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Temple of Elemental Evil
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Nodes of Elemental Evil
Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.

Nodes of Elemental Evil
Nodes of Elemental Evil
Air Node

Within the Air Caverns, the atmosphere is cool and windy. The relatively constant 60 degree temperature (F) is comfortable to all herein, but the winds range from mild gusts of 10-20 mph to full gales of 100 + mph. The environmental damage is due to dust, pebbles, and other debris blown by the winds.

Those arriving in the air caverns appear on a plateau atop a central spire, standing 200 feet above the floor level and reaching to within 50 feet of the cavern's roof. A steep slope down spirals widdershins from the peak.

Light seems to come from the ceiling of the cavern, casting a soft twilight glow throughout the area. The visibility from the peak is fair; many cave entrances can be dimly seen in the distance. Dense clouds of random shapes and sizes drift in the great cavern. Though they are constantly pushed and torn by the winds, they do not disperse easily. At floor level, however, visibility varies widely. When necessary, the DM may roll 2d4 to find the number of map squares (each 50' across) visible in any one direction, but this could change in a short time, possibly only a round or two.

The slopes, stairs, and caverns themselves are hewn of solid rock, apparently by very good craftsmen. All surfaces are strewn with rubble, an occasional bone or bit of lost, worn equipment, and an infrequent shallow pit or landslide.

Though most of the Air Caverns are dry and fairly mild, some are dotted with pools of icy water, with frozen lumps on the walls. These caves are even cooler towards their northern ends, where part of a glacial outcropping can be seen.


Earth Node

The Earth Burrows are dark and slightly damp—a typical cave-dungeon setting. The temperature is a constant 45 degrees, with little or no air movement. The environmental damage comes from the ever-present heavy dust in the air, and from occasional rockslides, minor cave-ins, and so forth.

Those arriving in the Burrows appear in the center cave, a large broad area 50 feet tall at its center tapering to only 10-20 feet at the side corridors.

The corridors have no light, and the dusty air permits only half normal range of sight, whether normal or infravision. Slopes are few, and the stone is dug out, rather than worked.


Fire Node

The rooms and corridors of the dreaded Fire Pits are humid and hot—so hot that the subsequent environmental damage is inflicted over periods of exposure. The areas are lit, either dimly or brightly, by the occasional pits of burning embers and leaping flames, as noted on the map.

Those arriving here appear in the central room, faced with a choice of eight doors. They, and all other portals in the Node, are large stone constructions with brass fittings. They stick frequently (-1 penalty to all 'open doors' rolls), but are edged by ample cracks which allow fire creatures and others of mutable form to seep through them even when closed.

The rooms and corridors, hewn from the surrounding rock, are well-made, perhaps by earth elementals or magic. Many surfaces are scorched and scratched, but few are chipped. Bits and scraps are rare, only found in small piles and singed on the upper side.


Water Node

The Water Maze is a great indoor ocean, a magical place suitable to both salt and freshwater beings. The ceiling of the great cavern casts a soft moonlight-bright glow. From the central pool, one might imagine the place to be a tropical atoll; but danger lurks throughout.

The air is changeable, once a lilting warm breeze and then suddenly a chilling draft. Swirling eddies in both the water and the air produce sudden changes in waves at any time. Mists rise from the water, adding an air of mystery and suspense to the visually peaceful setting. But it is these oddly tinted mists that poison the very air, causing the given environmental damage to the unprotected.

The depth of the water varies widely but averages about 50 feet. The dozens of craggy islets reach 10 to 80 feet from the surface, stretching towards the cavern roof far overhead (100-150 feet up) like pointing skeletal fingers. Icebergs dot the coldest part of the water, mostly to the northeast corner of the map.

Newcomers to the Node land asplash in the central pool area, which is only 10 feet deep and protected from most of the sea dwellers by a coral reef. Some few small scavengers might be lurking therein, but they will probably avoid a group of nervous humans.

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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