Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the players: For at least 100 feet of its length, this 20 '
wide corridor is covered with bones.
Skeletons of humans and humanoids are
mixed in a terrible jumble. Many skulls
and loose bones seem gnawed. The complete
skeletons, though, still wear sundered
armor, dented caps, or sprawl by
broken shields. Bent and broken weapons
likewise testify to a great melee having
taken place here; a hundred, two,
perhaps more... all met death here. Further
progress along the corridor requires
carefully picking a path between these
grim remains of the Temple hordes.
Nothing of value is discernable.
For the DM: If the party enters the corridor area shaded
on the map, they spring a trap. When they
get to the central area (just south of the
secret door to area 131), the following
events occur:
a. Ten human skeletons spring up from
the west end of the shaded area, charging
east to the attack;
b. Six gnoll skeletons spring up at the east
end of the shaded area, moving west to
surround the intruders.
In addition, the two ogres (area 124) watching
for trouble join the fray if the intruders
(PCs) are nearly slain, or if the party
retreats into the southern 20' wide corridor
leading to their door. If the latter, the ogres
probably (75%) gain 1-4 surprise segments
unless their door is being carefully watched.
Skeletons, human (10): AC 7, MV 12",
HD 1, hp 8, 6, 5, 5, 5, 5, 4, 4, 4, 3;
#AT 1, D 1-6; XP 22, 20, 19 (x4), 18 (x3), 17
Skeletons, gnoll (6): AC 7, MV 9",
HD 2, hp 12, 11, 10, 9, 8, 7; #AT 1, D 2-7; XP 52
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