spikes on the shoulders, has small leathery wings on her back and carries a long sword on her side. If the giants lose the battle she will teleport to the Giants lair and warn the Jarl of the clan that is really a disguised Fire Giant.

AC (Frost Giants) 0 THAC0 7 Damage: 2-20 (Rocks) / 2-24 + 9 (Axes)

HP (14HD) 76 76 76 76 76 76

AC (Winter Wolves) 5 THAC0 15 Damage: 2-8 (Bite) / 4-24 (Breath)

HP (6HD) 30 30
30 30

AC (Yeti) 6 THAC0 15 Damage: 1-6 / 1-6 / 2-16 (Squeeze) roll of a natural 20 to use the squeeze attack, Surprised creatures save vs. Paralyzation or frozen with fear for 3 rounds.

HP (4HD) 24 24

XP: 7,000 (Giants) + 975 (each Wolf) + 420 (each Yeti) = 46,740 total

Encounter #7- After another day of travel, the party will arrive at a large cavern guarded by 2 Frost Giants with battle axes and rocks. This is the cave where the Frost Giants are staging their attacks to gather slaves from the surrounding areas. This is not their major keep, it is only a staging area. Since the party has destroyed 6 giants, and 3 other parties are out looking for slaves there are only a total of 8 giants in the cave. They have a pen of 6 Winter wolves and slave quarters with 2 human slaves (Garn and Henry) and a room with captured goods (cloth, wines, foodstuffs, etc.) The real treasure is carried by the slaves into the underdark.

NOTE: One of the giants is the Chief or Jarl of the Clan. He is actually a Fire Giant in disguise as the Frost Giant Leader. On the Giants body he wears Chain Mail +2, carries a +2 large shield (Both sized for a giant), a hat of disguise and a ring of warmth as well as a necklace with the symbol of the Elder Elemental God upon it. He has exceptional strength and Intelligence. Pandemonia will help the giants in the cave until she is in real danger. She will teleport to the Fire temple and warn them that their security may be compromised.

If the party destroys the remaining giants in the cave they will learn from the slaves that there is an opening to the underdark at the back of the cave. A large rock is blocking a secret tunnel that leads into the underdark. The slaves that are captured are held for a time and then taken there by a strange creature into the underdark. These slaves are never seen from again. The creature is 15 feet tall, has four arms (two with claws, two with pincers), a dog like head with fangs and violet eyes. (This is the description of the True Tanar’ri - Glabrezu) The creature never speaks but the Giants understand and speak with him. He carries no weapons, wears no armor, and brings no help with him to take the slaves into the underdark.

AC (Giants) 0 THAC0 7 Damage: 2-20 (Rocks) / 2-24 + 9 (Axes)

HP (14HD) 76 76 76 76 76 76 76

AC (Jarl) -4 THAC0 5 Damage: 2-20 (Rocks) / 3-36 + 13

HP (14HD) 86

AC (Winter Wolves) 5 THAC0 15 Damage: 2-8 (Bite) / 4-24 (Breath)

HP (6HD) 30 30 30 30 30 30

XP: 64,850 total

The Underdark

There is a large tunnel that leads down into the underdark from the back of the Frost Giant cave. This is a recently excavated tunnel about 15ft in diameter. The tunnel walls look like they were burnt, chewed and mined all at the same time. (NOTE: This tunnel was dug by a Charmed Purple Worm along with a few slaves and Acid.) The tunnel is completely dark and hardly any noise can be heard. This tunnel goes for over 1 mile before it ends at a large boulder. Behind the boulder is an Illusionary Wall spell that conceals the entrance to a cavern that is about 70 ft in diameter. The cavern has 5 exits, 3 smaller tunnels and one main shaft that enters and exits the cavern.

After close inspection, the party discovers that the 3 smaller tunnels end in cave ins, and the main shaft continues on in both directions. (NOTE: The Northern tunnel is the route the party needs to take. The cave in is an illusion that the party can walk through.) The northern tunnel goes for half a mile before entering into a large cavern.

Encounter #8 - The party will come into a large and damp cavern (50ft x 75ft) This cavern has large stalagmites (5 to 8 ft tall) interspersed around the floor and only one exit is visible on the eastern wall (a dead end - the real exit is hidden behind a rock on the northern wall). There are 8 Bi-Nou living in this cavern protecting the tunnel that leads to the temple. When the party gets near eastern wall they will attack.

AC 1 THAC0 15 Damage: 1-8 / 1-8
Magic Resistance - 20%, Immune to blinding, invisibility, light and darkness spells. Spell Abilities (10th Level) - Slow, Dig, Stone Shape (acts like Heal Spell), Wall of Stone. The creature gives off no heat signature, unseen by Infravision

HP (5HD) 30 30 30 30 30 30 30 30

XP: 975 each = 7,800 total

The tunnel in the north continues leading deeper into the underdark. As the group goes deeper into the underdark, they notice that the temperature is getting much warmer. By the 5th day in the underdark, the party will be near the volcano where the temple is located.

Encounter #9 - On the 2nd day in the underdark, the party comes to a set of 5 tunnels. At this juncture a group of 12 Hook Horrors come from 3 of the tunnels. (They do not come from the southeastern tunnel.) The Hook Horrors will try and force the group into the southeastern tunnel where they have dug a pit to trap their prey. {Every tunnel except the northeast tunnel leads to a dead end}

AC 3 THAC0 15 Damage: 1-8 / 1-8 / 2-12

HP (4HD) 25 25 25 25 25 25 25 25 25 25 25 25

XP: 175 each = 2,100 total

Encounter #10 - On the 4th day in the underdark, the party will enter a cave that is 100 ft in diameter with a 30 ft high ceiling. The cave is very dark and no sounds can be heard if anyone tries to listen. As the party enters the cave, 5 Greelox (powerful spider creatures – 90% Hide in Shadows) will drop off the ceiling and attack the party. (NOTE: If anyone looks, [-4 to perception check unless resident of underdark] they will notice that all 5 creatures look alike.)

AC 1 THAC0 13 Damage: 1-3 (x2) [Claws] / 2-12 (x2) [Human Hands] / 2-8 [Bite – save vs. Poison or die 1d4 rounds, save = nausea for 3d4 rounds, -2 to hit, +1 AC ]
+2 or better weapons, Web (6th level ability – 90 ft distance – 1 point of Damage: per round from acid), Shadow Magic (9th level ability – Dimension Door through shadows)

HP (6HD) 38 38 38 38 38

XP: 4,000 each = 20,000 total

Encounter #12 - On the 5th day in the underdark, the party will enter a small cave that has no exit. There is an Illusionary Wall spell on the southern section of the cave. Behind the Illusionary Wall is a labyrinth of tunnels that lead into the lair of a Deepspawn. The creature has many spawn that protect it and the way into the temple.

Tunnel A - The party will be attacked by 4 Umber Hulks in the first shaft. They will cave in the tunnel if they begin to lose the fight. (NOTE: All 4 Umber Hulks look alike. Any characters with experience underground can make an intelligence check at -4 to see if they perceive this)

AC 2 THAC0 11 Damage: 3-12 / 3-12 / 1-10
Gaze attack causes confusion, save vs. Spell.

HP (8HD) 47 47 47 47

XP: 4,000 each = 16,000 total

Tunnel B - This tunnel ends at a trap. There is a 10 cubic foot pit covered over with an Illusionary Wall spell. There are 10 spikes at the bottom that cause 1d8 pts. of Damage: per stake. Any character falling into the pit is hit by 1d4 stakes.

Tunnel C - This tunnel leads to a trap as well. When the party gets 20 ft from the end of the tunnel, they trip a wire that brings down part of the roof. Everyone in the last 30 ft of the tunnel makes a save vs. Their Dexterity -3 or they are hit by 1d10 rocks. Each rock does 1d6 points of Damage:.

Tunnel D - This tunnel leads to a chamber 70 ft X 25 ft. Inside there are 4 Cloakers on the ceiling that will attack the party when they enter. If the party does not enter the chamber then they will attack the back of the party as they move away from the chamber.

AC 3 (1) THAC0 15 Damage: 1-6 / 1-6 / Special
Spell like abilities - Moan can cause: -2 penalty to victims attack and Damage: rolls, Fear spell within 30 ft radius, Nausea in a cone 30ft x 20ft, Hold Person spell.

HP (4HD) 25 25 25 25

XP: 1,400 each = 5,600 total

Tunnel E - This chamber is 45 ft x 30 ft. Inside there is a pervasive smell of damp fungus. Inside there are 6 Myconid’s that will attack the party with their poison spore clouds.

AC 10 THAC0 17 Damage: 1-4 + 5 / Special spore clouds

HP (4HD) 31 31 31 31 31 31

XP: 420 each = 2,520 total

Tunnel F - This tunnel leads to a dead end where a trip wire is located about 20 ft from the end of the tunnel. If the wire is tripped, a large block of stone will swing down at the front and back of the party. Each block weighs about 1000 pounds, is 20 ft high, 12 ft wide and 3 ft thick. Each block will cause 2d20 points of impact Damage: to all characters that are hit. All characters caught in between the stones must make a save vs. Death magic or be hit by the blocks. Anyone making the save is still hit, but the Damage: is reduced in half. The blocks are 30 ft apart and when they are down, they trap people between them. A combined strength of 38 is required to move the blocks.

Tunnel G - At the top of the tunnel there is a slick of oil that is hidden by a spell. Any character that enters the first 5 feet of the tunnel must make a save vs. Their Dexterity at -5 or slide down the tunnel. This tunnel slopes down on an angle so the character picks up speed very quickly and reaches the end in 1 round. The tunnel leads to a dead end where there are 20 large spears sticking out of the wall. Any character that slides down this hall will be impaled by 1d8 spears. Each Spear does 1d12 points of Damage: caused by the speed of the fall.

Tunnel I - This tunnel is obscured by an Illusionary Wall spell. The party will be ambushed by a group of 7 Deep Gnomes that are “Spawn”. 4 of the Gnomes look alike (they are 7th level illusionists) and the other 3 gnomes look alike (they are 6th level warriors). All 7 Deep Gnomes are wearing bits and pieces of clothing and armor and each carries a pick and dagger. The 3 warriors will each try to summon an Earth Elemental (50% chance of success per gnome) while the 4 Illusionists will cast spells at the party. (NOTE: If an Earth Elemental is summoned, roll randomly to see what its Hit Dice are.)

AC -1 (Warriors) THAC0 11 Damage: 1-8 + 4 (Pick) / 1-6 + 4 (Dagger)
Magic Resistance - 35%, Innate Abilities: Blindness, Blur, Change Self, Non-Detection. 120 ft Infravision, +3 to all saving throws

HP (6HD) 48 48 48

AC 2 (Elemental) THAC0 9 Damage: 4-32 +2 or better weapons to hit

HP (12HD) 57

AC -2 (Mages) THAC0 17 Damage: 1-8 + 1 (Pick) / 1-6 + 1 (Dagger)
Magic Resistance - 40%, Innate Abilities: Blindness, Blur, Change Self, Non-Detection. 120 ft Infravision, +3 to all saving throws

HP (10HD) 30 30 30 30

Spells
1st Level - Audible Glamer, Nystul’s Magical Aura, Phantasmal Force, Spook, Ventriloquism

2nd Level - Deafness, Fool’s Gold, Hypnotic Pattern, Improved Phantasmal Force, Invisibility, Lemond’s Trap, Mirror Image, Misdirection, Whispering Wind

3rd Level - Illusionary Script, Invisibility 10’ radius, Phantom Steed, Spectral Force, Wraithform

4th Level - Fear, Hallucinatory Terrain, Illusionary Wall, Improved Invisibility, Minor Creation Phantasmal Killer, Shadow Monsters, Vacancy

XP: 2,000 each (Fighter) + 3,000 each (Mage) + 6,000 (Elemental) = 24,000 total

At the southern end of the cave there is a small alcove where 5 barrels of a magical substance are found. This magical substance, when rubbed over the body, will protect the characters from the effects of the heat in the temple. The effect lasts 24 hours.

Tunnel J - This is the lair of the Deepspawn. There is a large pile of copper pieces, axes, spears and swords in the middle of the room that is 30 ft in diameter. When the party approaches the Deepspawn will attack with spells and then with its weapons. If the middle of battle, the Deepspawn will birth a “Spawn” – a Gnome Fighter which it will give an axe. (DM NOTE: This Gnome has the same abilities as the Gnomes in Tunnel I.) If the Deepspawn is badly injured, it will flee the area through a tunnel under the mud pit where it sits.

AC 6 (Deepspawn) THAC0 7 Damage: 3-12 x 3 (Bites) / 2-5 x 3 (Slap) / 1-12 (Axe) / 3-18 x 2 (2H Sword), Magic Resistance - 77% Innate Abilities - Hold Spell every 3 rounds, ESP, Water Breathing, Heal Spell (Self - once per day). Immune to all venoms.

HP (14HD) 81

AC 3 (Warriors) THAC0 11 Damage: 1-8 + 4 (Pick)
Magic Resistance - 35%, Innate Abilities: Blindness, Blur, Change Self, Non-Detection. 120 ft Infravision, +3 to all saving throws

HP (5HD) 48

XP: 12,000 (Deepspawn) + 2,000 (Gnome) = 14,000 total

In a small chamber off the room where the Deepspawn lives is another Illusionary Wall Spell. Behind the wall is a tunnel 15 ft tall that goes for about half a mile. The tunnel gets much hotter as the party travels down it, and all the characters smell a strong odor of sulfur and other noxious gases. The tunnel eventually leads into a huge cavern.

The Temple Exterior

The cavern surrounding the temple is 1,500 feet in diameter and 150 feet high. This cavern is filled with a constant moving and erupting flow of burning lava that covers the entire cave. Every few minutes a large eruption of lava shoots up into the air, sometimes hitting the ceiling, from multiple areas in the cavern. It is impossible to tell how deep the lava goes or if anything is alive in it. The heat from the lava is so intense that the temperature in this cavern is a few hundred degrees. Any creature that is not protected magically will suffer great amounts of Damage: and die from exposure. Only the 3rd level priest spell “Resist Fire” can protect characters from these extreme temperatures or the substance in the barrels where the Spawn Gnomes were.

The tunnel from the Deepspawn lair empties onto a small area of rock, only 30 ft x 30 ft, that connects to a long bridge made of heated pumice. This bridge has no guard rails, is 300 ft long, 10 ft wide and sits 5 ft off the lava flow. It leads to the most notable feature in this cavern, a Large Brass Building, that looks like a castle, located on a small island of pumice at the center of the lava flow. The bridge leads to a great set of Double Brass doors that are each 20 ft wide and 30 ft high. The building has great spires that reach into the air 100 ft and glowing brass that lights the entire cavern with the reflection of the lava. Huge peripaths surround the top of the building and terrifying brass monsters stare out onto the lava flow. (If the party notices, a creature in one of the peripaths disappears from sight [allow a perception check]) The island of pumice has no real walkway around the building, it just supports and protects the building from the lava.

As the party crosses the bridge, they will be attacked by 6 Fire Trolls and 4 Magmen about 100 ft from the building. Half will attack the front of the party and the other half the rear.

AC 3 (Fire Troll) THAC0 9 Damage: 2-8 + 6 (Claws) / 2-12 + 6 (Bite) /
1-2 (Impact) + 2-20 (Fire) (1-3 Globs of Lava) Can’t regenerate Lightning Damage:, double Damage: from cold attacks (can regenerate) – 2-20 per round if thrown in Lava

HP (7+7HD) 64 64
64 64
64 64

AC 6 (Magman) THAC0 18 Damage: 1-8 (Combustion) / 3-24 (Fist)
+1 weapon or better to hit (+2 or less weapon melts), Immune to Fire Attacks

HP (4HD) 30 30
30 30

XP: 7,000 (each Troll) + 200 (each Magman) = 42,800 total

At the end of the bride, there is a set of large brass doors, each 30 ft tall and 20 ft wide. Both doors swing in and each has a large brass ring handle, 3 ft in diameter, about 15 ft off the ground. A combined strength of 23 is required to open the doors (when unlocked). The doors are barred from the inside with a piece of metal.

The Temple Interior

1st Level

The walls of the temple are made of brass and imprints of great battle scenes from other planes are depicted on the walls. The predominant figure in the scenes is a large creature with many tentacles. This tentacled creature is shown battling many good creatures like Ki-rin, Paladins, etc. with hordes of evil creatures from the planes. If the characters look hard enough at the pictures they will notice a pattern of an ongoing story. It is the story of how the clericy of the Elder started and ended among the Mind Flairs. The description is given in the first section of this module. The DM may choose how to pass on that information if the characters take any notice of the drawings and make the connection. The story will end with construction of this temple. The story is continued on all three levels of the Temple.

The temperature is cooler than the outside cave, but it is still around 300 degrees. This level smells of sulfur and phosphorus. The lighting on this level is created by torches that continually burn. All ceilings are 30 ft high unless otherwise stated in the room descriptions.

All magic use other than Fire based magic and Chaos magic, both clerical and mage, will have a 15% chance of failure on this level. Fire and Chaos magic are enhanced in the Temple, so each does additional Damage:. Because of the Temple’s close association with Planar material, treat the Temple as if it were the Elemental Plane of Fire for all magic use. (DM NOTE: You can use the description given in the PlaneScape Campaign Set on Magic on the Planes.)

All creatures encountered on this level, except for the slaves, will all be wearing a necklace with the symbol of the Elder Elemental God. This necklace will protect the creatures from the Chaotic effects of the Temple. The Efreet in the temple wear a necklace with the Rune symbol of the Elemental Plane of Fire within the Elders symbol. This necklace also protects them from the Chaotic effects, but it also allows the Efreet to use the Teleport platform on the 2nd Level to reach the 3rd Level of the temple. This is how they limit access to the deepest parts of the temple.

All the slaves are given special protection from the elements by the Efreet. The protection lasts only one week before it needs to be renewed. This makes escaping a very dangerous and lethal proposition.

Room #1 - This room is 100 ft x 50 ft. Inside this room there are 6 Lava Children with 3 Hell hounds. As soon as the party enters the room, they will attack. The large doors leading into rooms #2 and #8 have a smaller door built into them. These doors allow smaller creatures to enter. As the party attacks this group of monsters, a Fire giant will enter from room #4 and join in the fight.

AC 4 (Lava Children) THAC0 17 Damage: 1-6 / 1-6 / 2-12
Immune to all metal - weapons and armor don’t impede their attacks, Immune to Fire and Earth magic but vulnerable to Air and Water - take an additional point per level of caster.

HP (3HD) 17 17 17 17 17 17

AC 4 (Hell Hound) THAC0 15 Damage: 1-10 / 5 points of fire Damage:
Immune to fire, 50% chance of seeing invisible or hidden creatures

HP (4HD) 26 26 26

AC -1 (Giant) THAC0 5 Damage: 2-24 + 10 (Long Sword)

HP (15HD) 71

XP: 400 each (Lava) + 650 each (Hounds) + 8,000 (Giant) = 12,350 total

Room #2 - This room is 50 ft x 50 ft. Inside the characters find a kennel. The scent is quite strong in this room from the many strange animals. The room is partitioned into 4 sections each 20 ft squared. One partition holds 5 Hell Hounds, another 2 and the last 2 are empty. The doors to the partition with 2 hounds was left open and they will attack the party. The other 5 will bark and make noise. This will alert the guards in room #3 who will investigate if the party takes longer than 2 rounds. (DM NOTE: This kennel can hold 20 Hell Hounds or animals around there size. There is also a small door on the larger door leading to room #3)

AC 4 THAC0 15 Damage: 1-10 / 5 points of fire Damage:
Immune to fire, 50% chance of seeing invisible or hidden creatures

HP (4HD) 26 26 26 26 26 26 26

XP: 650 each = 4,550 total

Room #3 - This room is 100 ft x 50 ft. These are the living quarters for the kennel masters. There are 40 bunk beds of brass, foot lockers made of steel and pits of fire in the floor that are spread around the room. Inside there are 20 firenewts and 4 Lava Children. They will attack the party when they enter the room. If the party spends too much time in room #2, the firenewts will enter room #2 and attack there.

AC 5 (Firenewts) THAC0 18 Damage: 1-8 (Short Sword)
+3 to saves vs. Fire, 1 less point per dice of Damage:

HP (2HD) 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12 12

AC 4 (Lava Children) THAC0 17 Damage: 1-6 / 1-6 / 2-12
Immune to all metal - weapons and armor don’t impede their attacks, Immune to Fire and Earth magic but vulnerable to Air and Water - take an additional point per level of caster.

HP (3HD) 17 17
17 17

XP: 120 each (Newt) + 400 each (Lava) = 3,600 total

Room #4 - This room is 50 ft x 50 ft. Inside there are 6 giant sized chairs and a table all made of brass. The chairs are overturned and the table is moved off to the side of the room. On the wall there are more pictures engraved into the brass. As the party moves into the room, the door leading to room #5 opens and a Fire giant enters. Behind him the party can see at least 2 other Fire Giants waiting to enter the room. The Giants will step forward and attack the party.

AC -1 THAC0 5 Damage: 2-24 + 10 (Long Sword)

HP (15HD) 71 71 71

XP: 8,000 each = 24,000 total

Room #5 - This room is 100 ft x 50 ft. Inside there are 6 large beds made of brass and large foot lockers at the ends of the beds. Large weapons adorn the walls as well as trophies from past battles -- strange weapons from fallen enemies, drow armor, dwarven holy symbols, etc.

Room #6 - This room is 100 ft x 80 ft. As the party enters they notice there are 10 large brass beds in this room. Two beds are overturned and 4 Fire giants are standing behind them with rocks and long swords. 2 more Giants are standing to the side of the door. Each carries a battle axe and attacks the party as they enter.

AC -1 THAC0 5 Damage: 2-20 (Rocks) / 2-24 + 10 (Long Sword) / 6-24 + 10 (Axe)

HP -(s) 71 71
71 71
(Axe) 76 76

XP: 8,000 each = 42,000 total

Room #7 - This room is 80 ft x 80 ft. It is a barracks that 8 Efreet live in. The walls are decorated with strange pieces of brass art work and scenes depicting the Plane of Fire. At this time there are only 4 Efreet in the room. If the party enters they will attack. If the party ignores the door and continues down the hallway, the Efreet will come out into the hallway and attack.

AC 2 THAC0 11 Damage: 2-20 + 9 (Long Sword) / 3-24 (Hands)
Innate Abilities: Grant 3 wishes per day, Invisibility, Gaseous Form, Detect Magic, Enlarge, Polymorph Self, Wall of Fire, Create a permanent Illusion of sight, sound and smell, and Pyrotechnics. -1 penalty to magical fire Damage:.

HP (10HD) 62 62
62 62

XP: 8,000 each = 32,000 total

Room #8 - This is a corridor 40 ft x 150 ft. The walls are covered with huge tapestries that go from floor to ceiling. The tapestries depict similar pictures that were found in the brass etchings in room #1. They continue the story as they head down the hallway to a hugh set of double doors. Each door is 20 ft wide and 30 ft tall, a large brass ring is present on both doors and an engraved set of runes are set into the door. If anyone uses a spell to read the door it says: “All those who enter this temple will pay a greater price than they could imagine.” There are 4 secret doors that lead into the barracks that connect in this hallway.

Room #9 - This room is 80 ft x 80 ft. It is a stark barracks. Only beds and a few lockers are found in this room. They are the living quarters for 20 Genies (Jann) that are guards for this temple. Only 6 Jann are in this room when the party encounters it. The same as room #7 will hold true if the characters pass by without entering. If the party attacks any of the other rooms along this corridor, the Jann will leave to assist whoever needs it.

AC 2 THAC0 14 Damage: 1-10 + 3 (Long Sword)
Magic Resistance: 20%, Innate Abilities: Enlarge (2x/day), Invisibility (3x/day), Create food and water (1xday), Etherealness (1x/day)

HP (6+2HD) 24 24 24 24 24 24

XP: 3,000 each = 18,000 total

Room #10 - This room is 100 ft x 80 ft. This enormous room is filled with shelves and racks of strange foods from the Elemental Plane of Fire and the Prime Material Plane. There are all kinds of foods from around the planes that are used to feed the smaller creatures from the Plane and the slaves held in the cells. The large door has a smaller door built into it for the smaller creatures in the temple.

Room #11 - This room is 100 ft x 70 ft. It is a kitchen sized for creatures between 5 and 8 feet tall. It is divided into two sections, a food preparation area for the creatures from the planes and an area for the human slaves. The large door has a smaller door built into it for the smaller creatures in the temple.

Room #12 - This room is 100 ft x 70 ft. It is another barracks for the Fire Giants that guard this temple. It can hold up to 10 Fire giants but there are only 4 Giants in the room. The walls are decorated with pieces of armor, weapons and clothing that the Fire Giants use. There are also many pictures hand drawn on the walls depicting great battle scenes of Fire giants killing humans. The Giants will attack the party with their axes in the hallway before they can enter room #16 and continue into the temple.

AC -1 THAC0 5 Damage: 6-24 + 10 (Axe)

HP (15HD) 76 76
76 76

XP: 8,000 each = 32,000 total

Room #13 - This room is 100 ft x 70 ft. This is another barracks for 10 Efreet. There are no Efreet present in the room. They are the Tasked Genies that serve other areas of the temple.

Room #14 - This room is 100 ft x 70 ft. It is storage area of food supplies for the large creatures that inhabit the temple. There are many strange and exotic food stuffs that come from the planes and the underdark.

Room #15 - This room is 100 ft x 100 ft. It is the kitchen for the larger creatures in the temple. It is a bustle of activity as 6 Tasked Genies help prepare the food for the temple.

AC 5 THAC0 13 Damage: 2-16 / 2-16

HP (8HD) 53 53 53 53 53 53

XP: 1,000 each = 6,000 total

Room #16 - This room is 200 ft x 100 ft. It is the Dinning room for the Fire Giants and Giant type creatures of the temple. There is a monstrous, hollow, rectangular adamantite table that surrounds a pit of Fire. There are 50 chairs that encircle the table and all are empty. At the head of the table there is a throne like chair that is much larger than the other chairs. The walls are decorated with many pictures etched into the brass walls. These are a continuation of the story of the Elder. There are also many pictures of Efreet laying waste to creatures from the Plane of Fire. These are all pictures of great battles that the Efreet have won. There is one special looking Efreet depicted in all the etchings. He is much larger and muscular looking than the other Efreet. His evil acts are shown with reverence in these pictures.

Room #17 - This room is 100 ft x 100 ft. This is the dinning room for the smaller Elemental creatures that reside in the temple. There are over 20 tables and 200 chairs sized for creatures of 3 feet to 7 feet in height. All the items are made of polished brass and glisten in the light of the torches. The walls are covered in the etchings of the strange pictures that describe the tale of the Elder on the Elemental Plane of Fire. The large doors to the north and south have smaller doors built into them for the smaller creatures in the temple.

Room #18 - This room is 100 ft x 100 ft. This is a barracks for the smaller Elemental creatures that reside in the temple. This where the Fire Newts, Salamanders and Mephits live. There are over 50 slabs of adamantite that serve as beds for the creatures. 30 beds are for Fire Newts, 15 beds for Salamanders and 5 beds for the Mephits. When the party enters this room, 6 Fire Newts, 2 Salamanders and 2 Mephits are in the barracks. The large door to the south has a smaller door built into it. The northern door is a secret door leading to a hallway.

AC 5 (Newts) THAC0 17 Damage: 1-8 (Spear)

HP (2HD) 12 12 12
12 12 12

AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - 1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35

AC 5 (Fire Mephit) THAC0 17 Damage: 1-3 + 1 / 1-3 + 1 / 1-8 + 1 (Breath) /
4 pts. Within 5ft. in a 120 degree arc. Innate Abilities - Heat Metal, Magic Missile (two missiles) once per day.

HP (2HD) 12 12

XP: 2,000 (Salamander) + 420 (Mephit) + 150 (Newts) = 6,740 total

Room #19 - This room is 40 ft x 100 ft. This outer room is the guard house for the Giant prison. All the captured or enslaved Giant creatures are kept in these holding cells. The doors are 25 feet tall and 15 ft. wide. They are made of adamantite and covered over in brass. There is a small window with bars near the top of the door that has a sliding cover closed over it. At the bottom of the doors is a small door (3 ft high and 8 ft wide) that is used to slide food into the prisoner. At the northern most end of the room there is a chair with a huge and muscular Fire Giant. He carries the keys to the doors and to the small food opening.(Both of which are locked)

AC -1 THAC0 3 Damage: 6-24 + 12 (Axe)

HP (15HD) (Axe) 96

XP: 8,000 total

Room #19 A-E - Each Cell is 40 ft x 20 ft. The only one occupied is cell 19E. The Jarl of the Frost Giants is kept prisoner in this cell. When the characters find him, he is chained to the wall with Irons of Steam and near death. He has been tortured, malnourished and is quite weak from the heat. If the party questions him they will find out that a strange woman with leathery wings attacked him and brought him to this place a long time ago.

[DM NOTE: The Jarl will describe how Pandemonia used some sort of magic to bring him to this place where he met the Noble Efreeti sitting on a throne. He had a fearsome looking servant (A Slayer Efreeti) that tortured him and threw him in this cell. There was another hooded creature that was with the creature on the throne. He did not recognize the creature but it seemed that he was the leader. (A Mind Flair)]

Room #20 - This hallway is 40 ft x 100 ft. There are many etchings on the walls that continue the story of the Mind Flairs and the Elder Elemental God.

Room #21 - This hallway is 180 ft x 20 ft. This is the outer hallway to where the prisoners and slaves are kept. A Fire Giant is positioned in the small area between the portcullis and the main door. There is a lever for the portcullis on the northern wall that is 20 feet up.

AC -1 THAC0 5 Damage: 6-24 + 10 (Axe)

HP (15HD) 76

XP: 8,000 total

Room #21 A-E - Rooms #21 A-C are 40 ft x 80 ft. and Rooms #21 D-E are 30 ft x 80 ft. Room A has 20 Azer, Room B has 15 Humans and 3 Halflings, Room C has 10 Elves, 3 Half-Elves, 2 dead Drow and 5 Chitine, Room D has 6 Gnomes and 2 Dwarves, 2 Derro, and 3 Duergar, Room E has 10 Quaggoth and 6 Grimlock,. All of these creatures are emaciated and very weak. They tell the tale of how many people are removed and never seen again. The Azer are all reluctant to help the party. They were captured on the Elemental Plane of Fire and their families are being held hostage. If they rise up against the Efreet, their families will be killed. The Azer will show the party the hallway where the stairs lead to the second level, but the Efreet use a special key to open the door. The Azer can also describe some of the other areas of the temple, but none have ever been to the lowest levels. All the creatures in the prison are weak and will fight as 1st level fighters with a -4 to hit and Damage: from malnutrition

Room #22 - This hallway is 180 ft x 20 ft. At the eastern end of the tunnel is an Illusionary Wall that covers the door that leads to the stairway going to the second level. The door is keyed to work with the necklaces of the Efreet placed near the top of the wall and a short phrase recited. No other form of magic can open the door and teleporting past is impossible. The stairway is divided into two sections – one for giants and one for smaller creatures.

Room #23 - This hallway is 40 ft x 100 ft. At the northern end of the hall there is a huge set of double doors made of brass and adamantite. Each door has a face of an Efreeti on it with an expression of glaring evil. The knob for the doors are a ring in the nose of the Efreeti about 20 feet off the ground. When the party gets within 10 feet of the doors, they will open for them.

Room #24-26 - Each of these rooms are 60 ft x 100 ft. They are all filled to the ceiling with piles of exotic weapons, armor of all sizes, shapes and design, as well as shields, helmets, etc.

Room #27 - This room is 220 ft x 100 ft. This is the main throne room in the temple. The polished brass walls are covered in splashing colors, etchings of the Efreet in battle with creatures from the Elemental Plane of Fire, the landscape of the Plane of Fire as well as the City of Brass. The torches on the walls are each a different color. At the western end of the room there is a raised dais with a throne. Sitting upon the throne is a muscular Noble Efreeti (The Duke of Fiery Pain, Voltik) wearing pantaloons, gold bracers laden with gems, large earrings with rubies, a necklace with the symbol of the Elder and a huge two handed sword. Standing next to him is a large Efreeti with 4 arms (2 Human, 2 Lion Clawed), 3 eyes, horns, large wings and carries an axe and a mace. To Voltik’s other side stands a Genie wearing flowing robes and holding a staff topped with the symbol of the Elder. In the northeastern section of the room, a
7 ft. female Genie is playing a Harp (Harp of Spirit Restoration) for the onlookers. At the base of the dais there are 2 Hell Hounds resting and behind the dais is a Fire Hawk perched on a brass rod. Throughout the room there are 3 Efreet and 3 Janni, each carrying Long Swords, who are bodyguards for Voltik. The Female playing the instrument continues to play as the party enters the room. The Genie with the staff begins to speak to the characters that enter the room. “Who dares to enter the inner chambers of Voltik, the Duke of Fiery Pain!” Voltik will order the woman to stop playing and speak. “Ah, I see that the entertainment for today has finally arrived. We’ve been expecting you for quite some time. Not very smart to kill all my servants above in the mountains, and very unwise to attack this fortress. But you will pay for your insolence.” Voltik motions towards Pandemonia who is beside him. He then gets up, grabs his sword and the Genie with the staff says - “Send forth your strongest warriors so they can feel the fiery wrath of Voltik.” At this point Voltik, The Slayer Genie and the Guards attack the party. After the first round of battle, the Slayer Genie will attack the Efreet in the room to get to the party members.

AC -6 (Alu-Fiend) THAC0 12 Damage: 1-10 + 5 (Long Sword)
Magic Resistance – 30%, Innate Abilities: Suggestion, Charm Person or Monster, ESP, Darkness 15’ radius, Teleport w/o Error, 240’ Infravision, Shapechange, Clairaudience, Ethereal (Oil of), Plane Shift

HP (12HD) 60

(DM NOTE: Voltik is wearing the following Magic Items - Rings of Rapid Regeneration and Teleportation, Gem of Seeing, +2 (+4 on inner planes) Two Handed Sword of the Planes, Ion Stone - Light Blue Prism (Comprehend Languages), +3 Earring of Protection)

AC -6 (Voltik) THAC0 6 Damage: 4-32 / 4-32 / 3-60 + 12 (Sword)
Innate Abilities - (16th Level Ability) 3 Wishes, Assume Gaseous Form, Invisibility, Detect Magic, Enlarge, Polymorph Self, Create an Illusion with sight, sound, and smell, Sunscourch, Misdirect, Wall of Fire, Produce Flame, Flame Arrows, Sundazzle, Pyrotechnics, Sow Fire Seeds (1x/day) or Fire Shield, Fire Track (1x/week), Conflagration (1x/month). Half Damage: from magical fire. Magic Resistance: 15%

HP (12HD) 104

AC -2 (Slayer) THAC0 9 Damage: 2-16 / 2-16 / 4-24 + 11 (Axe) / 2-16 + 12 (Mace) Innate Abilities: Blindness, Silence 15’ radius, Darkness, Improved Invisibility, Ventriloquism, Misdirection, Assume Gaseous Form, Polymorph Self, Dimension Door. Magic Resistance - 15%

HP (11HD) 80

AC 2 (Efreet) THAC0 11 Damage: 2-20 + 9 (Long Sword) / 3-24 (Hands)
Innate Abilities: Grant 3 wishes per day, Invisibility, Gaseous Form, Detect Magic, Enlarge, Polymorph Self, Wall of Fire, Create a permanent Illusion of sight, sound and smell, and Pyrotechnics. -1 penalty to magical fire Damage:.

HP (10HD) 62 62 62

AC 2 (Janni) THAC0 14 Damage: 1-10 + 3 (Long Sword)
Magic Resistance: 20%, Innate Abilities: Enlarge (2x/day), Invisibility (3x/day), Create food and water (1xday), Etherealness (1x/day)

HP (4HD) 24 24 24

AC 6 (Advisor) THAC0 15 Damage: 2-16 / 2-16 / 1-12 (Staff)
Innate Abilities: Friends, Tongues, ESP - each 3x per day, Suggestion once per day, permanent Unseen Servant.

HP (3HD) 22


AC 5 (Musician) THAC0 13 Damage: 1-6
Abilities: Duo-Dimension, Mirror Image, Illusion, Polymorph Self, Stone Shape -- all 2x per day.

HP (3HD) 28

AC 4 (Hell Hound) THAC0 15 Damage: 1-10 / 5 points of fire Damage:
Immune to fire, 50% chance of seeing invisible or hidden creatures

HP (4HD) 26 26

AC 5 (Fire Hawk) THAC0 19 Damage: 1-4 / 1-4 / 1-6

HP (1HD) 8

XP: 11,000 (Slayer) + 8,000 each (Efreet) + 3,000 each (Janni) + 2,000 (Adm) + 975 (Musician) + 650 each (Hounds) + 65 (Fire Hawk) = 48,340 total

Room #28 - This room is octagonal in shape where each side is 30 ft in length. It is a portal chamber to 7 different planes. Each of the 7 walls have an individual dim glow around them and a different rune etched upon them. The runes and glow give information as to where the portal leads. This is where most of the Elemental and Demon guards in the temple gained access to the Prime Material Plane. The Necklace of the Elder that Voltik has will allow the wearer to truly see where the portals go. Spells like True Seeing and a Gem of Seeing will also allow characters to see where they lead. These spells and items will also reveal the secret door on the eastern wall that leads to Voltik’s personal chamber. To activate the portals, Voltik’s necklace must be touched to the runes on the wall and a command word spoken. The command word is the name of the Plane represented by the rune spoken in Efreet. Wall A leads to the Para-Elemental Plane of Magma, Wall B leads to the Para-Elemental Plane of Smoke, Wall C leads to the QuasiElemental Plane of Ash, Wall D leads to the Elemental Plane of Fire, Wall E leads to the QuasiElemental Plane of Dust, Wall F leads to the QuasiElemental Plane of Steam, Wall G leads to the QuasiElemental Plane of Salt.

Room #29 - This room is 70 ft x 80 ft. This is the personal chambers of Voltik. The walls are covered with tapestries depicting scenes of Efreet and buildings in the City of Brass. One of the Tapestries is a portrait of Voltik. There are many pillows strewn around the floor and silk sheets that hang from the ceiling that enclose the sleeping area (2,000 gp value for all of it). [NOTE: The tapestries and silks are protected from all forms of fire] Art work like 5 gold vases (1,000 gp each – 2 ft tall, 20 lbs. each), 4 gold sculptures (5,000 gp each – 3 ft tall, 50 lbs. each), and a gold statue of the Sultan of the City of Brass (10,000 gp – 5 ft tall, 200 lbs.) A large mirror hangs (Mirror of Mental Prowess) on the southern wall and a human sized chest and a Giant sized chest – both made of adamantite -- rest below it. The chests are both magically (Fire Trap 20 + d4) and normally (Poison needle save vs. Poison or die) trapped. The small chest contains many exquisite pieces of jewelry and perfectly cut gems from the Planes. The value of the chests contents is 20,000 GP. The Giant sized chest contains the following magic items – Honing Stone, Hourglass of Fire and Ice, Amulet of the Planes (Sigil), Scroll – Protection from Battezu and Tanar’ri, Potion of Power (Warrior), Potion of Elemental Form, Potion of Language Learning, +3 Bastard Sword of Genie Slaying (Intelligent Blade named “Genie Scourge”)[Bronze Sword possessed with the spirit of a Chaotic Good Grey Elf Priest of Solonor Thelandira named Sendral Dirnela from the Plane of Arborea, Primary Abilities – Speech, Telepathy, Detect Magic 10’ radius, Detect Invisibility 10’ radius, Find Traps 10’ radius. Extraordinary Power -- Teleportation 1/day 600 lb. Max +2 to activate, Special Purpose – Slay Genie’s, especially Efreeti, EGO – 14, Languages – Common, Elven, Halfling, Gnome, Goblin, Hobgoblin, Orc, Gnoll and Planar Trade, The sword does double Damage: vs. All Genie’s and triple Damage: vs. Efreet.]

Room #30 - This room is 60 ft x 40 ft. This is the personal chambers of Voltik’s Advisor, Eltor. It is sparsely decorated and very drab. A small table and bed are the only distinctive features of the room. The table has a quill, an inkwell and scroll paper on it.

Room #31 - This room is 60 ft x 60 ft. This room serves as a library and records room. It is filled with hundreds of texts and scrolls which give an accounting of the many slaves, money and magic that have been brought into the temple over the past 500 years. It gives in depth descriptions of where the slaves were sent, how many were sent, what race they were, and when they were sent. Many deals were made with Extra Planar creatures for services rendered, such as Guards, food, supplies, and alliances. Payment was delivered in slaves, money or magic based on the contract with the Creatures. It seems that most were delivered to the City of Brass to be used as slaves for the Efreet. Any creatures that were killed in the temple or on the way in were sent to the Negative Material plane. Some of the slaves were given to the Fire Giants and a few have stayed in the temple. A reference is made that slaves are transferred to the lower levels and given to the High Cleric of the Elder for experiments, entertainment and food. All others were dispersed to several different planes as payment for services of the many creatures and Demons that help guard the temple. And there is a contract with a Fiend woman named Pandemonia who captures the slaves. She is paid in magic items and treasure.

Room #32 - This room is 60 ft x 50 ft. This is the personal chambers of the Slayer Genie. The walls are covered in blood soaked tapestries that show scenes of the slayer killing hundreds of creatures. His expression is always that of evil glee as he murders by the hundreds. The walls also have many strange and exotic weapons of all sizes that are displayed as if in a temple. None of these weapons are magical.

Room #33 - This room is 60 ft x 50 ft. This is the outer room to the Harem in the Temple. A Tasked Genie, Harem Servant resides in this room and will protect entry into the Harem from outsiders. He carries 2 Scimitars and will fight any creature that tries to get past him.

AC 4 THAC0 13 Damage: 1-10 / 1-10 / 2-16 x 2 (Swords)
Magic Resistance - 10%, Innate Abilities: Cantrip, Control Temperature 10 ft radius, Mending, Minor Creation, Major Creation, Alarm and Create food and water once per day. - 9th level

HP (4HD) 32

XP: 1,400 total

Room #34 - This room is 120 ft x 50 ft. This is Voltik’s harem. Inside there are 20 female Genies (10 Efreet, 5 Dao, and 5 Janni) who are terrified by the entrance of the party. One of the Efreet women puts herself between the party and the cowering women and asks where their guardian, Rashim, is. When they find out he is dead, they will all begin to cry and throw pillows at the party until they leave the harem.

2nd Level

This level is a maze of tunnels that are surrounded by the lava flow. The caverns are used for the creation of weapons, armor and jewelry in the smiths that are on this level. The caverns also hold many traps, both magical and normal, as well as some of the guards that can not live in other areas of the temple. They guard the way to the teleport platform leading to the third level and they also guard against outside intruders and escaped prisoners.

This level is more chaotic and all magic use other than Fire based magic and Chaos magic, both clerical and mage, will have a 30% chance of failure. Fire and Chaos magic are enhanced in the Temple, so each does additional Damage:. Because of the Temple’s close association with Planar material, treat the Temple as if it were the Elemental Plane of Fire for all magic use. (DM NOTE: You can use the description given in the PlaneScape Campaign Set on Magic on the Planes.) If any characters are wearing a necklace from the Efreet on the 1st level, they will be protected from the random effects of this level and will not be penalized for the chance of spell failure. The creatures that guard this level will not attack any character that wears the necklace either.

The heat on this level is greater than the 1st level and the ceiling is only 15 feet high. It is mainly dark except for the areas that are open to the lava flow. In those chambers, there is a dim glow of orange that fills the area equaling the light of a torch. All slaves found on this level are under the effects of the 1st level spell Charm Person. They will not help the party unless the effect is dispelled. The characters should get the feeling that they are being watched every so often. The Alu-Fiend mage Pandemonia is observing the party invisibly to see how they defeat the many obstacles of the 2nd level. If the opportunity arises she will try and steal some personal items from the characters. She will flee the area if she is detected and not engage the party.

Room #35 - The stairs lead down for 100 ft before arriving to this hallway. There are torches at the bottom of the stairs that lead for 50 ft before ending. The smell of sulfur, phosphorous, and brimstone are almost overpowering on this level. The sounds of hammering, whips and cries can be heard throughout this level. Deep ruts from carts can be seen in the floor of the hallway leading into room #36 and over to where room #40 is. Any character walking past this area must make a save vs. Spell or be under the effects of a Fear spell. This will cause the characters to obey the commands of the Guards on this level without question. When they see a guard wearing a necklace, they will fall to the ground and cower, waiting for instructions. A successful Dispel Magic will end the effects of this spell. If the characters move into other hallways and are affected by those spells and have not yet gotten into combat or had the effects dispelled, the effects will be cumulative.

Room #36 - This chamber is 180 ft x 120 ft. This huge cavern is the main smithy for the temple. At the eastern section of the room, the wall is gone, and the lava flow that surrounds the temple is open to the cavern. Over 50 slaves (35 Azer, 7 Humans, 5 Gnomes, 8 Dwarves, 3 Half-Elves) use this as their fire source and dip the metal into the lava then work at the different stations creating weapons, armor and pieces of fine art for their Efreet masters. The party can see metal carts of raw material coming out of the southern tunnel and being placed near the Lava wall. The cavern is guarded by 10 Lava Children, 3 Salamanders and 5 Fire Trolls.

{NOTE: If the characters attack the guards, the non Azer slaves will ignore the fight and continue to work. They will not join in, cheer or get involved in any way. These slaves are charmed and will not stop for anything. The Azer are coerced into being here and will watch the fight but not join in for fear of retribution from the Efreet on their families.}

AC 4 (Lava Children) THAC0 17 Damage: 1-6 / 1-6 / 2-12
Immune to all metal - weapons and armor don’t impede their attacks, Immune to Fire and Earth magic but vulnerable to Air and Water - take an additional point per level of caster.

HP (3HD) 17 17 17 17 17 17 17 17 17 17

AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - +1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35 35

AC 3 (Fire Troll) THAC0 9 Damage: 2-8 + 6 (Claws) / 2-12 + 6 (Bite) /
1-2 (Impact) + 2-20 (Fire) (1-3 Globs of Lava) Can’t regenerate Lightning Damage:, double Damage: from cold attacks (can regenerate)

HP (8HD) 64 64 64 64 64

XP: 7,000 each (Troll) + 2,000 each (Salamander) + 400 each (Lava) = 45,000 total

Room #37 - This cavern is 110 ft x 60 ft. This cavern is a teleport chamber from the Elemental Plane of Earth. At the eastern end of the room there is a 40 ft x 40 ft platform that raw minerals and metals appear on. The slaves put the minerals into metal carts and wheel them into the smithy. At the western end of the cavern there is another platform that is 20 ft x 20 ft. This platform sends weapons and money back to the Elemental Plane of Earth as payment for the materials sent. Living matter will not teleport to the Plane of Earth. There are 2 Salamanders stationed by the send platform that guard this room and make sure the materials are all removed.

(DM NOTE: One of the slaves is Lucious. He is very weak and malnourished from the poor treatment at the hands of his captors. He will recount the tail of how his caravan was ambushed by Frost Giants and a female mage and how the survivors were eventually brought to here. He also tells that many slaves are taken deeper into the depths of this level and never seen again. Lucious also describes a creature in robes that spoke to him in his head [this is the Mind Flair that charmed him]. Treat Lucious as a 5th Level Ranger for Thaco and saves.)

AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - +1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35

XP: 2,000 each = 4,000 total

Room #38 - This cavern is 80 ft x 40 ft. This cave serves as a guard room for this level. There are no guards in the cave when the party gets there. A table with 6 chairs sized for giants and 2 beds are in this room.

Room #39 - This cavern is 40 ft x 140 ft. This cavern is open to the lava flow where 20 Azer work on forging weapons and armor. There are 4 Salamanders stationed in this room.

AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - +1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35
35 35

XP: 2,000 each = 8,000 total

Room #40 - This room is 40 ft x 50 ft. Inside this cavern are piles of raw materials used in making weapons and armor. There are deep cuts in the floor from the heavy carts carrying the materials to the forge room.

Room #41 - This room is 100 ft x 50 ft. This cavern has a large bonfire in the middle, surrounded by 10 forges. There are 20 Dwarves and Gnomes working at these benches finishing work on weapons and armor. They are guarded by 2 Salamanders.

AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - +1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35

XP: 2,000 each = 4,000 total

Room #42 - This room is 70 ft x 30 ft. This is the bathroom for this level. There is a series of holes in the ground sized for giants down to dwarves. The smell is quite strong in this room. If the characters look down the holes, they will see a 20 ft deep hole that leads to a pit of lava.

Room #43 - This room is 80 ft x 70 ft. This cavern is a storage area for foodstuffs and captured goods from the slaves. The temperature is markably cooler than the rest of the level. There are piles of clothes, tapestries, wine kegs, silks, linens, etc. all throughout this room. The value of the entire room’s contents is around 20,000 gp.

Room #44 - This room is 60 ft x 50 ft. This room is filled with piles of raw materials, broken weapons and Damage:d armor that was captured in the raids.

Room #45 - This cavern is 50 ft x 60 ft. In the middle of the room there is a statue of an Efreet lord standing in an imposing manner with a look of evil glee on his face. This is a similar representation of the Sultan of the City of Brass on the Elemental Plane of Fire that was in the Noble Efreeti’s personal chambers. To the north and south there are burning braziers under statues of other Efreet in oppressive stances with small offerings of incense and rare metals.

Room #46 - This room is 30 ft x 80 ft. This chamber is open to the lava flow where 10 Azer perform detail work on exquisite pieces of jewelry, vases, and priceless art works. The pieces they are working on are valued at 10,000 gp. The room is guarded by a Para-Elemental Magma which lives in the lava flow. When the party enters the room it will emerge from the lava and attack.

AC 3 THAC0 7 Damage: 4-24
+1 or better weapons, Heat Metal within 20 ft,

HP (10HD) 75

XP: 8,000 total

Room #47 - This room is 100 ft x 60 ft. This oddly shaped room is much warmer than the hallway. The cavern is an access point into the deeper tunnels of this level. The walls are covered in carvings warning people about going deeper into the caves. Unless the characters are wearing a necklace from the Efreet, they will be susceptible to the effects of the tunnels and they will be attacked by the creatures that inhabit them. This room is guarded by a Heat Elemental that will attack any creatures that enter this room from its hiding place in the northern section. Any creature that is unprotected by a Efreet necklace will need to roll a save vs. Magic or be affected by Tasha’s Uncontrollable Laughter. At the end of the combat the characters will notice a Flameskull hovering in the tunnel leading to the southeast. It will laugh at the party and fly away down the tunnel.

(NOTE: If the characters go looking for the skull, they will be led into room #48. The Flameskull will have retreated up the tunnel leading to room #60. It will use its Ventriloquism spell to lure the party to the southeast tunnel. When the party returns from that tunnel, the Flameskull will be waiting in room #48 and taunt the party. It will lead them into room #60.)

AC 2 THAC0 7 Damage: 3-30, +2 or better weapons to hit

HP (12HD) 100

XP: 8,000 total

Room #48 - This room is 80 ft x 40 ft. The heat level in this room is warmer than the hallway. A strange glow can be seen from the outside. When the characters enter the room they will see a large bonfire in the center of the cavern. Around the bonfire there are 20 huge stakes with men attached to them (An Illusion). Their skin is burned and they are crying out in pain for help. If anyone approaches the stakes, they will disappear and the 8 Grue, Harginn that are disguised as the bonfire will transform and attack the party. All creatures that enter the room must make a save vs. Magic or be under the affects of the spell Fumble after the stakes disappear.

AC 3 THAC0 16 Damage: 5-8 from fire to all within 5 ft radius.
+1 weapons or better to hit, Immune to all Fire based spells, Blink in combat.

HP (4HD) 28 28 28 28 28 28 28 28

XP: 500 each = 4,000 total

Room #49 - This room is 50 ft x 30 ft. This cave has a carving of the symbol of the Elder on the West wall. In the top northwest corner of the room there is a Blazing Bones. When the characters enter the room it will go dark and 2 rounds later the light level will return to normal. The Blazing Bones will move to the center of the room. When the light returns, all characters that entered the room will be under the effects of a Seeming spell. All characters will appear like a Blazing Bones. The creature will attack the party when the lights return.

(DM NOTE: It might be a good idea to write down on a piece of paper what each character sees and give them to each individual. This will help to create and maintain the illusion so a true reaction can be seen from each character.)

AC 5 THAC0 15 Damage: 1-4 + 2 (x2) / 1-6 + 3 (Fire) / 6-36 (Fireball)
Heals Damage: from fire attacks, half Damage: from edge weapons, turned as ghasts, immune to charm spells.

HP (5HD) 36

XP: 3,000 total

Room #50 - This room is 30 ft x 20 ft. On the roof of the cave there are 20 Fire Bats. If the party enters the cavern, the bats will attack the group and follow them into the hallway. All characters must make a save vs. Magic or be under the effects of the 2nd level mage spell Blur.

AC 8 THAC0 19 Damage: 2-8 (Blood Drain) Immune to fire attacks

HP (2HD) 9 9 9 9
9 9 9 9
9 9 9 9
9 9 9 9
9 9 9 9

XP: 100 each = 2,000 total

Room #51 - This room is 30 ft x 90 ft. This room is open to the lava flow. It appears to be a an abandoned forging room. At the far southern end of the room, there is a work area with fine looking weapons and armor hanging on the wall. An open chest made of adamantite with gems and small tools around them lies near the area as well. If the characters approach the area a Fire Elemental will emerge from the lava flow at the northern end of the room, blocking the exit. All characters in the room need to make a save vs. Spell or be under the effects the 2nd level mage spell Blind. This spell will be in effect until the Elemental is dispatched or the party is dead. (NOTE: the gems in the chest are an illusion created to entice characters to enter the room.)

AC 2 THAC0 5 Damage: 3-24, +2 or better weapons to hit

HP (16HD) 110

XP: 10,000 total

Room #52 - This room is 60 ft x 30 ft. This cavern has a small altar in the eastern section of the room. Behind the altar is the symbol of the Elder made of adamantite. There are 4 lite torches around the altar that burn scarlet flames. 4 Fire Tongues are tending to the maintenance of this shrine. They are flames in the form of a man. They will attack the party when they enter the cavern. All characters must make a save vs. Spell or be under the effects of the 2nd level mage spell Scare for the duration of the battle.

AC 4 THAC0 17 Damage: 2-12,
+1 or better weapons to hit, Affect normal fires, double Damage: from cold, immune to fire,
zero hit points or below – explode in a 3d6 Fireball 10’ radius, save for half.

HP (3HD) 20 20 20 20

XP: 750 each = 3,000 total

Room #53 - This room is 30 ft x 40 ft. This cavern is filled with bones and trash from different areas of this level.

Room #54 - This room is 30 ft x 40 ft. This room is the lair of 2 Pyrolisk’s. A small flame coming from a crack in the floor is the only thing of interest in this room. If the characters look at the flame, they will notice something that resembles a sword sitting in the flame. When the characters approach the flame, it will erupt into fireworks from a Pyrotechnics spell. The 2 pyrolisks will attack the party and try to kill them with their gaze. (NOTE: the sword in the flame is an illusion created to entice characters to enter the room.) All characters must make a save vs. Spell or suffer the effects of the 8th level mage spell Otto’s Irresistible Dance for the duration of the combat.

AC 6 THAC013 Damage: 1-4 / Gaze attack – save vs. Death magic or erupt into flames and die or if made suffer 2-13 points of Damage:., Immune to fire.

HP (4HD) 31 31

XP: 1,400 each = 2,800 total

Room A - The sound of a geyser erupting can be heard faintly as the characters enter the tunnel. It cannot be heard outside the tunnel. The sound will increase until the party reaches the split that leads into Room #54 or tunnel B.

Room B - The walls of the tunnel are scorched and pockmarked from a lava sheet that erupts and spews across the tunnel. The lava explodes from holes (in a group from ceiling to floor) in the walls every 5 ft down the tunnel for 30 ft. Each group of holes will erupt every 1d6 rounds to create a chaotic pattern. After a group erupts, roll again to see how soon that particular group will stay dormant. If a character enters the tunnel, there is a chance they are hit by lava. Each character that is hit by the lava will receive 3-30 points of Damage: per group they are hit by from the extreme heat. They will also need to make a dexterity check to see if they fall from the impact of eruption. There is no sound that gives any warning of when the eruption comes. The only sound is when it is erupting.

(NOTE: If any characters enter the hallway without wearing a necklace from the Efreet, they won’t see through the illusions or be protected from the effects of the tunnels. If they are wearing a necklace, the lava eruptions will stop and allow them to pass. A Dispel Magic, nor any spell, will stop the lava from erupting. The tunnels leading down this path, Room #55 & 56 are all enchanted with a Block Teleport and Forbiddance spells. Spells like Dimension Door, Teleport, and Teleport Without Error will not function. Ethereal, Phased or Gaseous creatures are not protected from the effects of this lava eruption. They will suffer the same Damage: as everyone else. But they are protected from the other traps in the tunnels.)

The walls of the tunnels in this section of the temple are carved with pictures of chaos, death and mayhem. If any character stares at the wall carvings for more than 2 rounds, they must make a save vs. Death magic. If the save is made, the character will get a severe headache for the next hour and experience a -1 to hit and Damage: rolls as well as spell initiative. If the save is failed, the walls will begin to move and the character will suffer the effects of the 5th level priest spell Mindshatter. Every 3d12 rounds roll randomly to see which affect the character is suffering from. This will constantly affect the character until a Heal spell is used.

Room C - There is a pit 20 ft down the tunnel that is covered by an Illusion of the floor. The 10 ft x 10 ft x 20 ft pit drops into the lava flow. Any creature that falls into the pit will suffer 25 points of Damage: each round they are in the lava unless protected by some magic or immunity.

Room D - There is a trip wire on the ground 40 ft down the tunnel. If it is tripped a large block of stone (15 ft long, 7 ft wide, 5 ft high) will fall down causing 3-30 points of impact Damage:. Characters near the end of the party get a save vs. dexterity to see if they are hit.

Room E - There is a trip wire on the ground 10 ft down the tunnel. If the party trips it, a wall of spikes will swing down and impale the front of the party. There are 20 spikes on the wall, each doing 1d8 points of Damage. (NOTE: Each mansized character can be hit by 1d6 spikes. Roll randomly to see how many they are hit by and how much Damage: each does.)

Room F - This tunnel is protected by the 7th level priest spell Tentacle Walls. Any characters not protected by the necklace of the Efreet will be attacked. When the party travels 20 ft down the tunnel the spell will activate. There is a 30% chance of a creature being hit by a tentacle.

Room #55 - This room is 60 ft x 30 ft. This room is concealed by an Illusionary Wall spell. There are ornate carvings on the walls depicting scenes of burning carnage and destruction. The gleeful visages of evil elemental creatures is shown as they destroy and murder strange creatures. Any characters that pass through the wall that are not wearing a necklace from an Efreet, will be attacked by the Burning Man Golem that is protecting this room. The Golem is standing 20 ft from the entrance and will run to attack any creature that enters the room. There is another Illusionary wall in the southeastern corner of the room.

AC 4 THAC0 7 Damage: 2-16 / 2-16
+2 or better weapons, Keening attack once per day – 80 ft save vs. Breath weapon or Fear, Cinder Shower – 1 hit point per round from each fist attack, no protection from fire, Symbol of Pain (-4 to hit, -2 to dexterity), Immune to Fire, Lightning, and Illusions

HP (8HD) 60

XP: 10,000 total

Room #56 - This room is 20 ft x 30 ft. It is a worked room with a symbol on each wall. These are the runes that are used to represent the 4 elemental planes. There is a platform in the middle of the room with a symbol of the Elder carved in it. In the middle of the symbol, there is an opening where a smaller symbol will fit. If the party looks, it is the size of the Efreet necklaces. This is a teleport pad that goes to the 3rd level. Without the necklace from the Efreet, the teleport pad will not work. The pad will send the party to either room #62 or #63. Roll randomly to see which room the characters appear in.

Room #57 - This room is 60 ft x 40 ft. The walls of this room are made of swirling lava that changes color and moves in erratic patterns. Every so often a picture appears in the movement that shows the Elder in different positions of attack. If any character looks at the walls for 2 rounds, they must make a save vs. Death magic or become enraged. The effected characters will always use a weapon in battle, regardless of being a spellcaster, and fight at -2 to hit. This effect will last until a successful Dispel Magic spell is cast (consider the spell as 18th level).

Room #58 - This room is 50 ft x 40 ft. It is a fairly empty cavern except for the 4 Elemental Vermins that inhabit this cave. They are very playful and will try to annoy the party if they enter the room and try to pass.

AC 4 Thaco 19 Damage: 1-3 / 1-4 (Breath), Immune to Fire

HP (2HD) 12 12 12 12

XP: 175 each = 700 total

Room #59 - This room is 70 ft x 30 ft. A large statue of the Elder with 8 protruding tentacles is against the southern wall of the room. There are 2 columns of fire – 4 ft high and 1 ft wide – that appear to be coming out of 2 tentacles on the statue. The columns of fire are Firetails, Tshala. They will cast there spells first then one will move forward and attack the party while the other continues to cast from the statue. Fire will erupt from the other 6 tentacles (treat as the 6th level Magic User spell Forest’s Fiery Constrictor for each tentacle, 20th level ability) and attack any creature in the room. All characters must make a save vs. Spell or be under the effects of the 3rd level priest spell Random Causality for the duration of the combat.

AC 2 THAC0 12 Damage: 1-12 (x4), Magic Resistance - 90%, Immune to fire and heat, +3 per die additional Damage: from cold and water, +1 or better magic weapons to hit, Gust of wind disrupts spell casting, Spells cast at 14th level ability – Plane Shift, Remove Curse, Heal, Feeblemind, Maze, Fire Trap (once per day), Fireball (once per turn), Once every 3 rounds – add additional 1-12 for one attack in that round from bright blaze, must save for all within 5 ft.

HP (8HD) 62 62

XP: 6,000 each = 12,000 total

Room #60 - This room is 20 ft x 60 ft. The Flameskull leads the party into this worked chamber. The walls are pitch black and strange runes and symbols are carved into the walls of this chamber. The only light in the room is a yellow glow from the edges of a black pyramid that rests upon a 3 ft high black column. The pyramid is 2 ft high, it gives no reflection, does not shine when light is brought near it, radiates no heat or cold and makes no noises. The pyramid does detect as magical (no specific kind of magic can be detected). The Flameskull hovers 20 ft off the ground and will taunt the party by telling them to leave the chamber because it is guarding a special treasure and it will kill them for defiling it.

AC- 3 THAC0 15 Damage: 2-8 (x2) (Breath) / Spells – Flamestrike, Cone of Fire, Mirror Image – Spell Reflection, Immune to Charms, Sleep and Holds, Regenerates 1 hp per round, Immune to fire, cold, heat and electrical attacks. Magic Resistance - 88%

HP (3HD) 20

XP: 2,000 total

(NOTE: The Black Pyramid is actually a trap that the Flameskull is leading the party to. If anyone touches the pyramid, they will be transported to a Demi-plane. Here they will find themselves in a Ziggurat. An ancient looking man is sitting behind a table somewhere in the middle. He will wait for the character to reach him and then motion the character forward and tell them the rules of the game. They have 2 choices – they can pick 3 cards from the Deck of Many Things in front of him and be returned to the temple OR they can fight 3 creatures of his choosing. The 3 creatures can be chosen by the DM at random, but all 3 creatures will have maximum hit points and receive maximum effect from any spells or spell like abilities they have. If the character tries to attack the old man, he will transform into a Tanar'ri, Balor with maximum hit points and kill that person. If more than one character touches the pyramid, they will each have to make the choice for themselves. If they all try to gang up on the old man, he will transform into a Tanar'ri, Balor for each character present. Any characters that survive either test will be transported back to the temple to a random room on the 2nd level.)

Room #61 - This tunnel leads to the lava flow. Any character that enters the tunnel will see 7 Magmites at the end of the tunnel moving in and out of the lava. If they get to close the Magmites will attack the party. All characters must make a save vs. Spell or be affected by the 1st level mage spell Spook for the duration of the time in the tunnel.

AC 3 THAC0 17 Damage: 4-16 (Touch), -2 to hit because of intense heat,
1 point of Damage per round from heat, Immune to heat and fire, Cold attacks slow down but don’t Damage, Water attacks cause steam that lasts 2-5 rounds in a 10 ft diameter.

HP (3HD) 19 19 19 19 19 19 19

XP: 420 each = 2,940 total

3rd Level

This level is where the labs, guest quarters, gladiator pit, and shrines to the other 3 elements are located. The creatures that truly run this temple live and work on this level. The walls are ornately decorated in brass with scenes of the Elders power and might on the different planes. Strange magical effects are in place throughout this level because of the chaotic nature of the Elders power.

This level is more chaotic and all magic use other than Fire based magic and Chaos magic, both clerical and mage, will have a 45% chance of failure. Fire and Chaos magic are enhanced in the Temple, so each does additional Damage:. Because of the Temple’s close association with Planar material, treat the Temple as if it were the Elemental Plane of Fire for all magic use. (DM NOTE: You can use the description given in the PlaneScape Campaign Set on Magic on the Planes.) If any characters are wearing a necklace from the Efreet on the 1st level, they will be protected from the random effects of this level and will not be penalized for the chance of spell failure. The creatures that guard this level will not attack any character that wears the necklace either.

The heat on this level is greater than the 2nd level and the ceiling is 25 feet high. There is a dim glow of crimson that fills the hallways of this level equaling the light of a torch. Any spell casters that arrive on this level are susceptible to either an Energy drain or Energy gain. If the character rolls a successful save vs. Death magic they gain 1d20 power points. If the save is failed they lose 1d20 power points. If the character is a Fire mage, the effect is doubled.

Room #62 - This room is 50 ft x 50 ft. This room is a shrine to the Element of Earth. Stone walls carved with symbols of the Elder and runes of evil adorn the walls. A stone altar sits in the northern section of the room with the rotting corpse of an Umber Hulk. To either side of the altar there is 1 (total of 2) Mezzoloth demons guarding this room. Each carries a large shield and a magical +1 spear. They will attack any creature that is not wearing a necklace of the Efreet. If any character that is wearing a necklace attacks the demons, they will be attacked as well. The characters are teleported to the center of the room facing the altar.

AC -1 THAC0 11 Damage: 1-6 + 6 / 1-6 +6 / 1-12 + 7 (Spear)
+2 or better weapons, Magic Resistance - 50%, Innate abilities – Alter Self, Animate Dead, Cause Disease, Charm Person, Improved Phantasmal Force, Produce Flame, Teleport without Error, 10th Level Ability – Burning Hands, Cause Serious Wounds, Cloudkill (once per day), Darkness 15’ radius, Detect Invisibility (always active), Detect Magic, Dispel Magic (twice per day), Flame Strike (once per day), Hold Person, Mirror Image, Sleep, Trip

HP (8HD) 63 63

XP: 21,000 each = 42,000 total

Room #63 - This room is 50 ft x 50 ft. This room is a shrine to the Element of Air. The walls are swirling clouds like that seen in the Temple of Air. There is an altar made of Enchanted Cloud Castle material in the southern area of the room. 2 Tanar’ri, Nabassu carrying Maces guard this room. They will attack any creature that is not wearing a necklace of the Efreet. If any character that is wearing a necklace attacks the demons, they will be attacked as well. The characters are teleported to the center of the room facing the altar.

AC -4 THAC0 12 Damage: 2-8 + 7 / 2-8 + 7 / 3-12 (Bite) / 1-8 + 7 (Mace)
Magic Resistance - 50%, +1 or better weapons, Innate Abilities – Darkness 15’ radius, Death Gaze (once per day)

HP (7+10HD) 53 53

XP: 11,000 each = 22,000 total

Hallways H1-H5

H1 - This hallway is 20 ft x 200 ft. There are lit braziers hovering 15 ft in the air every 20 ft along the eastern wall. Between each brazier there is a depiction of a demon or other Extraplanar creature. When the characters get to room #65, the braziers will begin to smoke from the beginning of the 8th level mage spell Incendiary Cloud. Each character must make a save vs. Spell or receive 20-40 points of Damage: the first round (save for half). Read spell description for other effects. A Dispel Magic will remove the effects of the spell.

H2 - This hallway is 350 ft x 20 ft. The northern wall is decorated in pictures drawn in fresh blood that still drips. The scenes depict the Great Blood War between the Tanar’ri and the Batezzu on the fields of Carceri. When the party approaches the door that leads to 66 E-H, they will hear the sounds of metal grinding on stone above their heads. The 7th level mage spell Reverse Gravity will be activated and all characters within 20 ft of the doorway on either side will fall up. There are numerous swords on the ceiling, each causing 2d8 points of Damage. Each character can be hit by 1d4 + 2 swords. After the last person takes Damage: the spell stops and all characters fall taking an additional 2d8 points of falling Damage:.

H3 - This hallway is 350 ft x 20 ft. The southern and northern walls are covered in strange writings, runes, symbols and pictures. If anyone tries to read them they must make a save vs. Petrifaction or go insane. When the party reaches the middle of the hallway the 6th level priest spell Crushing Walls will activate. The size of the wall affected is 40 ft x 40 ft.

H4 - This hallway is 20 ft x 130 ft. The walls of this hallway are covered in etchings of underdark creatures in various states of battle and conquest. As the party reaches the middle of the hallway, the 7th level priest spell Fire Storm appears on the western wall. All characters are susceptible to 2d8 + 20 points of Damage: with half Damage if a save vs. Spell is made each round. The spell lasts 3 rounds.

H5 - This hallway is 20 ft x 120 ft. The walls of this hallway are decorated with images of creatures from the Elemental Plane of Fire. As the party travels down to the door leading south, the floor changes from brass to lava. The effect acts like a Transmute Rock to Mud spell except all characters receive 2d10 points of Damage: each round with a save vs. Spell for half Damage:.

Room #64 - This room is 60 ft x 40 ft. This room has a strong odor of death and rooting corpses. The room is filled with all kinds of dead creatures laying around the floor. Some are missing body parts, others are burned or rooted to far to tell what they are. Some have large holes in their heads with a shocked expression on their faces. The creatures range from all the creatures seen in the temple above to a few the characters don’t recognize. Most of the creatures are undead (15 Ju-Ju Zombies, 10 Zombies, 30 Skeletons) and will attack the party if they enter the room. There is a secret door in the southwestern corner of the room.

AC 6 THAC0 15 Damage: 3-12
Half Damage: from fire, immune to mind affecting spells, illusions, psionics, electricity, magic missile, +1 or better weapons to hit, half Damage: from blunt and piercing weapons

HP (3+12HD) 27 27 27 27 27 27 27 27 27 27 27 27 27 27 27
XP: 975 each = 14,625 total

Room #65 - This room is 60 ft x 120 ft. A large 30 ft wide x 30 ft tall archway leads into this room. Inside this room there are 5 – 20 ft wide x 30 ft high archways. One archway to the north and south, 3 on the western wall. Each archway is made of a strange alloy that pulsates from dark crimson to black and a symbol appears on the wall between the arches. Perched above the doorway from the hallway is a Fire Mephit. It’s responsibility is to show any creature that comes through the Gates to the Head Cleric. When the group enters the room, it will fly away and warn the clerics, making a lot of noise as it leaves. (NOTE: These arches are portals to different Planes. The symbol on the wall tells which Plane the archway leads to. A command word and a special key needs to be used to activate the portal. Both of which the High Cleric and Theleb know.) The portals lead to the Negative Material Plane, Pandemonium, Limbo, Carceri, and the Abyss.

AC 5 (Fire Mephit) THAC0 17 Damage: 1-3 + 1 / 1-3 + 1 / 1-8 + 1 (Breath) /
4 pts. Within 5ft. in a 120 degree arc. Innate Abilities - Heat Metal, Magic Missile (two missiles) once per day.

HP (2HD) 12

Room #66 A-L - These rooms are 30 ft x 30 ft. Each of these rooms are guest quarters for visiting minions from the Planes, Clerics of the Elder that reside in the temple, and Demon guards that protect this level from intruders. Each room will glow of magic if it is detected for. Only the rooms that are occupied will have furniture and the other necessities of life. When a new creature enters the temple through an archway, the magic of the room will activate. The next room available will simulate the environment and living conditions of the Plane, from the portal that the creature arrived through. (Example – A creature arrives from Limbo. The room will sense this and create the conditions that would be found in Limbo.) After the creature has left, the room will revert to being empty, waiting for the next portal to be activated. Rooms I-L are reserved primarily for clerics and mages that work in the temple.

Room #67 - This room is 40 ft x 60 ft. This room is a stable for the creatures mounts that come to the temple. There are 10 separate areas to tether a mount in this room. Presently there are 4 Nightmares in this room. A Tanar’ri, Rutterkin is minding the stable when the party enters. It will release the Nightmares and attack the party if they move towards it.

AC -4 (Nightmare) THAC0 17 Damage: 4-10 / 4-10 / 2-8 (Bite)
Breath Weapon – save vs. Paralyzation or be -2 to attack and Damage: rolls

HP ((6+6HD) 34 34 34 34

AC 0 (Rutterkin) THAC0 17 Damage: 1-6 + 1 / 1-6 + 1 / 1-10 + 1 (Polearm) Magic Resistance - 10%, Innate Abilities – Darkness 15’ radius, Infravision, Teleport without Error, Fear (touch), Fly, Telekinesis (3x per day)

HP (3HD) 21

XP: 2,000 each = 10,000 total

Room #68 - This room is 30 ft x 20 ft. These are the personal quarters of the stable master. The only thing of note in the room is Voltik’s Chariot of Flames in the southeastern corner.

Room #69 - This room is 60 ft x 90 ft. Both entrances to the room are portcullis’s that are raised. The room has a raised platform on the northern wall with a symbol of the Elder behind it. The floor in the center of the room (45 ft x 75 ft) is about 15 ft lower than the rest of the room. This is a Gladiator pit. There are crude weapons along the walls in the pit and no obvious exits. The remains of some creatures still remain in the pit. 4 Cessirid (Mind Flair Dogs) are in the pit waiting for the next victim to arrive. The Cessirid will try and use their Psionic’s to cause the characters to fall into the pit with them.

AC 4 THAC0 13 Damage: 2-16 (Bite)
Magic Resistance - 5%, Bite causes save vs. Poison, or -3 to AC, Saves and To-hits for 3-12 turns, Psionic Abilities – (6th Level) Body Equilibrium, ESP, Dimension Door

HP (7HD) 51 51
51 51

XP: 1,500 each = 6,000 total

Room #70 - This room is 50 ft x 50 ft. This room is very cool and damp and smells of saltwater. This is a shrine to the Element of Water. There is an altar on the eastern wall made of flowing water. The walls are covered in seaweed and are a greenish color. There are 4 strong looking Humans wearing Drow Chain, carrying short swords and large shields. They are charmed and will attack anyone that enters the Water temple that isn’t wearing a necklace of the Elder. The 6th level Priest spell Forbiddance is in place to protect the inner temple.

AC 2 THAC0 15 Damage: 1-8 + 5

HP (3HD) 21 21
21 21

Room #71 - This room is 200 ft x 100 ft and 30 ft high. The doors leading into this room are made of brass with the symbol of the Elder emblazed upon them. As the characters approach, the double brass doors will open inward. As the party enters the room they will see that a ceremony of some sort is in progress. The walls of this room are made of lava flowing in erratic patterns. Bubbles blow outward every so often from all the walls and ceiling which is also lava. The floor of the room is made of brass, which is hot to the touch. At the far western end of the room there is a 20 ft diameter hole in the floor that leads into the lava flow 30 ft below. Hovering 2 feet above floor level over the hole is a 10 ft diameter altar made of adamantite with 8 flaming tentacles (each 50 ft long). 3 live creatures are laying upon the altar. Directly above the altar there is a symbol of the Elder on the ceiling made of burning lava. Great plumes of flame erupt from the hole and engulf the altar reaching the ceiling. The flames touch the symbol and cause it to glow a scarlet red. The cries of the creatures on the altar can be heard and the smell of burning flesh and sulfur are strong. Three robed creatures are kneeling before the altar with their backs to the party. A reddish 8 ft tall man with red eyes (Phantom Stalker) and
2 Humans (Charmed slaves) in Plate Mail carrying two-handed swords are standing next to one of the robed figures. To either side of the robed figures stands an Efreet, Voltik on one side and the Guardian Genie on the other. The Guardian Genie is 10 ft tall, has 2 faces (One watches forward, the other backwards), dark red skin, completely bald and has 4 powerfully muscled arms. Two of the hands are covered in Gauntlet’s made of red dragon scales (Fire Claws) and the other 2 hands hold a +1 Axe of Sharpness and a +3 Mace (Expeller 3d6). A large Demon Creature (Tanar’ri, True – Glabrezu) is standing by the wall near Voltik. The Guardian Genie is bound to protect the temple from intruders, it will warn the characters, once, to leave or it will have to kill them. The robed figures will rise and face the party. 2 of the robed figures are Mind Flairs that run the temple, the High Priest Irrlan and his junior priest Mantubay, a Psionicist, the other robed figure is Pandemonia. The doors of the room will close and the Efreet will attack the party. The 3 creatures on the altar have been transformed into Salamanders carrying spears that will leap out of the flames and protect Irrlan from being attacked. The Phantom Stalker and
2 Humans will protect Mantubay.

The altar is intelligent and will speak to the creatures in the room. It is insane and will babble about all kinds of subjects in different languages. The item does not make sense and will continue to speak as the battle is fought. Any character that approaches within 20’ of the altar will be attacked by the 8 flaming tentacles (treat as Thaco 10). The tentacles will wrap themselves around the character (doing 4-16 points of Damage: each), pickup the character and touch them to the altar where after 2 rounds they are permanently changed into a Salamander. (A strength of 19 is required to break one of the tentacles which have an AC of 0 with 20 hit points.) The characters will leave the altar and attack the nearest living creature. A Restoration or Wish spell is the only way to counteract the effect. Only wearing a necklace of the Elder will circumvent these effects. The 8 flaming tentacles will wave around and shoot forth a crimson beam (a random magical effect) every 1d4 rounds against non-believing creatures. All creatures hit by the beam get a save vs. Breath weapon at -4 to avoid the effects (barring there is a save to the effect). The following list describes the magical effects to roll randomly for:

1 – Power Word, Blind (attack at -4)
2 – Feeblemind (Effects all characters – Heal spell to cure)
3 – Fire Bolt (10d6 points of Damage, save for half)
4 – Insane (Attack nearest creature only Heal spell to cure)
5 – Harm (Reverse of Heal)
6 – Random Causality (Roll to see who takes the Damage)
7 – Flame Strike (8d8 points of Damage, save for half)
8 – Age Creature to Venerable (Restoration or Wish spells can restore)

(NOTE: Because this is a temple of the Elder, all magic (both mage and priest) will act chaotically. A permanent Miscast Magic spell and Protection from Good spell are in effect in this room. All good characters receive -2 to their attack and Damage: rolls.)

(DM NOTE: Voltik is wearing the following Magic Items - Rings of Rapid Regeneration and Teleportation, Gem of Seeing, +2 (+4 on inner planes) Two Handed Sword of the Planes,
Ion Stone - Light Blue Prism, +3 Earring of Protection. Also, the Alu-fiend Pandemonia should survive this battle because she will appear in the next 2 modules as a recurring character.)

AC -6 (Voltik) THAC0 6 Damage: 4-32 / 4-32 / 3-60 + 12 (Sword)
Innate Abilities - (16th Level Ability) 3 Wishes, Assume Gaseous Form, Invisibility, Detect Magic, Enlarge, Polymorph Self, Create an Illusion with sight, sound, and smell, Sunscourch, Misdirect, Wall of Fire, Produce Flame, Flame Arrows, Sundazzle, Pyrotechnics, Sow Fire Seeds once per day or Fire Shield, Fire Track once per week, Conflagration once per month. Half Damage: from magical fire. Magic Resistance: 15%

HP (12HD) 104


AC -4 (Guardian) THAC0 7 (Unarmed), 6 (Axe), 4 (Mace), 2 (Claws)
Damage: 1-10 x 4 (Hands) / 1-12 + 9 (Axe) / 3-18 + 11 (Mace) / 1-8 + 13 (Fire Claws)
Magic Resistance - 25%, 360 degree vision, Immune to Illusion / Phantasm and Enchantment / Charm spells, Spell Abilities – (Twice per day) Shout, Alarm, Silence 15’ radius, Detect Invisibility, Guards and Wards, Wyvern Watch, Sepia Snake Sigil, Dimension Door, Blade Barrier (once per day), Breath Weapon – 30’ diameter (once per day) cloud of fire – 14d6 save vs. Breath weapon for half.

HP (14HD) 95


AC -7 (Glabrezu) THAC0 11 Damage: 2-12 / 2-12 / 1-3 / 1-3 / 1-4 + 1
Magic Resistance - 50%, +2 or better weapons, Innate Abilities - Darkness 15’ radius, Infravision, Teleport without Error, (10th Level) Burning Hands, Charm Person, Confusion, Detect Magic (always active), Dispel Magic, Enlarge, Mirror Image, Power Word Stun (7 times per day), Reverse Gravity, True Seeing (always active), Plane Shift (at will)

HP (12HD) 60


AC 3 THAC0 15 Damage: 1-4 / 1-4
Immune to Fire, Fly, save against cold at -2, near death will explode into 6d6 Fireball.

HP (6HD) 36


AC 1 (Humans) THAC0 15 Damage: 3-18 + 3

HP (4HD) 30 30


AC 5 (Head) 3 (Body) [Salamander] THAC0 13 Damage: 1-8 (Spear) /
2-12 (Tail) + 1-6 (Fire) - +1 weapon or better to hit, immune to Sleep, Charm and Hold Spells, Immune to fire, Receive 1 additional point of Damage: per die from cold attacks.

HP (7+7HD) 35 35
35


AC -1 (High Priest) THAC0 14 Damage: 1-8 (Skull Mace)
Magic Resistance - 90%, Innate Abilities: Suggestion, Charm Person or Monster, ESP, Levitate, Astral Projection, Plane Shift [all saves against these effects are at -4 because of Mind attack], Mind Blast – save vs. Wands or be stunned for 3d4 rounds.

HP (12HD) 65


AC 3 (Junior Priest) THAC0 16 Damage: 1-8 (Mace)
Magic Resistance - 90%, Innate Abilities: Suggestion, Charm Person or Monster, ESP, Levitate, Astral Projection, Plane Shift [all saves against these effects are at -4 because of Mind attack], Mind Blast – save vs. Wands or be stunned for 3d4 rounds.

HP (7HD) 41


AC -6 (Alu-Fiend) THAC0 12 Damage: 1-10 + 5 (Long Sword)
Magic Resistance – 30%, Innate Abilities: Suggestion, Charm Person or Monster, ESP, Darkness 15’ radius, Teleport w/o Error, 240’ Infravision, Shapechange, Clairaudience, Ethereal (Oil of), Plane Shift

HP (12HD) 60


XP: 13,000 (Guardian) + 12,000 (Cleric) + 6,000 (Priest) + 12,000 (Pandemonia) + 12,000 (Demon) + 1,000 (Stalker) + 15,000 (Voltik) + 2,000 each (Salamander) = 88,000 total

When the Guardian Genie and Voltik are killed, the ground will shake and rumble and if the characters look down the hole, they will notice the lava moving up very slowly. Only a group of ten 15th level Lawful Good Clerics can completely destroy the temple and altar in this room. The symbol on the ceiling and the altar are openings into the Demi-plane where the Elder is trapped. His power is extremely strong at this nexus point in the Multiverse and is nearly impossible to completely destroy. After the Clerics are killed, this line of worship will be destroyed. The secret of this temple will be exposed and the surviving Efreet will leave. Without anyone to keep up the temple, it will take one day for it to sink into the lava, vacant but not lost.

Room #72 - This room is 100 ft x 60 ft. The brass floor of this room is blood soaked and the smell of burnt flesh is overcoming. Many tables with chains, irons and strange chemicals are throughout this lab where evil experiments are conducted on the unwary slaves from the surface. Here they are tortured and usually killed in some strange test of new magic that the Clericy is trying to improve. A smaller table with a chair and book are located near the south end of the room. The graphic details of what experiments have occurred are written out in this book. It talks about the experiments that worked and how they were tested in the Pit with the Cesserid. The book also talks about the Undead created and sent to the Negative Material Plane. The book also gives reference to slaves that were sent to the different Planes after they were experimented with. Nothing Magical is in this room.

Room #73 - This room is 50 ft x 30 ft. This is the personal residence of the Lesser Priest – Mantubay. There are paintings of the Mind Flairs killing Gith raiding parties, in battle with Drow (and winning, of course), and a picture of the Elder and an ancient temple in a Mind Flair City. A small altar dedicated to the Elder is near the bed and table. There are many skulls from different creatures on the table with 4 small holes surrounding one large hole in the top. There is nothing magical in this room.

Room #74 - This room is 50 ft x 30 ft. This is the personal residence of the High Priest – Irrlan. There is a large tapestry on the west wall that depicts the Elder being surrounded by 4 creatures wearing Brown, Blue, Green and Red cloaks that are worshipping him. The other walls are covered in strange runes and symbols that detect as magical but make no sense. If a Comprehend Languages or Read Magic spell are used, the caster must make a save vs. Death Magic or go insane from the revelation on the wall. Only a Heal spell can cure this form of insanity. No magical items are in this room.

Room #75 - This room is 50 ft x 30 ft. The walls are covered in bookshelves of ancient books, strange pieces of artwork and a few magical tomes. A small table with a quill and an inkwell are sitting near a stack of scroll paper. A large chest made of iron sits against the western wall. The room is guarded by an Intellect Devourer that will attack the party when they enter.

AC 4 (Devourer) THAC0 13 Damage: 1-4 X 4 (Claws) / Psionics
Psionic Abilities – 200 PSP’s, +3 or better weapon to hit – 1 point of Damage: from these weapons that can hit it, Death Spell – 25% chance to work, Power Word, Kill is effective. Protection from Evil keeps it back, Light drives it away.

HP (6+6HD) 26

XP: 6,000 total

The following items are magical on the bookshelves: Book of Vile Darkness, Libram of Ineffable Damnation, Libram of Keeping, Libram of Recording, Libram of Teleportation Arches, Manual of Grim Grimoire, Manual of Puissant Skill at Arms, Tome of the Fool, Tome of Hopeful Deeds, Tome of Understanding.

The chest (which is Fire Trapped for 12 + 1d4) contains the following items: Potion of Longevity (Aging), Potion of Extra Healing (Blindness), Potion of Super Heroism (Drunkenness), Potion of Vitality (Forgetfulness II), Potion of Fire Giant Strength (Rage), Ring of Invisibility (Clumsiness), Dust of Dryness (10 pinches), Robe of Eyes (Powerlessness)



Fire Temple of the Elder Elemental God NPC’s

Caliar Surefoot

10th Level Ranger (High Elf - Pathfinder) {Follower of Obad-Hai}

AC –3 or -5 (Bracers AC 2, Cloak of Protection +2, Ioun Stone +1, Shield +1, Boots of Speed, Dexterity Bonus)MV: 15
Str: 16 (18/00), Int: 12, Wis: 14, Dex: 15, Con: 16, Cha: 15
Align: CN, Height: 5' 10", Weight: 146 pounds
Magic Resistance None
THAC0: 11 (4)

Innate Abilities: Spelunking, Fire building, Direction Sense, Distance Sense, Trail Marking, Sound Analysis, Alertness, Survival-Forest, Mountaineering, Endurance, Herbalism, Foraging

Magic Items: Ring of Strength (18/00), Ring of Fire Resistance, Potion of Extra Healing, Dust of Tracelessness (20 doses)

Weapons: +1 Longsword of Sharpness (1-10 + 11 / 2-16 + 11), +2 Hammer (1-8 + 8), Dagger (1-6 / 1-4), +1 Longbow, Hand Axe (1-6 + 6)

HP: 95

Caliar Surefoot’s Spells
1st Level
Cure Light Wounds, Locate Plants or Animals

2nd Level
Speak with Animals

+1 Long Sword of Sharpness – This sword is known as “The Neutralizer”. The blade is possessed by the soul of a Neutral Fighter who worshipped the goddess Istus. The sword has the following abilities – Detect Good / Evil 10’ radius, Detect Magic 10’ radius, Detect Secret Doors 5’ radius, Flying – 120’/turn 1 hour/day. Special Purpose – maintain the balance.

History

Caliar is a strong and determined man. He was born in the Vesve Forest in the Kingdom of Melf’s control. He was raised by a large and close family that were woodsman for the army. Caliar continued the family tradition and became a ranger. He spent many years in the Vesve learning his skills and spent little time in the city of Highfolk. When the Greyhawk wars began, Caliar was given command of a group of 10 elves and half elves in the service of Prince Melf. Their mission was reconosence, to seek out the enemy and report on their location. This was very dangerous because of the numerous groups of Orcs, Demons and Servants of Iuz that inhabited the Vesve. On more than one occasion this group met heavy resistance and barely made it back alive with their information. Because of his exceptional service during the war, Caliar was awarded the Silver Star of Veluna, made an Elder of the Land and given Knighthood into the Knights of the Hart – Vesve Forest division. He is in command of an entire group of men that patrol the upper Vesve forest. Upon hearing that the man who saved his life during the war had gone missing, Caliar gathered 2 other men that served with him in the war and began organizing a search party.


Lortan Crystalmoon

9th Level Cleric of Corellon Larethian (Grey Elf)

AC 1 (Elven Chain Mail +2, Shield +2)MV: 15
Str: 13, Int: 16, Wis: 17, Dex: 14, Con: 15, Cha: 17
Align: CG, Height: 5' 0", Weight: 105 pounds
Magic Resistance 20%
THAC0: 16

Innate Abilities: Herbalism, Religion, Appraising (Jewelry), Artistic Ability, Gem Cutting, Blind Fighting, Musical Instrument (Harp), Singing

Magic Items: Ring of Magic Resistance (20%), Ring of Spell Storing (Cure Light Wounds, Cure Blindness and Deafness, Cure Serious Wounds, Heal, Restoration), Potion of Vitality, Potion of Superheroism, Necklace of Prayer beads, Incense of Meditation

Weapons: +3/+6 Frost Brand (Longsword) {1-10 + 6 / 2-16 + 6), Dagger (1-6 / 1-4)

HP: 64

PP: 74

Lortan Crystalmoon’s Spells
1st Level

Anti-Vermin Barrier, Battle Fate (PO 160), Bless, Call upon Faith, Combine, Command, Courage, Cure Light Wounds, Detect Disease, Detect Evil, Detect Magic, Detect Poison, Emotion Read, Endure Heat and Cold, Invisibility to Undead, Light, Magical Stone, Mistaken Missive, Morale, Purify Food and Drink, Protection from Evil, Ring of Hands, Remove Fear, Sacred Guardian, Sanctuary, Shillelagh, Speak with Astral Traveler, Strength of Stone (PO 162-3), Thought Capture, Weighty Chest

2nd Level

Aid, Augury, Barkskin, Chant, Create Holy Symbol, Detect Charm, Dissension’s Feast, Draw upon Holy Might, Emotion Perception, Enthrall, Find Traps, Frisky Chest, Hold Person, Idea, Mind Read, Music of the Spheres, Mystic Transfer, Rally, Resist Fire and Cold, Restore Strength (PO 165), Sanctify, Silence 15’ radius, Slow Poison, Spiritual Hammer, Withdraw, Wyvern Watch, Zone of Truth

3rd Level

Astral Window, Caltrops, Create Food and Water, Cure Blindness and Deafness, Cure Disease, Cure Intermediate Wounds, Detect Ambush, Detect Curse, Dispel Magic, Efficacious Monster Ward, Emotion Control, Extradimensional Detection, Feign Death, Glyph of Warding, Invisibility Purge, Line of Protection, Locate Object, Magical Vestment, Memory Read, Miscast Magic, Negative Plane Protection, Prayer, Protection from Fire, Random Causality, Remove Curse, Remove Paralysis, Speak with Dead, Squeaking Floors, Starshine, Summon Minor Servant, Telepathy, Thief’s Lament, Unearthly Choir, Zone of Sweet Air

4th Level

Abjure, Addition, Animal Summoning I, Blessed Warmth, Call Woodland Beings, Calm, Chaotic Combat, Chaotic Sleep, Cloak of Bravery, Cure Serious Wounds, Detect Lie, Divination, Fire Purge, Focus, Fortify, Free Action, Genius, Imbue with Spell Ability, Inverted Ethics, Join with Astral Traveler, Leadership, Mental Domination, Neutralize Poison, Protection from Evil 10’ radius, Protection from Lightning, Rapport, Remove Paralysis (UA 37), Repel Insects, Solipism, Spell Immunity, Tanglefoot, Thought Broadcast, Tongues, Uplift, Weather Stasis

5th Level

Adaptation, Animal Summoning II, Anti-Plant Shell, Atonement, Barrier of Retention, Blessed Abundance, Chaotic Commands, Commune, Consequence, Cure Critical Wounds, Cure Insanity, Disguise, Dispel Evil, Elemental Forbiddance, Flame Strike, Grounding, Illusory Artillery, Insect Plague, Magic Font, Meld, Memory Wrack, Mindshatter, Moonbeam, Plane Shift, Quest, Rainbow, Shrieking Walls, Summon Major Servant, True Seeing, Unceasing Vigilance of the Holy Sentinel, Undead Ward

Ring of Spell Storing

Cure Light Wounds, Cure Blindness and Deafness, Cure Serious Wounds, Heal, Restoration

Lortan’s History

Lortan was born in the City of Highfolk. His parents are merchants that own a small fruit stand in the market plaza. Lortan had many friends growing up and was extremely popular among the customers and other traders in the plaza. His intelligence and whit endeared him to many people including a Priest of Corellon Larethian (creator of the Elven race) named Celemon Silbran from the local temple. When Lortan was 50 years old, Celemon offered to educate young Lortan at the temple and teach him the ways of Corellon. Lortan’s parents were very happy to have such an honor placed on their home and young Lortan was eager for the experience. Over the years he had grown fond of the religion and the discussions he had with the priests. Lortan was accepted into the temple as a candidate where he was trained in the religion of Corellon. With he training in religion, Lortan also learned many other skills including strategy and warfare, how to play the harp, how to fight with a long sword and also how to create and appraise fine pieces of jewelry. All these skills are very important in the religion of Corellon and practiced with great reverence. After many years of training, Lortan was sent on missions for the church into the outlying areas to teach the skills he had learned. Through his travels he joined a few adventuring groups to raise money for the church. On one such trip in an abandoned castle, the group encountered a party of Drow. The Drow were returning to the underdark with stolen Elven goods and magic. After a great battle where half the party died, Lortan’s group won the day and vanquished the Drow. This is where he got his Frost Brand. The sword was being taken back to the underdark to be destroyed. Upon returning to Highfolk, Lortan recounted his many adventures to his fellow priests. He was told that the Army in the Vesve needed clerics and mages to join their ranks because the forces of Iuz were on the rise. Lortan volunteered immediately and was joined by many other priests. During the war, Lortan was assigned to a reckon patrol under the leadership of a Ranger named Caliar Surefoot. During the following years, Lortan helped defeat many Demons and Evil clerics and mages. He personally hates the forces of Iuz as much as he hates the Drow. He has sworn to use all his powers and skills to protect those that reside in the forest so there will be a buffer zone between the forces of Iuz and Highfolk. He does not want to see the same fate that befell Crockport happen to Highfolk. Lortan is serious in matters of religion, battle and art but has a light hearted spirit in most matters. He is an easy going and likable man that most look to for advice. His experiences give him wisdom beyond his years and people respect him. He respects all Elven religions and holds priests of other religions in high regard (especially Elven religions). Any character that is proficient in an art or musical instrument is also held in high regard. Lortan will just as quickly use his sword in battle as he will use his spells. He will look for evil priests or mages first and attempt to battle them before any other target. If a battle goes bad he will try and pull injured and dead characters out of the area before he himself leaves. His determination and strong will often allows him to win most arguments. Caliar looks to Lortan for advice and will sometimes seek his council on a matter of strategy or warfare.


Graythos Woodoak

9th Level Mage / 9th Level Fighter {Bladesinger} (Grey Elf)

AC 1 (Elven Chain Mail +3, Cloak of Protection +2)MV: 15
Str: 17, Int: 15, Wis: 12, Dex: 17, Con: 16, Cha: 12
Align: CG, Height: 5' 2", Weight: 110 pounds
Magic Resistance None
THAC0: 12

Innate Abilities: Blind Fighting, Endurance, Etiquette, Fungi Recognition, Sign Language, Spellcraft, Survival – Underground, Dancing, Tumbling, Sound Analysis, Navigation – Underground

Magic Items: Ring of Free Action, Ring of Seeing (True Seeing for 3 turns 1/day), Potion of Extra Healing, Boots of Elven Kind, Bag of Holding (60 lbs.), Gloves of Missile Snaring, Hat of Disguise

Weapons: +2 Short Sword of Speed {1-8 + 6), Dagger (1-6 / 1-4)

HP: 66

PP: 74

Graythos Woodoak’s Spells
1st Level
Burning Hands, Chromatic Orb, Color Spray, Detect Magic, Enlarge, Feather Fall, Gaze Reflection, Magic Missile, Nystul’s Flash, Protection from Evil, Shield

2nd Level
Continual Light, Detect Evil, Detect Invisibility, Irritation, Knock, Maximillian’s Earthen Grasp, Melf’s Acid Arrow, Mirror Image, Nystul’s Blazing Beam, Protection From Paralysis, Ray of Enfeeblement

3rd Level
Alacrity, Dispel Magic, Fireball, Gust of Wind, Lightning Bolt, Maximillian’s Stony Grasp, Melf’s Minute Meteors, Nystul’s Golden Revelation, Otiluke’s Acid Cloud, Protection from Normal Missiles, Tenser’s Deadly Strike

4th Level
Dig, Dimension Door, Fire Shield, Fumble, Ice Storm, Minor Globe of Invulnerability, Nystul’s Lightburst, Otiluke’s Resilient Sphere, Rainbow Pattern, Shout, Stoneskin

5th Level
Bigby’s Strangling Grip, Cone of Cold, Feeblemind, Hold Monster, Invulnerability to Normal Weapons, Lower Resistance, Otiluke’s Radiant Screen, Safeguarding, Telekinesis, Teleport, Tenser’s Primal Fury

History
Graythos was born in the Celene. His mother was an inexperienced mage and his father a respected soldier in the army. After many years of instruction in the various disciplines of elven culture, Graythos was most interested in pursuing both of his parents chosen professions, Magic and Skill with the Blade. Graythos made many petitions to attend the University of Arcane Knowledge and the Celene Army. He was eventually accepted into both organizations where he spent 7 years in each learning his crafts. When he was finished his tour of duty, Graythos approached a Grey Elf named Restin Silveredge, (a Bladesinger) and asked to be trained in the ancient art of the Blade Song. Restin explained the discipline to Graythos and made a challenge to him. Graythos was given a task to perform, one that would test his fighting abilities and his magical skills. If he succeeded, Restin would train him. Graythos was given the task of defeating a champion of Restin’s choosing. Restin had a fellow mage create an Illusion of a great Elven fighter. As Graythos battled the Elf, he began to realize that this warrior was too powerful for a test of this nature. The Elf seemed to counter every move Graythos made and strike a blow in return. Graythos realized this was a greater test than his skill with a blade. He was being tested to see if he could make decisions about opponents in battle and how magic is used against you. He disbelieved the illusion and passed the test. Restin was pleased that Graythos passed the test and began his training. Graythos spent the next 20 years learning the discipline of the Bladesong to battle the Drow. He was made part of a special group that would be sent into the underdark to fight the Dark Elves and return captured slaves. Graythos was taught how to speak Drow (vocal and sign), Subterranean Trade, Gnome and Orc. After his training was complete, Graythos was sent on several missions into the underdark. When the Greyhawk wars began, Graythos returned to the Celene to help in its protection. After the first months of the war, Graythos and a few other Bladesingers were sent to the Vesve forest because a special request from Prince Melf was received by the Council. When they arrived, they were placed into different reckon groups. During the course of the war, Graythos proved himself many times in battle and personally defeated 5 Demons and a cleric of Iuz. At the end of the war he was awarded Knighthood in the Knights of the Hart – Vesve Forest and given the Vesve Medal of Courage and Valor, presented by Prince Melf himself. Graythos’s only desires to become perfect in his art while protecting Elves. He has risked his life many times to protect his comrades when it was foolish to do so. If an elf is in danger, Graythos will help that person regardless of personal injury. He is a man that takes life and elven culture very seriously. He hates Drow and all evil creatures that live in the underdark. Because of his worship of Corellon, Graythos has learned to play a flute and has perfected his skill of magic and combat.


Lucious Cedarbark

5th Level Ranger (High Elf)

AC 10 MV: 12
Str: 16, Int: 13, Wis: 14, Dex: 13, Con: 16, Cha: 13
Align: CG, Height: 5' 2", Weight: 100 pounds
Magic Resistance None
THAC0: 16

Innate Abilities: Short Sword, Long Sword, Tracking, Survival – Forest, Animal Lore, Set Snares, Running, Long Bow

Magic Items: None

Weapons:

HP: 37


Irrlan

12th Level Cleric of the Elder (Mind Flair)

AC -1 (Bracers AC 4, Necklace of Protection +2, Dexterity Bonus)MV: 15
Str: 14, Int: 16, Wis: 17, Dex: 15, Con: 14, Cha: 13
Align: CE, Height: 6' 2", Weight: 200 pounds
Magic Resistance 90%
THAC0: 14

Innate Abilities: Plane Shift, Mind Blast (-4 to save), Suggestion, Charm Person or Monster, ESP, Levitate, Astral Projection, Permanent Protection from Good, +4 to all saves vs. Elemental Fire Magic, -2 penalty to save vs. Elemental Water Magic, Summon one 12HD Fire Elemental 1/day for 12 turns

Magic Items: Ring of Tongues, Ring of Elemental Adaptation (Earth and Fire), Girdle of Back Stab defense, Cloak of Flame, Powder of Confusion, Potion of Extra Healing, Potion of Vitality

Weapons: Skull Mace (1-8)

HP: 65

PP: 86

Mind Flair Clerical Spells

1st Level - Cause light wounds, Curse, Combine, Detect Good, Detect Magic, Detect Poison, Detect Snares and Pits, Putrefy Food and Drink, Mistaken Missive, Magical Stone, Shillelagh, Sacred Guardian, Speak with Astral Traveler, Log of Everburning, Invisibility to Undead, Darkness, Faire Fire, Sunscorch (PO: S&M 162), Dispel Fatigue (PO: S&M 161), Mage - Affect Normal Fires, Burning Hands, Chromatic Orb, Dancing Lights, Fireburst, Firewater

2nd Level - Sanctify (Rev), Dissension’s Feast, Chant, Spiritual Hammer, Augury, Detect Charm, Find Traps, Know Alignment, Fire Trap, Flame Blade, Heat Metal, Produce Flame, Silence 15 foot radius, Wyvern Watch, Slow Poison (Rev), Cause Medium Wounds, Aid, Music of the Spheres, Obscurement Mage - Combust, Fire Dagger, Fire Staff, Flaming Sphere, Flame Web, Pyrotechnics

3rd Level - Astral Window, Miscast Magic, Random Causality, Prayer, Unearthly Choir, Locate Object, Speak with Dead, Air Breathing, Glyph of Warding, Cause Blindness and Deafness, Cause Disease, Negative and Positive Plane Protection, Mage - Fireball, Fire Phantom, Flame Arrow, Steam Blast

4th Level - Focus, Uplift, Join with Astral Traveler, Chaotic Combat, Chaotic Sleep, Inverted Ethics, Detect Lie, Divination, Reflection Pool (Lava), Tongues (Rev), Cause Serious Wounds, Fortify, Poison, Blessed Warmth (Rev), Produce Fire, Control Temperature 10 foot radius, Fire Purge (TM 78), Protection from Elementals 10’ radius Mage - Fire Charm, Fire Shield, Fire Trap, Wall of Fire, Fire Aura

5th Level - Plane Shift, Chaotic Command, Commune, Magic Font, True Seeing, Consequence, Cause Critical Wounds, Slay Living, Rainbow, Rainbow (rev), Moonbeam (Rev), Flame Strike, Insect Plague, Memory Wrack, Mindshatter, Mage - Conjure Elemental, Cone of Fire, Balefire, Blue Blaze, Fallon’s Fabulous Fireball

6th Level - Spiritual Wrath, Find the Path, Speak with Monsters, Stone Tell, Fire Seeds, Blade Barrier, Harm, The Black Circle, Sol’s Searing Orb (Rev), Mage - Forest’s Fiery Constrictor, Fire Fountain, Dragon Scales (WHB 105), Wildshield, Wildstrike


Mantubay

8th Level Cleric of the Elder (Mind Flair)

AC 3 (Bracers AC 5, Cloak of Protection +2)MV: 12
Str: 12, Int: 16, Wis: 18, Dex: 13, Con: 12, Cha: 14
Align: CE, Height: 6' 0", Weight: 185 pounds
Magic Resistance 90%
THAC0: 16

Innate Abilities: Plane Shift, Mind Blast (-4 to save), Suggestion, Charm Person or Monster, ESP, Levitate, Astral Projection, Permanent Protection from Good, +4 to all saves vs. Elemental Fire Magic, -2 penalty to save vs. Elemental Water Magic

Magic Items: Ring of Invisibility Negation (Killer), Ring of Warmth

Weapons: Skull Mace (1-8)

HP: 41

PP: 64

Mind Flair Clerical Spells
1st Level - Cause light wounds, Curse, Combine, Detect Good, Detect Magic, Detect Poison, Detect Snares and Pits, Putrefy Food and Drink, Mistaken Missive, Magical Stone, Shillelagh, Sacred Guardian, Speak with Astral Traveler, Log of Everburning, Invisibility to Undead, Darkness, Faire Fire, Sunscorch (PO: S&M 162), Dispel Fatigue (PO: S&M 161), Mage - Affect Normal Fires, Burning Hands, Chromatic Orb, Dancing Lights, Fireburst, Firewater

2nd Level - Sanctify (Rev), Dissension’s Feast, Chant, Spiritual Hammer, Augury, Detect Charm, Find Traps, Know Alignment, Fire Trap, Flame Blade, Heat Metal, Produce Flame, Silence 15 foot radius, Wyvern Watch, Slow Poison (Rev), Cause Medium Wounds, Aid, Music of the Spheres, Obscurement Mage - Combust, Fire Dagger, Fire Staff, Flaming Sphere, Flame Web, Pyrotechnics

3rd Level - Astral Window, Miscast Magic, Random Causality, Prayer, Unearthly Choir, Locate Object, Speak with Dead, Air Breathing, Glyph of Warding, Cause Blindness and Deafness, Cause Disease, Negative and Positive Plane Protection, Mage - Fireball, Fire Phantom, Flame Arrow, Steam Blast

4th Level - Focus, Uplift, Join with Astral Traveler, Chaotic Combat, Chaotic Sleep, Inverted Ethics, Detect Lie, Divination, Reflection Pool (Lava), Tongues (Rev), Cause Serious Wounds, Fortify, Poison, Blessed Warmth (Rev), Produce Fire, Control Temperature 10 foot radius, Fire Purge (TM 78), Protection from Elementals 10’ radius Mage - Fire Charm, Fire Shield, Fire Trap, Wall of Fire, Fire Aura

Mind Flair Psionic Abilities

Mantubay’s PSPs -- 326

Attack Forms – Ego Whip, Id Insinuation

Defense Forms – Mind Blank, Thought Shield, Mental Barrier, Intellectual Fortress, Tower of Iron Will

Psychokinesis – Sciences: Telekinesis -- Devotions: Control Body, Control Flames, Levitation, Inertial Barrier, Molecular Agitation

Psychometabolism – Devotions: Body Equilibrium

Psychoportation – Sciences: Probability Travel, Teleport – Devotions: Astral Projection

Telepathy – Sciences: Domination, Mind Link – Devotions: Awe, Contact, ESP, Inflict Pain, Post Hypnotic, Psionic Blast, Repugnance, Suggestion,


Pandemonia
12th Level Tanar'ri, Alu-Fiend Mage - Invocker

AC -6 (Bracers AC 0, Ring of Protection +3, Cloak of Displacement, Dexterity Bonus)MV: 15
Str: 10, Int: 17, Wis: 15, Dex: 15, Con: 16, Cha: 10
Align: CE, Height: 5' 2", Weight: 95 pounds
Magic Resistance 30%
THAC0: 12

Innate Abilities: Plane Shift, Suggestion, Charm Person or Monster, ESP, Darkness 15 feet radius, Teleport without Error, 240 feet Infravision, Dimension Door, Shapechange, Ethereal (like Oil of), Clairaudience, +1 or better weapons to hit, +2 for saves versus Evocation / Invocation magic, -2 to save vs. Illusion magic, Half damage from cold, magical fire and gas, no damage from electrical, poison and non magical fire, full damage from acid, iron weapon, magic missile and silver weapon.

Magic Items: Ring of Invisibility, Broach of Shielding (68 charges), Wand of the Sun, Gem of Curing, Ioun Stones - Black (see 30 feet in magical darkness) and Iridescent (exist without air), Potion of Extra Healing, Wand of Animation, Case of Exalted Components

Weapons: +1 Sword of the Planes (1-10 + 5 / 2-16 + 5), Dagger (1-6 / 1-4)

HP: 60

PP: 85

Pandemonia’s Spells

1st Level - Alarm, Copy (WHB 95), Electric Arc (SFG 5), Firecracker (Sup 254), Fireburst, Frost Touch (SFG 7), Gemidar’s Icicle (COS 85), Grease, Human Torch (SFG 7), Magic Missile, Portal Beacon (PSHB 112), Shield, Snilloc’s Snowball (FR 45), Sparkle Beam (SFG 10)

2nd Level - Battering Ram (COS 86), Blast Bones (Sup 140), Darsson’s Cooling Breeze (Sup 213-4), Darsson’s Fiery Cube (Sup 214), Electric Blades (SFG 5-6), Flaming Sphere, Flame Web, Flare (Sup 254), Mist Magic (Sup 45), Shadow Bolt (Sup 180), Smokescreen, Spark Shower (SFG 23), Stinking Cloud, Whirling Blade (Sup 116)

3rd Level - Acidic Blast (PSHB 114), Fandurel's Acid Web, Fiery Lash of Unbearable Torment (Sup 203), Fireball, Heat Lightning (SFG 28), Ice Ball, Incineration (p. 19), Lance of Disruption (PO 143-4), Lightning Bolt, Object Missile, Rolling Thunder (SFG 35), Steam Blast (Sup 147), Wall of Water (PO 144-5), Water Jet

4th Level - Baatezu Bane (PSHB 116), Abkar's Strangler, Air Encasement, Chaos Hammer (PSHB 116), Cluster Wall, Dig, Fire Shield, Flame Finger, Ice Storm, Korean’s Flame Lash, Laeral’s Aqueous Column (Sup 137), Vrock’s Speech (PSHB 117), Wall of Fire, Weapon of Rebellion

5th Level - Blackflame Inferno, Bone Splinter (SFG 60), Cloudkill, Cone of Acid (SFG 61), Deflective Plates (SFG 62), Greased Lightning (SFG 63), Ice Spears (p. 19), Lightning Curtain (Sup 178), Rain of Rock, Ship Shock (AQ 135-6), Sonic Boom, Stone Bolt, Wall of Stone, Water Blast (AQ 136,7)

6th Level - Blade of Doom (FR 58), Cataclysmic Coronary (SFG 73), Chain Lightning, Contingency, Critical Hits, Dimensional Blade (PO 152), Death Fog, Energy Lance (SFG 75), Greater Invocation (Sup 193), Prismatic Eye (Sup 136), Salamander’s Seismic Seizure (Sup 223), Sorcerer’s Block, Sonic Touch, Winter Storm

2nd Level Spells

Smokescreen (Evocation)

Range: 8"
Components: V,S,M
Duration: 2 rds/lvl
Casting Time: 2 segments
Area of Effect: 10 ft radius / level sphere
Saving Throw: 1/2

This spell causes a large sphere of thick, black smoke to appear. The smoke created always floats 2' above the ground, so that creatures outside this area may breathe normally. Otherwise, creatures in the area of effect take 2-5 hp damage per round due to smoke inhalation; half damage is taken if a save vs. spells is successful. It is not possible to see into or through the area affected by a Smokescreen, and visibility within this area is reduced to 3'. This reduced visibility makes combat difficult; "to hit" rolls are made at -3 on the dice. A gust of wind repels a Smokescreen but cannot disperse it. The material component of this spell is a pinch of soot.


3rd Level Spells

Fandurel's Acid Web (Evocation)

Range: 5 yards/level
Components: V, S, M
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Special
Saving Throw: Negates or 1/2

This spell creates a many-layered mass of sticky strands similar to a spider web, only stronger, and coated with an adhesive that is strongly acidic. These masses must be anchored to two diametrically opposed points - floor and ceiling, opposite walls, etc. - or the web will collapse upon itself and dissolve. The web covers a maximum area of eight 10'x10'x10' cubes, and the webs must be at least 10' thick, so a mass 40'x20'x10' may be cast. Creatures caught within, or making contact with the web become stuck on the gluey fibers and begin taking damage from the acid, 1d4 hp per round trapped.

Any creature in the are when the spell is cast must make a saving throw vs. spells. If the roll is made, then one of two things happened: if there was enough room for the creature to jump free, then it is assumed that they have done so. If not, the webs are at only 1/2 tensile strength. Creatures with less than 15 strength (8 if half-strength) are stuck until freed by another or the spell wears off. Characters with strength between 16 and 18 (no percentiles) can break through 2' per round. Very strong or massive creatures break through 10' per round. Breakthrough rates are doubled for half-strength webs.

Acid webs are as flammable as the usual sort, and will burn in one round if ignited, causing 2d4 hp of damage to those trapped within. The material components are a bit of spider web and a dram of acid contained within a specially-constructed hollow crystal spider, worth at least 100 gp.

Ice Ball (Evocation)

Components: V, S, M
Range: 10 yds. + 10 yds./level Casting Time: 3
Area of Effect: 20 ft. radius sphere Saving Throw: 1/2
Duration: Instantaneous

An Ice Ball is a catastrophic explosion of sub-arctic cold and shards of para-elemental ice that inflicts tremendous damage on all creatures and objects caught in its area of effect. (Roughly 33,000 cubic feet.) This blast will expand until it fills its full volume similar to the spell Fire Ball (q.v.) inflicting 1d6 hp of damage per level of the caster, up to 10d6 hp damage maximum. The material component for this spell is a transparent crystal that has been exposed to freezing temperatures for over a full year (most likely from a mountain peak, glacier, etc.).

Object Missile (Invocation)

Range: 2 feet + 1 foot/level, then 55 yards + 7 yards/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: One object, then One target
Saving Throw: 1/2

This is an interesting spell, consisting of enchanting an object into becoming a magic missile. This was devised by Polydueces after a rather irritated fighter had started throwing objects at him during a bar fight.
Upon casting the spell and pointing at the spell’s first recipient (An object), small, green sparks will fly from the caster’s hands, and into the object, rendering it floating and glowing with energy. Next, the caster points to the spell’s second recipient (the target), and the object careens at it, breaking upon impact. Damage varies with the size of the object enchanted:

Level of Caster Size Damage
3 T (Pebbles, Rocks, etc.) 1d3+2/3 levels
5 S (Crates, Pots, etc.) 1d6+3/3 levels
7 M (Beds, Dressers, etc.) 1d8+4/3 levels
10 L (Carts, Columns, etc.) 1d12 +5/3 levels

The caster may enchant one object at or below his current level at a time. High level wizards love this spell, due to the chaos it can cause and the high damage they can inflict by “Shooting” an inn table at someone.
The only material component for this spell is, of course, the object you are going to enchant.

Water Jet (Evocation)
Components: V,S
Range: 0 Casting Time: 3
Duration: 1 round/level Saving Throw: Neg.
Area of Effect: Special

The casting of this spell creates a powerful stream of cold sea water emanating from the caster's wrists. The jet is 1' in diameter and 120' long. The jet's flow is about 1000 gallons or 5 cubic yards per round. It will knock over creatures weighing 500# or less. Creatures struck suffer 2-12 points of damage and are possibly blinded for 2-8 rounds. Those making saving throws will just get wet; the jet missed them or they dodged in time. Note: the jet will hit something. Creatures of flame suffer double damage. In addition, the water striking large heat sources will create a vapor cloud, obscuring vision in a 1" to 3" diameter sphere. The spell will extinguish very hot and large normal fires and snuff out small magical flames. The water jet can be used to harden lava, dig as per the spell, but only on the surface (digging down will muddy up everyone), and of course make huge areas slippery.

Underwater: small elemental water beings and sea creatures are knocked aside suffering 1-6 points of damage only. Water Elementals and Madrids are immune to the damaging effects. The jet will clear away seaweed, schools of fish and ink clouds and can make giant clouds of murky silt. Lastly, the water jet can propel the caster at a rate of 36" if so desire - hands placed down the sides.

4th Level Spells

Abkar's Strangler (Evocation)

Components: V,S,M
Range: 2d4"+1"/level of caster Casting Time: 3
Duration: 1d4+1rd/level of caster Saving Throw: Neg.
Area of Effect: 1 individual

Explanation/Description: By means of this spell, the spellcaster causes and unseen pair of hands to wrap around an individual chosen by the caster. During the first round, the spell does 1d10 points of damage. On each following round, the die of damage goes down one (i.e. 1d8, 1d6, 1d4)Once the damage gets to 1d4/round, it stays there for the duration of the spell. The victim is allowed a saving throw v. magic each round after the fourth. This spell also takes the caster's full concentration, and if it is broken, the spell goes bye bye.
The material component for this spell is a small piece of rope or twine. The rope is not consumed in the spell and may be used again.

Air Encasement (Evocation)

Range: 20-ft/level
Components: V, S, M
Casting Time: 5
Duration: 5 rounds
Area of Effect: 1-4 creatures
Saving Throw: Neg.

Harnessing the wind the wizard can encase a creature in a deadly wind. While encased, the creature is inflicted with 2d8+4 points of damage. When it is cast the target makes a saving throw. If it succeeds, the spell fails and the target suffers no damage. If it fails, he takes the damage each round. Every round though, the target makes another saving throw, each with a chance to negate the encasement. The materials for the spell are a legume seed and a tiny fan.

Cluster Wall (Abjuration, Evocation)
Range: 5 feet
Components: V, S, M
Duration: Instantaneous
Casting Time: 2
Area of Effect: 15 ft by 15 ft square in front of the caster
Saving Throw: None

An innovative spell created by Polydueces, this incantation serves as both an attack and defense at the same time.
When cast, a cluster of explosions appears up to 5 feet in front of the caster, in the form of a 15 ft by 15 ft vertical square (Not a cube). The wall will inflict 2d6 HP of fire damage to anyone within 5 feet of it, and 1d4 damage to anyone within 15 feet of it. There is no saving throw for this spell.
The wall also serves as a defense; any fiery spells that come in contact with the Cluster Wall fizzle out. This spell will not negate another shield.
The material components for this spell are a bit of sulfur and a pinch of ruby dust (any value). Both components are flung out in front of the caster at the end of the spell’s verbal component.

Flame Finger (Evocation)

Components: V,S
Range: 20 feet Casting Time: 3
Duration: Instantaneous Saving Throw: 1/2
Area of Effect: Special

Explanation/Description: This spell causes a cone of fire 20 feet long and 6 feet wide at its farthest extent to shoot out from the caster's outstretched finger. Any creature caught in the area of the flames suffers 1d4 points of damage plus 2 per level of the caster. Those who successfully save v. spells take only half damage. Flammable materials touched by the fire automatically burn. Such materials may be extinguished in the next round if no other action is taken.

Koren's Flame Lash (Evocation)

Components: V,S,M
Range: W/in 15 ft of caster Casting Time: 4
Duration: 1 rd/level Saving Throw: 1/2
Area of Effect: Special



Explanation/Description: This spell creates a whip made of pure flame. Only the caster may safely use the lash. Any other creature that touches it will take 10 points of damage per round. The caster attacks with the lash as a fighter of half the caster's level. The caster may make two attacks per round. If both of these attacks succeed, the lash has wrapped itself around the target. The victim may make a strength check v. 18 to break free. Damage for each hit is 4d4 hit points. Each round that the lash is in direct contact with a victim, it will cause 20 points of damage. All flammable materials must save v. magical fire to avoid bursting into flame each round that the lash is in contact with it. The material component for this spell is a burning piece of string.

Weapon of Rebellion (Enchantment/Charm/Invocation)

Range: 40 yards + 10 yards/level (Up to 100 yards)
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 Weapon / Opponent
Saving Throw: Vs. Wands (Negates)

Polydueces created this cantrip in order to meet with the rapidly increasing “Sword” spells he was seeing in so many spellbooks at the library. Only with this spell, a new twist is added (As far as Poly’s knowledge).
When cast, the caster points, and a small mote of brown light flits over to the weapon indicated (NOTE: The weapon MUST be held in an offensive way by an opponent for the spell to work) and then connects with a spherical burst of green voltage, knocking the weapon’s wielder backwards 1d4 feet, although the weapon remains “Floating” in mid air. Then, at the caster’s command, the weapon turns on it’s owner, ready to slash, parry, thrust, crush, or impale him to death. The only way the weapon can be subdued is if the owner beats it back down, with another weapon. The rebellious weapon may hit once per round, causing the damage normal to that type of weapon. The weapon has a THAC0 equal to that of the opponent from whose grasp the weapon came, takes on 70% of the caster’s HP (i.e. a caster with 65 HP would give life to a weapon with {round off to the nearest number} 46 HP), and has an AC of 2. This spell, when cast on Vorpal Weapons, is extremely effective.
The caster may cast this spell on enchanted weapons as well, although the weapon receives a +3 to it’s saving throw. The spell also has a 3% chance of failing per point of intelligence the weapon has.
The material components for this spell are the weapon to be caster upon, and a bit of ruby dust worth at least 475 gp, thrown in the direction of the weapon.


5th Level Spells

Blackflame Inferno (Evocation, Necromancy)

Duration: NA
AoE: 10' + 5' per 3 levels
Components: VSM
CT: 5
Range: NA
Save: 1/2 damage
This dreadful spell causes an inferno of black and purple flames to shoot from the caster, damaging everything within the area of effect. This spell's area of effect is a circle around the caster extending for 10' + five feet for every three levels the caster has obtained. All creatures in the affected area take 1d6 damage per level of the caster. There is no upward limit to the damage inflicted by this spell. Each creature that is killed directly by this spell adds that creature's level or hit dice to the caster's hit point total. These hit points are temporary; they last for a number of rounds equal to the caster's level. The affected creatures can save vs. death magic to halve the damage of the spell.
The material components for this spell are a small piece of sulfur and a lock of a vampire's hair.

Rain of Rock (Evocation, Elemental Earth)

Duration: NA
AoE: 20' diameter circle
Components: VSM
CT: 5
Range: 90' + 10'/caster's level
Save: 1/2 Damage

Like it sounds, this spell causes a rain of flaming stones to fall from the sky and squish anything in the area. This deals 1d4+2 damage per level of the caster to anything in the area. They can save vs. spells for half damage. It causes any flammable objects in the area to burn. The maximum amount of damage this spell can inflict is 10d4+20 (10th level)
The material component for the spell is the remains of a small meteor.

Sonic Boom ( Evocation )

Range: 20 yards + 10 yards/level
Components: V,S,M
Duration: 2 rounds/level
Casting Time: 5
Area of Effect: 30 ft. radius or Individual
Saving Throw: Special

Description: A Sonic Boom is a concentrated blast of sound waves that disrupt and cause damage. When the wizard casts this spell, 2 small globes of Pearl colored light appear, one globe in each hand. When the hands are brought together and pointed in the direction of the enemy, the 2 globes of Pearl colored light orbit one another speeding towards the target. Sonic Booms can be directed at 1 creature or an area. If the spell is used as an area of effect, the targets get a save vs. spell. Those saving are stunned for 1 round and deafened for 2 rounds. Those failing the save sustain 2d10 points of damage and are stunned for 2 rounds and deafened for 4 rounds. If the Sonic Boom is directed at one target, the caster receives a +1 bonus to hit for every 5 levels of experience. If the caster misses the target, nothing occurs. If the target creature is hit, they must makes a save vs. Death Magic. If the save is failed, the creature receives 4d10 points of damage and is thrown for 1 ft per level of the caster. This throwing causes an additional 1d12 points of damage. If the save is made, the creature takes half damage and is not thrown. Multiple Sonic Booms can be used to weaken materials such as metal, stone, snow, and wood. The weakening is equal in effect to the damage caused by a hit from a missile hurled by a small catapult. (See the second edition Dungeon Masters Guide ). The material component is a tuning fork.

Stone Bolt (Evocation)

Components: V, S, M
Range: 1"/level Casting Time: 5
Area of Effect: Column, 25' long x 5' diameter Saving Throw: 1/2
Duration: Instantaneous

This spell is vaguely similar to the 3rd level spell Lightning Bolt (q.v.) in that the range refers to the actual starting point of the bolt which then extends out to its full 25 foot length. This bolt is actually an extremely fast moving column of super-dense rock that inflicts 1d8 hp damage per level of the caster, up to a maximum of 15d8 hp damage. Against inanimate objects it inflicts 1 structure/hull point of damage per level of the caster over three. Items forced to make saving throws do so with a -2 penalty vs. crushing blow. The material components for this spell are a small piece of lead and some granite.
6th Level Spells

Critical Hits (Evocation)

Range: Touch
Components: V, S, M
Casting Time: 2
Duration: Special
Area of Effect: Person Touched
Saving Throw: None

This spell enables the caster to increase damage on their victims. The wizard attacks as a fighter half his own level. Each hit on the person touched receives 2 times the rolled damage. For example, if an 8 is rolled 16 points are inflicted. Round fractions down. The spell lasts for 1d10 rounds. The component for the spell is a few hairs of a strong animal and a 100 gp gem.

Sorcerer’s Block (Invocation/Charm)

Range: 15 yards + 3 yards/level
Components: V, S, M
Duration: Special
Casting Time: 4
Area of Effect: 1 Target
Saving Throw: Intelligence Check (Negates)

Polydueces had once eagerly watched a duel between a wizard from the school of Charm and a wizard from the school of Conjuration. The Conjurer was about to Conjure a Quasi-Elemental, but the Charmer, seeing this, had casted a special version of the Forget spell Poly had read about somewhere. The Conjurer forgot the next verbal phrase, and the spell was disrupted. Poly liked the idea, but it needed development. This is the outcome of that modified forget spell.
When cast, shimmering blue lights appear around the recipient, followed by several large bursts of light gray smoke. The victim’s memory has now been erased of 1 spell level (Starting at the recipient’s highest spell level) for every 3 levels of the caster. For instance, let’s say a 15th level wizard casted this spell on a wizard with 8 spell levels. The wizard would instantly forget all spells from levels 8-3. The recipient would now be able to cast a Magic Missile spell (Level 1), but not a Lightning Bolt spell (Level 3).
The only way for this spell to be canceled is if the recipient takes to his bed. Upon waking the next morning, he will remember he has 8 spell levels, but he will have to re-memorize all of the spells that were erased from his memory.
The material component for this spell is a pouch pull of darkened powder and a divining rod worth at least 700 gp broken in half. Both materials are held out infront of the caster, then burst in a puff of gray sparks.

Sonic Touch ( Evocation )

Range: Touch
Components: V,S,M
Duration: 5 rounds
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: None

Description: When this spell is cast, the wizards hand begins to vibrate. When the caster (who attacks as a fighter half his level) touches an opponent in melee with a successful attack roll, the opponent immediately feels the sub-sonic vibrations. These vibrations cause the victim to lose 1d4 Hit Points in the first round and -1 to attack and damage rolls. Second round 1d6 Hit Point loss and -2 to attack and damage rolls. 3rd round 1d8 Hit Point loss and -3 to attack and damage rolls. 4th round 1d10 Hit Point loss and -4 to attack and damage rolls. And 5th round 1d12 Hit Point loss and -5 to attack and damage rolls. Once the vibrations have begun, nothing will stop it short of a Limited Wish or a Wish. The spell is expended when a successful touch is made or 1 turn passes. The material component is a tuning fork.

Winter Storm (Evocation)

Duration: NA
AoE: A cone 100' long and 60' wide at its end
Components: VSM
CT: 6
Range: NA
Save: 1/2 Damage

Winter Storm is something like a combination between the gust of wind and cone of cold spell. It causes each creature in the affected area 8d8 points of frost damage. Creatures affected by this spell are pushed away from the caster, as follows.
T- 1d10x10 feet
S- 1d8x10 feet
M- 1d6x10 feet
L- 1d3x10 feet
H or larger- none
Creatures thrown in this way take 1d4 damage for each 10 feet they are thrown. The material components for this spell are a drop of blood from a frost (see the Forgotten Realms MC) and a strong puff of breath from the caster.



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