4 (F. 6ide %oom with Door This door is encased in solid ice and has an 9# of (: and 7)hp although attacks that do fire damage have advantage and the door should !e considered vulnera!le to fire. ?reaking it open with a 6trength ,9thleticscheck reOuires a roll of (5. The door is not locked. The room !eyond is encased in magical ice that slowly replenishes itself over time. If the door is closed !ehind the characters have it start regenerating 5hp per round while shut. If the door is destroyed or left open have the doorway !ecome closed with a wall of ice spell after five rounds. Inside is one of the only known copies of the ament for ost Thari'dun !y the mad cleric &ongas. 9ny good aligned character reading this terri!le scripture must make a D# () &isdom saving throw or suffer from temporary insanity. The !ook is Ouite valua!le to an evil@aligned !uyer !ut good aligned characters should pro!a!ly destroy the !ook. It has an 9# of *( *5hp !ut is immune to all damage types e3cept radiant damage. $reasre0 ament for lost Thari'dun ,F5))gp-
4 (8. 6ide %oom wih Door 0emmel former High #leric of the 0reat Temple ,see area 4 (:- claimed this door as an anne3 to his apartment. Here is a mirror an empty wash!asin a num!er of personal effects and a bag of devouring that he used for the rare times he had trash he wanted to dispose of. $ra(0 The door here is vividly painted with eerie iconography of flames and demons much of which glows thanks to alchemical processes in the paint he used. This partially hides the Glyph of (arding that polymorphs anyone attempting to enter the room without speaking a password ,now lost and forgotten !y all creatures in the 4ire ;ode-. The target must make D# *F saving throw or !e turned into an octopus. $reasre0 bag of devouring, ivory@handled ra'or ,5)gp- Aewelled com! ,5)gp- flask of oil ceramic pitcher ,5gp- mirror healers kit.
4 (7. 6outhwest #ircle %oom This room includes an eerie fountain shaped like a handful of serpents spitting into !asin in the floor shaped like a screaming face. The circular !asin itself is *5ft. across dominating (/: of the room. This is the one freely accessi!le source of water in the 4ire ;ode and it guarded. Three corrupted water weirds lurk in its depths seeking to drown any who draw too close. They have !een frustrated !y the go!lin 0ri''uns ,area 4 (*repeated successful water thefts and will offer freedom to a captured victim in return for the go!lins sacrifice. ,ater ,ierds -:/0 $$ p.(77J (*))3p
4 :). Hall with Three 4ire 2its This cham!er is sultry and uncomforta!leJ it reeks like dead fish rotting in the sun and the smoke from the fire pits o!scures vision here. Those moving around in this area must make a D# * #onstitution save against poison at the !eginning of each turn or spend their action retching and reeling.
4 :(. 6ide %oom with Door The 9'ers encamped in room 4 :: have esta!lished a forge and shrine here. 9 partially assem!led a'er sits among stacks of !rass and mystical paraphernalia of little use to anyone save as raw !rass. Two 9'ers are always present maintaining the forge. A#er -/0 $$ p.((J 7))3p $reasre0 6miths tools !rass paraphenalia ,*)))gp-
4 ::. 9'er &ar #amp 9 couple of 9'ers were taken prisoner !y the Temple of 4ire !efore the fall of the temple. It was !elieved that they could !e forced to reveal the art of constructing several rare magic items that could !e replicated !y the Temples salamander servants including %lametongues. The 9'er prisoners were eventually cast into the fire node where it was hoped that the salamanders might succeed in torturing the secret formulae out of them where the clerics of fire could not. These 9'ers escaped to the surface of the ;ode where they have an encampment. >ver the years they have worked
diligently to create more 9'ers from hidden forges on the far side of the ;ode. The 9'ers see the ;ode of 4ire and the Temple as an a!omination that must !e cleansed of evil monsters an then !y sacred flames. Their first o!Aective is the capture of ?ra'e!ul so that they can learn the secrets of travelling !ack to the Elemental 2lane of 4ire to raise an army. The total population of 9'ers on the 4ire ;ode is pro!a!ly several do'en !ut only a few operate within the 4ire 2its themselves at present. The rest continue to assem!le their forces in a secret mine elsewhere on the ;ode. The 9'ers are currently kept out of ?ra'e!uls territory !y a permanent magic circle that has !een permanently affi3ed to the hallway Aunction !etween areas * ( and ::. To reach ?ra'e!ul any other way involves risking moving through the territory of the grues or salamanders neither of which are friendly to the 9'ers. If the 2#s turn this room into a com!at encounter it will !ecome a multi@part com!at encounter with the 9'ers tending the forge in 4 :( coming to support their allies within three rounds. The 9'ers will !e suspicious of 2#s in their area !ut not overtly hostile. They will !e willing to assist the 2#s in eliminating ?ra'e!ul !ut not if the 2#s are working with the Drow to the same ends. &ave * A#ers -@/0 $$ p.((J (F))3p &ave ( A#ers -/0 see area 4 :(.
4 :1. ong #ham!er This eerie cham!re is willed with looming icons and is thick enough with smoke that large creatures are at risk of suffocating unless they !ecome prone and crawl through the space. ;ear the centre of the room a Deva sits in perpetual meditation. This angel was confined to the ;ode of Elemental evil during the invasion of the temple !y the forces of good. 0emmel further !ound it in area :1 with a potent curse. The Deva had !een tasked with seeing to 0emmels death !ut thanks to his curse it cannot return to #elestia unless the 2#s are willing to aid it with a remove curse spell. The 9ngel has seen no need to conceal its form from others since retaining its true shape is the surest weapon it has to defend itself every other !eing in the 4ire ;ode hates and fears it. The dragon 9'kandr in area 4 () has attacked the angel three times and has scars to show for it. The 9ngel will !e cautious around the 2#s many creatures that end up in the 4ire ;ode are evil and given its incongruous appearance the feeling is likely to !e mutual. It will warn them a!out the >il ?east in area :5 regardless. If freed of the fire node the conditions of the planar binding that !rought it into the war in the first place will !e completed and it must return to #elestia with the news that the Temple of Elemental Evil still e3ists and Guggtmoy may !e close to freedom. If the 2#s have not discovered the >rb of Golden 9eath the angel will use its commune power !efore it departs to tell them where it is. If they have already found it it will inform them of how to use the Gems of Elemental ower to escape. !eva0 $$ p.* 57))3p
4 :5. >val %oom This e3tremely hot passage includes several pits of !oiling paraffin oilJ the source of lamp oil for the go!lins of area 9 *. These wells of oil are cloudy and much deeper than they appear. The paraffin oil is !oiling hot. #haracters splashed with the oil must make a D# *5 De3terity saving throw taking ** ,:d- fire damage on a failed save or half that on a successful one. #haracters su!merged in the oil take :: ,7d- fire damage per round and are at risk of suffocation. >il is much harder to swim in than water and reOuires a D# *5 6trength ,9tlhetics- test to move in. The !oiling oil is home to a uniOue creature a multi@tenacled slick@!odied !east with no name. The #reature lurks in the oil occasionally gra!!ing creatures that come close to the edge to devour. 3il Beast0 see !elow (7))3p $reasre0 amp oil as much as the 2#s can contain
4 :8. arge %oom with 6ide #orridor This door is locked with a massive !rass lock that has !een magically altered to a!sor! heat like the cage in 9rea 4 (. Those trying to handle the lock suffer intense !urns" they must make a D# *8 6trength saving throw taking (( ,1d*)- fire damage on a failed save or half that on a successful one. %egular theives tools used to pick the lock will warp and !ecome useless unless somehow immuni'ed from the heat. This room is ?ra'e!uls seraglio. &hen he invaded the 4ire ;ode he captured several 6uccu!i ,Geedah $iri %alla- here and !ound them to his service using magical oaths that prevent them from harming him >ver time he has added numerous comely humanoids that have !een cast into the fire pit. His harem girls include : elves ,6ylia orei 9malyss- ( half@elves ,+ira ;ureen- a human ,Dawn- and a gnome ,?e'-. >ccasionally when he grows !ored of his mortal girls he allows the succu!i to drain them of life for his amusement.
Gem of ir -o)er
*il Beast
(ondrous Ctem, egendary, 1rtifact
large >o'e #haotic Evil Armor Class* ,natural armourHit Points*() ,*d*) :(S(eed 5ft. 6wim :)ft.
6T% *8,1-
DEP *,:-
#>; *1,(-
I;T 1,@:-
&I6 7,@*-
#H9 5,@:-
!amage Resistance " %adiant 2oison !amage "mmnites04ire Condition "mmnities0E3haustion 0rappled 2rone %estrained 6uffocation Senses ?lindsense ()ft. ,cant see !eyond this radius- 2assive 2erception 7 Langages@ Challenge#hallenge %ating F ,(7)) 3p-
Heated Body09 creature that touches the >il ?east or hits it with a melee attack while within 5ft of it takes : ,*d- fire damage. 3il Borne0This creature can !reath eOually well in air water and in oil. $ranslcent0The >il !east is invisi!le when completely immersed in oil.
9#TI>;6 2ltiattack0The oil !east makes two tentacle attacks per turn. $entacle.Melee weapon 1ttack: F to hit reach *5ft. one target. Hit: *: ,(d81!ludgeoning **grappled ,:d- fire,Escape damage. Thedamage target isand also D# *5-. If the target is small or smaller it is also restrained until the grapple ends. Targets hit with this attack count as oil soaked and take an additional 5 points of damage from any other source of fire damage. Boil: 9s a !onus action at the !eginning of its turn the >il !east may attempt to pull one creature it has grappled into the !oiling oil. This horrid creature is a spawn of Thari'dun a !la'ing hot mass of slithering oily tentacles. It waits in a pool of !oiling oil to drag creatures to their deaths.
This large smoky Ouart' radiates powerful magic and evil. It is a fragment of the >rb of Golden 9eath and increases the artifacts power when inserted into the crown. >n its own the 0em of 9ir 2ower allows the wielder to change any portal on the ;ode of 9ir into a portal !ack to the Temple of Elemental Evils ne3us or to transport themselves directly to the ;ode of 9ir. >nce per day it also allows the wielder to plane shift to the Elemental 2lane of 9ir or the 2rime $aterial 2lane. &hen on the Elemental 2lane of 9ir the wearer is protected from the cold winds plane. &hen socketed ito the >rb of Golden 9eath it allows the user to e3pend two charges to cast wind walk or three charges to summon a Vrock with a planar ally effectJ the Vrock serves Guggtmoy and thus will o!ey and cannot harm the possessor of the >rb of Golden 9eath.
The &ater $a'e ,&ater ;odeThe greatest threats of the &ater $a'e are fatigue and drowning however there are other dangers such as poisonous waters and mists in a num!er of the areas of the water ma'e.
& *. Entry 2ool &hile safe from monsters due to the coral shelf surrounding this pool this area has claimed many lives as many who have appeared here could not swim or were wearing heavy armour. The floor of the pool is filled with !ones and sunken goods. #haracters who dive here may discover a num!er of goods. $any are rotted or waterlogged and do not have the wooden fa!ric or leather components and thus are useless !ut some are still intact. $reasre0 ( suits of plate mail suits of chain mail ( maces * ornate gold@chased mace ,5))gp- : shields :))cp ***Fsp (*(gp 1Fpp
& :. ;orthern 6helf This northern shelf holds the skeletal remains of a river 2irate ?ertran along with the waterlogged and tattered remains of his possessions. His Aournal is salvagea!le and talks a!out him looking for a lost love ;yria who disappeared near the Imedrys %un in 5( # ,&hen the temple was Aust !eginning to !uild up its srcinal power.-. ?ertran was a gifted writer and apparent musician. His Aournal also contains a map to a hidden treasure in a ruined mill along the ;yr Dyv. $reasre0 Treasure map rapier "#, doss lute, fishermanQs tools Aournal ,5)gp to the right collector- aOuamarine ,5))gp-
& 1. 6helf 0rotto This cave has warm clean fresh water and a profusion of tropical plants. It is paradisaical save that ir serves as the lair of swarms of Ouippers these predatory fish were deli!erately seeded into caverns throughout the &ater ma'e. In this case an illusion has !een placed over the water to make them appear to !e !rightly@ coloured tropic fish. S%arms of Gi((ers -/0 $$ p.::8 *))3p
& 5. ;orthwest 6ea The waters here !ecome shallow and warm with a faint mistiness. 9s characters approach area si3 they come across floating plants with !right pink !lossoms they !ecome thicker as the 2#s approach the shelves at area & . In their thickest patches a!out 1)ft. off the coast of & . their pollen floats a!ove the water like a miasma causing those !reathing in to !ecome forgetful disoriented and slepy. $ra(0 #haracters approaching within ()ft. of the main cluster of these !lossoms must make a D# * Intelligence saving throw or !ecome confused and disoriented. If they fail the save !y more than 5 they fall unconscious and are at risk of drowning. 9nything that protects the characters from the poisoned condition or anything that protects them from inhaled effects such as a necklace of adaptation will protect them from this effect.
& . 5 6helf This warm topical shelf is covered with lush vegetation and is crawling with spiders. #oncealed !y some undergrowth is a tent of spun spider@silk in which a drow priestess lives. #ousin to the priest and mage in areas 4 F and 4 *( she has separated from them due to a difference in ideas. &hile the other drow are content to wait for a sign or vision to guide them out or for olth to command them this one is determined to enhance her powers and find her own way out to prove herself worthy. 6he has !een scouring the sea@!ottom of the region and !attling sea monsters in this area for months making slow painstaking progress. Her tent is filled with lost goods that she has dredged up from the sea !ed. !ro% Priestess of Lolth0$$ p*(7 :7))3p $reasre0 mariners armour 5breastplate6, neckplace of adaptation, driftglobe ornate holy sym!ol to lolth ,5)gp- golden hairpin ,5)gp-
& 7. agoon This warm lagoon is home to a few I3it3achitlJ these predatory creatures have !ecome lethargic in the a!sence of others of their kind. &hen they allied themselves with the Temple of &ater they assumed they would !e a!le to turn the &ater ;ode into a paradise and fortress however too few of their kind were !rought in and the deep caverns of the nodes are so infested with uippers and other dangers that the I3it3achitl have !een una!le to claim the usual la!yrinthine lairs they would prefer. &ith each generation the short@lived I3it3achitl have !ecome more !estial and less concerned with their traditional veneration of the demon princes. "1it1achitl -:/0 see !elow ::))3p
Vaardig 4ater Grue5
/7it7ac$itl 6mall $onstrosity #haotic Evil
small elemental, *haotic Evil
Armor Class*5 ,natural armourHit Points:F ,Fd *1S(eed 6wim :)ft.
Armor Class*5 ,natural armourHit Points (F ,5d *)S(eed (5ft. 9wim :)ft.
6T% 8,@(-
DEP *,:-
#>; *1,(-
I;T **
&I6 *,:-
#H9 F,@(-
!amage Resistance " cold necrotic poison Skills 6tealth 5 SensesDarkvision )ft. 2assive 2erception *: Langages9Ouan
)ater -reathing: I3it3achitl can only !reathe underwater. "nnate S(ellcaster9n . I3it3achitlQs casting attri!ute is &isdom ,save D# *: 5 spell attacks.- It can cast the following spells without material components" 9t &ill" resistance, thaumaturgy J :/day" command, detect magic, inflict wounds J */day" hold person, water breathing, tonguesJ
9#TI>;6
6T% *1,(-
DEP **
#>; *1,(-
I;T ,@(-
&I6 **
#H9 F,@(-
!amage Resistance0!ludgeoning piercing and slashing from non@ magical weapons !amage "mmnity0cold poison Condition "mmnity0e3huasted paraly'ed petrified poisoned unconscious. SensesDarkvision )ft. 2assive 2erception *) LangagesTerran Challenge#hallenge %ating ( ,15) 3p-
8eartstone: &hen a Vaardig dies it dissolves into !rine with a single crystal at its heart. 9 wi'ard studying that crystal can see glowing runes through its facets. This includes the formula for a spell randomly determined !y rolling *d *@: fog cloud 1@5 invisibility sleet storm $ranslcent09 Vaardig is invisi!le when completely immersed in water.
2ltiattack09n I3it3achitl makes one !ite and one sting attack per turn.
9#TI>;6 Bite. Melee weapon attack: 5 melee reach 5ft. one target. Hit: ,*d:piercing damage. Sting. Melee weapon 1ttack: 5 to hit reach 5ft. one target. Hit: ,*d:piercing damage. The target must also make a D# *: #onstitution saving throw taking an additional F ,(d- poison damage on a failed save.. The I3it3achitl are a race of intelligent creatures similar to manta rays. They are cunning cold and utterly evil. They live in dark la!yrinthine comple3es !eneath tropical waters where they keep enslaved people to !uild shrines and assist them in !lack rites or !ecome sacrifices in those rites themselves. !emon ,orshi((ers04irst spawned in the seas of 0aping $aw the 1th level of the a!yss most I3it3achitl worship Demogorgon. >ver time others have come to venerate other princes of the 9!yss. &hichever demon prince they worship !loody rituals are at the core of their culture and all of them have powers similar to that of an evil cleric.
2ltiattack0Vaardigs get two claws and a !ite attack each round Bite. Melee weapon attack!1 to hit reach 5ft. one target. Hit 5 ,*d(slashing damage. Cla%. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d(slashing damage. Vaardigs are el emental spirits corrupted !y the energies of the 9!yss. 6tanding a!out :ft. tall they look like trasluncent corpulent newts.. They enAoy fouling and corrupting water especially with corpses of their half@ eaten victims. Ravenos sadists.&hen presented with an opportunity Vaardigs will attack and eat the flesh of intelligent creatures not !ecause they want to !ut !ecause it gives them sadistic Aoy. 2inions of Elemental Evil.water grues were srcinally created !y the cult of Thari'dun and are often summoned and controlled to perform simple tasks !y worshippers of the 0od of madness and other evil magicians. $any wi'ards will summon them with con-ure minor elemental spells to e3tract the gems from their hearts.
& *( 6outheast 6ea 6hallow and warm this area tends to have clouded water due to volcanic vents in the floor. It has a perpetual thin mist giving disadvantage on perception tests making perception tests related to vision difficult. The mist occasionally turns to3ic as the vents !elow !elch minerals form the heart of the node. ou may choose to have the 2#s make a D# *: #onstitution saving throw. >n a failed saving throw they take F ,(d- poison damage and are poisoned for one hour.
& *:. Hidden 0rotto This warm shallow grotto is filled with fireflies pools of air plants ,see area 1:)- and a low mist. 4inding its entrance is tricky and reOuires a D# *8 &isdom ,2erception- test to notice with disadvantage due to the fog filling area & *(. 9 strong !o3 is !uried in the sandy !ottom of this grotto which can !e discovered with a D# *5 &isdom ,2erceptioncheck or a D# *: Intelligence ,Investigationtest if they actively search the area. This is essentially a safe place for the 2#s to set up camp. $reasre0 inside the strong!o3 is 7*Fsp 11gp and 8 chalcedony stones ,5)gp-
& *1. Hidden 6helf This hidden shelf is full of damp soil and mushrooms growing !igger and more e3otic in form the closer one gets to the gate to the Earth node. #haracters can pick out safe mushrooms here with a D# *) Intelligence ,;aturetest and gather five days worth of rations. >n a failed roll they can find only one day. >n a roll of 5 or less on this check have them accidentally pick some poisonous toadstools. The ne3t time the party stops for a short rest each party mem!er must make D# *( #onstitution saving throw. >n a failed save they are poisoned for four hours.
& *. #ave with 6u!merged Entrance The a!oleth was captured !y the 0reater Temple during an e3pedition to ancient ruins !eneath the ortmils and was !rought to the &ater ;ode to study in hopes of gaining access to its store of ancient knowledge. The 9!oleth has not !een cooperative and currently lurks in the su!merged caves studying the magic of the node and hoping to steal the elemental powers !eing channelled though them. If he learns of the Gems of Elemental ower from the 2#s he will immediately set out to acOuire them. A&oleth0 $$ p.*: 57))3p $reasre0 1*1cp 5:)7sp *881gp ((pp ancient soapstone idol ,(5)gp- ta!let instructing magicians in the creation of necklaces of adaptation ,(5)gp- ancient stone dagger with !one handle ,())gp- necklace of adaptation, rod of the pact keeper
& *F 6outhwest 6ea &hen the Temple of &ater placed the #huuls in the &ater $a'e they had no idea of the creatures ancient connection to the 9!oleths. They went from the a!oleths intended Aailers to his minions within seconds costing several clerics of the &ater Temple their lives. Chls -:/0 $$ p.1) ::))3p
& *8 >utcropping This rocky outcropping includes a !oat that has !een magically fabricated from local flotsam !y an imprisoned an long@dead mage. 9 hooded lantern illuminated with a continual flame shines from its prow. This has !ecome the perfect lure for sacrifices cast into the &ater ;ode and a Her'ou Demon in service to the 0reater Temple captures torments and ritualistically slaugters victims after chaining them to the rocky hoodoos at either end of the outcropping. Her#o0 $$ p.)J :7))3p Treasure" row!oat F sets of manacles and keys hooded lantern with continual flame!
& (*. 0rue air This hidden grotto is dim lit and shallow the water is foul from a num!er of rotting corpses floating in it and is filled with a foul fungus growing from the walls that create a terri!le odour. Those moving around in this area must make a D# * #onstitution save against poison at the !eginning of each turn or spend their action retching and reeling. Vaardigs -@/0 see a!oveJ ((5)3p $reasre0 Gem of Earth ower,
& ((. ;orthwest 6ea 9s the 2#s travel the northwest sea strong winds and choppy water rise reOuiring a D# *: De3terity check with water vehicles to avoid swamping any !oats they have or a D# *: 6trength ,9thletics- check to keep from !eing forced under the water. 9ny action related to De3terity Intelligence or &isdom tests has disadvantage to someone a !oat or attempting tolurk tread water the surface.ourcropping. They have collected a num!er of 9 in pair of water elementals near the on westernmost treasures especially magic items with an illumnation property into a deep crevasse near the outcropping. &hen anyone dives for it they am!ush them using their whelm attacks or dragging them deeply in hopes of causing them to drown. ,ater Elementals -/0$$ p.*(5 :))3p ;ote" change alignment to #haotic Evil. $reasre0 :(*1cp **)5sp *58ep lantern of revealing, . immovable rods ,activated when 2#s find them- driftglobe, elemental gem 5fire6, a'urites ,*)gp-: rhodochrosites ,*)gp- ( malachites ,*)gp- hematites ,*)gp-
& (:. 6helf *)ft. a!ove &ater evel Driftwood and plant matter form a 6argasso along the edges of this shelf. 9 trio of ettins huddle around a fire of coals and driftwood. These were once servants of the 0reater Temple who offended 6enshock and were !anished to the nodes as punishment. During their time in the ;odes they came across and were !ested !y the Deva trapped in the 4ire ;ode ,9rea 4 :1 who showed them mercy even raising one of their slain from the dead after they surrendered. They spent several months in his service as a ransom and in that time saw the power of strength wielded to good ends. They assisted the 9'ers ,4 ::- to escape ?ra'e!ul the Efreet. They have since parted ways with the Deva and fled to the water temple where food and water are more a!undant.
Gem of ir -o)er (ondrous Ctem, egendary, 1rtifact
This large smoky Ouart' radiates powerful magic and evil. It is a fragment of the >rb of Golden 9eath and increases the artifacts power when inserted into the crown. >n its own the 0em of 9ir 2ower allows the wielder to change any portal on the ;ode of 4ire into a portal !ack to the Temple of Elemental Evils ne3us or to transport themselves directly to the ;ode of 9ir. >nce per day it also allows the wielder to plane shift to the Elemental 2lane of 9ir or the 2rime $aterial 2lane. &hen on the Elemental 2lane of 4ire the wearer is protected from the intense cold of that plane. &hen placed in a socket on the >rb of Golden 9eath it allows the user to e3pend two charges to cast wind walk or three charges to summon a Vrock with a planar ally effectJ the 0la!re'u serves Guggtmoy and thus will o!ey and cannot harm the possessor of the >rb of Golden 9eath.
4ollowing
rb of Golden 9eath destroyed or Guggtmoy defeated and sealed !ack on the ((( nd layer of the 9!yss and the dungeons !eneath the temple collapsing. The 2#s if they were thorough should !e ** th level and well on their way to *( th. They also may find themselves 2eers of the %ealm in Veluna and holding the gratitude of 2rince Thrommel of 4uryondy and having rescued an elven countess of #elene. 6ome loose ends that could readily create adventures include" •
•
•
• •
•
•
The missing soldiers from (1( were out on a raid now that the Temple has collapsed they have !ecome reavers that need to !e dealt with. If 6enshock escaped he is now hiding somewhere possi!ly along the &ild #oast. Hunting him down will take the 2#s farther afield than !efore. The $ap in room 1* names agents across the 4laness some may already !e trying to re!uild the cult in hopes of !ecoming Hedracks successor. The treasure map that I placed in &: may lead to more treasure. 9s Elders of Veluna esta!lishing a keep in in their lands or in Ver!o!onc may provide a whole new challenge to the 2#6. &hat of olth and the Drow they have !een Ouiet through all of this although it is clear that olths human servants are deeply involved. &hat are teh Drow up toK Iu' himself has reason to hate the 2#s and while he dare no risk another confrontation with 6t. #uth!ert who is dou!tlessly looking over them he may deploy assassins to drag the 2#s to his empire.