Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the players: This great open area is obviously the one
in which the principle of the Elemental
Evil of Earth is served. The walls are
rough-hewn sandstone, but the entire
floor is dark brown earth.
Some sort of phosphorescent lichen
provides a dim illumination throughout
the vast area. It grows on walls and ceiling,
supports and arches. Cressets and
wall sconces indicate that, during ceremonies,
other light sources are used.
In the center of the room, occupying a
20' square area, is a pyramid of hardpacked
dirt; the sides rise about six feet,
and the top is flat, forming an area about
six feet square. Stone steps are set in the
four faces of the pyramid. Atop it is a
stone column, each of its four faces bearing
a carved triangle and sporting a pair
of bronze manacles dangling from bolted
rings. At the base of the south face of the
column rests a bronze box.
Three doors are in the south wall;
those to the left and right are normal, but
the center pair are huge bronze valves.
These bear a strange set of silveryglowing
runes, obviously chiseled into
their face by someone other than their
maker. They are sealed shut, with soft
iron filling all the cracks.
For the DM: The normal doors on the south wall lead to
areas 145 F and 145 G, described after this
The depth of the earth in this room is six
feet. The bronze box by the column is not
locked; it contains a bronze maul, knife,
bowl, and ewer. All of these items are evil,
and detectably so; each item (including the
box) is worth 25 gp.
As with the main entrance of the Upper
Temple, the n the large pair of doors are an
antipathy spell, made permanent upon
them. All those who failed any previous
saving throw against this effect cannot
approach the doors; any intruder whose
saving throws were successful must here
again make a saving throw vs. spells, with
the usual -2 penalty, or suffer the effects.
Four earth elementals are here, hidden
under the dirt floor at four points (indicated
by the letters A, B, C, and D on the map).
An elemental attacks any victim within ten
feet of it, and ceases attacking immediately
when and if this situation ends.
Elementals (4): AC 2, MV 6", HD 16,
hp A = 87, B = 74, C = 71, D = 69, #AT 1, D 4-32,
SD + 2 weapon to hit; XP 4155, 3960, 3915, 3885
A holy word or wish dispels all of the elementals,
but otherwise they must be fought
and slain to rid the area of their presence. A
dispel magic does not affect them.
If an intruder enters this room further
that 20 feet from any entrance, all four elementals
rise up out of the earth and stand
motionless. If the intruder tries to leave, the
elementals start patrolling, as follows. Four
roman numerals surround each letter; each
elemental moves first to I, then II, III, IV, I
(etc. ), taking one round for each "leg" of the
trip. The elementals continue this patrol as
long as any living thing remains in the area.
If all intruders manage to depart, the elementals
return to their original positions
(the letters) and burrow back down, leaving
no trace of their patrol or presence.
If all intruders move directly to the central
pyramid (instead of attempting escape),
the elementals do not patrol. Instead, they
all move to their IV positions near the pyramid)
and do not move again for 1 turn,
unless approached (activating their "attack
reflex"). The elementals do not climb the
pyramid in any case. After their 1 turn of
immobility, any elemental that has not had
1 ewerful of blood poured upon it actively
pursues intruders, reaching up towards
those upon the pyramid, if applicable.
(Intruders thereon must be careful of straying
too close to the edge.... )
EXCEPTION: Anyone wearing the robe
of Romag (the brown vestment with the
four triangles set with gems) can move
freely among the elementals without suffering
attack. The wearer can furthermore
command their movements by verbal
instructions in the Common tongue (though
they cannot leave this Temple).
Buried under the dirt at each of the IV
positions is great treasure. The digging of
any one area takes 12 man-turns, i. e. 2 turns
for 6 persons, 3 turns for 4 persons, etc. No
more than six persons can excavate one area
at the same time. Nothing is found in any
dig until after one full turn of work, regardless
of the number of participants.
The first area excavated and searched
produces 800 gp and a flask, a potion of
The second area produces 200 pp and a
suit of ring mail + 1.
The third area produces 28 brown spinels
(each worth 100gp) and a morning star +1.
The fourth and last area excavated and
searched produces a ring of protection + 1,
rope of climbing, a leather case containing a
wand of paralyzation (38 charges), and a
brass box containing three jars of