Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the players: This huge hall, 40 'x 90', has an arched
ceiling some 30 feet overhead. The many
buttresses and arches form a tracery of
shadowy dimness; the ceiling's exact
height is not discernible. The floor and
walls are covered in slabs of polished
stone, apparently azurite-malachite
from the swirls of blue intermingled with
the deep green. Some magic has evidently
been placed here, for a soft cloudy
greenish luminosity seeps from the walls
and floor, seemingly floating in the air,
making the whole chamber appear as if
deep underwater. This impression is
enhanced by the bronze doors, fountain,
and other work; all are covered with verdigris.
Even the damp air seems to smell
of the sea. Several weird things in this
place come to your immediate attention.
In the middle of the west wall is a great
sheet of bronze, a bas relief of an underwater
vista -- seaweed, shells, and various
forms of marine life. The head of a
fish-like thing projects from this, a most
hideous visage. Its ghastly maw emits a
stream of water, which falls into a tiered
series of four basins. The fourth and
largest never overflows, so it must have
a drain system somewhere.
Near the mid-portion of the hall, some
40 feet distant from the east wall and 30
feet from the north wall, is a bronze altar
with many marine creatures sculpted in
bas relief upon its sides. It is about four
feet high and round, with a ten-foot
diameter. Its top is concave, and a shallow
basin apparently about two feet
deep is filled with water. The bottom of
the basin is filled with coins, a sprinkling
of gems, and many small seashells.
In the mouth of a 20' wide alcove
south of the altar basin stands an idol or
statue of serpentine stone, expertly
sculpted to depict a writhing, amorphous
agglomeration of fish, eels,
octopi, and other marine monsters. This
horrid thing is about eight feet high and
nearly as broad, the whole forming a
globular mass standing about four feet
from the altar basin. The alcove to its
rear is ten feet deep, the back wall of
which is covered by a drapery apparently
fashioned from seaweed and water!
Each corner of the hall is filled by a triangular
plinth, filling it and extending
about 20 feet upwards. Atop each of these
columns is a gargoyle-like statue made of
bronze and coated with verdigris.
For the DM: The whole place radiates a dim magic and is
pervaded with evil. In use, offerings are
brought to the fountain and dipped in each
basin, highest to lowest, before being placed
on/in the altar. If this procedure is not followed,
the gargoyles on the plinths give
chase (see below).
The altar basin is filled with salt
water, of course. The treasure therein consists
of 42 cp, 37 sp, 60 ep, 51 gp, 23 pp, and
39 gems worth a total of 1, 920 gp (17 varied
agates worth 10 gp each, 3 bloodstones and
6 zircons worth 50 gp each, and 4 amethysts,
3 red garnets, and 6 tourmalines
worth 100 gp each). If the altar is defiled or
damaged, or if anything is removed from it,
the guardian idol animates to pursue and
punish the offenders (see below).
If a sacrifice or donation is properly prepared
with the fountain (A) and placed in the
altar basin, a magic mouth on the idol in the
alcove makes a hooting noise, summoning the
occupants of area 214 to receive the worshippers.
If the altar is improperly handled, the
idol starts to roll slowly toward the offender,
issuing forth hissing and hooting noises which
likewise alert the occupants of area 214. In
either case they appear in 2-5 rounds.
The idol is actually a juggernaut. It
can roll over victims (inflicting 10d10 points
of damage) or reach out in any direction
with eel heads, tentacles, pincers, and other
attack forms to six foot range, doing so four
times each round and inflicting 2-12 points
of damage in each such attack. This thing is
not able to turn sharply or reverse directions
unless it first comes to a complete halt.
For every ten feet it travels it can turn about
three feet; it must travel 30 feet to make a 90
degree turn. It is also slow to start; in the
first round of animation it can move but ten
feet per round, but gains 1" additional
movement each round thereafter until its
maximum 12" rate is achieved. (For example,
in the ninth round of animation it
moves at 9" rate.)
Juggernaut: AC 2, MV 1" to 12", HD 10, hp 66,
#AT 4 and 1, D 2-12 (x4) and 10-100; XP 3924
Each of the gargoyles atop the triangular
columns is actually a zombie wearing a magical
gargoyle cloak. This garment gives the
wearer all the characteristics of a gargoyle,
and even the mentality in this case; thus --
Gargoyles (4): AC 5, MV 9"/15", HD 4 + 4, hp 28 each, #AT 4, D 1-3/1-3/1-6/1-4,
SA + 1 bonus "to hit" and damage when first swooping to attack,
SD hit only by + 1 or better magic weapons; XP 305 each (as if gargoyles)
Note that the zombies may be Turned normally
by a cleric. If one takes 20 or more
points of damage from edged weapons or
fire, consider the cloak destroyed. If the
creatures are slain without damage to the
cloaks, subsequent examination shows each
to be a green-colored zombie. Any character
donning a gargoyle cloak is able to fly,
attack, etc. as if a gargoyle, just as did the
zombies. However, if a wearer keeps a cloak
on for longer than one turn, apply a 10%
chance per turn (cumulative) that the
wearer gains the mind of a gargoyle as well,
and either attacks or flies away (just as
would a real gargoyle). Only death or a
wish returns the victim to normal form.
The seaweed wall to the south is merely a
cleverly embroidered but normal drapery. It
conceals another alcove 10' deep and 20' wide,
with verdigris-covered bronze doors to the
south and normal doors to the east and west.
|