Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: This stark area behind the altar curtain of
the Greater Temple is marked only by three
lesser altars, each a 10' long stone ovoid
standing 4 feet tall. These are currently
unadorned, but are draped for ceremonial
occasions. The room is dimly lit by a pearly
glow from the north.
This room is normally unoccupied, used
for storage and private ceremonies. If a battle
occurs in area 419, this room is the post
for the clerics and magic-users. Note that
they may cast spells and fire devices
through either the peep holes at the sides
(the points marked 'a', adjacent to the
statues in the Temple) or the violet curtain.
Note also that defenders herein will get and
use the magic items stored in the chests (see
below).
Black curtains block two side rooms.
Each side room contains a wardrobe and
two huge chests. Each wardrobe contains
six vestments used by the Temple clerics in
their ceremonies; those in room b are brown
or red (3 of each, for Earth and Fire respectively),
and those in room c are green or
grey. With the vestments are four neatly
folded silk altar pieces of the same colors,
each bearing the embroidered symbols of
luz, the elements, and the golden skull. One
altar piece of each color is 10' square, used
in this area; the other is 25' x 13', used on
the main altar.
Each of the two chests in each side room is
locked, wizard locked and fire trapped
(both by Senshock, L9, the latter exploding
for 10-14 points of damage if triggered), and
additionally protected by two glyphs of
warding, one forming a rectangle in which
the chest stands and the other around the
lock of the chest itself. These glyphs of electricity
were placed by Hedrack, and explode
for 18 points of damage (each) if a chest is
touched without speaking the glyph's name.
These chests contain coins used for troop
payrolls and rewards, some scraps of parchment,
and a few magic items. Each chest
contains 2,000 ep, 4,000 gp, and 1,000 pp,
plus 2-20 pieces of parchment. Each parchment
is a letter of credit from the Temple to
some individual; each note promises to pay
an amount from 10 to 1,000 gp. The borrowers
include most of the Temple troops,
guards, and leaders, since these provide
additional means of forcing obedience. (The
usual interest rate is 10% per week.)
One magic item is in each chest. Present
are a wand of ice storms with 42 charges, a
wand of metal command with 21 charges, a
chaotic evil candle of invocation with 3
hours burning time remaining, and a rope of
entanglement. The wands are usable by any
class, and the command words are known
to all the Temple leaders. (These items are
described in Unearthed Arcana, pages 96-
97; 3 charges will typically be spent with
each use of the latter wand, to produce crystalbrittle
effects.) If attackers penetrate the
violet curtain, the defender with the rope
will probably use it in haste, ensnaring only
the first four to enter the area (more or less,
depending on the situation).
The top step of the stairs leading down to
area 434 bears a glyph of warding (electricity,
for 18 points of damage). The 10' x 20'
area just south of it, between the pointed
niches, is protected by multiple glyphs. Four
have been placed here, each 5' wide (eastwest)
and 10' long. Each can explode for 18
points of fire or cold damage, there being
two of each. The pointed niches themselves,
constructed to complete the area's mimicry
of the symbol of luz, are useful only as aids
to defense. Anyone standing within gains a
-4 AC bonus and can be attacked only from
the front; however, the defender cannot
properly wield any weapon that requires 3
or more feet of space. (A mace or
shortsword can be used.)
If a follower of luz calls his name while in
this area, luz will probably respond (a 90%
chance, checked per round if necessary).
Defilement of any altar, either a lesser one
here or the main one just to the south, summons
luz automatically (with a 95% chance
of gaining a response). If luz responds, he
appears in 2-9 segments in his demoniac
form, his two-handed sword + 3 in hand. If
any Good beings are in this room when luz
arrives, St. Cuthbert may (90% chance)
arrive 2-9 segments later. If Good beings are
in an adjacent area, the same
chance applies, but Cuthbert does not
appear for 4-32 segments.
Horrible punishments await anyone who
bothers luz unnecessarily, so the Temple's
leaders will not call him unless one of two
situations occurs -- either they have won a
battle and have captives to offer him as sacrifices,
or their troops have lost miserably
and they need his aid to prevent their final
defeat. Note, however, that if a PC assaulting
the area has completed the assembly of
Yellowskull (by first exploring the Nodes to
retrieve the gems of power), even the Old
One is relatively powerless to prevent the
final defeat of the Temple of Elemental Evil.
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