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Cells (Dungeons of Elemental Evil #150)
Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.

For the players: This seems to be a line of gaol cells. Each door has a small barred window, and a large lock and bar as well.

For the DM: Use the following general description for each cell, adding prisoner notes (below). Note that the doors on the east walls of cells a, b, and c cannot be seen or opened from inside a cell. Careful inspection reveals a tiny opening in each, and probing gives a metallic sound.

For the players: The cell is 10' square, with closely set stone blocks in wall and floor; the ceiling is actually hewn from living rock. Straw litters the floor, and chains hang from the far wall. A small drain is in the center of the floor.

For the DM: When a door is opened, the inside is found to be covered with a sheet of rusty iron. No cell contains any treasure.

Eastern Rooms: The doors of cells a, b, and c are neither locked nor barred, but as long as they remain shut, their "ragged human" occupants (three zombies in each) stay huddled in their straw, appearing as captives and (of course) not speaking. All three zombies of a cell attack if their door is opened.

Zombies (9, 3 per cell): AC 8, MV 6 ", HD 2, hp 10 each,
#AT 1, D 1-8, SD 1/2 damage from stabbing weapons;
automatically lose initiative; XP 40 each

Western Rooms: The doors to cells d, e, and f are locked and barred. Cells d and f are empty. Cell e contains one gnome, bound and gagged and chained to the far wall. The turnkey (see area 152) is not positive that this character isn't able to use some form of magic, and so keeps him gagged except during feeding times (once per day).

The gnome's name is Wonnilon. He came to this place to get treasure, of course, since he was flat broke. He is Neutral, and claims to be a fighter (but is also a thief). If freed, equipped, and well treated, he considers staying with the party, as the characters seem powerful (they have, after all, penetrated this far) and therefore promise plenty in the way of treasure. If not given a fair share of the proceeds, Wonillon steals to make up the difference. If badly treated, he waits his chance for a good opportunity, steals as much treasure and magic as possible, and sneaks away to leave the Nulb area entirely.

Wonillon, Level 4/4 Fighter/Thief, hp 23
S 17 I 12 W 9 D 17 Co 16 Ch 10 AC 7 (no armor),
#AT 1, D 0 (no weapons), SA by professions, SD by race; XP 363

Areas of the Week
Conclusion
Nodes of Elemental Evil
Jul 18th, 2003
Inner Chamber
Nexus
Jul 11th, 2003
Private Room
The Greater Temple
Jul 4th, 2003
West Wing
Large Room
Jun 27th, 2003
East Wing
Study
Jun 20th, 2003
Pleasure Chamber
Hall of Sculpture
Jun 13th, 2003
Hall of Dread
Hall of Glory
Jun 6th, 2003
Inky Chamber
Hall of Elemental Magic
May 30th, 2003
Earth-Floored Area
Opulent Bedchamber
May 23rd, 2003
Grotto
Sunlit Room
May 16th, 2003
Cistern Chamber
Reception Hall
May 9th, 2003
Grim Chamber
Hall of Triumphal Evil
May 2nd, 2003
Room of Bones
Jumbled Room
Apr 25th, 2003
Hall of Verdigris
The Pool Chamber
Apr 18th, 2003
Corridor of the Elmnts
The Temple of Fire
Apr 11th, 2003
Pearlescent Room
Secret Room
Apr 4th, 2003
Old Storeroom
Audience Chamber
Mar 28th, 2003
Cells
Secret Corridor
Mar 21st, 2003
The Earth Temple
Pit Chamber
Mar 14th, 2003
Sleeping Apartment
Bronze Door
Mar 7th, 2003
Corridor of Bones
Trapezoidal Annex
Feb 28th, 2003
Secured Room
Kitchen
Feb 21st, 2003
Grand Entrance
Dais and Throne
Feb 14th, 2003
The Waterside Hostel
Mother Screng's Shop
Feb 7th, 2003
Torture Chamber
Chamber of the Master
Jan 31st, 2003
Church of St. Cuthbert
Two-Storied Tower
 
 
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