|
Corridor of the Elements (Dungeons of Elemental Evil #211)
Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the players: This 20' wide passageway is strangely lit
by some obviously magical means. In the
center and the short northern extension,
it pulses with a disgusting gray luminosity;
to the west it glows with a green radiance;
and to the east, bands of dull red
light seem to float in the air. Each pair of
double doors (to the north, west, and
east) is a great brass construction, covered
with horrible scenes and leering
faces. To the south is a huge slab of
bronze, a solid portcullis. A mighty
windlass flanking it to the east obviously
raises and lowers this barrier.
For the DM: The designs in the corridor are very similar
to those in the Processional Corridors (areas
209). The windlass is secured with a chain
and huge padlock, and a bar is across the
gate -- unless, of course, either or both have
been opened.
The central 20' square at the intersection
is "safe, " but not so the corridors. Any
movement out of the safe area causes the
walls of the corridor entered to glow
brightly, and elemental forces (see the following
descriptions) are felt. For each ten
feet of travel, 1-6 points of elemental damage
is inflicted; each victim may make a saving
throw vs. spells each time this occurs,
and success indicates that no damage is
taken. Note that any victim carrying or
wearing the appropriate Temple symbol
automatically succeeds in each of these saving
throws.
East: Walls glow fiery red; the smells of sulfur,
burning flesh, and hot metal assault the
nostrils. Victims take heat damage.
West: Walls, floor and ceiling shed a deep
green gloom. Movement is slowed to 3 " rate
(as if moving underwater). A moist reek of
seaweed and rotting fish pervades the air.
Victims take damage as if drowning.
North: A great rush of moaning and shrieking
wind strikes the party. It oddly and
undescribably smells like the winds of age,
war, and death. Victims take cold damage
and are blown backward 30 feet; each also
takes 1-6 points of impact damage when hitting
the gate (unless it has been opened).
|
|
|