Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: If anyone enters by either pair of bronze
doors, a permanent unseen servant slams
them shut behind the visitors.
For the players: There can be no doubt that this huge hall
of red granite, lit by scores of flambeaux
and pervaded by the odor of heated
metal and sulfur, is the Fire Temple. The
great doors of beaten brass reflect the
leaping flames. Tapestries adorn the
walls of the north (wider) section, depicting
scenes of fire in evil form. Despite the
many torches and flaming cressets, the
air seems to carry motes of rust-colored
luminescence, and the streaks of blue
and mica flakes in the polished granite
walls appear to leap and dance as if
flames, caught within the rock.
A brass tube, 20' long and 2' in diameter,
is suspended from the ceiling by
chains of the same metal. Just to the
north of it is a shallow fire pit; and to
either side of the tube are low stands of
brass, upon which are many small blocks
of charcoal. To either hand, east and
west beyond lines of pillars, are great
copper cauldrons, flanking the main area
of the Temple. Before each such vessel is
an octagonal brass table; on each table
are 16 bowls and a copper dipper.
For the DM: Continue if the southern (main) Temple is
entered.
For the players: A glance into the huge pots finds them
filled with some sort of glowing amber
liquid. At the south end of the Temple
stands a translucent block of golden apatite,
three feet wide and high and nine
feet long. Skulls grin from its sides, their
forms inlaid with hammered gold. Atop
the altar is the eight-pointed fire symbol
(illustrated in area 205), set in wrought
gold. Before this altar is a fire pit of diamond
shape, ten feet long north-south
and eight feet broad. It appears to be several
feet deep, and its bottom is covered
with glowing hot coals. Tiny forms seem
to cavort atop these coals -- perhaps small
denizens of the Elemental Plane of Fire.
For the DM: If a block of charcoal incense is placed in the
fire pit, it instantly bursts aflame, and the
tube -- a great bell -- sounds loudly, calling
the priests and indicating that faithful worshippers
wish to sacrifice to the Elemental
Evil of Fire.... The priests in area 205 certainly
respond to the noise, if still alive.
Six skulls adorn the apatite altar at the
south; each weighs 100 gp. The wrought
gold design on the altar can be pried off
weight 500 gp).
Anyone entering the deep fire pit by the
altar takes 4-24 points of fire damage each
round (minimum 1-6 for even a touch)
unless magically protected; no saving throw
applies. With magical protection, the
intruder takes no damage the first round,
and only 1-6 points per round thereafter
again, however, with no saving throw).
Items placed within the fire must be saved
for each round, and vs. fireball rather than
normal fire (due to the intensity of the heat).
When anything or anyone enters the fire pit,
the salamanders (see below) start to grow.
The amber liquid in the great copper cauldrons
is fine scented oil with continual light
in each. Approved supplicants are to fill a
bowl to pour upon the altar. If any material
other than copper touches the oil, a salamander
appears in the cauldron, igniting the
oil and causing a wave of heat that inflicts 2-
12 points of fire damage on each victim
within five feet; the salamander then attacks
the defiler of the "unholy oil."
If the altar is touched prior to pouring the
golden oil upon it, a sheet of flame expands
out 5 feet from the altar in all directions,
inflicting 10 points of fire damage to each
victim (no saving throw). This causes a
magic mouth on the central skull to bellow
WHO DARES DEFILE THE SACRED ELEMENTAL
FIRE?!" and the noise attracts
clerics and guards nearby (if any).
If oil is poured upon the altar, a magic
mouth on the central skull speaks in common,
commanding that the faithful now
offer major sacrifice. At this, the flames of
the fire pit leap higher, each appearing as a
miniature salamander. Visitors must now
either depart or make a sacrifice, placing a
valuable treasure (worth 500 gp or more) or
living creature in the fire pit, and leaving it
there until destroyed. Failure to sacrifice
causes salamanders -- 16 of them! -- to
grow to full size in four rounds. However,
only four salamanders are real; the others
are mirror images.
Salamanders (4): AC 5/3, MV 9", HD 7 + 7, hp 44, 41, 40, 37, #AT 2,
D 1-6/2-12 (spear and constriction), SA 1-6 heat damage added to each attack,
SD + 1 or better weapon to hit; XP 1265, 1235, 1225, 1195
The salamanders cannot move or attack
until they reach full size, but thereafter can
even leave the fire pit to take appropriate
actions. Each has a spear of red-hot bronze.
The fire in the fire pit is magical and of
evil nature. Water only causes steam and
vapor to arise from the coals, effectively
causing a wall of fog filling the south Temple
area and lasting one round per gallon of
water applied. Holy water quenches one
cubic foot of burning coals per vial, but
unless all the coals are so quenched, the
dead portion flames again one turn later. A
pyrotechnics spell may be applied with
effect, using up the coals in producing the
effect, but the coals gain a saving throw of
20 minus the level of the caster; for example,
a roll of 16 or better would resist such an
effect from a 5th level caster. If the saving
throw is successful, the spell has no effect.
Affect normal fires likewise has no effect if
used to reduce the flames, but if used to
enlarge the fire, the coals burn brightly for
four rounds and then become absolutely
cool for another four, after which they burst
into glowing heat once again.
Beneath the glowing coals of the fire pit is
a locked iron box; however, it cannot be
found until after 5-8 rounds of searching,
detect magic or other magical aid notwithstanding.
The box is trapped with a scythe
blade; when any item is lifted from the bottom
of the box, the razor-sharp blade neatly
cuts through anything (no saving throw).
Any item struck is ruined; a hand thus
removed may only be replaced by application
of a regenerate spell. In the box are two
potions of fire resistance, a ring of fire resistance,
and a longsword that does not glow.
The latter is, however, a frost brand + 3/
+ 6 vs. Fire creatures. It is Lawful Good (Int
16, Ego 17) and speaks common, fire giant,
red dragon, and salamander; its primary
powers are detect evil, detect magic, detect
shifting walls and rooms, and it has an
extraordinary power of levitation.
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