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Hall of Elemental Magic (Dungeons of Elemental Evil #339)
Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.

Hall of Elemental Magic
Hall of Elemental Magic
For the players: This huge echoing hall is constructed of polished black stones, which give back odd reflections of your light. The most striking features here are the symbols set into the chamber floor.

To the north is a triangle of dull ecru stone, outlined with some sort of gray metal; a throbbing radiance seems to spread in dun-colored pulses that wash over the area. To the east is a great 10' square of translucent stone, blue at the edges and shading to a deep green at the center, bordered by a strip of pale green; the whole gives out undulating sheets of blue-green light. To the south is a circle of translucent crystal ringed by a silvery band; the whole sends forth slowly rising clouds of pale light, that spread and disappear. To the west is a long diamond shape with four points radiating from the sides of the lozenge. The whole is fashioned of translucent stone mottled red and amber, outlined in red gold. It sends up sudden tongues of brightness, planes of pale fiery light that vanish as quickly as they appear.

All of these radiations gleam from the walls and floor of the hall. Any object in the center of the four symbols shows the four different illuminations, and the ghastly purple of their mix. If you look upward long enough, occasional glints of light can be seen from the vaulted ceiling, that peaks 60' or more overhead. The 30' wide aisle to the west appears to be the only entrance to the place.

For the DM: Both evil and magic can be found here. The magic radiates from the floor symbols, the evil from everywhere. Any creature who steps into the area of an elemental symbol and stands there for 3 segments is transported to the corresponding Elemental Node: the Air Cavern (circle), the Earth Burrows (triangle), the Fire Pits (lozenge), or Water Maze (square). The only way to escape therefrom is to win through to another "gate" area or to possess the complete Orb of Golden Death, inset with all four proper gems.

Zuggtmoy once used the symbols to visit the Elemental Nodes, and to send screaming sacrificial victims to their dooms in these places. Now, however, the demoness is prevented from entering this hall until all four of the sealed portals are broken. If this has been done, she will certainly come here to thank her liberators, in her own way. If Zuggtmoy is destroyed, the symbols lose their magic, and the Elemental Nodes themselves wink out of existence, destroying everything within them at that moment.

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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