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Temple of Elemental Evil
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Corridor of the Elements (Dungeons of Elemental Evil #211)
Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.

For the players: This 20' wide passageway is strangely lit by some obviously magical means. In the center and the short northern extension, it pulses with a disgusting gray luminosity; to the west it glows with a green radiance; and to the east, bands of dull red light seem to float in the air. Each pair of double doors (to the north, west, and east) is a great brass construction, covered with horrible scenes and leering faces. To the south is a huge slab of bronze, a solid portcullis. A mighty windlass flanking it to the east obviously raises and lowers this barrier.

For the DM: The designs in the corridor are very similar to those in the Processional Corridors (areas 209). The windlass is secured with a chain and huge padlock, and a bar is across the gate — unless, of course, either or both have been opened.

The central 20' square at the intersection is "safe, " but not so the corridors. Any movement out of the safe area causes the walls of the corridor entered to glow brightly, and elemental forces (see the following descriptions) are felt. For each ten feet of travel, 1-6 points of elemental damage is inflicted; each victim may make a saving throw vs. spells each time this occurs, and success indicates that no damage is taken. Note that any victim carrying or wearing the appropriate Temple symbol automatically succeeds in each of these saving throws.

East: Walls glow fiery red; the smells of sulfur, burning flesh, and hot metal assault the nostrils. Victims take heat damage.

West: Walls, floor and ceiling shed a deep green gloom. Movement is slowed to 3 " rate (as if moving underwater). A moist reek of seaweed and rotting fish pervades the air. Victims take damage as if drowning.

North: A great rush of moaning and shrieking wind strikes the party. It oddly and undescribably smells like the winds of age, war, and death. Victims take cold damage and are blown backward 30 feet; each also takes 1-6 points of impact damage when hitting the gate (unless it has been opened).

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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