Nodes of Elemental Evil
TABLE OF MAGICAL TREASURES When developing encounter areas in the
Nodes of Elemental Evil, use items from the following table if magical treasure is indicated by random roll for the monsters' treasure type. Roll 1d100 to determine the exact item.
Place the item and delete it from the table; roll again if the same roll occurs again. If all these items are used, select magic randomly (DMG pages 121-125) but ignore artifacts and books (librams, manuals, tomes, et al.). This should not be necessary unless multiple parties spend great amounts of time exploring the nodes in detail.
Note that all spells on spell scrolls given below are detailed in Unearthed Arcana and are of lst-7th level (though you are not bound by either guideline in generating additional magic items). You may divide the scrolls given, if desired, into several smaller ones. Other items detailed in Unearthed Arcana are indicated by the initials UA.
24
Longsword + 1 ('Snoop', AL NG, Int 13, empathy; can detect invisible and detect magic, each to 10' range) Bracers of defense AC 3
Spear + 1
Scroll of protection from traps (UA) Plate mail + 2
Potion of fire breath (UA) Helm of underwater action Shortsword + 4, defender Ring of shooting stars Potion of flying
Scroll of 6 magic-user spells (levels 1, 2, 3, 4, 6, 6): run, preserve, item, stoneskin, contingency, eyebite Figurine, marble elephant (Asiatic) Spear + 2
Dagger + 2 Potion of speed Cloak of protection + 2
Scroll of protection from electricity (UA)
Longsword +2, + 3 vs. magic-using and enchanted creatures
Light crossbow + 1
Potion of rainbow hues (UA) Scarab of protection -2 (cursed) Shield +1
Ring of feather falling Decanter of endless water
Scroll of 6 illusionist spells (levels 1, 2, 3, 4, 5, 5): phantom armor, alter self, wraithform, rainbow pattern, advanced illusion, dream
Potion of ESP Shield + 3
Bracers of archery (UA) Arrows + 1 (10)
Potion of water breathing (4 doses) Battle axe + 1
Scroll of 7 druid spells (levels 1,1,2, 2, 3, 3, 5): detect balance, detect poi-son, flame blade, reflecting pool, spike growth, starshine, moonbeam Crossbow bolts + 1 (12, light) Leather armor + 1
Potion of heroism
Broadsword + 1, flame tongue Scroll of 4 illusionist spells (levels 1, 2, 3, 4): chromatic orb, fascinate, delude, dispel magic
Plate mail of vulnerability Shield + 1
Longsword, cursed berserking Boots of levitation (420 pound limit) Bastard sword + 1, +3 vs. giant class creatures
Potion of gaseous form Ring of fire resistance Longsword + 3 Mace + 1
Potion of fire resistance Broadsword of life stealing + 2 Scroll of 7 magic-user spells (levels 1, 1, 3, 3, 4, 5, 5): taunt, wizard mark, material, wind wall, magic mirror.
avoidance, fabricate
Scroll of 5 magic-user spells (levels 1, 2, 6, 7, 7): firewater, flaming sphere, chain lightning, sequester, volley Short composite bow + 2
Potion of flying (actually delusion) Chain mail + 1
Longsword + 1 Gauntlets of dexterity
Wand of size alteration (24 charges, UA)
Scroll of 5 cleric spells (levels 1, 2, 3, 4 , 5): magic stone, wyvern watch, death's door, spike stones, air walk Potion of extra-healing
Dagger +1, +3 vs. persons (all those affected by a hold person spell) Scale mail + 1
Shield + 1
Ring of protection + 2 Potion of ventriloquism (UA) Scroll of 6 magic-user spells (levels 2, 2, 2, 4, 5, 7): bind, irritation, vocal-ize, shout, dolor, forcecage
Dust of disappearance
Scimitar + 1 ('Schakha', AL LN, Int 14; speaks alignment, azer, giant common, human common, and dwarf; can detect gems 5', detect secret doors 5', detect traps 10') RESIDENTS
Most of the creatures inhabiting the nodes were brought or summoned here from the Elemental Planes by Zuggtmoy or luz.
Some came from the Prime, trapped or lured here. Very few have escaped, even d%
Wand of lightning bolts (67 charges, UA)
Sovereign glue (UA)
Scroll of 5 cleric spells (levels 1, 2, 3, 4, 5): endure cold/heat, aid, nega-tive plane protection, cloak of fear, spike growth
Plate mail + 1
Potion of fire giant strength Rod of resurrection (15 charges) Ring of shocking grasp (UA) Mace +2
Scroll of protection from acid (UA) Potion of levitation
Hat of disguise (UA)
Scroll of protection from magic Shield + 2
Longsword + 2 , + 4 vs. l y c a n -thropes and shape changers Potion of invisibility
Periapt of proof against poison Scroll of 6 cleric spells (levels 1, 2, 3, 3, 4, 5): precipitation, withdraw, cloudburst, remove paralysis, imbue with spell ability, rainbow
Plate mail + 1
Wand of p a r a l y z a t i o n (M) (53 charges)
Potion of polymorph (self)
Scroll of protection from elementals (all)
Staff of striking (C, M) (11 charges)
after many long years. Zuggtmoy's beloved molds and goops also wander the nodes, coming and going at the bidding of their mistress.
It is important to note that the elementals and related creatures herein are free-willed, not conjured or summoned, but are trapped. They are unaffected by dispel magic, and are not blocked by protection from evil. They are also not necessarily hos-tile, being Neutral and as eager to escape as are the characters. Should communication be established, or some indication of friend-liness be given (such as offered treasure or food), elementals might very well agree to peaceful coexistence or even a limited part-nership for a time.
The lists of creatures found in the Nodes give numbers appearing, but you may mod-ify these to suit the PCs' level and relative health. Most creatures should be initially encountered in small numbers, roving near or far from their lair. Do not suddenly intro-duce the entire complement of a creature type in one sudden swoop. The several true elementals found in each Node should be encountered singly, having no actual lair.
Finally, some few residents, especially the evil ones of lower intelligence, may still be working toward a greater goal set by their leaders luz and Zuggtmoy long ago. They may be developing areas, digging new tun-nels, or simply patrolling for intruders. In any event they are dangerous fanatics, fighting to the death to ensure the continued completion of their assigned tasks.
RANDOM ENCOUNTERS
To check for wandering monsters in any node, roll 1d100 once per turn and refer to the table. All monsters are considered native to their nodes, and do not take envi-ronmental damage. Wandering humans are garbed in a manner appropriate to their sur-roundings, and have become immune to environmental effects through long expo-sure to them.
Statistics for Zuggtmoy's pets can be found in Appendix B (under Zuggtmoy);
node residents are described in the following encounter keys. A few wandering humans are detailed below.
Ashrem
This bitter old man was once the chief cleric of the air temple (dungeon area 210), but was replaced by Kelno a few years ago.
Betrayed by his brother Alrrem (of the fire temple, area 212), he was sacrificed to the air temple and cast off into the nodes. But his feigned death saved him; he was able to cure his near-mortal wounds, and has sur-vived in the nodes by avoiding everyone and scavenging what materials he can find.
He has a cache of spell components, both clerical and magic-user types, hidden some-where in the nodes, and will use this to bar-ter should he be endangered by adventurers.
Ashrem lives for revenge on his brother.
He wears ill-fitting and damaged chain mail, taken from the body of a larger fighter, and carries a scarred shield bearing the symbol of Sir Robilar (a green dragon on yellow field). He carries a mace, hammer, and many empty sacks (both small and large) for scavenging.
If questioned, Ashrem reveals his name and profession, and seeks aid in escaping.
He will eagerly join a party if asked. He has seen most of the other wandering humans at some time or another, but has avoided them, believing them hostile and danger-ous.
Roll 01-20 21-40 41-50
Result Ashrem Bandits Darley
Roll 51-65 66-85 86-00
Result Jaer Sargen Taki Ashrem: AC 4; MV 12"; AL CE; Cleric L6;
hp 35; #AT 1; D by weapon; XP 635 S 13 I 10 W 17 D 9 Co 15 Ch 7 Bandits
A large group of bandits once visited the
fourth dungeon level in search of the rumored great wealth therein. They found the gates to the nodes, and their leader ordered them through when approaching ettins were sighted. The leader has since been slain by monsters, as were over a dozen of the bandits.
The remaining seven bandits are led by their cleric, who literally rules by the powers of life and death he wields through his spells. They are scavengers and cow-ards, having survived nearly two months by their methods. If left alone, they will lose one of their number each 1-4 days, until none remain.
The bandits prefer to a t t a c k from ambush, so an encounter with them will probably (75 %) given them 1-3 surprise seg-ments from such a situation. If so, they begin with missile fire from cover. They pre-fer to remain behind cover for as long as possible, but will engage if necessary. When wounded, however, any bandit will flee at the beginning of the following round.
Bandits (7): AC 8 (leather armor), MV 12", Level 0 (HD 1-1), #AT 1 or 2, D by weapon, SA all have shortbows (D 1-6/
1-6, range 6"/ 12 "18"), each with 40 arrows; AL NE, XPV 14 + 1/hp Grank, bandit leader/cleric: AC 4 (chain &
shield), MV 12 ", Cleric L3, hp 17, #AT 1, D by weapon, SA spells, AL NE, XPV 171
S 13 I 10 W 16 D 12 Co 9 Ch 14 Spells (4,3): cure light wounds (x4), hold person, resist element (x2)
Darley
When encountered, Darley appears as a comely human female clad in robes. She is friendly, and claims to be a magic-user. She will eagerly join a party if invited, and will behave perfectly for at least two days of adventuring to allay any suspicions.
Darley is an alu-demon who was once part of a demonic faction allied against luz.
The group was utterly defeated, of course, and its members scattered, banished, or imprisoned. Darley is one of the lucky ones, allowed to wander here in the nodes.
Darley fakes spellcasting gestures and sounds, in conjunction with her spell-like abil-ities, to bolster her magic-user image. She can use any of the following abilities up to once per round, each up to three times daily at 12th level ability: charm person, ESP, shapechange 1d100 Result
01 Ascomid 02 Basidirond 03-04 Gray ooze 05-06 Ochre jelly 07 Phycomid 08-10 Pudding*
11 Ustilagor 12 Zygom
13 Wandering human (roll again)**
14-20 Node resident***
21-00 No encounter
* Pudding type varies by node: air = white, earth = black, fire = dun, water = brown
* * See list below
* * * Select or randomly determine one mon-ster of the types placed in the node.
Wandering humans (roll 1d100)
(to humanoid form of same size & weight), and suggestion. She can also use dimension door once per day. Her vampiric touch inflicts 1-8 points of damage, and cures her-self of 1-4 at the same time.
Darley's true form is very similar to her human one, with the small addition of ves-tigial horns and small bat-like wings. She will retain human form indefinitely to keep up the masquerade.
Darley: AC 5, MV 12 "/12" (MC:C), AL CE, HD 6 + 2, hp, #AT 1 or 1, D by weapon or 1-8 (touch), SA spell-like powers, vampiric touch, SD 30% MR, magic or iron weapon to hit, touch cures 1-4 points, SZ M (5'), XP 3000 + 14/hp S 13 I 15 W 9 D 10 Co 16 Ch 14 Jaer
The weaver Jaer, once a solid resident of Nulb, came upon hard times and joined a group of bandits. He regretted his choice almost immediately, but when he tried to quit, was given to and questioned by the leaders of the Greater Temple, and then thrown into the nodes.
Jaer's survival is due to his craft. He has made armor, shield, and tools by weaving scraps he has found. He has wandered the nodes for only three weeks, and is becoming desperate. He was once looted and chased off by the wandering bandits, and thus will be distrustful of the party at first. But he will eagerly ally with a friendly group, and will put his skills to good use.
Jaer's weapons include a normal sword, dagger, and hammer, and also 20 'fire balls'
—woven bundles of flammable material, which can be ignited and thrown to 3"
range, inflicting 1-4 points of damage if a hit is scored. Jaer carries a lit lamp most of the time for igniting his fire balls.
Jaer: AC 6 (woven-padded armor & shield), MV 12", AL N, Level 0, hp 7, #AT 1, D by weapon, SA fire balls, XP 25 S 10 I 14 W 13 D 15 Co 12 Ch 11 Sargen
This magic-user once came to the Temple in search of work, but was soon imprisoned and thrown to the nodes due to philosophi-cal differences. He has little equipment, having survived by hiding and eating any-thing he could find. He has passed into insanity in the last months, and believes every creature he sees to be a demon or devil
of some sort.
When encountered, Sargen has worked up his courage and approaches the party, groveling. Believing them to be a troupe of wandering demons, he plans to beg for release, offering thousands of gold pieces and future service in exchange. (His cash is at his home, on the Prime Plane, but is quite real.) If attacked or threatened, he flees immediately, and future encounters will be at a distance, again causing him to flee.
Sargen only retains two spells, saved for emergencies—invisibility and fly. His spell book is long lost.
Sargen: AC 10, MV 12", AL LE, Magic-user L5, hp 14, #AT 1, D 1-4 (dagger), SD spells, XP 240
S 12 I 16 W 9 D 10 Co 15 Ch 8 Taki
This fearsome fighter stands a full seven feet tall, and wears his own shining sky-blue plate mail armor and shield, and carries sev-eral weapons—dagger, longsword, long-bow, and others. He was separated from his party about four months ago when they entered the Greater Temple. He was forced to retreat down a side corridor, and ended up in the nodes (fully equipped).
Taki has survived by brute force. He once allied with Ashrem for a short time, receiv-ing curreceiv-ing in exchange for his combat prow-ess. But after being tricked several times, his dislike of the cleric grew, and he went off on his own.
Taki will be suspicious of any party he meets but, if invited, will adventure with them for an hour or two, provided that any of his wounds are cured by PCs. He departs to sleep in a hiding place of his own prefer-ence, away from the party. After two or three days with a well-behaved and intelli-gent party, he will join them if asked. Any evil or stupid behavior, however, causes him to leave and continue his lonely quest for escape.
Taki: AC 0, MV 12 ", AL NG, Fighter L7, hp 55, #AT 1, D by weapon, XP 1040 S 18/28 I 12 W 8 D 16 Co 13 Ch 10