Temple of Elemental Evil Conversion Notes Brian C. Rideout These notes are intended to convert the material in The Village of Hommlet / The Temple of Elemental Evil to work with the Dungeons and Dragons 5 th Edition rules. I have intentionally left the actual material of Temple of Elemental Evil this scenario cannot !e played without the srcinal module. I have used the following source material" #ook $onte" %eturn to the Temple of Elemental Evil. %enton" &i'ards of the #oast ())* #rawford +eremy ,lead-" DD Dungeon $asters 0uide. ,5th edition-. %enton" &i'ards of the #oast ()*1. #rawford +eremy ,lead-" DD 2layers Hand!ook. ,5th edition- %enton" &i'ards of the #oast ()*1 0yga3 0ary and $ent'er 4rank" Temple of Elemental Evil. ,watermarked 2D4 ed.-. ake 0eneva" T6% *785 2erkins #hristopher ,lead-" DD $onster $anual. ,5th edition- %enton" &i'ards of the #oast ()*1 The Temple of Elemental Evil,video game- Troika 0ames distri!uted !y 9tari inc. ()): I have also made some use of the 0reyhawk &iki at
http://www.canonfire.com/wiki/index.php?
title=Category:Greyhawk_realms. Dungeons and Dragons The &orld of 0reyhawk The Village of Hommlet ;ul! Ver!o!onc The 2rincipality of
%$&%9#k and 4%>6T?<%; including the alchemical su!stances blue ice and air plants. I do not reproduce any meaningful information from those manuals.
9dapting the Encounters >ne of my core assumptions in adapting this module is that the party is going to !e four players in si'e not the 5@8 assumed !y the srcinal model. This is !ased on the fact that throughout DDs history this seems to !e the most consistent si'e of adventuring party !ot !ecause of the dynamics of the average DD group and the way the game from : rd edition onward has !een structured. 9s was advised in the srcinal Temple of Elemental Evil when adAusting the encounters to make the smaller groups functional I reduced the si'e of the encounters somewhat. Temple of Elemental Evils signature was massive swarms of weaker foes that the 2#s could !ulldo'e through with a few nastier encounters woven in. 0iven the different hit point economy and encounter structure this !ecame less feasi!le in 5th edition. In many places the num!er of monsters is vastly pared down to make the encounters managea!le. In other places I have !roken the encounters into discrete waves such as when dealing with areths massive personal guard in the $oathouse. 9s I developed the system I kept a running total of the e3perience points awarded along with likely !reak points where the characters would pro!a!ly need a !reak seal themselves in a room return to town or otherwise rest. I then used those to predict when characters would level up and !egan !uilding encounters for higher levels !eyond those likely B!reak points.C Avg.Lvl.
LikelyBreakPoint
*st
#learing upper floor of moathouse possi!ly ogre 'om!ies
?eyond the portcullis trap.
nd
(
#learing !ug!ears ghouls gnolls and crayfish discovering way out.
areths personal guard
:rd
Defeating areth and guard receiving milestone award doing some follow@up adventures in Hommlet ;ul! dealing with assassin.
%uins of Elemental evil
1th
#learing the *stl evelofthetempledungeon.
th
StartedRaisingChallengeat...
Dungeonlevel(
5
#learing roughly half of the monsters and !ringing down ( of the lesser temples
Dungeon level :
th
#learing the high@level ;2#s in ::5 The amia in :*( or the trolls in :)(@:)5
9ll other areas of Dungeon level :
Fth
#learing the rest of the :rd floor of the Dungeons outside of Guggtmoys lair.
Dungeon level 1
8th
#ompleting the southern half of the 0reater Temple including two of the three BeaderC encounters.
;odes of Elemental Evil in areas close to the gems.
7th
#ollectingthegems
th
*)
#learingallofthe;odes
;odesinareasfarfromthegems. 6howdownwithGuggtmoy
$y primary focus was Ease of Play which meant simplifying the rules for the nodes. I replaced several encounters with ones included in the $onster $anual and vastly simplified the temple rooms in the Dungeons of Elemental Evil levels * and (. I did not create new random encounter ta!les as I !elieve that they are somewhat superfluous !ut I have included a num!er of encounters and secondary missions that the D$ can use as he sees fit in order to flesh out Hommlet ;ul!. 9nd the region around the Temple of Elemental Evil. In the case of the ;odes I essentially restocked the dungeon entirely with monsters availa!le in the current $onster $anual and used the random treasure generation in the current Dungeon $asters 0uide as I did not have relia!le source material for the pre@e3isting encounters.
Temple of Elemental Evil #ampaign 2rimer for 2layers The Temple of Elemental Evil is one of the most ela!orate and sophisticated of the campaigns in the &orld of 0reyhawk. Today :) years after its srcinal release it remains one of the most popular DD adventure modules of all time. our characters will !e the first of a vanguard of heroes to stand against an evil force that could throw the civili'ed lands of 0reyhawk into chaos. The adventure is set in a region called the Kron Hills. The =ron hills are sparsely populated for many years a !uffer 'one !etween great nations settled only !e a few clans of rock gnomes and some rugged frontiersmen. our character is likely a stranger to the =ron hills and its people having come to a tiny frontier village called Hommlet for any num!er of reasons. Instead your character pro!a!ly comes from one of the neigh!ouring nations" To the ;orth theArchclericy of Velna is a !eacon of civili'ation. %uled over !y a council or priests of the god %ao it is a nation that favours trade over warfare. 9 few other religions especially the faiths of 6t. #uth!ert and Hieroneous the god of valour are allowed a place on the 6ynod that rules over Veluna from its capital city of $itrik. This is an ideal region for your character to come from if you wish to play a paladin of valour or cleric. Veluna is in a perpetual war with the !ominion of "# to its north a grim nation ruled over !y a mad demigod Iu' the >ld >ne who has turned 6adism into a way of life. They cannot afford trou!le to the 6outh as well. To the &est is theVisconty and $o%n of Ver&o&onc. %uled !y a Viscount and advised !y a ?ishopric of 6t. #uth!ert. %apidly growing into a wealthy trade city Ver!o!onc offers unprecedented economic freedom to its citi'ens and generous grants of land to its heroes. >nce an elven colony and now the heart of trade !etween men and elves Ver!o!onc is a place where many cultures meet. Ver!o!onc is also the county that technically holds claim over the =ron Hills. This is an ideal town if you want to play an elf or half@elf as well as for #lerics of 6t. #uth!ert rogues and !ards. %ecently Ver!o!onc has run into a great deal of trou!le along its trade routes. #aravans passing through the =ron hills have gone missing and pirate activity on the great 'yr !yv river that connects it to Veluna and 4uryondy has increased. 6outhwest of the =ron =ills is the vast ortmil $ountain range rich in iron copper gold and monsters alike. The nearest nation in the ortmils is $he Princi(ality of )lek a nation ruled !y clans of dwarves !ut with many human citi'ens. It is a nation that deals with wars against giant drow and a!errations to keep itself safe and secure. This is an ideal home for your character if you want to play a dwarf or gnome or a particularly tough fighter. To the 6outh is the*aerie Kingdom of Celene a mysterious and verdant land ruled !y the 6ylvan Elves with many portals and many allies from the feywild. It is a land isolated from its neigh!ours and fast drawing elves from other nations into its fold. #elene is an ideal homeland for your character if you want to play an Elf a Druid %anger or a 2aladin of the 9ncient >ath. #elenes recent trou!les may threaten its serene isolation. The +narley ,ood that reaches upwards from #elene into the =ron Hills has !een plagued with go!lin activity while in their ;orthern Holds raiders are coming down the Imedrys %un that winds down the =ron Hills into the heart of their nation. 6everal of their most !eloved leaders have also disappeared in the ;orth. 9long the ;yr Dyv to the &est of the =ron Hills is the *ree Lands of !yvers a democratic nation that has grown rich taking the great crafts of the shining Kingdom of *ryondyto its ;orth and shipping it to Ver!o!onc and from their the markets of Veluna and
;ortheast of the =ron Hills is the Kindgom of *ryondy considered the most civili'ed and powerful nation in the world it is rich in intrigue and resources alike. 9 place of learning where magic is valued as strongly as might and wealth and the lords of the land hold themselves to a code of high chivalry. 4uryondy is an ideal homeland for halfling and human characters alike as well as for wi'ards fighters monks and rogues. ike Dyvers and Ver!o!onc 4uryondy must send goods to heavy for river !arge through the =ron Hills. %ight now 4uryonidan merchants have a lot to lose if they cannot move the fine horses !red in 4uryondy to the eager customers inf
Village of Hommlet Location Modifications &herever 2ossi!le I have kept to generic ;2# statistics using the statistics from the $onster $anual which I have !ased on the description of the ;2#. 4armers and craftsmen who are retired soldiers have !een given the 6cout or Veteran statistics ,depending on their class and level- while ;2#s who are not part of the militia and are simple tradesmen have !een set up as commoners. In the case of ;2#s with a role in the town militia I recommend used the 0uard entry although in some cases commoners with !etter eOuipment seemed more likely such as in the case of the 6ta!le@!oys and the teen sons and nephews at the &elcome &ench. In some cases such as for the woodcutter in area three I have made some notes on sleight modifications that will adAust their statistics slightly !ut should not alter their overall challenge rating. This is listed in the notes where appropriate. In some cases a rise and fall in 9# has !een noted. In general !ecause the 2#s will not risk fighting these ;2#s or they remain fragile I do not !elieve a change in #% is appropriate. &here ;2#s are important potential com!atants or could !e hired as allies to the 2#s I have given them statistics !ased loosely on the 9dvanced Dungeons Dragons statistic !locks provided !ut have modified their eOuipment to reflect the lower availa!ility of such in 5 th Edition. In some cases I compromised !etween the large num!er of magic items and the characters !ase statistics !y either raising the characters level or removing magic items or a com!ination of the two. In particular I made a point of removing rings of invisibility which were plentiful in Hommlet !ut are no longer appropriate items to have sitting around for the relatively low level of play in this campaign. I have chosen to provide statistics for Elmo %ufus ?urne %annos 0remag +aroo and #almer using the statistics provided in the srcinal Temple of Elemental Evil as a template. In some cases I re@arranged their statistics to make more sense in the conte3t of the 5 th edition rules ,#almer wearing plate mail !ut only having a 7 6tr didnt work for e3ample-. In the case of %annos 0remag %ufus ?urne and +aroo I chose to apply 9!ility increases as their a!ilities needed to scale in order for them to remain a competent and convincing challenge when adapted to 5 th edition. In Elmos case his e3cessively high statistics did not seem to !e appropriate for the newer editionJ they appeared to !e set at impro!a!le levels in order to ensure that he remained an appealing henchman throughout the adventures. I pared them !ack somewhat to something that would !e close to on par with the 2#s !ut also still gave the impression of a strong agile and clever man. 4or characters that are noted to follow the >ld %eligion I have treated them as worshippers of ?eory as suggested in the 9tari Temple of Elemental Evilvideo game adaptation.
*. 2roseperous #ottage and arge ?arn *arm !ogs -/0 use $astiff" 2H? p.:)F *armer and sons-/0 use #ommoner" $$ p.:15 ;ote" &orships ?eory. (. $odest 4armhouse and ?arn *armer0 use Veteran" $$ p :5) Servant0 use #ommoner" $$ p.:15 $reasre0 see the entry on Elmo
Gwynnith
Renton, well@dressed has fine dagger w/ druidic marks
Elmo medium humanoid ,human- awful 0ood 5 th level ranger Armor Class *8 or *: ,unarmouredHit Points 5( ,5d8 *)S(eed :)ft.
6T% *,:-
DEP *,:-
#>; *1,(-
I;T *5,(-
&I6 *(,*-
#H9 **
Skills 9thletics Deception : Insight 1 6urvival 1 Senses 2assive 2erception *( Langages #ommon Elven Challenge #hallenge %ating 1 ,**)) 3pFavoured Enemy: Elmo has advantage on & isdom ,6urvival- checks to tracks gnolls and ho!go!lins as well as on Intelligence checks to recall information on them. Fighting Style: Elmo gains a * !onus to 9# while wearing armour. Natural Explorer" &hen Elmo makes an intelligence or &isdom test related in a forested region his proficiency !onus is dou!led in skills he is proficient in. He gains several advantages when travelling in forested terrain listed in the 2H? on p.7* Primeval Awareness: Elmo can use an action and e3pend one ranger spell slot to focus his awareness on the region around him. 4or one minute per level of the spell he e3pends he can sense whether the following types of creatures are within one mile of him ,or si3 miles in forests-" a!errations celestials dragons elementals fey fiends and undead. This awareness does not reveal their location or num!er. Spellcasting: Elmo is a 5th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *( : to hit with spell attacks.- Elmo knows the following ranger spells.
*st level ,1 slots-" cure wounds, detect magic, hail of thorns (nd level ,( slots-" animal messenger, barkskinJ 9#TI>;6 Multiattack: Elmo makes two weapon attacks per round. 2agic Battlea1e0Melee weapon attack!F to hit reach 5ft. one target. Hit 7 ,*d81- slashing damage. 2agic !agger0Melee weapon attack!F to hit reach 5ft. one target. Hit ,*d11- slashing damage. Elmo is a secret agent of the =ing of Veluna although while in Hommlet he plays the role of town drunk. &hile in town he carries his dagger"# !ut does not wear his chain or carry his shield or !attlea3e. Possessions0"# battlea$e "# dagger, chain shirt long!ow () arrows () silver arrows shield 5)gp *))sp pearls worth *))gp
:. #ottage ,&oodsmans,oodctter0 use 6cout $$ p.:17 Tarim, scruffy w/ an eyepatch. ;ote" %aise 6T% to *1J add 9ction" +reata1e. Melee weapon attack: 1 to hit 5ft. reach one target. Hit: 7 ,*d*((- slashing damage. &orships ?eory. $em!er of the $ilitia.
1. &ell@=ept 4arm ,ido% and Sons -/0 use #ommoner $$ p.:15 ;ote" &orships ?eory
Mathilde Dark@haired skinny.
5. 2rosperous 4armhouse *armer0 use 0uard $$ p.:1F %illiken, shaven@headed woven cap !raided !eard. ;ote" replace chain shirt with studded leather 9# *5. $em!er of the $ilitia. 2anservant0 use #ommoner $$ p.:15
. House with eather Hide Tacked to the 4ront Door ,TannersLeather%orker0 use 0uard $$ p :1F &akk 'orton weather@!eaten stained fingers/ ;ote" replace chain shirt with studded leather 9# *5. $em!er of the $ilitia. Eldest Son0 use #ommoner ,$$ p.:15;ote" 9dd studded leather 9# *(. $em!er of the $ilitia.
F. arge ?uilding with 6ign ,Inn of the &elcome &ench3stler +ndigoot0
8. >pen 6hed ?ehind House ,6mithySmith -4Brother Smythe5/0use Druid $$ p.:1 ;ote" languages" Druidic #ommon and Elven. 9dd proficiency in 6miths tools and tinkers tools.
*). &ell@=ept Dwelling with 6ign ,&eaversSon6in6la%0 use #ommoner $$ p.:15 ;otes" &orships 6t. #uth!ert. A((rentices -7/0 use commoner $$ p.:15 ;otes" &orships 6t. #uth!ert.
Moneir married to 6unom
**. #ottage ,Tailors$ailor0
*(. 9verage 4arm ?uilding *armer and Son0 use 0uard $$ p.:1F ;ote" replace chain shirt w/ studded leather 9# to *5. %eplace spear with morning star. $em!ers of the $ilitia.
*:. &ooden ?uilding with 6huttered &indows ,Trading 2ost-
Gremag
Rannos Davi medium humanoid ,human- #haotic Evil *)th level rogue ,thief-
medium humanoid ,human- #haotic Evil Fth level rogue ,assassin-
Armor Class *F ,leather armour ring of protection "#Hit Points F8 ,*)d8 ()S(eed :)ft.
Armor Class *8 ,"# studded leather Hit Points 5( ,Fd8 *1S(eed :)ft.
6T%
DEP
8,@*-
*8,1-
#>; *5,(-
I;T *5,(-
&I6 7,@*-
#H9 F,@(-
Saves0 De3 8 ,evasion- Int Skills 9thletics : Deception Insight F Intimidate 6tealth *: Senses 2assive 2erception 7 Langages #ommon 9!yssal Thieves #ant Challenge #hallenge %ating 1 ,**)) 3p-
Sneak Attack "#$round%: %annos Davi can deal an e3tra 5d damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isnt incapacitated so long as %annos does not have disadvantage. Elusive: &hen an attacker hits %annos with a weapon attack he may use his reaction to halve the damage.
6T% *5,(-
DEP
#>;
I;T
(),5-
*(,(-
*(,(-
&I6 F,@(-
#H9 F,@(-
Saves0 De3 8 ,evasion- Int 5 Skills 9thletics 5 Deception 5 Insight 5 Intimidate 5 6tealth *( Senses 2assive 2erception 7 Langages #ommon 9!yssal Thieves #ant Challenge #hallenge %ating 1 ,**)) 3pAssassinate: 0remag has advantage on any attack roll against a creature that has not yet taken an action in com!at. If he hits with this attack it is automatically counted as a critical hit. Sneak Attack "#$round%: 0remag can deal an e3tra 1d damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isnt incpacitated so long as 0remag does not have disadvantage. Evasion: &hen an attacker hits 0remag with a weapon attack he may use his reaction to halve the damage.
Cnning Action0 %annos may take a !onus action each turn in com!at to Dash Disengage or Hide.
unning Action: 0remag may take a !onus action each turn in com!at to Dash Disengage or Hide.
9#TI>;6
9#TI>;6
Shorts%ord0 Melee weapon attack!8 to hit reach 5ft. one target. Hit 8 ,*d1- 2iercing damage.
&agger o' (enom: Melee weapon attack!8 to hit reach 5ft. one target. Hit ,*d11- piercing damage. >nce per day 0remag may take an action to cause the dagger to coat itself with poison. #reatures struck !y the poisoned dagger must make a D# *5 constitution save or take an additional (d*) poison damage.
!agger0 Melee weapon attack!8 to hit reach 5ft. one target. Hit ,*d11- piercing damage. %annos Davi is a spy for the Temple of Elemental Evil.
Poison09s an action gremag may apply one dose of wyvern poison to his dagger of venom. If he does so the target must make a D#*5 #onstitution save or take an additional (1 ,Fd- poison damage on a failed save or half again as much on a successful one.
Possessions0 amulet of proof against detection, ring of protection "# leather armour dagger shortsword
0remag is an assassin for the Temple of Elemental Evil Possessions0dagger of venom, dust of disappearance $) "# studded leather : doses of wyvern poison.
%annos and 0remag have !een created using their srcinal statistics and levelled to match their 9DD character levels. Their #hallenge ratings have !een calculated using the ta!le in the D$0. 9longside their man at arms they constitute a hard encounter for a party of four 5 th level or a medium encounter for th level characters. 2an6at6arms0 use Veteran" $$ p.:5) *))3p
+room0 use 0uard $$ p.:1F
*1. &eather!eaten ?uilding ,#arterCarter0 use 0uard" $$ p.:1F ;ote" &orships 6t. #uth!ert. 9dd scale mail 9# *5. 9dd 9ction" Hal&erd. Melee weapon attack: : to hit *)ft. reach one target. Hit 8 ,*d*)*- slashing damage. Carter8s Son0 use #ommoner" $$ p.:15 ;ote" &orships 6t. #uth!ert. 9dd ring mail and shield 9# *. !rivers0 use 0uard" $$ p.:1F ;ote" &orships 6t. #uth!ert.
*5. ;ew ?uilding with 6ign ,$oneychanger'ira 2el&& the 2oneychanger0
cid !pra" Mechanical Trap If this trap is opened without using the concealed trick catch acid sprays in a *)ft. #one. Those in the area of the cone must make a D# *5 De3terity check. >n a failed check the targets take (( ,1d*)- acid damage or half as much on a successful save. Deducing the presence of the reOuires () Intelligence ,Investigationto deduce. Thetrap trapand canthe !e catch disarmed with a a D# successful D# *5 Intelligence test using Thieves tools.
*. 6mall House with 6ign ,#a!inet $akerCa&inet 2aker0 use 0uard" $$ p.:1F ;otes" &orships ?eory. 9dd %ing $ail and 6hield. 9# *F. $em!er of the $ilitia. A((rentice0 use 0uard $$ p.:1F ;otes" &orships ?eory. $em!er of the $ilitia.
*F. $odest #ottage ,2ottersPotter0u se#ommoner"$$p.:15 ;otes" &orships 6t. #uth!ert.
6
umone Hann, round@faced freckeld woman.
Sons -/0 use 0uard" $$ p.:1F ;otes" &orships 6t. #uth!ert. $em!ers of the $ilitia.
*8. Typical #ottage and Imposing ?uilding ,?reweryBrameister0
Brameister8s 'e(he%0 use #ommoner" $$ p.:15 Tuperello, pot@!ellied. ;otes" &orships ?eory. 9dd ring mail and shield. 9# *. $em!er of the $ilitia. A((rentices -/0
*7. $odest #ottage Black 9ay the Herdsman0 use 6cout" $$ p.:5) ;otes" remove boots of elvenkind! !ogs -:/0 use $astiff" 2H? p.:)F
(). #hurch of 6t. #uth!ert $er;on0 use 2riest" $$ p.:18 ;otes" &orships 6t. #uth!ert. %emove ring of invisibility,owns a ring of animal control! Calmer0 see below 6croll 6ales" 9t the D$s >ption spell scrolls can !e purchased at the church of 6t.#uth!ert created !y #almert and #anoness Day. cure wounds detectevilandgood augury enhance a!ility" ?ulls strength protectionfrompoison remove curse restoration
*() gp *()gp )) gp 55) gp 55)gp 55) gp 55) gp
(*. #ottage and arge ?arn ,Dairy*armer0 use #ommoner" $$ p.:15 ;otes" &orships 6t. #uth!ert.
Calmer medium humanoid ,human- awful ;eutral : rd level #leric ,6t. #uth!ertArmor Class *8 ,plate mail shieldHit Points () ,:d8 S(eed :)ft.
6T% *5,(-
DEP 7 ,@*-
#>; *5 ,(-
I;T **
&I6 *,:-
#H9 **
Saves0 #on 5 &is Skills 9rcana 1 History 1 Insight 5 Intimidate ( %eligion ( Senses 2assive 2erception *: Langages #ommon Challenge #hallenge %ating * ,*)) 3pSpellcasting: #almer is a : rd level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *: 5 to hit with spell attacks.- #almer has the following cleric spells prepared. #antrips" guidance, light, sacred flame *st level ,1 slots-" bless, command, detect evil and good, identify, protection from evil and good (nd level ,( slots-" augury, prayer of healing, suggestion, +one of truth
9#TI>;6 2ace0 Melee weapon attack!5 to hit reach 5ft. one target. Hit F ,*d8(- !ludgeoning damage. #almer is the deacon of the #hurch of 6t. #uth!ert. He is honest !ut 'ealous a!out collecting donations for the church and keep. Possessions0plate mail shield mace holy sym!ol 5 !ottles of holy water
((. $ill and 9ttached Home 2ych the 2iller0 use 0uard $$ p.:1F ;otes" &orships ?eory. $em!er of the $ilitia. Servant0 use 0uard $$ p.:1F ;otes" &orships ?eory. $em!er of the $ilitia.
Erliter, round@faced sad !lue eyes.
!og0 use $astiff" 2H? p.:)F
(:. #ottage and 6mall ?arn *armer0 use 0uard" $$ p.:1F ;otes" 9theist. $em!er of the $ilitia
Holden pale raven@haired
Son0 use 0uard" $$ p.:1F ;otes" 9theist. $em!er of the $ilitia. S(inster !agter0 use Thug" $$ p.:5) %ruella, wild dark haired sharp@tongued ;otes" 9theist. %eplace #ross!ow with action Sling. Ranged weapon attack: : to hit ammunition range ,:)/*()- one target. Hit : ,*d1- !ludgeoning damage.
#aroos$staff medium humanoid ,human- ;eutral Fth level Druid Armor Class ** ,paddedHit Points 15 ,Fd8 *1S(eed :)ft.
6T% **
DEP 7,@*-
#>; *5 ,(-
I;T **
&I6 *8 ,1-
#H9 *5 ,(-
Saves0 #on &is 8 Skills Insight F ;ature : 2ersuasion 5 6urvival F Senses2assive 2erception *1 Langages#ommon Druidic Elven Challenge#hallenge %ating * ,*)) 3p-
,ild Sha(e -=rest/0+aroo may take the form of any !east with a #% of up to (. He may maintain that form for up to seven hours. 6ee 2H? p.@F. &hile transformed +aroo may spend a !onus action to e3pend a spell slot and heal *d8 hit points per level of the slot. His attacks while in !east for count as magic. Spellcasting: +aroo is a rd level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *5 F to hit with spell attacks.- +aroo has the following druid spells prepared. #antrips" druidcraft, guidance, produce flame *st level ,1 slots-" create or destroy water, faerie fire, fog cloud, purify food and drink, cure wounds, speak with animals (nd level ,: slots-" heat metal, pass without trace :rd level ,: slots-" plant growth, wind walk 1th level ,* slot-" con-ure minor elementals
9#TI>;6
2agic Scimitar0Melee weapon attack!: to hit reach 5ft. one target. Hit ,*d8*- slashing damage. +aroo is the leader of the followers of the >ld 4aith ,worship of the Earth and 4ertility through ?eory. Possessions0cloak of protection, scimitar "., staff of the python, padded armour
(1. The 0rove Black Bear0 use ?lack ?ear" $$ p.:*8 $reasre0 replace scroll of summon weather with spell scroll of druidcraft!
(5. arge ?arn and #onnected 4arm Herdsman0 use #ommoner" $$ p.:15 ;otes" &orships ?eory. 9dd padded armour 9# **. Son0 use #ommoner" $$ p.:15 ;otes" &orships ?eory. 9dd leather armour 9# *(. Cosin0 use #ommoner" $$ p.:15 ;otes" &orships ?eory. 9dd shield 9# *(. !og0 use $astiff" $$ p.:)7
as+lo, wears holly and fine cap.
(. ?arn@ike House with a &heel ;ailed to a 2ost ,&ainwright,ain%right0 use 0uard" $$ p.:1F /alden Goldwing, shaven@headed. ;otes" &orships 6t. #uth!ert. $em!er of the $ilitia. 9dd leather armour and shield raise 9# *1. 'e(he%s -/0
(F. &alled $anor House Elder0 use ;o!le" $$ p.:18 Sons 0uard" ;otes"-7/0 9dduse scale mail $$ and p.:5F shield raise 9# to *F. Hired Hand0
(8. arge ;ew ?uilding Car(enter0 use 0uard" $$ p.:1F ;otes" &orships 6t. #uth!ert. $em!er of the $ilitia. 9dd studded leather and shield. 9# *5. Brother0 use #ommoner" $$ p.:15 Marek, hums to himself. ;otes" &orships 6t. #uth!ert. $em!er of the $ilitia. 9dd padded armour. 9#**.
(7. 6tonemason Stonemason0 use 0uard" $$ p.:1F Gister 0ochim, craggy face scarred hands ;otes" &orships 6t. #uth!ert. $em!er of the $ilitia. %eplace spear with 2ilitary Pick. Melee weapon attack: : to hit 5ft. reach one target. Hit: ,*d8*- piercing damage. A((rentices -:/0 use 0uard" $$ p.:1F ;otes" &orships 6t. #uth!ert. $em!ers of the $ilitia. #hange to padded armour. 9# *(. %eplace spear with ,arhammer. Melee weapon attack: : to hit 5ft. reach one target. Hit: ,*d8*- !ludgeoning damage.
:*. Two 6toried Tower
Burne
Rufus
medium humanoid ,human- awful 0ood 8 th level &i'ard
medium humanoid ,human- awful 0ood th level 4ighter
Armor Class *: ,ring of protection ". Hit Points (8 ,8dS(eed :)ft.
Armor Class () ,* chain shirt * shield defenceHit Points 5* ,d*) *8S(eed :)ft.
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Saves0 Int 8 &is 5 Skills 9rcana 8 Investigation 8 Inisght 5 2ersuasion 5 Senses 2assive 2erception *( Langages #ommon Draconc 0nomish Challenge #hallenge %ating 5 ,*8)) 3p-
Saves0 6tr #on Skills 9thletics Intimidation 5 Senses 2assive 2erception *) Langages #ommon Dwarven Challenge #hallenge %ating : ,F)) 3p-
Potent antrip: &hen a creature saves against one of ?urne cantrips the creature takes half the cantrips damage !ut suffers no additional effects.
Action Surge ->=day/0>n %ufus turn he may take one additional action and possi!ly one additional !onus action at the top of his turn.
Sculpt Spells: &hen ?urne casts an evocation spell that affects other creatures that he can see he can choose a num!er eOual to * the spells level. The chosen creatures automatically succeed their saving throws and take no damage if they would have taken half damage.
Second )ind ->=short rest/0%ufus may use a !onus action to regain *d*) hit points.
Spellcasting: ?urne is an 8 th level spellcaster. His spellcasting a!ility is Intelligence ,6pell 6ave * 8 to hit with spell attacks.- ?urne has the following wi'ard spells prepared.
*mproved ritical: %ufuss weapon
attacks score a critical on a roll
of *7 or (). 9#TI>;6
#antrips" fire bolt, light, prestidigitation, shocking grasp st
* magic, magic missile (nd level level ,1 ,: slots-" slots-" detect levitate, mirrorfeather imagefall, see-ump, invisible :rd level ,: slots-" dispel magic, fireball, tongues th 1 level ,( slots-" dimension door, fabricate, wall of fire
2ltiattack0%ufus attacks twice per com!at turn.
9#TI>;6
%ufus is an adventuring companion of ?urne and leader of ?urnes ?adgers a force of veteran warriors and is the commander of the local $ilitia.
*ire Bolt0Ranged spell attack!8 to hit range *()ft. one target. Hit ** ,(d*)fire damage.
Possessions0"# battlea$e, "# chain shirt, "# shield, periapt of proof against poison, ) doses of dust of disappearance, carnelian ,*))gp-
2agic Battlea1e0Melee weapon attack!F to hit reach 5ft. one target. Hit 7 ,*d81- slashing damage.
?urne is a retired adventurer who has !een made liege and protector of Hommlet. He holds the title of His most worshipful mage of Hommlet. He watches for and protects h village from evil. Possessions0ring of protection "., chime of opening, wand of magic missile, spell!ook crystal ,arcane focus-
?urne and %ufus would provide a party of four 5 th level characters with a hard encounter or a medium for a party of thlevel characters
:(. Tents and &attle Huts Agent0 use 6py" $$ p.:17 F))3p
&ayfie, loud takes up space gold earring.
Detailed 9reas of Hommlet %ather than go area !y area here I will provide highly a!!reviated notes where appropriate on various characters and treasures. In the case of some of the ;2#s like Gert who are potential enemies a change in gear and 9# really will necessitate a change in #% and I have noted such where appropriate.
"nn of the ,elcome ,ench The prices on the $enu at the Inn of the &elcome &ench are vastly different than the prices listed in the 2H? accordingly I suggest the following modifications to the Inns price list. $eals !reakfast plain * sp !reakfast ela!orate ( sp dinnerplain (sp dinner ela!orate : sp dinner F@course F sp supperplain (sp supper ela!orate : sp #ommon Drink ,per pintale cp1 alespecial 7cp !eersmall :cp !eerheavy 5cp mead *sp mead special !rew *5 cp &ines ,per pintocalta!le *sp =eoish0olden (sp 6undishilac *5cp
I . 2rivate %oom ?ert0 use Thug ,$$ p.:5);otes" 9gent of the Temple. 9dd 6cale mail and shield. 9# *F. %aise #hallenge rating to : ,F))3p-
I *). 2rivate %oom S(gnois0 see below
!pugnois
%urno& of %erd
medium humanoid ,human- ;eutral 0ood ( nd level &i'ard
medium humanoid ,human- #haotic ;eutral (nd level %ogue
Armor Class *( Hit Points ** ,(d 1S(eed :)ft.
Armor Class *5 ,leather armourHit Points *: ,(d8 1S(eed :)ft.
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Saves0 Int 5 &is 1 Skills 9rcana 5 Investigation 5 Senses 2assive 2erception *( Langages #ommon Draconc Elven Challenge #hallenge %ating */1 ,5) 3pSpellcasting: 6pugnois is an ( nd level spellcaster. His spellcasting a!ility is Intelligence ,6pell 6ave *: 5 to hit with spell attacks.- 6pugnoir has the following wi'ard spells prepared. #antrips" light, prestidigitation, shocking grasp *st level ,1 slots-" detect magic, sleep, comprehend languages, protection from good and evil, unseen servant
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Saves0 De3 Int 1 Skills 9cro!atics 9thletics * Deception 5 6leight of Hand 6tealth 8 Senses 2assive 2erception *) Langages #ommon Challenge #hallenge %ating */1 ,5) 3p-
Sneak Attack ->=rond/04urnok can deal an e3tra *d damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isnt incapacitated so long as 4urnok doesnt have disadvantage.
9#TI>;6
+ther spells in spell!ook: feather fall
9#TI>;6
!agger0Melee weapon attack! to hit reach 5ft. one target. Hit F ,*d11piercing damage.
Shocking gras(0Melee spell attack!5 to hit 5ft. reach one target. Hit 5 ,*d8lightning damage. Target cannot take reactions until its ne3t turn. 6pugnois has advantage to attack targets in metal armour.
4urnok is a con artist cheat and small@time Aewel thief who is lying low in Hommlet He is gifted at using loaded dice marked cards regular playing cards and regular dice as well as !eing talented with thieves tools. He can !e hired !y the 2#s for a share for treasure.
6pugnois is an apprentice mage who can !e hired to aid the 2#s on their investigations. He is interested in the moathouse and will shadow the 2#s as they investigate there.
Possessions0scroll of protection from good and evil, leather armour dagger marked cards loaded dice thieves tools dagger dungeoneers pack :F gems ,5)gp ea-
Possessions0spell!ook spell component pouch Fsp 7gp **pp : 'ircons ,5) gp- sages pack
I *:. 2rivate %oom *rnok0 see above! ;ote" 4urnok should have advantage when competing with characters who do not know how to use marked or loaded gaming sets. %emoved magic dagger and ring of invisibility!
I *1. 2rivate %oom
Turu&o
'o(ort
medium humanoid ,human- ;eutral Evil :rd level $onk
medium humanoid ,human- ;eutral Evil (nd level 4ighter
Armor Class * ,unarmoured defenseHit Points *7 ,:d8 S(eed :)ft.
Armor Class () ,splint mail shield defenseHit Points *F ,(d*) S(eed :)ft.
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Saves0 6trength ( De3terity 5 Skills 9thletics ( 2erception 5 Senses 2assive 2erception *5 Langages #ommon Draconc Challenge #hallenge %ating * ,()) 3p-
Saves0 6tr5 #on 5 Skills 9thletics 5 Intimidate ( Senses 2assive 2erception 7 Langages #ommon Challenge #hallenge %ating * ,()) 3p-
Martial Arts: Turuko may apply his De3 !onus to damage with an unarmed attack and may make an unarmed strike as a !onus action.
Action Surge ->=day/0>n =o!orts turn he may take one additional action and possi!ly one additional !onus action at the top of his turn.
,i: Turuko has a pool of : =i 2oints.
Second )ind ->=short rest/0=o!ort may use a !onus action to regain *d*) hit points.
Flurry o' -lows:?y spending * =i point immediately after making an attack action Turuko may make two unarmed strikes as a !onus action.
9#TI>;6
Patient &e'ense: Turuko may spend* =i point to take a Dodge action as a !onus action on his turn. Step o' the )ind: Turuko may spend * =i point make a Dodge or Disengage action as a !onus action during his turn.
9#TI>;6
!agger0Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d1:piercing damage. Battlea1e. Melee weapon attack: 5 to hit reach 5ft. one target. Hit: 8 ,*d8:slashing damage. 9n evil !ut dull@witted adventurer =o!ort is convinced that doing Turukos !idding will make him rich and famous.
)narmed Strike0Melee attack!5 to hit 5ft. reach one target. Hit ,*d1 :!ludgeoning damage.
Possessions0splint mail shield heavy warhorse lance !attlea3e longsword flail dagger
Turuko is an evil monk who is watching the moathouse for a chance to ro! and murder successful adventurers. Possessions0Dagger Ouarterstaff 1)cp 5sp *(gp
;ote" =o!ort and Turuko will aim to attack the party when they are worn down and wounded on their way !ack from the moathouse. They would normally make a $edium challenge for a * st level party of four and an easy one for a (nd or :rd level party the same si'e !ut at the end of a long adventuring day they may !e a far tougher challenge.
Chrch of St. Cth&ert
# **. #hurch i!rary $reasre0 4inding the hidden scrolls inside egal 1ffairs in /eluna, .#) to )#. *2 should reOuire a D# *8 Intelligence ,Investigation- test or a casting of detect magic! The spell scrolls are fewer in order to keep very rare magic items from !eing readily availa!le in the village and do note3ceed 5 th level. I recommend" thaumaturgy, cure wounds, lesser restoration, remove curse, freedom of movement, and raise dead! %eplace the 3amulet of life protectionC with a periapt of wound closure!
# *1. #hief 2riests #ham!er $reasre0 %eplace the scroll of protection from demons with a divine spell scroll of magic circle.
+ard $o%er
0T *. $ain Hall ?ecause of the way teleportation circle works in DD5e allowing the 2#s to return to town from the dungeons means that there must !e at least one teleportation circle in Hommlet if you wish to place one this would !e the ideal place. +ard0 use Thug ,$$ p.:5);ote" 9dd 6cale $ail and 6hield. 9# *F. %aise #% to : ,F))3p-
0T *. Hall and adderway +ard0 use Thug ,$$ p.:5);ote" 9dd 6cale $ail and 6hield. 9# *F. %aise #% to : ,F))3p-
0T 5. %ufus #ham!er $reasre0 %eplace the silver4tipped arrows ". with arrows "#.
0T . ?urnes #ham!er $reasre0 on the spell scroll replace pyrotechnics with thunderwave and transmute rock to mud with stone shape.
0T *). 2arapet +ard0 use Thug ,$$ p.:5);ote" 9dd 6cale $ail and 6hield. 9# *F. %aise #% to : ,F))3p-
0T *(. Turret %oof +ard0 use Thug ,$$ p.:5);ote" 9dd 6cale $ail and 6hield. 9# *F. %aise #% to : ,F))3p-
Brne8s Badgers 4or the captain use =night ,$$ p.:1Ffor the ieutenant use Veteran ,$$ p.:5)-
?ringing Hommlet to ife These are not mechanical notes and can !e soundly ignored !y any D$ !ut may !e of value to one who wants to run the campaign for a group that has a strong interest in character role@play. It also will allow the D$ to give the 2#s a small !oost to their e3perience points. 9s is if the 2#s clear the moathouse ,an are given the recommended 3p reward- defeat Turuko and =o!ort and defend themselves from the 9ssassin they should !e only 753p shy of reaching fourth level. The moathouse is Ouite dangerous and densely populated and going there directly at * st level puts the 2#s at great risk of !eing attacked and possi!ly killed early on giving them the opportunity to gain a level or so helping out around Hommlet !efore or in !etween visits to the $oathouse will give them !etter surviva!ility when e3ploring the upper floor. They will also allow the 2#s to !e 1th level !y the time they reach ;ul!. 6ome of these hooks are !orrowed from the Troika and 9tari Temple of Elemental Evilvideo game. >thers are o!vious options from the te3t of the adventure.
#learing out the Darkwood 0rove In the Troika / 9tari video game adaptation of Temple of Elemental Evil Tarim the woodcutter asks the 2#s for help clearing out a grove of Deklo trees of giant spiders. This side@Ouest is one that can offer the 2#s some !onus e3perience. 9s a modification that is less reliant on video game cliches the following may !e a good option. &hen the 2#s have adventured to the moathouse and slain a few monsters Tarith approaches the 2#s at the &elcome &ench and offers them a proposition" He knows where a few rare darkwood trees can !e found !ut the copse is currently infested !y monsters. If the 2#s will clear the grove he will repay them with darkwood shields or !ucklers a few days afterwards. Instead of spiders to add interest perhaps the 2#s can see signs of the Temples influence a group of !lights have cropped up around a !lood@stained pile of stones on which a few melted candles and a holy sym!ol !earing the elder elemental eye sym!ol have !een left. Tatters of ochre cloth suggest that the Temple of Earth is at play here. $%ig Blights -7/0 ,$$ p.:( holy *))3p$reasre0 (5sp and a silver sym!ol of Thari'dun. Re%ard0 darkwood shields
Dar&)ood !$ield armour 5shield6, uncommon This shield is made of a surprisingly light coffee@coloured wood. It weighs only three pounds !ut is incredi!ly dura!le" attempts to !reak or damage it are at disadvantage and saving throws made to prevent damage to it are at advantage.
Helping the Tailor +innerith the tailor ,9rea **- has !een trying for months to !e allowed on the local militia. He has !ecome a truly great marksman and can !e seen practicing his archery every evening in the yard !ehind his house which is visi!le from many parts of the Inn of the &elcome &ench. 9t some point after they have developed a good reputation have the 2#s witness +innerith practising his cross!owmanship. If they strike up a conversation with him he will tell them a!out how he has !ot !een allowed to Aoin the $ilitia and ask the 2#s if they would put in a good word with Elmos father %enton ,9rea (.- If they can get him into the $ilitia give them e3perience eOuivalent to +inneriths P2 !onus. +innerith will also reward them with outfits of travellers clothes a few days later. $ailor0 see a!ove ,9rea ** F))3p-
#ultists on the %oad 2art of the !ackground of the Temple of Elemental Evil is the idea that the cultists humanoids and !andits operating out of the temple are !eginning to cause danger on the road to Hommlet. This might make a good introductory encounter for the 2#s. &hile on the road !etween Hommlet and Ver!o!onc the 2#s hear shouts from around the !end. They happen upon a pair of >chre@ro!ed priests and a ho!go!lin. 9n older wounded man lies at ) hit points !ut sta!le on the side of the road while a younger one tries to fight them off with a clu!. Two women are !eing grappled !y the hair !y one of the cultists screaming for help. The young man will help the 2#s fight and may well get himself killed in the process. 0ive the 2#s e3perience for the women if they are resuced the older man if he is healed and the younger man if he survives. The cultists will make a run for it once wounded or once the ho!go!lin is killed. The victims a family looking for work in Hommlet. The wounded man E!or is a la!ourer the older woman 6hana is his wife. The younger woman ona is E!or and 6hanas daughter while the young man Derrig is 6hanas hus!and. They have little to offer the 2#s !ut gratitude !ut will happily tell their tale to everyone in Hommlet. Thereafter they can !e encountered in the workers camp ,9rea :(- or the site of the keeps construction ,9rea :)-. Commoners -7/0 use #ommoner $$ p.:51 1)3p Cltists -/0 use #ultist $$ p :15 5)3p Ho&go&lin0 $$ p.*8 *))3p
#atching Gert in the 9ct &hile staying in the Inn of the &elcome &ench the 2#s may find the heavy@drinking Gert to !e more than a little suspicious. If they didnt hire him and wind up sta!!ed in the !ack for their trou!le early on he will happily interview them over mugs of ale a!out all of their adventures with rapt detail asking them to chalk maps onto the ta!le etc. 9t night they may !e woken D# ** &isdom ,2erception- test at disadvantage !y the sound of a rock rapping on his window ,if they rented room 8- or again with a D# *( &isdom ,2erception- test of they are in rooms F 8 or *5 !y the sound of him attempting to sneak out. If they follow Gert they will witness him meeting with a cultist in a !lack cloak with the Elder Elemental Eye sym!ol on it. The #ultist will tell Gert that he has a message from the new master. If they discover that they are !eing watched Gert and the #ultist will attempt to murder the 2#s. >therwise Gert will read the note cast it into the fire and head !ack upstairs while the #ultist will sneak !ack to the $oathouse and slip in the main entrance. The 2#s will have a few rounds to fetch the note from the fire ,if they dont Aust Ouietly waylay GertThe note will say BThe new adventurers are !ecoming a pro!lem inform 0.%. to !e ready to eliminate them on the usual sign. ook into recruiting the foreigner and his warrior friend further. @.C ?ert0 see 9rea I . *))3p Clt 2essenger0 use #ultistC $$ p.:15 (53p
0iant Tick 9ttack &hile e3ploring near the !uilding site for the keep the tower or the workmens huts ,areas :)@:(- the 2#s hear a young !oy calling for help from the area near the overgrown track. %unning to investigate the 2#s will find one of 0winneths sons from 9rea * and a farm dog !eing attacked !y a 0iant Tick. The $astiff is at ) hit points and !eing drained of life when the 2#s arrive while the farmers son attempts to repel the Tick with a clu!. The 2#s should get the 3p for killing the tick. If they save the dog !y killing it in one or two rounds and using healing magic or a D# *( &isdom ,$edicine- check give them e3perience for the 6on as well. The !oy will e3plain that giant ticks grow in the marsh around the $oathouse and that they have !een seen closer and closer to town lately and have even killed some livestock. +iant $ick0 see !elow 5)3p *armer8s Son0 use #ommoner ,9rea *- *)3p
4inding the 6a!oteur If the 2#s have made introductions to %ufus and ?urne and developed a generally good reputation around Hommlet ?urne will contact them at the &elcome &ench and inform them that he may have a Ao! for them. He recently went to e3amine the !lueprints for the keep and found them missing his architect has no idea where they went. &hen he checked again later they had returned !ut there was traces of charcoal dust on them he suspects that someone has copied his !lueprints. He has since moved the case for them into a more private part of the tower !ut he suspects a sa!oteur and wants the 2#s to investigate. 4inding the 6a!oteur is up to the 2#s. They could spy on the work camp try using a spell like detect thoughts or detect evil and good or interview workers. They might also !e watching the trading post or have friends in the camp ,see the B#ultists on the %oadC encounter-. If they find the agent capturing him and !ringing him to ?urne could swiftly lead to the encounter !elow B%unning %annos and 0remag out of Town.C Agent0 ,see area :(- ())3p
#atching 4urnok in the 9ct 2erhaps one of the more interesting !ut least well@designed encounters in the 9tari version of Temple of Elemental Evil >stler 0undigoot hires the 2#s to confirm his suspicions that 4urnok is hustling people while he plays cards in the common room of the &elcome &ench. This one would translate well if the 2#s went to >stler asking for leads on work offer them the price of a nights stay and meal to e3pose 4urnok. 0rant the 2#s e3perience for 4urnok if they can catch him cheating at cards. >f course 4urnok might !ri!e them to not tell >stler. >nce he has !een e3posed have >stler run him out of town and remove him from the possi!ility of hiring as a party mem!er. *rnok0 ,see a!ove- 5)3p
The 0o!lin 6pies ?lack +ay the herdsmen ,9rea *7- has !een having sheep disappear. >ne night early in the 2#s stay in hommlet he is wounded while trying to guard themJ shot !y a !arrage of arrows he was discovered !arely conscious !y #almer and healed. #almer approaches the 2#s and asks them to see if they can find the culprits. It turns out to !e a small !and of go!lins lurking in the woods near!y. The 2#s may either am!ush them when they come to steal another sheep or make a D# *( &isdom ,6urvival- test to track them !ack to their camp. ?lack +ay will reward the 2#s with his cloak of elvenkind, if they saved his sheep and chased the go!lins off for good or killed them all. +o&lins -:/0 $$ p.* *5)3p +o&lin Boss0 $$ p. * ())3p
The 4rightened 0nomes 9fter the first night that the characters spend in the moathouse a small group of forest gnomes check into the &elcome &ench taking up five !eds in the common room. They are Ouiet and keep to themselves and are clearly nervous. They stay for three nights saying little and not trusting the locals. It takes a D#*5 #harisma ,2ersuasion- test to get them to talk to the 2#s !ut if they have the ring marking them as gnome@ friends success is automatic. The 0nomes live in the woods to the East !eyond the Imedrysand until recently have lived in relative peace. In recent weeks strange cultists have !een seen coming and going near their hidden village. 9 few days ago several ogres and an ettin stomped through their village followed !y a pack of gnolls the ne3t dayJ They intend to go to Ver!o!onc and keep their heads down until this is over. +nome Commoners -@/0$$ p.:15 5)3p
4or!idden %omance &ith all of the strange things happening around Hommlet it is no surprise when the 2#s are approached !y one of the ?raumeisters apprentices who has heard of some of their heroics to tell them that several nights in a row he has seen a couple of cloaked people lurking !ehind the !rewery at night around midnight. He urges the 2#s to look in on it. &hat they discover are secret trysts !etween the #arpenters younger !rother $arek ,9rea (8- and 9lthea one of 4illikens teenaged daughters ,9rea 5- who are in love !ut have to sneak around !ecause they are from different religions and 4illiken would not approve of her interest in one of the local outcast newcomers. This is a great opportunity to get a laugh out of the players as they sneak up on and accidentally terrori'e a pair of teenagers making out in the moonlight. If the 2#s have a particularly good reputation they might ask the 2#s to help either secure a !lessing for $arek to convert or 4illiken to let 9lthea follow her heart. 0rant the 2#s e3perience for !oth if they either help them !ecome !etrothed or convince them to take their affair where it will not raise the city alarm. Car(enter8s Brother06ee area (8J $$ p:15 *)3p $een girl0 use #ommoner $$ p:15 *)3p
Helping 6pugnois find the #ache 9fter watching the 2#s for a time whether he has Aoined them or not 6pugnois will approach the 2#s with a reOuestJ the sage who taught him recently got a lead on the location of a lost wi'ards la!oratory near Emridy $eadows. He offers to split treasures with the ;2#s so long as he gets first crack at any arcane scrolls of spell!ooks that they find. The simple 1@room dungeon has !ecome a minor outpost for the Temple of 9ir and includes three simple encounters. %oom *" This large room includes permanent markings in the floor for a summoning circle and a mural containing the formulae for magic circle on it. 9 dust mephit and a smoke mephit stand guard here. !st 2e(hit0 $$ p.(*5 *))3p Smoke 2e(hit0 $$ p.(*5 *))3p %oom (" This la!oratory includes an alchemy la! and a !ook of magical formulae descri!ing how to make potions of flight and potions of gaseous form. 9 shelf of mouldering !ooks contain a range of matters 9rcane. 9 forge in one corner holds a recently completed magic dagger. Two cultists lurk here. Cltists -/0 $$ p.:15 5)3p $reasre0 . potions of gaseous form, potion of healing, potion of flight, dagger "#, the cultists carry :8cp. %oom :" This room contains a filthy cracked fountain which leaked onto the floor ages ago leaving a greenish stains across the floor. The 4ountain has recently !een mended and pumps water again. 9 cauldron and fire pit along with a set of rotting cup!oards full of mouldy foods. %oom 1" 9 !attered !edroom with gnome@scale furniture including a !ed dresser chest of drawers coal !in and pot@!ellied stove sit hereJ they are mildewy and damaged from neglect. The cultists have put down their !edrolls here. In a locked ca!inet that the cultists have clearly !een trying to !reak open is a lost spell!ook. 9 #ult 4anatic hides in this room. If he hears the 2#s fighting the cultists he will rush to Aoin in the fray. Clt *anatic0 $$ p.:15 15)3p $reasre0 *ep on cultistJ spell scroll of fog cloud, spell scroll of silent image, spell scroll of gust of wind, spell scroll of misty step 7pell!ook containing the following spells" > feather fall, fog cloud, mage armour, magic missile, protection from good and evil, sleep, silent image, Tenser8s floating disc, unseen servant / gust of wind, levitate, misty step, rope trick : fly, gaseous form, magic circle, sleet storm
The #aravan 9s goods and prisoners are occasionally shipped up to the Temple from the $oathouse it is possi!le that the 2#s might come upon a delivery. 9fter areth is defeated if the 2#s leave !y way of the main entrance or decide to make one final scouting trip they might find a group of cultists e3ploring the temple with gnoll allies. This encounter is ideal for characters around :rd level as a hard encounter. Cltists -/0 $$ p.:15 5)3p Caravan 2aster0 use #ult 4anatic" $$ p.:5) 15)3p +nolls -/0 $$ p.*:" 1))
%unning out %annos and 0remag 9t some point %annos 0remagheard will !eor discovered for who and they are. diary something the prisoners in the and $oathouse a simple divination willwhat reveal that theareths two traders areGert spies for the Temple of Elemental Evil. Ideally the 2#s will either round up a posse of powerful ;2#s or attack them when they are fresh and well@rested. The traders and their man@at@arms are a formida!le encounter" for a party of four 5th level adventurers they are potentially deadly and a hard encounter for th level characters. If the characters drive %annos and 0remag out of town or kill them award them an additional **)) 3p as a milestone. Rannos0 see a!ove **))3p+remag0 see a!ove **))3p 2an6at6arms0 use Veteran" $$ p.:5) F))3p
The Haunting at Emridy $eadows Emridy meadows is a rocky uneven plain near Hommlet that was the site of the decisive !attle !etween the allied humanoid forces over the cultists of the Temple of Elemental Evil fifteen years earlier. It remains a dangerous place full of restless spirits. #anon TerAon will offer the 2#s a reward of healing potions or divine scrolls ,from the ones hidden in the li!rary- if they will deal with the source of mysterious lights that have !een seen in the area. The cause is will@o@wisps haunting the !attlefield they will attempt to lure the 2#s to a clump of rocks where a mad spectre of a fallen cultist still lurks. ,ill6o6,is(0 $$ p.:)* 15)3p S(ectre0 $$ p.(F7 ())3p $reasre0 *(gp ornate dagger ,(5gp-
The &idowers Tale ,area 5 or *1>ne Encounter I appreciated in the Troika/9tari video game was the rescue of 2aida. In that version of Temple of Elemental Evil the Teamsters wife ,9rea *1- disappeared with the lost caravan. ater on the 2#s discover that Hedrack has a pair of concu!ines one willing the other a mind@controlled slave. 9fter Hedrack dies or the 2#s sense the charm magic and !reak it on the mind@controlled slave they discover that she is in fact the Teamsters lost wife 2aida. This could easily !e ported into the campaign although it may make more sense to have 2aida !e 4illikens lost wife missing for over a year and presumed dead. 6he could !e found as a mind@controlled slave to areth the ?eautiful Hedrack or 4alrinth ,area ::F-. &hile her hus!and has !een forced to presume her dead his gratitude to the 2#s will !e !oundless when she is rescued he will offer them a place to stay what coin he can spare etc. The players should !e awarded an e3perience !onus worth half of whomever kept her slave. Paida0 use 6py $$ p.:17 ())3p
%uins of the $oathouse In updating the $oathouse I made the general assumption that the 2#s would !e thoroughly e3ploring the courtyard tower and upper floor !efore descending into the !asement.
*. 2ool
(. %otting Draw!ridge $ra(0 %otten draw!ridge. If a large creature crosses the !ridge it must make a D# () De3terity ,9cro!atics- with a penalty eOual to the creatures #on !onus check or fall through the rot taking (d*) !ludgeoning damage and having their movement rates cut in half until they receive magical healing or are aided with a D# *5 &isdom ,$edicine- roll.
:. ?ridge 0ates #haracters may make a D# *) De3terity ,6tealth- test with advantage or !e seen !y the !andits in area F.
1. Tower +iant S(ider0 $$ p.:(8 *))3p $reasre0 F*cp :8sp ivory !o3 ,5)gp-
F. ?rigands If the party is still four characters of *st level 1 !andits and the leader will make a potentially deadly encounter ,virtual P2 total" 1))3p- at second level adding a 5 th and th !andit will make for a hard encounter ,a virtual (53p-. If the party is already at : rd level !y the time of this encounter add an aide to the leader as a second thug ,virtual 8F53p-. 6tandardi'e the !rigands gear here. Leader0 use Thug" $$ p.:5) *))3p Brigands -/0 use ?andit" $$ p.:1: (53p ea. $reasre0 11sp :Fep *Fpp ( citrines ,5)gp-J if the 2#s find the !uried chest D# *: Intelligence ,Investigation-" ()))cp ( !olts fine cloth ,(5gp- crystal flagon ,5)gp- inlaid wooden !o3 ,5)gp-
7. ittered %oom $reasre0 ?astard sword
*). Empty ?edcham!er **. 6alon $ra(0 4luttering de!ris. &hen the door to this cham!er is opened scraps of ancient mouldy cloth and co!we!s fly a!out causing open flame light sources to erupt in fire forcing the !earer to make a D# *: De3terity save or drop it causing the de!ris to catch up dealing (d*) fire damage to the !earer. 9ny other characters within 5ft. of the !earer must also make a D# *: De3erity save. >n a failed save they also take (d*) damage or half again on a successful save.
*(. #orner %oom +iant Snake0 use 0iant 2oisonous 6nake" $$ p.:(F 5)3p $reasre0 +ewelled dagger ,(5)gp-
*:. 6toreroom and 6tairway The numerous giant rats of the previous module would make for a potentially deadly encounter for +iant Rats0 use ( swarms of rats" $$ p.::7 ())3p ;otes" 9dd" &iseased: 9ny character damaged !y the swarm of rats must succeed on a D# *) #onstitution 6ave or contract a disease.
Giant Tic& small !east unaligned Armor Class *5 ,natural armourHit Points :( ,5d *5S(eed ()ft. #lim! ()ft.
6T% 7,@*-
DEP *(,*-
#>; *,:-
I;T *,@5-
&I6 8,@*-
#H9 *,@5-
Skills 6tealth : Senses Darkvision )ft. 2assive 2erception 7 Challenge #hallenge %ating */1 ,5) 3p9#TI>;6 Blood !rain0Melee weapon attack!: to hit reach 5ft. one target. Hit 1 ,*d1 *- piercing damage and the 0iant tick attaches to the target. &hile attached the giant tick doesnt attack. Instead at the !eginning of each of the ticks turns the target loses 1 ,*d1*- hitpoints due to !lood loss. The tick can detach from the target !y spending 5ft. of its movement. It does so after it drains *) hit points of !lood from the target or the target dies. 9 creature including the target can spend its action to detach the tick. 0iant ticks are dog@si'ed am!ush predators that drop from a!ove or rush their prey from de!ris piles.
*5. Domicile $reasre0 silver !aton ,(5gp-
*. =itchen +iant $icks -/0 see a!ove ,5)3p-
*F. ?arracks I removed the magical shield in favour of some e3tra treasure here to keep the num!er of magic items availa!le in this dungeon down to something more consistent with 5e. +iant Li#ard0 $$ p.:( 5)3p $reasre0 Decorative 6hield ,(5)gp- ::cp scale mail light cross!ow (1 !olts
*8. 6tairway 9rch 0reen slimes are no longer monsters in DD 5e. Instead a pair of grey oo'es will serve the same function. +rey 3o#es ,(- $$ p.(1: ()) 3p
*7. Door $reasre0 :) shields *( suits leather armour ( kegs fine !randy ,5)gp ea.-
(). Door $reasre0 5) spears *) glaives F) !lack cloaks *() short !ow arrows ()) cross!ow !ots
(*. #orridor and #ells 9ssuming a party of four (nd level characters a do'en 'om!ies is now far !eyond a lethal encounter. 6i3 'om!ies is an effectively hard encounter for a 1th level party and a medium encounter for four : rd level characters. ?om&ies -/0 $$ p.:* :))3p $reasre0 9llow a D# *5 &isdom ,2erception- to find 2eridot ,5))gp-
((. Torture #ham!er 9llow a D# *8 &isdom ,2erception- check for characters to notice the secret door. If they actively search the room allow them to make a D# *5 Intelligence ,Investigation- test.
(:. ittered 6toreroom 6tealth in this room has disadvantage.
(1. arge %oom 3gre0 $$ p.(:F 15) $reasre0 8(:cp 1sp :gp cloak of elvenkind
(5. >ak Door >nce the 2#s have rescued the merchants encourage them to find a place to rest !y having the prisoners ask them for an escort !ack to Hommlet. Hman 2erchants0 use #ommoner" $$ p.:15 5)3p +nome Prisoner0 use #ommoner" $$ p.:15 (53p $reasre0 Have the gnomes ring offer advantage on #harisma ,2ersuasion- checks with 0nomes.
(. n a failed save they take (*) piercing damage and are restrained until the grate is lifted.
(F. %ecruits The encounter with ?ug!ears is a fine e3ample of how the new editions different hit point economy makes monsters significantly tougher. This remains a hard encounter for four 2#s of (nd level and a normal one of those 2#s are 5th level. Halving the num!er of ?ug!ears !ut not adAusting their treasure allows the 2#s to get a sense that the treasure in this region is significant. Bg&ears -:/0 $$ p.:: ))3p $reasre0 :gp 5 chryso!eryls ,5)gp- silver necklace ,15)gp-
(8. 4alse Door 2#s e3amining this door !efore opening it may make a D# *5 Intelligence ,Investigation- test to spot the trap trigger connected to the doorframe" a small catch holding a spring@loaded gear in place. If they investigated area ( successfully they will also !e a!le to deduce that this is the trigger to that trap. The trap can !e disarmed here !y rolling a D# *5 Intelligence test using Thieves Tools.
(7. >dd 6ide %om The 0nolls here are willing to negotiate with the 2#s although they have access only to 0noll 0iant and 0o!lin as languages. 2layers should !e allowed a D# *: &isdom ,Insight- test to read the gnolls intentions even if they do not speak their language. ;egotiating without a common language should !e difficult reOuiring a D# *5 #harisma ,2ersuasion- test. >n a failure of less than 5 add *d to the D# to represent the 0nolls increasing frustration. >n a failure of 5 or more the 0nolls attack. 6uccess is automatic if the 2#s can understand one of those langauges. The ?ri!e should !e a minimum of gp they will depart. The num!er of creatures in this encounter had to !e dropped radically assuming a ( nd level party of four four gnolls could provide a deadly encounter if it turns to com!at. 0ive the 2#s full e3perience for talking their way out of the situation. +nolls -7/0 $$ p.*: 8))3p $reasre0 55sp
:). 2ool 0iven that this pool is revealed t !e the entrance to a lost temple of Thari'dun in %eturn to the Temple of Elemental Evil it may !e worthwhile to descri!e thetoeerie ofpool this place treatas 2#s who spend an e3tended amount of time here as if !eing e3posed cold.cold The shouldand alsoeven register !eing desecrated using a paladins divine sense or a detect evil and good spell. The 0iant #ra! in the $onster $anual did not seem like a sufficiently challenging foe for the 2#s and so I chose to stat out a more powerful #%* monster to throw against them. &ith a virtual ))3p encounter this should !e a hard encounter for four 2#s at second level and a medium one for : rd level 2#s. +iant Crayfish0 see !elow 1))3p $reasre0 0athering the treasures in the silt at the edge of the pool reOuires a D# *) De3terity ,6leight of Handtest for each item or they will slide into the water and reOuire the 2#s to go in after it or use magic to rescue the item *Fcp :)sp *7gp longsword platinum and ru!y pin ,5))gp- scroll case with spell scroll of fly, spell scroll of stinking cloud, spell scroll of gust of wind
:*. ?urial #rypts 9ssuming a four mem!er party even two ghouls present a potentially deadly encounter for (nd level characters and a hard encounter for a : rd level characters. 9ccordingly I have !roken the four ghouls up into two encounters with two ghouls each. Have the first encounter spread the ghouls widely apart in the crypt to give the 2#s a chance to eliminate one !efore the other !ecomes a maAor danger. $ove the others two to area :*a and have them show up once theone 2#sghoul. have had a few moments to get a !reather. If they are not doing well reduce the second encounter to Aust +hols -/0 $$ p.*18 7))3p
Giant Cra"fis$ large !east unaligned Armor Class *5 ,natural armourHit Points :8 ,5d*) *)S(eed ()ft. 6wim ()ft.
6T% *(,*-
DEP *(,*-
#>; *1,(-
I;T *,@5-
&I6 8,@*-
#H9 *,@5-
Skills 6tealth 1 !amage Resistances0 cold poison Senses Darkvision )ft. 2assive 2erception 7 Challenge #hallenge %ating * ,()) 3p-
Amphi!ious: 0iant #rayfish can !reathe underwater.
9#TI>;6 2ltiattack00iant #rayfish get two claw attacks per turn. Cla%0 Melee weapon attack!1 to hit reach 5ft. one target. Hit 1 ,*d *- !ludegoning damage 0iant #rayfish are freshwater crayfish that have grown to immense si'e either due to incredi!le age or the presence of corrupting magics. 9t this si'e they !ecome deadly am!ush predators rather than mere scavengers.
:* a. 0houl ;est +hols -/0 ,$$ p.*18 7))3p$reasre0 8))sp F vials holy water spell scroll of sanctuary spell scroll of control undead
:(. 2assage ?y this point the 2#s should !e in desperate need of a second or third long rest make sure to descri!e the scent of fresh air and a cool !ree'e !lowing onto their faces from the passage onward. Encourage them to consider coming !ack once theyve recovered. 9ssuming the 2#s have had time to rest e3plored the rest of the ruin etc. and not hired too many e3tra 2#s they should each have *1)F3p give or take any they might have gained in Hommlet or fighting Turuko and =o!ort. This puts them well a!ove what they need for :rd level and a good portion of their way to 1 th.
::. %oom and #orridor 0iven the nature of the villains involved using either cultists or !andits led !y a thug for a sergeant would !e an ideal replacement for the generic guard. This will create an encounter that stands to !e hard for a group of 1th level characters. This is a $ulti@part encounter. >nce half the cultists are dead count down five rounds for the second wave to arrive. Do so for a third wave. Each wave is identical to the first encounter. If the 2#s manage to eliminate the third wave rather than assaulting area :1 have areth and the ieutenant arrive as a fourth wave.
&ave * +ardsmen -/0 use ?andit "$$ p.:1: or #ultist" $$ p.:15J *5)3p Sergeant0 use Thug $$ p. :5) *))3p $easre0 :5sp (7sp *pp gold chain ,5)gp-
:1. ?arracks #ham!er This cham!er holds additional waves that the 2#s may end up fighting if they dont manage to silence the guards they are !attling in area ::. 4or the ieutenant use either a #ult 4anatic or ?erserker. &ave ( +ardsmen -/0 use ?andit" $$ p.:1: or #ultist "$$ p.:15 *5)3p Sergeant0 use Thug ,$$ p. :5)- ,*))3p&ave : +ardsmen -/0 use ?andit $$ p.:1: or #ultist" $$ p.:15 *5)3p 6ergeant" use Thug ,$$ p. :5)- ,*))3p&ave 1 Leitenant0 use ?erserker $$ p.:11 or #ult 4anatic" $$ p.:15 15)3p Lareth the Beatifl0see area :5. $reasre0 Fsp 5(gp :*pp ( gold chains ,5)gp ea.- : amethysts ,*))gp- 1 fire coral ,*))gp- 5 garnets ,*))gp- pearls ,5)gp- : tourmalines ,*))gp- platinum chain ,(5)gp-
:5. #ham!er of the ;ew $aster
Aftermath Have the 9ssassin sent to kill the 2#s arrive in 1 days.
Laret$ t$e Beautiful medium humanoid ,human- #haoticEvil 5 th level ,Thari'dunArmor Class *7 ,plate mail *Hit Points :8 ,5d8 *5S(eed :)ft.
6T%
DEP
#>;
I;T
&I6
#H9
*5
*)
*
*(
()
*F
Saves0 #on &is 8 Skills Insight 8 Intimidate 2ersuasion %eligion Senses 2assive 2erception *5 Stats "mmnities0grappled incapacitated paralysed Langages #ommon 9!yssal 0o!lin 0iant Challenge #hallenge %ating 1 ,**)) 3p-lessing o' the 0ickster: areth may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. Spellcasting: areth is a 5 th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave * 8 to hit with spell attacks.- areth has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" bane, charm person, command, disguise self, inflict wounds, shield of faith J (nd level ,: slots-" augury, calm emotions, hold person, mirror image, pass without trace, silence :rd level ,( slots-" bestow curse, blink, dispel magic, magic circle J
9#TI>;6 2ace of smiting0Melee weapon attack! to hit reach 5ft. one target. Hit 8 ,*d8:- !ludgeoning damage. >n a critical hit areth deals an additional F !l udgeoning damage. !agger0 Melee weapon attack! 5 to hit reach 5ft one target.Hit 5 ,*d1(- !ludgeoning damage. *nvoke &uplicity: areth can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action areth may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth areth and the duplicate are witin 5ft. of an enemy he gains advantage on melee attacks against that enemy. areth the ?eautiful is the paragon of all that the Temple of Elemental Evil aspires to deceptive cunning cruel and calculating. He commands the $oathouse the TempleQs maAor outpost. Possessions0mace of smiting, plate mail "# ring of freedom of action 7pp !lack opal holy sym!ol
Village of ;ul! ocations *. The &aterside Hotel ,ench0 use 6py" $$ p.:17 9ala, 9ttractive !ut smarmy and arrogant. ;otes" has a philter of love. ,ench0 use 6py $$ p.:17 earl, 2lain suspicious paranoid. Barkee(0 use 6py $$ p.:17 (at, &iry dark. ;otes" &orships Iu'. 6erves the 4ire Temple. #arriesdagger of venom and elven boots 9dd the following action" &agger o' (enom: Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d1:- piercing damage. >nce per day &at may take an action to cause the dagger to coat itself with poison. #reatures struck !y the poisoned dagger must make a D# *5 constitution save or take an additional (d*) poison damage. $reasre0 longswordJ In chest protected !y poison needle trap ,D$0 p.*(:- F:cp :(5sp *Fep *)8gp 1ppJ in &ats room" gold fire opal ring ,*)))gp-J Dalas room 8Fgp Aewelled earrings ,(5)gp-
Dic& Rentsc$ medium humanoid ,human- ;eutral Evil 5th level 4ighter Armor Class *7 ,studded leather * shield defenceHit Points 1: ,5d*) *5S(eed :)ft.
6T% *5,(-
DEP *8,1-
#>; *,:-
I;T 8,@*-
&I6 *:,*-
#H9 F,@(-
Saves0 6tr5 #on Skills 9thletics 5 9cro!atics F Deception ( Intimidation ( Senses 2assive 2erception ** Langages #ommon Terran 9!yssal Challenge #hallenge %ating : ,F)) 3pAction Surge ->=day/0>n %entschs turn he may take one additional action and possi!ly one additional !onus action at the top of his turn. Second )ind ->=short rest/0%entsch may use a !onus action to regain *d*)5 hit points. *mproved ritical: %entschs attacks score a critical on a roll of *7 or (). &ueling: &hen %entsch wields a melee weapon in one hand and nothing in the other he gains a ( !onus to damage with that weapon .
9#TI>;6 2ltiattack0%entsch attacks twice per com!at turn. 2agic !agger0Melee weapon attack!8 to hit reach 5ft. one target. Hit 7 ,*d1- piercing damage. %entsch is the Hostler of the &aterside Hotel and spy for the Temple of Earth. Possessions0studded leather, "# dagger, "# shield,
(. 6mithy ChonD Smith8s Boy0 use #ommoner $$ p.:15 ;otes" Int &is 8J SammyD A((rentice Smith0use #ommoner $$ p.:15
*hon, dull !urn scars. 7ammy, rat@faced.
*tis medium humanoid ,human- ;eutral 0ood *)th level %anger Armor Class * ,* chain shirtHit Points 75 ,*)d*) 1)S(eed :)ft.
6T%
DEP
*8,1-
*5,(-
#>; *8,1-
I;T *:,*-
&I6 *5,(-
#H9 *:,*-
Saves0 6tr8 De3 Skills 9thletics 5 Deception 5 Investigation 5 6tealth 8 6urvival Senses 2assive 2erception *( Langages #ommon Elvish 0nomish 0iantish 6ylvan Challenge #hallenge %ating ,(:)) 3pFavoured Enemy: >tis has advantage on &isdom ,6urvival- checks to tracks giants gnolls and ho!go!lins as well as on Intelligence checks to recall information on them. Fighting Style: >tis adds a!ility modifiers to damage on his off@hand weapon while Two@&eapon fighting. Natural Explorer: &hen >tis makes an intelligence or &isdom test related in a forested plains or swampy region his proficiency !onus is dou!led in skills he is proficient in. He gains several advantages when travelling in forested plains or swampy terrain listed in the 2H? on p.7* Spellcasting: >tis is a *) th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *( : to hit with spell attacks.- Elmo knows the following ranger spells. *st level ,1 slots-" animal friendship, detect magic speak with animals (nd level ,: slots-" animal messenger, protection from poison J :rd level ,( slots-" wind wallJ
9#TI>;6 2ltiattack0>tis attacks twice per com!at turn. 2agic Longs%ord0Melee weapon attack:*) to hit reach 5ft. one target. Hit: ** ,*d8slashing damage. !agger0 Melee weapon attack! 7 to hit 5ft. reach one target. Hit: 8 ,*d15- piercing damage. >tis is an agent of the =ing of Veluna who o!serves the activities of the Temple of Elemental Evil while posing as a !lacksmith. Possessions0". longsword, "# chain shirt
$reasre0 (5 gems ,5)gp ea.- hidden under anvil D# *8 Intelligence ,Investigation- to find them. 3%ls -/0 $$ p.::: S(rites -7/0 $$ p.(8:
:. $other 6crengs Her! 6hop
Canonness +,da"
Murfles
med. humanoid ,human- 0 th level #leric ,6t. #uth!ert-
medium humanoid ,half@elf- #haotic 0ood 1 th level ?ard
Armor Class ** ,no armour- or *8 ,half plate *Hit Points :: ,d8 S(eed :)ft.
Armor Class *: ,leather armourHit Points ( ,1d8 8S(eed :)ft.
6T% *: ,*-
DEP
#>;
I;T
*5 ,(-
*( ,*-
*( ,*-
&I6 () ,5-
#H9 *: ,*-
6T%
DEP
*5,(-
*5,(-
#>; *1,(-
I;T 7,@*-
&I6 **
#H9 *8,1-
Saves0 #on 1 &is 8 Skills 9rcana 8 History F Insight 8 Investigation 5 $edicine 8 !amage Resistancefire Senses2assive 2erception *5 Langages#ommon Elven #elestial 0o!lin Dwarven Challenge#hallenge %ating : ,F)) 3p-
Saves0 De3 1 #ha Skills 9cro!atics 1 9thletics 1 9rcana : Deception Insight 1 6tealth 1 2ersuasion SensesDarkvision )ft. 2assive 2erception *) Langages#ommon Elven 0nomish 0noll 0iant Challenge#hallenge %ating */1 ,5) 3p-
,nowledge o' the Ages: 9s an action dey may use her channel divinity to gain proficiency in one skill or tool for *) minutes.
-ardic *nspiration "2$day%: 9s a !onus action on her turn $urfles may choose one creature other than herself within )ft. That creature gains a !ardic inspiration die a d. >nce within the ne3t *) minutes the creature can roll the die and add the num!er to an a!ility check attack roll or saving throw it may wait until after the d() is rolled to use this a!ility !ut !efore the D$ declares the results. It may also roll that die to add to weapon damage. 9lternatively when a creature with inspiration from murfles is attacked it may spend its reaction to roll the die and add that to its 9# against that attackJ it must do so after the attack die is rolled !ut !efore the D$ declares whether it is a hit or miss. 9 creature may have only one inspiration die at a time.
1ead 0houghts: 9s an action dey can use her action to spend her channel divinity that you can see within )ft. That creature makes a &isdom saving throw. If the creature fails the save she can read its surface thoughts for * minute. During this time she may use an action to end this effect and cast the suggestion spell on the creature without spending a spell slot. The target automatically fails its saving throw against its spell. Spellcasting: dey is a th level spellcaster. Her spellcasting a!ility is &isdom ,6pell 6ave * 8 to hit with spell attacks.- dey has the following #leric spells
3ack o' all 0rades: $urfles adds * to any a!ility check she makes that she
prepared.
doesnt already add her proficiency !onus to.
#antrips" guidance, light, sacred flame, thaumaturgy *st level ,1 slots-" !less cure wounds detect evil and good command identify protection from evil and good purify food and drink (nd level ,: slots-" augury hold person lesser restoration suggestion 'one of truthJ :rd level ,: slots-" !eacon of hope dispel magic nondetection remove curse speak with deadJ
Song o' 1est: $urfles may choose to perform during a short rest each creature that can hear who who regains hit points at the end of the short rest regains an e3tra *d hit points.
9#TI>;6
#antrips" message, true strike, vicious mockery *st level ,1 slots-" cure wounds, detect magic, disguise self, faerie fire, heroism (nd level ,: slots-" detect thoughts, invisibility J
2agical 2ace0Melee weapon attack: 5 to hit 5ft. reach one target. Hit: F ,*d8(- !ludgeoning damage.
9#TI>;6
Sacred *lame0dey may target any creature withing )ft. The target must make a D# * De3terity save. >n a failed save the target takes (d8 randiant damage The target gains no !enefit from cover on this save.
Long s%ord0Melee weapon attack!1 to hit reach 5ft. one target. Hit F ,*d8(- piercing damage.
#anonness dey is the high priestess of the #hurch of 6t. #uth!ert in Hommlet. 6he currently operates under cover in ;ul! as the her!alist and crone $other 6creng. Possessions0her!alism kit half plate "#, mace "#, ring of fire resistance shield potion of flying, spell scroll of silence, spell scroll of raise dead, spell scroll of protection from poison, ; potions of healing, e$plorer8s pack
Spellcasting: $urfles is a 1th level spellcaster. Her spellcasting a!ility is #harisma ,6pell 6ave *1 to hit with spell attacks.- $urlfes knows the following ?ard spells.
Long&o%0Ranged weapon attack: 1 to hit range*5)/)) one targetJ Hit: 5 ,*d8- piercing damage. $urfles is an adventurer and friend of >tis as well as an agent of the =ing of Veluna. In ;ul! she poses as Hruda the daughter of $other 6creng #anonness deys alter ego. Possessions0eather armour longsword shortsword long!ow dagger *( arrows dagger thieves tools dungoeneers pack
0iven deys position and influence it seemed reasona!le to let her keep a large num!er of her magic items although I removed the magic shield. I kept her srcinal statistics as !ase a!ilities and then upgraded her wisdom as if she might have gained a !oost at 1 th level. &ith a higher de3terity in this edition it made sense to downgrade her armour to half@plate and take advantage of her de3terity !onus. &ith multiclassing working radically differently it made more sense to make $urfles a ?ard of the #ollege of valor than a 4ighter/Thief. I changed her to half@elf to make it seem more likely that she could pose as a humans daughter. ?etween the !ard class a few !onus skills to represent her !ackground and !eing a !ard she has more than enough skills to play the role of a rogue. I also rearranged her attri!utes somewhat to feel at least slightly more pro!a!le. 2other Screng0 see #anonness dey a!ove. Hrda0 see $urfles a!ove $reasre0 :
1. ?oatmens Tavern and ;ul! $arket Pro(rietor0 use Veteran" $$ p.:5) 7kole, fat muscular. ;otes" replace splint mail with chain mail and shield 9# *8. replace longsword with spear"#, %eplace ongsword action with 2agic S(ear0 Melee weapon attack: to hit 5ft. reach one target. Hit: 8 ,*d8 :piercing damage. Assisstants -:/0 use #ommoner" $$ p.:15 ;otes" replace clu! with short sword. %eplace #lu! action with Short S%ord0 Melee weapon attack: ( to hit reach 5ft. one target. 1 ,*d- piercing damage. Barmaid0 use #ommoner" $$ p.:15 odriss, wry sense of humour finely coiffed. ;otes" raise De3 to *( raise #ha to *:. 9# **. 9dd poison dagger and action" Poisoned !agger0 Melee weapon attack : to hit 5ft. reach one target. 1 ,*d1*- piercing damage. The first time odriss hits with the poisoned dagger the target must make a D# *5 consitution save taking (1 ,Fd- poison damage on a failed save or half as much on a successful save. ,enches -:/0 use #ommoner ,$$ p.:15$reasre0 *) gems ,(5)gp ea.- platinum necklace with emeralds ,:)))gp-
2irate #rews I was tempted to take away all of Tolu! and 0ruds magical gear as magical weapons and armour are far too common for this edition !ut as leaders of large crews it would make sense that Tolu! at least should have some magical gear to give him an edge. I vastly reduced the power of his ring of protection. It seemed unnecessary to create a range of pirates with different gear. Pirate Ca(tain0 use ?andit #aptain" $$ p.:11 Tolub, shaggy !oisterous likes to !rawl. ;otes" %aise #ha to *F. %eplace studded leather with studded leather "# and ring of protection "# 9# *F add greata$e "# replace scimitar action with 2agic +reata1e0 Melee weapon attack: to hit reach 5ft one target. Hit: ** ,*d*( 1- slashing damage. %aise #% to :. $reasre0 opal ring ,())) gp- ring of protection * studded leather armour "# Pirate Lietenant0 use ?erserker" $$ p.:11 Grud 7=uinteye, sOuints constantly sharp wit. ;otes" %eplace greata3e with flail. 9dd 9ction" *lail0 Melee weapon attack: 5 to hit 5ft. reach one targetJ F ,*d8(- !ludgeoning damage. $reasre0 Aewelled !elt ,(5))gpPirates0 use ?andits" $$ p.:1:
?ringing ;ul! to ife ;ul! has far less detail to work with than Hommlet did !ut !y adding in a few new ;2#s and making the ones who are already there work well can make it a far more engaging environment for the 2#s.
The Hags of Imedrys %un ,for party level 1This encounter is inspired !y !ut not a direct lift from the Troika/9tari adaptation. 6eeking information a!out the Temple of Elemental Evil the 2#s are encouraged to seek out a group of hags that live in some marshy shallows of Imedrys run. 2ossi!ly running up against more giant toads or crayfish along the way. The Hags a pair of sea hags know little of the Temple of Elemental Evil and have no interest in it !ut also consider the 2#s appeti'ing. This is a great encounter to create a moody swampy atmosphere for a short DD 2ulp@style side adventure. Sea Hags -/0 $$ p.*F7 7))3p $reasre0 788sp 5)gp alchemy bottle, potion of mind reading,1 !one carvings ,(5gp ea.- cauldron dagger : doses of !asic poison her!alists kit poisoners kit.
>ffending Dala If the 2#s seek rooms at The &aterside Hotel Dala will attempt a sleight of hand check to pick the pockets of the least #harismatic of the 2#s. If caught she will try to turn the situation around !y shouting that the 2# in Ouestion has put hands on her and causing a scene including insinuating that %entsch has allies that will make them pay. %eward the 2#s full e3perience for Dala if they diffuse the situation without turning the encounter into a full@out !rawl. !ala0 6ee ;ul! area * ())3p
%escuing 6prites ,for party level 5This one may !e a good option after the 2#s have returned from their early raids on the temple. If the 2#s have made a good impression on Elmo >tis will have pro!a!ly heard of it and will feel that he can approach them for help. His sprite allies have !een detected and caught !y a group of cultists of the Temple of 9ir. They are encamped at the outskirts of ;ul! among several ruined stilted houses. He fears for the sprites and the possi!ility that his cover may !e !lown. He offers the 2#s intelligence on the Temple of Elemental Evil if they free the sprites. Air $em(le Priest0
The Elf at =nifepoint ,for #haracters level :&hile visiting ;ul! the 2#s will encounter an elven scout !eing held up !y a group of Tolu!s pirates on a wharf near some a!andoned !uildings. Intervening can get the 2#s into danger with Tolu! especially if they kill his men !ut rescuing the elf non@lethally or stealthily may pay off for them. The elf is an agent of #elene looking for the missing #ountess Tilahi ,area ((8a-. 6ome witnesses in the 6outhern =ron hills saw a group of 0reen@%o!ed men on a !arge carrying off a handful of elven and human prisoners including someone who matched the description of Tilahis consort 6ir +uffer. The Elf has heard rumours of cultists in this region who may !e to !lame !ut has only a few leads. He will let the 2#s know that Tilahis estate will reward handsomely anyone who returns Tilahi safely to her home or returns evience of her demise. Pirates -7/0 use ?anditsJ $$ p.:1: *))3p Elven Agent0 use 6cout $$ p.:17 F))3p
%entsch $akes an >ffer ,for party evel 1If %annos and 0remag were killed during the attempt to run them off then the 2#s are not known to the entire Temple ;etwork yet. If theyve given the impression of !eing toughs he will make an offer on !ehalf of %omag ,9rea *:F-. If the 2#s will am!ush a pack of gnolls on their way to Aoin the forces of the 4ire Temple he will meet them outside the temple and assess their worthiness to Aoin the Temple of Earth. %omag will arrive with a handful of ?ug!ear !odyguards to meet them in the cellar of the &aterside Hotel. This will give the 2#s an opportunity to !luff their way into the Temple with %omag walking them in through one of the side doors of #*. 2art * +nolls -7/0 $$ p.*: 8))3p 2art ( Romag0 see area *:F 15)3p Bg&ears -:/0 $$ p.:: ))3p
The Drunken 6ailor ,for party level :>n a night when the 2#s are in town at the same time as Tolu!s crews staggers out of The ?oatmens Tavern and pu! then falls over the rails and into the marsh. %escuing him will give them a chance to ask him a!out the 2irates and the Temple. He will !e a!le to confirm that the 2irates are not in league with the Temple of Elemental Evil !ut that men in !lack cloaks !earing the sign of the Elder Elemental Eye have !een pressuring #aptain Tolu! a!out something when he visits and they make the captain angry every time If the 2#s rescued and aided the 2irate it may encourage >tis to approach them cautiously if he had not gained any endorsement from Elmo as to their character. Sailor0 use ?andit 5)3p
$other 6creng and the #ultists ,for 2arty level 6pies for the Temple of Elemental Evil have spread fairly far !ut recently managed to put an agent into the office of the 6pymaster of Veluna and learned the true identity of $other 6creng and Hruda then passed that information on to the 0reater Temple. >n a night when the 2#s are in town a commotion comes from $other 6crengs her! shop as a Troll and his two human handlers assault the shop. If the 2#s come to $other 6crengs aid she will clue them in on who she is and who she works for offering them healing and other magical aid in the future. $roll0 $$ p.(7* *8))3p Clt Handlers0 use #ultist $$ p.:15 1))3p Cannoness <8day0 see a!ove F))3p 2rfles0 see a!ove 5)3p
9n 9rgument >verheard ,for party level 5During a day when there are no pirates and the 2#s have managed to !reach the temple !ut have not yet encountered %omag the 2#s may see &at the !arman from The &aterside Hostel having a heated discussion with 6kole the !arman at the ?oatmans Tavern in hushed voices at the latter location. 6kole will tell 2#s who insist on !othering him to Bget it themselvesC !ut the conversation will end a!ruptly if they are spotted snooping. &at is trying to pressure 6kole into working as a spy for the &ater Temple !ut 6kole is afraid of what might happen if odriss found out. 6kole figures ,correctly- that if odriss discovered him using her !ar as an outpost of the Temple she would have Tolu! keelhaul him. This is an ideal challenge for the party !ard rogue warlock or wi'ard to practice their espionage !ut the intelligence of &ats 9lleigance and odriss neutrality are the only reward for this encounter.
Tolu!s +ournal ,for party level : or 1>tis has !een asked to verify Tolu!s allegiances !y his spymaster in Veluna !ut so far his usual methods are not paying Tolu!a!out is cagey and doesnt trust the !esides !lacksmith. There aredoors always !oard ship that heoff. worries sending his sprite spies which heavy andenough Tolu!spirates sealedon ca!in arethe difficult for them to infiltrate. He will offer the 2#s 5))gp in gems ,taken from the stash under his anvil- to acOuire Tolu!s diary which involves sneaking pas his !osun and the ships docking crew. He will discourage them from killing the pirates. Pirates -/0 use ?andits" $$ p.:1: ())3p
9 %oof >verhead ,for party level 1%ather than have the 2#s simply purchase a house in ;ul! for 8))gp offer them an opportunity to earn it !y moving into a derelict house. 0athering rumours in ;ul! they may learn of a sOuat stone !uilding that was used !y a man who had !een rumoured to serve the Temple in the days !efore the ?attle of Emrpidy meadows !ut who had recently died. During his time hiding out in ;ul! people were afraid of him. 9fter his death a few locals tried ro!!ing his house !ut never returned. It has swallowed several other locals sinceJ now the locals avoid it. The old man was a cultist of the Temple of Earth and disciple of Guggtmoy. He has !ound an elemental in the !asement to assist with his rituals. The !asement also contains a shrine to Guggtmoy and several tomes on the philosophy of the Temple.
Dick 2ays the 2rice ,for party level 59fter the 2#s have eliminated %omag this encounter can happen if they visit the &aterside Hotel. %entsch is sitting with&hen Dala on lap in a good moddJ !elieve he amay !eofinvited to !ecome new of the Earth Temple. he his orders a drink from &athe &at will slip dose a powerful poisonthe into hismaster drink the 2#s may roll &isdom ,2erception- against his De3terity ,6leight of Hand- test !ut he has advantage. The poison reOuires D# *8 #onstitution 6ave dealing ** ,1d*)- poison damage on a failed save the target must repeat the save on the !eginning of every turn or take an additional ** ,1d*)- damage. %entsch will automatically fail these saves if the 2#s to not intervene causing him to die messily in a way that terrifies Dala. &at will only comment a!out choosing ones employers poorly. 0ive the 2#s e3perience points if they choose to save %enstch or attack and defeat &at. This encounter is a reference to %eturn to the Temple of Elemental Evil which descri!es &at as having murdered %entsch and driven Dala to madness shortly !efore ;ul! fell into ruin. ,at0 see ;ul! area * a!ove F))3p
4alrinth 0ets a Drink ,for party level FThe player characters are not the only people who choose to use taverns for a place to gather information. 4alrinth ,9rea ::F- is relatively independent neither an agent of one of the temples nor an initiate and mem!er of the 0reater Temple he is mostly an ally of 6migmal %edhandand and mem!er of her !andit crew although even there his loyalties are thin. He is also not particularly loyal to the temple he has kept his possession of teh >rb of 2ellow 9eath a secret. If there is one named and levelled ;2# who is likely to leave the temple and go for a drink it is 4alrinth. If the 2#s are struggling at the !eginning of level : of the Dungeons of Elemental evil it might !e possi!le for them to run into 4alrinth !y coincidence at the ?oatmens Tavern along with a couple of toughs from his gang. The locals are afraid of him and know that he passed through several months earlier !efore the trou!les started on the roads. In this situation 4alrinth is eavesdropping on conversations getting information from some of the 2irates on the river and investgating the carnage on the upper floors of the dungeon particularly who slaughtered the men in the Tower if the 2#s attacked the !roken tower. He will not engage here unless the 2#s appear to !e weakened. ;oticing him asking one of 6koles assistants a!out the 2#s or that he is si'ing them might happen with a D# *F &isdom ,Insight- test. *alrinth0 6ee area ::F (:))3p *alrinth8s +oons0
%uins of Elemental Evil 4or purposes of adventure design I assumed that the D$ would use encounters in ;ul! and Hommlet or enough %andom Encounters to raise the 2#s to 1 th level. 9ssuming a party of four this would have reOuired that they earn only an additional 1))3p outside of dealing with the $oathouse 9ssassin and Tukuru and =o!ort.
9. Tower E3terior Ive modelled these giant ravens more on the 0iant %avens featured in supplements like DD :.5es 4%>6T?<%; while still keeping them relatively low #% so that they can !e used in swarms to harrow the 2#s. ?y keeping their challenge rating down to */8 they ca nattack the 2#s in the kind of overwhelming num!ers that as the signature of a lot of Temple of Elemental Evils encounters without !eing much more than a hard encounter for four 1th level 2#s. I highly recommend keeping track of $orale for the large swarming encounters set at these levels +iant Ravens ->/ " see !elow 55)3p
Giant Raven medium !east true neutral ,sometimes neutral good or evilArmor Class *( Hit Points *7 ,:d8 S(eed ()ft. 4ly )ft.
6T% *(,*-
DEP *5,(-
#>; *1,(-
I;T 7,@*-
&I6 *(,*-
#H9 7,@*-
Skills 2erception : 6leight of Hand 5 6tealth 1 Senses Darkvision )ft. 2assive 2erception *: Langages0 one language Challenge #hallenge %ating */8 ,(5 3p-
,een Sight and Smell: The raven has advantage on &isdom ,2erception- tests that rely on sight and smell. Pack 0actics: The raven has advantage on attack rolls against a creature if at least one of the ravens allies is within 5ft. of the creature and the ally isnt incapacitated.
9#TI>;6 $alons0Melee weapon attack!1 to hit reach 5ft. one target. Hit 1 ,*d1 (- slashing damage These unusually intelligent giant !irds often serve as spies guards or even mounts for other ,smallcreatures.
The giant ravens should make a racket and harry the 2#s until a few are killed !ut then !reak off the attack their main function is to alert the !andits and soften the 2#s upJ they are still essentially animals and not likely to fight at significant risk to themselves.
*.$ain %oom ( !andits even with a!ysmally low a!ilities would prove entirely lethal to 1 th level 2#s in this edition of Dungeons and Dragons. To that end I have greatly reduced the num!er of ?andits in this encounter. Even now this encounter is at deadly level to 1 th level characters and the enemies have significant tactical advantages. This is one encounter where the 2#s will have to play it very smart. If you are worried a!out the potential danger to the 2#s here consider having ?urne give the party two scrolls of fireball in gratitude for their service to Hommlet ahead of time. >ne well@placed fire!all from outside should kill everyone !ut the leader and a couple of archers. Leader0 use Thug" $$ p.:5 *))3p ;ote" remove multiattackJ replace leather armour with chain shirt and shield. 9# *5J replace mace with longsword ,does slashing instead of !ludgeoning damageSergeants -/" use ?andits" $$ p.:1: *))3p note" upgrade armour to half plate 9# * replace scimitar with morningstar and light cross!ow with heavy cross!ow. %eplace action scimitar with 2orning Star Melee weapon attack: : to hit 5ft. reach one target. Hit: 5 ,*d8*- piercing damage. %eplace action light cross!ow with Heavy Cross&o% Ranged weapon attack: : to hit range *))/1)) ammunition one targetJ ,*d*)*- piercing damage. %aise #% to */1. *ootmen -/0 use ?andits" $$ p.:1: ())3p Archers -7/0 use ?andits" $$ p.:1: *))3p note" replace light cross!ow with short!ow. %eplace light cross!ow action with Short&o% Ranged weapon attack : to hit range 8)/:() one targetJ damage 1 ,*d*- piercing damage. !efensive $actics0 The positions noted only apply if the !rigands are aware of the 2#s approach and they did not gain entry !y way of stealth. 9ll !ut two torches are e3tinguished placing enemies in the !ack of the room in darkness making them heavily o!scured and the enemies in the fore of the room in dim light making them lightly o!scured ,see 2H? p.*8:-. This leaves only the area around the entryway fully visi!le. The footmen form a wall of spears starting *)ft. northeast of the entryway. The archers form up !ehind the footmen with one sergeant taking up the flank in case the 2#s get around the footmen. The leader and another sergeant hold !ack to move as needed. >nce the 2#s enter the doorway the defenders attack with arrows and spears using the poor illumination to give the archers advantage on attacks and the 2#s disadvantage when attacking the footmen. These advantages fail the moment the 2#s find a meas of illuminating the room. If the 2#s flee the archers head upstairs to the arrow slits while the front line attempts to pursue the fleeing 2#s. If the 2#s use flaming oil tactically devastating spells or e3ceptionally devastating tactics the ?andit leader moves to trigger the deadfall trap.
Deadfall Mechanical Trap This trap is triggered !y pulling a lever in the 6outhwest corner of the room. 9ll creatures within 5ft of the entry way must make a De3terity save. >n a failed save they take ** ,(d*) - !ludgeoning damage or half that on a successful save. Detecting this trap reOuires a D# *5 &isdom ,2erception- test which will likely !e at disadvantage in poor light. The trap is a simple pulley system and net that can !e disarmed !y slowly lwoering the stones !y hand once they are detached from the lever. $reasre0 *F days rations
(.;orth %oom $reasre0 potion of healing, :))ep Aewelled dagger ,(5)gp- 1 !olts silk ,averages :5gp ea.-
:. ;ortheast %oom I have re@written the treasures in this room to tone them down a !it to !e more consistent with the smaller treasure hordes of DD5e $reasre0 !ottle of good !randy ,(5gp- fine short sword with topa' pommel ,(5)gp- !rown velvet fur@lined cloak ,*))gp- :81cp (1:sp *)ep (FFgp 1pp 4inding the hidden treasure room reOuires a D# () &isdom ,2erception- test made passively or an active D# *5 Intelligence ,Investigation- test. $reasre0 silver !o3 ,*(5gp- Aewelled necklace ,*)))gp- cloak of elvenkind, .? pearls ,*)gp ea.- longbow, @ arrows"# potion of water breathing, greater potion of healing, . potions of speed!
1. Escape Tunnel 4or Ouick reference here the passage leads either out of a dry well in the forests ;ortheast of the temple or to 9rea ::5. The 2#s ought to !e encouraged to e3plore the ;orth tunnel first !y suggesting that they smell fresh air or hear !irdsong.
?. ?uilding %uins ike !efore I find waves of giant rats unnecessarily comple3 and so have replaced them again with a pair of rat swarms. #haracters of medium si'e will !e forced to a crouch in this area giving them disadvantage on attacks and attacks against them advantage. I have not added this encounter to the running e3perience total as it is a difficult to reach and unnecessary encounter many parties will avoid. +iant Rats0 ( swarms of rats" $$ p.::7 ())3p ;otes" 9dd" &iseased: 9ny character damaged !y the swarm of rats must succeed on a D# *) #onstitution 6ave or contract a disease.
#. The Temple *. 0rand Entrance $ake this antipathy effect a D# *7 #harisma save to approach within *)ft. of the doors. 9 2# that fails must wait another (1 hours !efore trying again. ?reaking down the doors reOuires a D# :) 6trength check.
:. #entral 9ltar 4or reference this stairwell leads to areas *:* and (*).
1. East 9ltar 4or reference the stairs here lead to area *)7a
5. &est 9ltarthe stairs here lead to area *)7a 4or reference . 6mall Door $reasre0 If cleaned up with something like a prestidigitation spell this ro!e can grant advantage when
disguising oneself as a mem!er of the Temple of 9ir.
F. 0rand 6taircase $ake this antipathy effect a D# *7 #harisma save to approach within *)ft. of the doors. 9 2# that fails must wait another (1 hours !efore trying again. ?reaking down the doors reOuires a D# :) 6trength check. These stairs lead to area *15.
7. East Door $reasre0 If cleaned up with something like a prestidigitation spell these two ro!es can grant advantage when disguising oneself as a mem!er of the Temple of 4ire.
*). Dias and Throne The throne and dias are immune to magical effects. The means to open them is instantly known !y anyone possessing the >rb of Golden 9eath. >therwise only acontact other plane, communion, legend lore, or wish spell can reveal the means of opening it.
Dungeons of Elemental Evil" evel >ne *)(. 9rmoury $reasre0 *F short!ow arrows
*):. 2illared Hall 0houls are somewhat more powerful in 5 th edition than in previous editions. 9ccordingly I have reduced the num!ers of ghouls where they appear into smaller groups or waves that I have spread out. If the 2#s somehow do not trigger the trap the 0houls will arrive in rounds and *( and may !e surprised. This encounter might !est !e treated as a multi@part encounter. The two harpies com!ined with the trap represents an easy or perhaps medium encounter ,virtual 5))3p- while the ghouls coming in waves as a groups of three ,virtual *())3p- represent a pair of hard encounters. If the 2#s were not given an opportunity to deal with the harpies for several rounds and the ghouls not staggered it would amount up to a supremely deadly virtual :))3p. I recommend the seOuence as follows" •
•
• •
• •
Rond >0 The 2# at the head of the marching order makes a D# *8 &isdom ,2erception- test to notice the trap and a D# ** &isdom ,2erception- test to !e aware that there are monsters in the room thus not !e surprised !y the harpies. If the trap is triggered the Harpies cannot !e surprised. %oll initiative for characters not surprised. >n their round the harpies !egin to use their luring song a!ility. They remain under partial cover on top of the pillar. Rond 0 The Harpies descend on the 2#s using claws and clu! attacks when possi!le completing their move !y swooping out of the 2#s reach. They use !onus actions to keep the song going. Rond :" The Harpies take a second round to attack the 2#s focusing on ones who defend themselves. Rond 70 If any of the 2#s continue to fight the first wave of ghouls enter and attack at the 2#s at the top of the round. Rond @60 The first wave of ghouls and harpies continue to attack the 2#s. Rond F0 the second wave of the ghouls enter at the top of the round.
&ave * Har(ies -/0 $$ p.*8* 1))3p &ave ( +hols -:/0 $$ p.*18 ))3p ,come in from room *)1&ave : +hols -:/0 $$ p.*18 ))3p ,come in from room *)1-
-ortcullis Trap Mechanical Trap This trap is triggered when characters step on one of the areas marked on the map and is triggered !y *))l!s of pressure or more. 6eeing it !efore triggering it reOuires a D# *8 &isdom ,2erception- test. >nce activated the trap has a delay of one round !efore a concealed protcullis drops sealing the characters off from the hallway at the &estern edge of the door.
*)1. %oom :) 3 () If the ghouls do not attack the 2#s when they arrive in room *): they will lurk here. $reasre0 *8Fcp 8*sp 5ep *gp elven chain ,full suit-.
*)5. %oom $ore ghoulsR 4our ghouls together is a medium encounter for the party. +hols -7/0 $$ p.*18 8))3p $reasre0 *)8cp 7(sp :Fgp FppJ
*). %oom *) 3 () $reasre0 1 tarnished silver candlesticks ,(5gp ea.-
*)F. %oom () 3 () The 6ecret door can !e detected with a D# *5 &isdom ,2erception- or a D# *: Intelligence ,Investigation- test. +hasts -/0 $$ p.*18 7))3p $reasre0 found on a D# *5 Intelligence ,Investigation- test" 0old #up ,(5)gp- **(gp : >ny3es ,5)gp-
*)8. 0ar!age %oom +iant Rats0 : swarms of rats ,$$ p.::7 :))3p;otes" 9dd" &iseased: 9ny character damaged !y the swarm of rats must succeed on a D# *) #onstitution 6ave or contract a disease.
***. 6torage #ham!er #haracters drinking the spoiled wine in this cham!er must make a D# *: #onstitution save or gain the poisoned condition for *) minutes.
**(. 9rmoury $reasre0 &ith a D# 8 Intelligence ,Investigation- test the 2#s can find a mace.
**:. 9rmoury $reasre0 &ith a D# *8 Intelligence ,Investigation- test or detect magic, the 2#s can find a ") crossbow bolt.
**1. 6ecured Door This door reOuires a D# () Intelligence check with thieves tools to pick the lock a D# (5 6trength check to !reak it or to chop it down reOuires attacking an 9# *7 o!Aect with :)hp. 0ive the 2#s appropriate 3p for each character they rescue. 2erchant and ,ife0 use ;o!le" $$ p.:18 1)3p *emale Servant0 use #ommoner" $$ p.:15 *)3p 2ale Servants -/0 use #ommoner" $$ p.:15 ()3p 2en6at6Arms -7/0 use 0uard" $$ p.:1F *))3p
**5. %oom Entering this room essentially triggers another $ulti@part encounter in three waves as ghouls fetch more waves of their kind. This encounter slowly escalates from medium to deadly if the 2#s are not careful in how they manage the com!at. I have reduced the num!er of ghouls involved in the encounter to manage their increased toughness in this edition. &ave * >ne ghoul will disengage after the first round of #om!at and take a round to move to room **. +hols -7/0 $$ p.*18 8))3p
&ave ( >n the fourth round the ghoul that left the previous encounter returns with wave ( in tow. +hols -7/0 $$ p.*18 8))3p &ave : if more than three ghouls remain !y the si3th round of com!at the ghasts from room **F arrive. +hasts -/0 $$ p.*18 7))3p $reasre0 (:cp ivory statuette ,85gp- cloak
**.%oom :) 3 () This is the home of wave ( of the ghouls listed in area **5. $reasre0 *7(sp 1Fep ( fine outfits 1 travelling outfits 5 common outfits
**F. %oom () 3 () This is the home of the 0hasts mentioned in area **5. If the 2#s approach rooms **5@**F from the ;orth use the same !attle !ut have the waves occur in reverse order. $reasre0 D# *8 Intelligence check with Thieves Tools to pick the lock" moonstone #ameo w/ crest of =nights of the Hart ,5))gp- silver scroll case ,:5gp- spell scroll of sanctuary
**8. Hall *) 3 :) This is another place where I vastly reduced the gp value of the art o!Aects to keep the 2#s from !ecoming overwhelmingly wealthy for their level. I left the magic shield in here as I have removed many magic shields from the game already and the 2#s are likely feeling the need for some !etter protection. +hast0 $$ p.*18 15)3p 3versi#ed +hast0 $$ p.*18 F))3p ;otes" raise hp to 5) and 9# to *5 $reasre0 gold chain with ru!ies ,:5))gp- gold ru!y ring ,()))gp- shield "#
**7. ?anOuet Hall $reasre0 ( shortswords !attlea3e spear
*(). =itchen +iant Poisonos Snake0$$ p.:( 15) ;otes"
*(*. %oom () 3 () There is a spy hole in the 6outhern Door if a visi!le 2# attempts to open this door turn this into a multi@part encounter. Three wait to am!ush the 2#s at the door while the fourth rushes to collect the gnolls from room *((. Trying to peek through the spyhole from the hallway side allows a 2# with Darkvision to make a D# ** &isdom ,2erception- test with disadvantage to see the gnolls otherwise the 2#s will !e suprised upon opeing the door. &ave * +nolls -7/0 $$ p.*: 1))3p &ave (" 0nolls from room *((
*((. #ham!er () 3 () If the gnolls in this room are approached from the corridor to the ;orthwest their 6entry will have a fair chance at spotting 2#s approaching. 6eeing them coming should !e automatic if they are not sneaking. If they are sneaking give the 0noll a &isdom ,2erception- test ,)- with advantage to see the 2#s coming. If the 2#s are spotted the gnoll moves to the rack of Aavelins and prepares the net trap. 0ive 2#s with Darkvision a D# ** &isdom ,2erception- test with disadvantage to see the sentry and not !e surprised.
Net Trap Mechanical Trap This trap is triggered !y cutting a rope in the ;orthwest corner of the room. Everything with 5ft. of the rooms northwester threshold is targeted with a net with a 5 attack !onus. Each character hit is restrained. #haracters at the front of the party approaching the trap must make a D# *8 &isdom ,2erception- test to notice the trap ahead of time. If their light source is a torch or weaker source of light give characters without Darkvision disadvantage to that roll due to poor lighting. The fight will continue as follows" The 2#s are likely to !e surprised on round *" the sentry triggers the trap and the other three gnolls attack with spears. $hro%n S(ear0 Ranged weapon attack: : to hit range ()/) one targer. Hit: ,*d8(- piercing damage. %ound (" The gnoll sentry pucks up the fire !o3 of punk opens it and sets it down. The other three gnolls use it to light and throw flasks of oil at the 2#s. *laming 3il0 Ranged weapon attack: * to hit range ()/). Hit 5 fire damage. %ound :" 0ive the creatures in rooms *(* and *(: a D# *: &isdom ,2erception- test with disadvantage to see if they hear the !attle. The sentry attacks with flaming oil. The other gnolls here close with the 2#s to make spear attacks. %ound 1" if the 0nolls in room *(* heard the commotion have three of them enter room *(( as a second wave. %ound 5" 9ny gnolls arriving from room *(* will !e a!le to attack this round. They will likely support with thrown spears. %ound " if the creatures in room *(: heard the !attle two ho!go!lins and a gnoll from that room will open the door and attack the 2#s as a third wave. %ound 7" 9ny remaining creatures that heard the commotion ,the last gnoll in *(( or the remaining gnolls in *(: will enter as a fourth wave. +nolls -7/0 $$ p.*(: 1))3p
*(:. %oom with 9lcove The $onsters in this room are rela3ing and not particularly attentive if the 2#s fought the gnolls !y way of entering room *(* first there is no chance that they will have heard the !attle and remain rela3ed the same is true if the 2#s are coming from room *(1. If they did not hear the !attle in room *(( and participate they will also !e rela3ed. The rela3ed monsters will !e surprised and !e seated ,prone- with their weapons not readied give them disadvantage on initiative rolls at the end of the surprise round while they scram!le to get organi'ed. If they did hear the !attle in room *(( any creatures remaining in this room will have readied themselves in am!ushJ one will fire a long!ow from the ;orthwest while the others attack from the west of the entrance. 4inding the secret door here reOuires a D# *8 &isdom ,2erception- test to notice it casually or a D# *: Intelligence ,Investigation- test to find it !y actively searching.
+nolls -@/0 $$ p.*(: 5))3p Ho&go&lins -/0 $$ p.*8 ())3p $reasre0 :@dragon ante set (*sp *7gp ()ppJ on a D# *5 Intelligence ,Investigation- test they will find the (Fpp hidden in the !ra'ier.
*(1. %oom () 3 () 3gres -/0 $$ p.(:F 7))3p (()F) ;otes" these ogres wear !ron'e@plated leather Aack treat as ring mail 9#*: $reasre0 :(sp (gp ( maces 5 hand a3es * !attle a3e morning stars * shortsword * !astard sword * short!ow ) arrows F spearsJ if the 2# make a D# *: &isdom ,2erception- test they can notice the loose flagstone and make a D# *8 6trength ,9thletics- check to lift it they also get" 8F)gp silver !racelet set with a'urite ,(F)gp-
*(5. #orridor of ?ones This is another encounter where the sheer num!ers of monsters would !e overwhelming in 5e. 6ee also *:* Skeletons -/0 $$ p.(F( :))3p +nolls Skeletons -7/0 see !elow 1))3p
Gnoll !&eletons
*gre C$ielftain
medium undead, neutral evil
arge Giant, *haotic Evil
Armor Class *1 ,armour scrapsHit Points *7 ,:d8 S(eed :)ft.
Armor Class *: ,%ing $ailHit Points F5 ,7d*) (FS(eed 1)ft.
6T%
DEP
*:,*-
*5,(-
#>; *5,(-
I;T ,@(-
&I6 8,@*-
#H9 1,@:-
!amage Vknera&ilities!ludgeoning !amage "mmnities poison Condition "mmnitiese3haustion poisoned Senses Darkvision )ft. 2assive 2erception 7 Langages
4ndead Nature: 0noll skeleotons do not need to eat sleep or !reathe.
6T% (),5-
DEP 8,@*-
#>; *,:-
I;T 5,@:-
&I6 F,@(-
#H9 F,@(--
Senses Darkvision )ft. 2assive 2erception 8 Langages #ommon 0iant Challenge #hallenge %ating : ,F)) 3p9#TI>;6 +reata1e0Melee weapon attack!8 to hit reach 5ft. one target. Hit * ,(d*)5slashing damage.
9#TI>;6
$hro%ing S(ear0Ranged weapon attack: 8 to hit range()/) one targetJ Hit: *( ,(d 5- piercing damage.
2orningstar0Melee weapon attack: : to hit 5ft. reach one target. Hit: 5 ,*d8*- !ludgeoning damage.
>gre #hieftains are the !iggest strongest and most !rutally cunning among ogrekind. They often lead ogre gangs through fear and intimidation claiming the lions share of plunder for themselves.
0noll 6keletons are the animate remains of gnolls slain in the service of their demonic masters. &hen or notcarry under of theirthey masters feeldark compelled to pantomime outthe thecontrol grisly rituals usedthey in their worship while living.
$reasre0 *5 arrows 1 silver@tippped arrows 5 morning stars : longswords ( short swords : shields * ring mail * chainmail * chain shirt
*(. %oom () 3() If the 2#s engage with the >gre chieftain give the ogres in room *(1 a D# *( & isdom ,2erception- check ,@*to hear the !attle. If they do have them arrive in four rounds. 9lso roll for the gnolls in area *(F ,)- who will arrive in two rounds. I intentionally made it less likely that the >gre #hieftain would !e less likely to receive aidJ at this point the 2#s have !een fighting tactically sophisticated multi@part encounters for awhile and may !e running low on energy. 3gre Chieftain0 see a!ove F))3p $reasre0 copper !elt ,(5gp- **sp *7ep :8gpJ inside locked chest" :**gp ( huge agates ,5)gp-
*(F. @6haped %oom +nolls -:/0 $$ p.*: $reasre0 5sp :ep Fgp
*(8. %oom () 3 :) I trimmed this encounter si'e as well. >nce the 6entry at *(8a alerts the rest of his allies roll a D# *( &isdom ,2erception- check for the gnolls in area *(F. If they hear the !attle they will come in as a second wave in two rounds. +nolls -7/0 $$ p.*: 1))3p +noll Sentry0 use 0noll" $$ p.*: ())3p ;ote" 0noll possesses a heavy Ouadruple cross!ow it allows him to make 1 melee attacks in a single round !ut he must spend two rounds reloading it. 9dd action Gadr(le Cross&o% Ranged (eapon 1ttack: ( to hit range ,8)/:()- ammunition ,( rounf reload- one target. Hit: ,*d*)*- piercing damage. %aise #% to *. Bg&ear0 $$ p.:: ())3p $reasre0 *(cp 7sp **ep *:gp
*(7. 0uardroom 9llow these guards a D# *1 &isdom ,2erception- test to detect the 2#s if they engage in !attle in either area *(8 or *:). If they do they move to the one opposite the 2#s to reinforce the other force for an am!ush. +ards -@/0 $$ p.:1F *(53p ;otes" replace spear with longsword add heavy cross!ow. 9dd these actions" Longs%ord Melee weapon attack : to hit 5ft. reach one target. >n Hit: 5 ,*d8*- slashing damage. Heavy Cross&o% Ranged weapon attack : to hit range *))/1)) one target. >n Hit: ,*d*)*- piercing damage. $reasre0 *Fcp *1sp (5ep *7gp *1pp dominoes ,5gp-
*:). %ooom with Trape'oidal 9nne3 Ive reduced the num!er and power of a num!er of the foes here as this could easily !e a deadly encounter as the 2#s may !e likely depleted from numerous medium@to@hard encounters with near!y humanoids. *ighter0 use Thug $$ p.:5) 15)3p ;ote" 9dd full plate 9# *8. %aise #% to *. replace Heavy #ross!ow with Aavelins. %eplace heavy cross!ow action with 9avelin Ranged weapon attack 1 to hit range ()/) one target. Hit: 5 ,*d(- piercing damage. 9dd 9avelin of Lightning" Ranged melee attack 1 to hit range *() one target. Hit: 5 ,*d(- piercing and *1 ,1d- lightning damage. 9ll creatures in a 5ft 3 *()ft. line !etween the wielder and his target must make a D# *: De3terity saving throw taking *1 ,1d- lightning damage on a failed save or half that on a successful save. The +avelin may only !e used this way once per day in the meantime it can still !e used as a magic weapon. %aise #% to ( -:/0 use 0uards $$ p.:1F *5)3p *ighters ;ote" add half plate 9# *8. %aise #% to */1. 9dd 9avelin Ranged weapon attack : to hit range ()/) one target. Hit: 1 ,*d*- piercing damage. +ards -:/0 $$ p.:1F 5)3p $reasre0 (*cp *sp 5(ep F*gp (pp 1 !ron'e rings set with Aet ,5)gp ea.- lantern : flasks of oil
ceremonial harness dagger ,*5gp-
*:* 6ecret Door This secret door opens into s shaft that goes up to Temple 9rea : or downward to 9rea (*). Discovering it through casual o!servation reOuires a D# *8 &isdom ,2erception- test while actively searching for it will allow to !e discovered with a D# *: Intelligence ,Investigation- test.
*:( He3agonal %oom The maAority of encounters on this floor have !een either easy or hard. To create some more !alance I decided to cut down on the num!er of stirges to make a medium encounter. This is one of the few places on the early level of the temple where I have left a very rare item in place. 0iven the sheer num!er of !attles with large num!ers of foes giving a 2# this ring will help even the odds a !it. &hen the 2#s first enter the room give the 6tirges a De3terity ,6tealth- test ,1- with 9dvantage against the passive perception of the most alert 2#. should This will give the 2#s the stirges attack. 4inding the secret door in this room reOuire a D# *5warning &isdom!efore ,2erceptionor D# *5 Intelligence ,Investigation- test. Stirges ->7/0 $$ p.(81 :5)3p (575 $reasre0 If the de!ris is searched with a D# *( Intelligence ,Investigation- roll" 1)cp ring of shooting stars
*::. 9nteroom This is effectively a multi@part encounter. &hen the 2#s engage the guards in *:: the guards in rooms *:1 and *:5 will ready themselves for com!at. 9fter giving the 0uards in *:1 a round to prepare the guards here will fall !ack to lure the 2#s into a trap. If a 2# can enter this room stealthily ,pro!a!ly thanks to invisibility they can spot the alarm and make a D# *: Intelligence test with Thieves Tools to disa!le it in which case the 0uards in *:1 must make a D# *5 &isdom ,2erception- test to prepare themselves if a loud !attle occurs in this room. wave * +ards -7/ $$ p.:1F *))3p ;otes" replace spear with longsword and add ( Aavelins add action Longs%ord Melee weapon attack : to hit 5ft. reach one target. >n Hit: 5 ,*d8*- slashing damage. 9dd 9avelin Ranged weapon attack : to hit range ()/) one target. Hit: 1 ,*d*- piercing damage. $reasre0 *Fsp *(gp
*:1. Inner #ham!er If the 0uards in this cham!er are alerted to ;2#s approaching from *:: they will arm and position themselves for the am!ush. The cross!owmen all have half cover allowing them to keep their 9#s up to * while fighting with !oth hands. &ave : will !e ready for com!at on round F. of this running !attle. %oll a D# *: &isdom ,2erception- test at disadvantage for the eader in room *: to hear !attle sounds. If he does &ave 1 will !egin preparing and arrive on round 8. &ave ( Cross&o%men -:/0 use 0uard $$ p. :1F F53p ;otes" replace spear with longsword add a light cross!ow add action Longs%ord Melee weapon attack : to hit 5ft. reach one target. >n Hit: 5 ,*d8*- slashing damage. Light Cross&o%0 %anged weapon attack : to hit range 8)/:() one target 5 ,*d8*- piercing damage. Half63rc Cross&o%man0use Thug p. :5) *))3p ;ote" add chain shirtJ 9# * S%ordsmen -/0 use 0uard $$ p. :1F ())3p ;otes" replace spear with longswordJ add action Longs%ord Melee weapon attack : to hit 5ft. reach one target. >n Hit: 5 ,*d8*- slashing damage. Armsmen -/0 use 0uard $$ p. :1F ())3p ;otes" 9# *1 replace spear with 0laive add action" +laive Melee weapon attack : to hit *)ft. reach one target. >n Hit: ,*d*)*- slashing damage.
$reasre0 :7ep ()gp
*:5. ounge If the 2#s enter this area !efore round F the guards will !e unprepared with unfastened armour that gives them disadvantage on attack rolls and De3terity checks. They will desperately defend themselves with flaming oil. If the eader did not hear fighting in room *:1 roll again when fighting !egins in room *:5 this time without disadvantage. If he hears the !attle he will arrive in ( rounds. &ave : +ards -/ $$ p.:1F ())3p ;otes" replace spear with longsword add ( Aavelins add action Longs%ord Melee weapon attack : to hit 5ft. reach one target. >n Hit: 5 ,*d8*- slashing damage. 9dd 9avelin Ranged weapon attack : to hit range ()/) one target. Hit: 1 ,*d*- piercing damage. +r !efore round F use *laming 3il Ranged weapon attack: * to hit range ()/1) one target. Hit: 5 fire damage.
*:. Inner #ham!er &ave 1 Leader0 use Veteran" $$ p.:5) F))3p ;otes" add shield 9#*7 replace longsword with !attlea3e. %eplace ongsword action with Battlea1e0 Melee weapon attack: 5 to hit 5ft. reach one target. Hit: F ,*d8:- slashing damage or 7 ,*d*)- slashing damage when wielding the weapon with with two hands. Lietenant0 use Thug" $$ p:5) ())3p ;otes" add splint mail 9# *F. %aise #% to * $reasre0 ( !ron'e rings set with +et ,5)gp ea.- gold chain ,*))gp- 8:gp 51pp Inside #hest ,lock D# *8-" Ouart of fine !randy ,(5gp- 5)ft. rope potion of healing.
*:F. 6leeping 9partments If fighting occurs in room *:5 or *: roll a &isdom ,2erception- test for %omag. If he is successful he will order Hartsch to !ar the door. >nce the guard eader ,9rea *:- dies he will cast darkness on his room collect the treasure in the chest and then he and Hartsch will run away. ?reaking in the door when it is un!arred reOuires a D# () 6trength ,9thletics- check or D# *5 Intelligence check with Thieves Tools. >nce !arred it reOuires a D# (5 6trength ,9thletics- test of to !e destroyed" it has an 9# of *5 and F5hp once !arred. Romag0 use #ult 4anatic $$ p.:15 15)3p ;otes" replace spiritual weapon with 9arkness! 9dd "# chain shirt, 9#* add mace and action 2ace0 Melee weapon attack: ( melee 5ft. reach one target. Hit: 1 ,*d8- !ludgeoning damage Hartsch0 use 9colyte $$ p.:1( 5)3p $reasre >0 only availa!le if %omag and Hartsch dont get away" "# chain shirt :ep ((gp (pp Aasper ,5)gp- gold ring ,(5gp- gold !rooch with triangular Aet ,*5)gp- %omags vestments ,F5)gp-J Iron #hest with poison needle trap ,D$0 *(:-" !ullseye lantern tinder!o3 ( leather !ags gold !o3 with ivory inlay ,:5)gp- *8: ep (1) divine spell scroll of animate dead, divine spell scroll of beacon of hope $reasre 0 ink Ouill *) sheets parchment tome of dark earth magicS ,5)gp- 7 candles ( !ottles white wine ,*)gp ea- !rass stand ,*)gp- ( walking staves Ouarterstaff !ron'ewood rod ,5 gpSThis !ook is only valua!le to an evil spellcaster. The !ook details a ritual that if performed ,an evil act- that reOuires human sacrifices made !efore a friendly Earth Elemental grants a charm that gives the character the a!ility to cast spike growth three times. 2ilestone0 9ward the 2#s *8))3p for !ringing down the Temple of Earth !y removing %omag ,9rea *:F- the >gre #hieftan ,9rea *(- the 0uard eader ,9rea *:- and the highest level fighter ,9rea *:)-.
*:8. i!rary $reasre0 !ooks of evil lore worth (5)gp to the right !uyer.
*:7. 6toreroom %olling to search for and collect treasure ,and possi!ly !reak it- is tedious work. Instead have the 2#s roll a D# *) Intelligence ,Investigation- test. >n a *) give them treasure * on a roll of *: treasures * (J on a roll of *5 treasures * ( :J >n a roll of *8 treasures * ( : 1J and on a () all the treasures. 9ssume any treasures they did not roll have !een stepped on and destroyed or remained lost. $reasre >0 !ottle of phosphorous ,(5gp- flask of lions !lood ,*)gp$reasre 0 !ottle of pure sulphur ,5)gp- !o3 of saffron ,5gp$reasre :0 !ag with : am!er rods ,(5gp ea.$reasre Ouicksilverru!y ,*))gp- !ottle of ground tourmaline ,(5)gp$reasre 70 @0 tu!e vial ofofpowdered ,5))gp-
*1*. #rypts The glyph of warding here is a set of e3plosive runes that go off if the door is touched !y someone not wearing a !ron'e ring with a triangular Aet setting. If triggered everyone must make a D# *5 saving throw taking (( ,5d8cold damage on a failed save or half as much damage on a successful save.
*1:. 9ugury #ham!er 4inding the secret door should reOuire a D# *5 & isdom ,2erception- or Intelligence ,Investigation- test. >ptional: &henever the 2#sactually roll in the 9ugury have themasroll a D#cast (5 Intelligence ,9rcanatest. The first time that they succeed give them cham!er a pertinent answer if they divination rather random nonsense. If the 2#s actually follow nonsensical instructions consider awarding them with a charm allowing them to cast protection from good and evil once.
*15. The Earth Temple Even a single Elemental is a potentially disastrous encounter for characters of fourth level.
*15 f. &est %oom $reasre0 8 padlocks and keys ivory !racelet ,(5gp- carnelian ,5))gp- !one scroll case ,(5gp- spell scroll of magic circle!
*15 g. East %oom $reasre0 fuel oil
*1. 2it #ham!er $ra(0 &hen two small or one medium creature steps onto the walkway a!ove the pit it collapses. Those standing on it must make a D# *: De3terity save or take (d damage. #haracters land prone. The moment they fall a pair of swarms of rats spill into the pit. Every round another couple of swarms are added until all *) are surging into the pit. The slimy walls make it impossi!le for the rats to clim! although a character at the edge of the pit might !e a!le to make a D# *: 6trength check to lift a small ally out or a D# *5 check to haul a medium ally out of the pit. S%arms of Rats ->/0 $$ p::7J 5))3p
*1F. %oom () 3 () Bg&ears -:/0 $$ p.:: ,))3p$reasre0 (Fsp ((ep :gp
*17. 0uardroom The 2#s are in for a fight here. I cut it down to two out of the three possi!le patrols making it a potentially deadly encounter. =eep track of $orale here a fight to the death i pretty risky. $ra(s0 The pit traps are *)ft. Deep when the edge closest the door is stepped on it opens causing everyone standing on the trap to fallJ they may make a D# *: De3terity save or take *d !ludgeoning damage. #haracters must make a D# *5 6trength ,9thletics- to escape with Disadvantage. 2#s whose armour also give them Disadvantage cannot clim! out unless they remove their armour. Leaders -/0 use Thugs" $$ p:1) 1))3p ;ote" 9dd chain shirt and shieldJ 9# *1 raise #% to * +ards ->/0 $$ p. :1FJ :))3p $reasre0 ( necklaces with !ron'e medallions ,(5gp ea.- ((sp Fep (*gp Fpp
*5). #ells The 'om!ies here are treated as three separate encounters. >nce the 2#s figure out that they are all 'om!ies choose whether to give them 3p for Aust leaving them locked up or destroying them out of respect for the people they once were depending on the party alignment. ?om&ies -:/0 $$ p.:* *5)3p ?om&ies -:/0 $$ p.:* *5)3p ?om&ies -:/0 $$ p.:* *5)3p ,onnilon0 see !elow
onnilon small humanoid ,rock gnome- True ;eutral 4ighter 1 th %ogue 1th Armor Class *5 Hit Points 5 ,1d*) 1d8 *S(eed (5ft.
6T% *1,(-
DEP (),5-
#>; *5,(-
I;T *1,(-
&I6 8
#H9 *)
Saves0 6tr 5 #on 5 Skills 9thletics 8 6leight of Hand8 6urvival 5 6tealth8 Senses Darkvision )ft. 2assive 2erception 7 Langages #ommon 0nomish Thieves #ant Halfling Challenge #hallenge %ating * ,()) 3p5nome unning: &onnilon has advantage it Int &is and #ha saves against magic. Arti'icer6s 7ore: &onnilon adds twice his profiency !onus to Intelligence ,History- tests related to magic items alchemical goods and mechanical devices. 0inker: see H' p!)A Action Surge ->=day/0>n &onnilons turn he may take one additional action and possi!ly one additional !onus action at the top of his turn. Second )ind ->=short rest/0&onnilon may use a !onus action to regain *d*)5 hit points. &ueling: &hen &onnilon wields a melee weapon in one hand and nothing in the other he gains a ( !onus to damage with that weapon. *mproved ritical: &onnilons weapon attacks score a critical hit on a natural roll of *7 or (). Sneak Attack "#$round%: &onnilon can deal an e3tra (d damage to a creature he attacks so long as he has advantage on the attack roll or if another enemy of the target is within 5ft of it and isnt incapacitated so long as &onnilon does not have disadvantage. Second/Story )ork: #lim!ing does not cost &onnilon e3tra action. &hen making a running Aump &onnilon Aumps an additional 5ft. Cnning Action0&onnilon may take a !onus action each turn in com!at to Dash Disengage Hide
9#TI>;6 )narmed AttackMelee weapon attack 5 to hit reach 5ft. one targetJ Hit : !ludgeoning damage. &onnilon is a gnomish thief and wanderer who found himself imprisoned in the Temple of Elemental Evil. Possessions0
*5*. 6ecret #orridor $reasre0 &onnilons possessions" !urglars pack dagger "#, leather armourJ Turnkeys #hest" 1**cp *5*sp 7)ep (Fpp ( potions of healing.
*5(. Torture #ham!er The average ;2# is not a particularly threatening to a party in order to make the characters !attle with the Turnkey more interesting I have upgraded the !ug!ear to a !ug!ear chief. The 2#s will not !e in danger of !eing noticed until they step into the room and will have advantage on De3terity ,6tealth- tests. $rnkey0 use Thug" $$ p.:5) ())3p ;ote" wears a chain shirt 9# *1 raise #% to * Bg&ear Chief0 $$ p.:: F))3p $ortre Victim0 use #ommoner $$ p.:15 *)3p *emale Prisoners0 use #ommoner $$ p.:15 *)3p 3rc Prisoners -/0 use >rc $$ p.(1 5)3p ;ote" no eOuipmentJ 9# ** remove 0reata3e action add )narmed Attack0 Melee weapon attack: 5 to hit 5ft. reach one target. Hit: 1 !ludgeoning damage. %educe #% to */8 $reasre0 ?ron'e ring set with triangular Aet ,5)gp- 1 tourmaline ,*))gp- 1sp :ep (:gp 1pp rock crystal ,*))gp-
*5:. 6piral 6taircase This leads to area (18.
Dungeons of Elemental Evil" evel Two ()(. Domed #ham!er The Hydra sits !etween a hard and deadly encounter for 5 th level 2#s. 9dding a Troll to the mi3 would almost guarantee killing off some 2#s. Ignore he srcinal te3t a!out the troll in area (): Aoining the !attle. Instead have the troll spy when he hears the hydra hissJ if they wear the ro!es or medallions of the fire temple he will prevent the hydra from attacking. >therwise have him return to (): and wait to am!ush the 2#s. Hydra0 $$ p.*7) :7))3p
():. >ld 6toreroom $roll0 $$ p.(7* *8))3p ;ote" &hile the troll is wearing a ring of fire resistance fire does not negatively effect his regeneration a!ility. &hen the players use fire on the troll allow a D# *5 &isdom ,2erception- test for them to notice that the trolls ring shimmers. $reasre0 ring of fire resistance, . !arrels of fuel oil ,:(gp- () torches.
()1. %oom :) 3() Bg&ears -@/0 $$ p.:: *)))3p $reasre0 5 crimson capes :*ep (8sp :5gpJ
()5. u3urious #ham!er #omple3 I chose to make the half@orc an >ath!reaker paladin mostly for the !uild challenge. Crate0 use #ult 4anatic" $$ p. :1F F))3p ;ote" &earschain mail and shield 9# *8 %aise #% to : Half63rc0 see Temple 0uardian ?elow F))3p Prefect0 see 9llrem !elow F))3p $reasre -@a/0 !ottle of &yvern 2oison fire temple ro!es *7ep :Fgp $reasre -@&/0 >n #urate" mace with concealed compartment ru!y in mace ,*)))gp- fine silk ro!e with gold em!roidery ,(5)gp- gold necklace and medallion ,(5)gp- *1ep 7gp (*pp Tapestry with thread@of@gold and silver ,*)))gp- $reasre -@c/0 chain mail mace *))gp copper !o3 with sardony3 inlay ,*5)gp- rare her!s ,())gp- fine red silk and sating ro!e with thread@of@gold em!roidery and fur lining ,5))gp$reasre -@d/ silver !o3 ,F5gp- ()pp Aewelled ring ,5))gp- !one scrollcase ,(5gp- spell scroll of magic circle, ?ook of ore of the 4ire 2lane ,5))gpSSIncludes details on the Hargina magical pacts to !e made with energies of the fire plane locations of ancient protals to the fire plane and details of an evil ritual involving the sacrifice of a living !eing. If the 2#s perform the ritual grant them a charm that allows them to cast produce flame : times.
llrem
Temple Guardian med. humanoid ,half@orc- #haotic Evil th level 2aladin ,>ath!reaker-
medium humanoid ,human- #haotic Evil 5th level #leric ,olth-
Armor Class (* ,plate mail shield defenseHit Points 15 ,d8 *8S(eed :)ft.
Armor Class *5 ,chain shirt "#, shieldHit Points : ,5d8 *)S(eed :)ft.
6T% *,:-
DEP **
#>; *,:-
I;T 7,@*-
&I6 *:,*-
#H9 *,:-
6T% *5,(-
DEP 7,@*-
#>; *1,(-
I;T **
&I6 *8,1-
#H9 *:,*-
Saves0 &is 11#ha Skills Insight Intimidation $edicine 1 %eligion ( Senses 2assive 2erception ** Langages #ommon >rcish Ignan 9!yssal Challenge #hallenge %ating : ,F)) 3p-
Saves0 #on 5 &is1 8 %eligion : Skills Intimidation Senses 2assive 2erception *1 Langages #ommon Ignan 9!yssal 0iant Challenge #hallenge %ating : ,F)) 3p-
Aura o' Protection: &henever a friendly creature within *)ft. of the 0uardian must make a saving throw it gains : on that saving throw.
-lessing o' the 0ickster: 9llrem may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again.
Control )ndead09s an action The 0uardian may e3pend a use of his channel divinity a!ility to target one undead creature he may see within :)ft. The target must make a D# *: &isdom save or o!ey his commands for the ne3t (1 hours. &read'ul Aspect: 9s an action The 0uardian may e3pend on use of his channel divinity a!ility to cause a !urst of magical menace. 9ll creatures within :)ft. of him taht can see him must make a D# *: &isdom save on a failed save it !ecomes frightened for * minute. If an affected creature ends its turn more than :)ft. away from The 0uardian it may make an additional &isdom saving throw to end the effect. &ivine Smite: &hen the guardian hits a creature with a melee attack he may e3pend a spell slot to deal radiant damage to the target. The e3tra damage is (d8 for a first level slot and it does an e3tra d8 per level of the slot a!ove first. Lay on Hands09s an action the guardian can touch a creature and draw on a pool to restore up to the ma3imum amount of hit points in that pool ,:)-. He may also e3pend 5 points of that pool to cure one disease or neutrali'e one poison affecting that creature. Spellcasting: The 0uardian is a th level spellcaster. His spellcasting a!ility is #harisma ,6pell 6ave *: 5 to hit with spell attacks.- He has the following 2aladin spells prepared. *st level ,1 slots-" cure wounds, command, hellish rebuke, inflict wounds, protection from evil and good, wrathful smite (nd level ,( slots-" branding smite, crown of madness, darkness, magic weaponJ
9#TI>;6
Spellcasting: 9llrem is a 5th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *5 F to hit with spell attacks.- 9llrem has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, command, cure wounds, detect evil and good, disguise self, sanctuary J (nd level ,: slots-" augury, blindnessBdeafness, hold person, mirror i mage, pass without trace, silence, spiritual weapon :rd level ,( slots-" bestow curse, blink, dispel magic J
9#TI>;6 ,arhammer0Melee weapon attack: 5 to hit 5ft. reach one target. Hit: ,*d8(- !ludgeoning damage. Sacred *lame" 9llrem may target any creature withing )ft. The target must make a D# *5 De3terity save. >n a failed save the target takes (d8 randiant damage The target gains no !enefit from cover on this save. "nvoke !(licity09llrem can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action 9llrem may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth 9llrem and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy. 9llrem is the 2refect of the Temple of 4ire.
2ltiattack0The 0uardian attacks twice when he takes an attack action. ,arhammer0Melee weapon attack: 5 to hit 5ft. reach one target. Hit: ,*d8(- !ludgeoning damage. This Half@>rc oath!reaker paladin is the personal guard of the masters of the Temple of 4ire Possessions0&arhammer 2late $ail 6hield 0olden ;ecklace and $edallion ,(5)gp- gold ring with violet garnet ,F5)gp- **ep *Fgp Fpp
Possessions0"# chain shirt shield red silken ro!e with fur lining and gold em!roidery ,5))gp- golden neckplace and medallion with ru!y set i n it ,*(5)gp- spell scroll of flame strike, spell scroll of dispel magic, spell scroll of tongues, 5gp ::pp warhammer
(). 9udience #ham!er This encounter involves two rare magic items and while there is a temptation to remove them I have already vastly reduced the num!er of magic items in the previous encounter. 9dding !oth magic items keeps this as a hard encounter. $em(le ,ar Leader0 use Veteran" $$ p.:5) **))3p ;otes" replace long sword with flame tongue, add rope of entanglementJ replace ongsword with action *lame $onge Melee weapon attack: 5 to hit 5ft. teach one target. Hit: F ,*d8 :- slashing damage and F ,(d- fire damage. 9dd Ro(e of Entnglement Magical effect!()ft. reach one target. Hit: The target of this attack must make a D# *5 de3terity saving throw or !e restrained. The Temple &ar eader may release them !y spending a !onus action to speak a command word. The creature may attempt to escape on their round as an action !y making a D# *5 strength check. %aise #% to 1 Bg&ears -/0 $$ p.:: 1))3p $reasre0 0olden necklace with medallion and garnet inset ,F5)gp- ep ()gp pp 5 Tiger Eyes ,*)gp ea- TurOuoises ,*)gp ea.2ilestone0 9ward the 2#s *8))3p for defeating 9llrem and the #urate in area ()5 the Temple &ar eader in ()
()F. 2earlescent %oom This room has !een falsely enchanted to register as if it were under a consecrate spell. The crystal BmirrorC proAects an angelic version of whomever sits on the other side so long as there is a source of light within room ()8. The werewolves in room ()8 will attempt the 2#s that they can add a B!lessing of holinessC temporarily to their weapons and awaken those magic items left in the room B9s if kissed !y the rays of dawn.C They are e3cellent liars although the 2#s should !e a!le to oppose their #harisma ,Deception- checks with &isdom ,Insight- checks. ou may wish to give the werewolves advantage as they have pulled this scam off several times !efore.
()8. 6ecret %oom The &erewolves scam o!viously should have let them rack up at least a few magical weapons if it had worked in the past and so I have left a few minor items here !ut vastly reduced their power. This secret door should !e hard to spot casually ,D# () &isdom ,2erception- check- !ut easy to find if you are deli!erately looking ,D# *: Intelligence ,Investigation- check.,ere%olves -/0 $$ p.(** *1)) ;otes" %aise their Intelligence to *( and their #harisma to *1. 9dd Deception1 to skills. $reasre0 6ilver service ,15)gp- *8 sprigs wolfs!ane dagger "# short sword "# 5 silvered daggersJ under a flagstone found with a D# *5 Intelligence ,Investigation- check" *(7sp (( arrows *7 silver@tipped arrows * long!ow * short!ow 1 light cross!ows 8( cross!ow !olts : daggers * holy sym!ol of 6t. #uth!ert ( holy sym!ols of %ao mace hand mirror ( spears longsword.
()7. a 6ecret Door This secret door can !e detected with aD# () &isdom ,2erception- check or a D# *: Intelligence ,Investigationcheck.
(*). >ctagonal #ham!er The glyph of warding at the altar is triggered if anyone attempts to touch the o!Aects on the altar without first speaking a password ,&ah@dahand wearing a silverthe lamen. the glyph is present. triggered#reatures it deploys must a wind wall a spell that curves twists through the area passing through spaceIfof everyone make D# *5 6trength saving throw on a failed save they take *: !ludgeoning damage or half that on a successful save. This also triggers an alarm which alarms the guardian in (*)a. If the !ra'iers are distur!ed have them produce clouds of smoke that heavily o!scures vision and !egins the process of suffocating anyone e3posed. The cloud fills the cham!er for *1 ,1d- rounds. #reatures in the pit at the centre of area (*) after *) rounds of e3posure to the smoke must make a D# *8 #harisma save or !e
teleported to area 9 *. 2ouring holy water on the !ra'iers will summon a ?arlgura ,$$ p.5 *8))3p- to attack everything in the room. This encounter has not !een added to the running e3perience total. $ake the antipathy effect on the ;orthern door a D# *7 #harisma save to approach within *)ft. of the doors. 9 2# that fails must wait another (1 hours !efore trying again. ?reaking down the doors reOuires a D# :) 6trength check. The secret doors in this area should reOuire a D# *8 &isdom ,2erception- test to simply notice or a D# *5 Intelligence ,Investigation- test to discover when deli!erately investigating the room. The stairwell !ehind the secret door to the &est includes a stairwell down to area :)*. !rel&0 use &raith" $$ p.:)( *8))3pJ 1F11)/5))) $reasre0 ( golden !ra'iers ,(5))gp ea.- ( crystal knives ,(5)gp ea.- crystal !owl ,*(5)gp$reasre ->&/0 found only !y searching area (*)! and making a D# *5 Intelligence ,Investigation- check, censer of controlling air elementals!
(**. #orridor of the Elements #haracters ending their turn in the east corridor must make a D# *5 #onstitution save. >n a failed save they take ** ,(d*)- fire damage or half that on a successful save. #haracters ending their turn in the west corridor must make a D# *5 6trength save. >n a failed save they !egin to suffocate. #haracters hat approach the door to the north are struck with a frigid and !lustering wind. They must make a D# *5 6trength save. >n a failed save they are pushed !ack :)ft. and take ** ,(d*)- cold damage or half that on a successful save. (*(. Temple of 4ire This room is comple3 and in places nonsensical and in need of clarification and simplification. I recommend the following modifications to the temple" The !lack charcoal registers as magic with an illusion aura. &hen !urned it causes a chiming sound. The characters in area ()5 will investigate if still alive. #haracters and o!Aects that fall into the fire pit suffer (d*) fire damage per round. The oil registers as magical with a conAuration aura and also registers as desecrated with divine sense or detect evil and good... although so will the whole temple. It is also luminous ,ignore the continual light idea9nything other than copper and the altar e3posed to the oil takes 1d*) necrotic damage. $eddling with the altar !efore pouring the oil form a copper vessel onto the altar triggers the magic mouth! >nce the altar is treated with the oil tossing a living !eing into the fire pit or a treasure worth at least 5))gp results in the characters gaining fire resistance for (1 hours as a charm. The salamanders appear whether the 2#s complete the sacrifice or notJ they will initially !elieve they are present to witness a ritualJ if the 2#s are dressed as priests of the Temple of 4ire they may !e a!le to !luff their way out of com!at. The salamander encounter as is would !e guaranteed to !e lethal against a party I have reduced the num!er of ceatures to one full@grown slamander and two fire snakes which would !e a hard encounter for a party of four 5 th level characters. Do not use the mirror image effect immediately !ut have the salamanders materiali'e slowly give the players ( rounds to prepare. •
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Salamander ->/0 $$ p.( *8))3p *ire Snakes -/0 $$ p.(5 1))3p $reasre0 0old filigree" ,5))gp-
(*:. Hall of Verdigris This room is e3tremely !i'arre and difficult to run. I recommend discarding the concept of 'om!ies in gargoyle cloaks altogether and replacing them with plain old gargoyles. The +uggernaut is an e3tremely strange concept and hard to track as written. Instead I recommend setting up the Encounter thusly"
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&hen the 2#s enter the room the gargoyles watch intently to ensure that the greeting and offering ritual is o!served. $any creatures in the region know the ritual and can perform it. If the 2#s attempt to perform the ritual and do so incorrectly or they attempt to proceed past the curtain the gargoyles will attack. If the gargoyles attack they represent wave * of a multi@part encounter. The underpriests arrive in round . If the ritual is performed correctly the gargoyles let out hooting noises which call the underpriests from room (*1. The underpriests will arrive five rounds later. The +uggernaut will only attack if ?elsornig or the 0argoyles are killed effectively !ecoming wave : of the encounter. 9dd the ?ug!ears in room (() only if the 2#s are in good shape after defeating the +uggernaut.
&ave * +argoyles -7/0 $$ p.*1)J *8))3p &ave (
(*1. ounge )nder(riests -/0 use 2riests" $$ p.:18 7))3p $reasre0 on priests" ( gold rings shaped like sea creatures w/ peridot ,5))gp ea.-J in room" malachite service ,()))gp- : drugged fruitsSJ In a secret compartment in the desk found with a D# *: Intelligence ,Investigationcheck" spell scroll of resist poison, spell scroll of true seeing, spell scroll of resist energy 5fire6 in !edroom" 1 te3ts on the elemental evil of water ,(5)gp ea.- 8Fgp (*pp ceremonial !ron'e mace ,*5gp- gold ring with green pearl ,(5)gp- ( potions of water breathing! S 9 character eating one of the drugged fruits must make a D# *5 #onstitution save or !e stunned for *) minutes. During that time the 2# has strange visions and !i'arre drug@induced dreams that the D$ may use to give hints a!out the temple. 9nother option may !e to give the 2#s a charm like the a!ility to detect evil and good once.
(*5. 6alon Canon Belsornig0 see !elow **))3p $reasre0 in room" ivory tray ,5)gp- !owls with serpentine inlay ,(gp ea.- crystal decanters ,(gp ea.- stemmed cups with serpentine inaly ,(gp ea.- : lanterns with continual flame effects ,**)gp ea.- !rass !ra'ier ,:)gp- plate mail shield mace green silk ro!e with thread of gold set with peridot ,()))gp- !ron'e censer covered in verdigris ,*)gp- *) !locks of fine incense ,*)gp ea.- in 6outhern room" !ook of rites of the Temple of &aterS !ooks of lore tridentJ in chest" coral !o3 ,5)gp- *)) tiny seed pearls ,*)gp ea.- cloak of the manta ray, spell scroll of flame strike, spell scroll of control water, spell scroll of control weather, spell scroll of purify food and drink Sike the te3ts found in room ()5 and *:F you may want to include a rite the 2#s can perform involving living sacrifice and committing an evil act !ut which gives them a charm possi!ly to use sleet storm twice.
Canon Belsornig
#uggernaut
med. humanoid ,human- #haotic Evil 8 th level #leric ,Thari'dun-
arge #onstruct unaligned
Armor Class *8 ,half plate "#Hit Points 11 ,8d8 8S(eed :)ft.
6T%
DEP
*5,(-
*1,(-
#>; *:,*-
Armor Class * ,natural armourHit Points 8) ,Fd*( :5S(eed *)ft.
I;T *)
&I6 (),5-
#H9 *1,(-
Saves0 &is 81 #ha 5 7 Intimidation %eligion 1 Skills 9rcana Insight Senses 2assive 2erception *5 Langages #ommon 9Ouan 9!yssal 0o!lin Challenge #hallenge %ating 1 ,**)) 3p-lessing o' the 0ickster: ?elsornig may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. loak o' Shadows: 9s an action ?elsornig may use one use of his #hannel divinity a!ility to !ecome invisible until the attacks casts a spell or the end of his ne3t turn. Spellcasting: ?elsornig is an 8 th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *F 7 to hit with spell attacks.- ?elsornig has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, create or destroy water, cure wounds, disguise self, sanctuary J (nd level ,: slots-" calm emotions, hold person, protection from poison, mirror image, pass without trace, silence :rd level ,: slots-" beacon of hope, bestow curse, blink, dispel magic, protection from energy, spirit guardians, water walkJ 1th level ,( slots-" control water dimension door, divination, polymorph
9#TI>;6 2ltiattack0?elsornig attacks twice per round with his mace of smiting. 2ace of Smiting0Melee weapon attack: to hit 5ft. reach one target. Hit: ,*d8(- and 1 ,*d8- poison damage !ludgeoning damage. Sacred *lame" ?elsornig may target any creature withing )ft. The target must make a D# *5 De3terity save. >n a failed save the target takes (d8 radiant damage The target gains no !enefit from cover on this save. "nvoke !(licity0?elsornig can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action ?elsornig may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth ?elsornig and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy. The $aster of the Temple of &ater ?elsornig is as manipulative and cunning opponent. Possessions0ring of free action, mace of smiting half plate "# gold !elt set with lapis and malachite ,5))gp- (*gp *1pp key to chest in (*5 gold ring w/ peridot !e'el ,5))gp-
6T% (*,5-
DEP 1,@:-
#>; (),5-
I;T ,@(-
&I6 *)
#H9 :,@1-
!amage Resistances0 !lugeoning piercing and slashing damage from nonmagical weaponsJ !amage "mmnities0 poison psychic Condiiton "mmnities0charmed e3haustion frightened paralysed petrified poisoned Senses Darkvision )ft. 2assive 2erception *) Langages understands one language of creators choice Challenge #hallenge %ating F ,(7)) 3pAcceleration0The +uggernaut is capa!le of !uilding incredi!le speed as it moves. 4or every round that it moves in a straight line in adds *)ft. To its !ase speed to a ma3imum of *()ft. 9 Auggernaut must spend an action reducing its speed to *)ft. 2er round in order to turn or stop moving. False Appearance: &hile a Auggernaut remains motionless it is indistinguisha!le from an ordinary o!Aect.
9#TI>;6
2ltiattack09 Auggernaut may attempt four slams and an overrun action each turn. Slam Melee weapon attack: 8 to hit reach *)ft. one targetJ Hit 7 ,*d8 5!ludgeoning damage. 3verrn0The Auggernaut moves up to its speed while doing so it can enter large or smaller creatures spaces. &henever a Auggernaut enters a creatures space the creature must make a D# * De3terity saving throw. >n a successful save the creature can choose to !e pushed 5ft to the side of the +uggernaut. If the creature chooses not to !e pushed it suffers the conseOuences of a failed save. >n a failed save the +uggernaut enters the creatures space and the creature takes * ,(d*) 5- !ludgeoning damage and is knocked prone and restrained. If a creature !egins its turn prone and in the same space as the Auggernaut it takes an additional ** ,(d*)- !ludgeoning damage and may spend an action to attempt a D# * De3terity check to spend ()ft. >f its movement to !ecome prone 5ft. to the side of the Auggernaut. 9 +uggernaut is a !i'arre construct made of the flesh of mimics fused with war machinery and a stone carpace. They often appear to !e idols fortifications or statues until commanded to attack at which point they !ecome unstoppa!le war machines rolling towards enemies while lashing stone@tipped pseudopodia at anything it passes. Bilt for ,ar0The +uggernaut is designed for one purpose to overrun armies crushing do'ens of men under its wheels or treads at a time while !ludgeoning those who try to get out of its way while it passes. Constrct09lthough partially made from the flesh of mimics and oo'es the +uggernaut is a constructJ it does not need to eat sleep or !reathe.
(*. 2ool cham!er The elemental Intelligence in this room was a strange and unnecessarily comple3 encounter. I have reconceptuali'ed the Intelligence as an intelligent oo'e with some nasty a!ilities. Elemental "ntelligence" see !elow *8))3p $reasre0 :( apis la'uli fragments ,*))gp ea.- coral scroll case ,5)gp2ilestone0 9ward the 2#s with an additional (8))3p for defeating ?elsornig and his
(*F. Triangular %oom The owl!ear !egins the round restrained if it notices the 2#s and makes noise the Troll in area (*8 will arrive in three rounds and attack the 2#s after setting it free. This makes it effectively a multi@part encounter. The >wl!ear on itslimited own isrange an easy encounter com!ined thearrival troll would a hard encounter although with the >wl!ears of motion and and the delay in thewith trolls it is at!e!est a medium encounter. Trolls get no advantages for wielding weapons in this edition other than reach so I decided to leave out the fauchard@ fork. &ave * 3%l&ear0 $$ p.(17 F))3p &ave ( $roll0 $$ p.(7* *8))3p $reasre0 :)cp :)sp :)ep :)gp (*8. 9!andoned 6toreroom This is where the 2#s will encounter the troll if they did not fight him along with the owl!ear in room (*F. $reasre0 cask of wine *)7ep 81gp 11pp
(*7. The %oom of ?ones $roll Chief0 see >ohlgirst !elow (:))3p ;ote" &hile the >ohlgrist is wearing a ring of fire resistance fire does not negatively effect his regeneration a!ility. &hen the players use fire on the troll allow a D# *5 &isdom ,2erception- test for them to notice that the trolls ring shimmers. $reasre0 potion of greater healing
((). 6ide %oom %oom (*: is already a punishing series of encounters with gargoyles Auggernauts underpriests and possi!ly #anon ?elsornig. The ?ug!ears could turn an already potentially deadly encounter into a T2=. >n that !asis I suggest having them anticipate watching the 2#s fight the Auggernaut with glee if they approach from the 6outh. If the 2#s flee the +uggernaut have the !ug!ears stalk and attack them afterwards. If they defeat the +uggernaut have the ?ug!ears keep their heads down unless they hear ?elsornig call for help. If the 2#s instead start fighting in room ((( have them rush to their 9llies aid. Bg&ears -7/0 $$ p.:: 8))3p $reasre0 ?attlea3e
((*. Inner #ham!er 3gre0 $$ p(:F 15)3p $reasre0 on >gre" : silver hairpins ,*)gp- !rass candlestick ,5sp- 1*7 cp (8( sp (: ep *:: gp 1pp
Elemental /ntelligence
*o$lgirst
Huge >o'e #haotic Evil
arge 0iant #haotic Evil 4ighter 1 th level
Armor Class Hit PointsF5 ,*)d*( *)S(eed )ft.
Armor Class *F ,!one armour protectionHit Points ** ,*(d*) 5)S(eed :)ft.
6T% *1,(-
DEP :,@1-
#>; *:,*-
I;T *1,(-
&I6 *,:-
#H9 *8,5-
6T% (),5-
!amage "mmnities0piercing slashing !ludgeoning poison fire thunder !amage Vlnera&ility0cold Condition "mmnities0!linded deafened e3haustion grappled prone restrained Skills 9rcana Deception 7 Insight F 2ersuasion 7 Senses?lindsight 1)ft. ,!lind !eyond this radius- 2assive 2erception *: LangagesTelepathy Challenge#hallenge %ating 5 ,*8)) 3p-
*alse A((earance0&hile motionless the elemental intelligence is indistinguisha!le fro a pool of ordinary water. *ree#ing0when the elemental intelligence takes cold damage it is stunned for *d1* rounds. LiIid Body09ny large or smaller creature may enter the intelligences space. >nce within it it the elemental Intelligence may choose to grip it with pressure. 9ny creature !eginning its turn within the elemental intelligences space must D# *5 strength saving throw. >n a successful saving throw the character may move normally as though swimming and may choose to make a D# *5 6trength ,9thletics- test as an action to !ecome prone 5ft to the side of the intelligences space. >n a failed save the creature is restrained and takes *: ,1d- points of acid damage. If the target is wearing nonmagical metal armour its armour is partly corroded and takes a permanent cumulative @* penalty to the 9# it offers. The armour is destroyed if the penalty reduces its 9# to *). #reatures restrained in this way !egin to suffocate. Corrosive *orm09 creature that touches the elemental intelligence or hits it with a melee attack within 5ft. of it takes 1 ,*d8- points of acid damage. 9ny nonmagical weapon made of metal that hits the elemental intelligence corrodes. 9fter dealing damageakes a permanent and cumulative @* penalty to damage rolls. If its penalty drops to @5 the weapon is destroyed. ;onmagical ammunition made of metal that hits the elemental intelligence is destroyed after dealing damage. "nnate S(ellcasting0The Intelligences innate spellcasting a!ility is #harisma ,spell save D# *5- rit can innately cast the following spells" 9t &ill" detect magic minor illusion :/day" detect thoughts, ma-or image, phantasmal force, suggestion */day" contact other plane slow
9#TI>;6 Consme 2agic0The elemental intelligence may target one magic item carried !y a creature in its space. The owner must make a D# *5 Intelligence saving throw. >n a failed save the o!Aect !ecomes nonmagical. The Intelligence regains 5 ,*d*)- hit points for a common or uncommon o!Aect ** ,(d*)- hit points for a rare or very rare o!Aect. It cannot effect legendary o!Aects.
%E9#TI>;6 Consme0The elemental intelligence may spend its reaction to attempt to use its #onsume $agic a!ility on a magical weapon that strikes it.
DEP *:,*-
#>; (),5-
I;T F,@(-
&I6 7,@*-
#H9 F,@(-
Saves 6trength 8 #onstitution 8 !amage Resistances 4ire Skills 2erception* Senses Darkvision )ft. 2assive 2erception ** Langages 0iant Challenge #hallenge %ating ,(:)) 3p,een Smell: >ohlgrist has advantage on & isdom ,2erception- tests related to smell. 1egeneration: >ohlgrist regains *) hit points at the start of his turn. If he takes acid or fire damage this trait doesnt function at the start of his ne3t turn. >ohlgrist only dies if he starts his turn with ) hit points and doesnt regenerate. &hile >ohlgrist wears his ring of fire resistance fire does not prevent him from regenerating. Action Surge ->=day/0>n >ohlgrists turn he may take one additional action and possi!ly one additional !onus action at the top of his turn. Second )ind ->=short rest/0>ohlgrist may use a !onus action to regain *d*)1 hit points. *mproved ritical: >ohlgrists weapon attacks score a critical hit on a roll of *7 or ().
9#TI>;6 2ltiattack0>ohlgrst makes three attacks" on withhis !ite and two with his claws. Bite. Melee weapon attack: 8 to hit reach 5ft. one targetJ Hit 8 ,*d 5piercing damage. Cla%. Melee weapon attack: 8 to hit reach 5ft. one targetJ Hit *( ,(d 5slashing damage. >ohlgrist is a troll chieftain who is currently visiting the Temple of Elemental Evil !oth the 4ire Temple and &ater Temple are courting him in the hopes that he will !ring in his clan to serve their temple. Possessions0ring of fire resistance, necklace of adaptation, !one armour ,*5 up to ( points of de3 modifier disadvantage on stealth- gold necklace with four small ru!ies ,((5)gp- Aewelled !elt with silver and Aade inlay ,(5))gp-
(((. %oom () 3() This room can possi!ly trigger off a multipart encounter where the !ug!ears from room (() Aoin the fight after two rounds and then they call the ogre from ((* when they are down to only a few survivors. Even with all of these creatures involved this should still !e a managea!le !attle for a party of 5 th level characters. &ave * Bg&ear +ards -7/0 use ?ug!ears" $$ p.:: 8))3p Bg&ear Chief0 $$ p.:: F))3p &ave ( Bg&ears -7/ from area (() &ave : 3gre0 from area ((* $reasre0 >n chief" ep * gp *) pp 1 hematites ,*) gp ea.-J >n !ug!ears 11cp :Fep 5*gp
(((a. 6tariwell 4or reference this stairwell goes to area :*(
((:. +um!led %oom If attacked from the west they will call the !ug!ears from room ((1 who will arrive in ( rounds. &ave * Bg&ears -/0 $$ p.:: *())3p &ave ( Bg&ears -7/0 see area ((1. +nolls -/0 see area ((1. $reasre0 :*gp *Fpp
((1. %oom () 3 () Bg&ears -7/0 $$ p.:: 8))3p +nolls -/0 $$ p.*: 1))3p $reasre0 5*sp 1Fep 18gp
((5. 0rim %oom Kelno0 see !elow $reasre0 #assock of silver cloth with Aet and crystal !eads ,*)))gp- ** suits of armour designed for !ug!ears 1 !attlea3es glaives F maces 8 morning stars *)) arrows * spears !astard swordJ In locked chest with poison needle trap ,D$0 p.*(:-" *Fsp (8ep **gp 2ilestone0 0rant the 2#s a !onus of *8))3p for slaying or running off =elno and thus removing the Temple of 9ir.
((. =itchen If the player characters corner and attack =elno have him escape !y way of the secret door ,>therwise a D# *8 &isdom ,2erception- check to spot or a D# *8 Intelligence ,Investigation- check if the room or !end in the hallway is searched. Bg&ears -7/0 $$ p.:: 8))3p +o&lins -7/0 $$ p.* ())3p
-refect 'elno
Countess Tila$i of Celene
med. humanoid ,human- #haotic Evil 8 th level #leric ,Iu'-
medium humanoid ,High elf- #haotic 0ood 8 th level 4ighter
Armor Class * ,studded leather cloak of protectionHit Points :7 ,Fd8 FS(eed :)ft.
Armor Class *5 Hit Points 5( ,8d8 *S(eed :)ft.
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Saves0 &is F 5 Skills Insight F#ha Intimidation 5 2ersuasion 5 %eligion : Senses 2assive 2erception *5 Langages #ommon 9uran 9!yssal 0o!lin Challenge #hallenge %ating 1 ,**)) 3p-lessing o' the 0ickster: =elno may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. loak o' Shadows: 9s an action =elno may use one use of his #hannel divinity a!ility to !ecome invisible until the attacks casts a spell or the end of his ne3t turn. Spellcasting: =elno is a F th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *5 F to hit with spell attacks.- =elno has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, cure wounds, command, disguise self, sanctuaryJ (nd level ,: slots-" calm emotions, hold person, protection from poison, mirror image, pass without trace, silence :rd level ,: slots-" beacon of hope, bestow curse, blink, dispel magic, protection from energy, spirit guardiansJ 1th level ,( slots-" dimension door, divination, polymorph
9#TI>;6 2ltiattack0=elno attacks twice per round with his dagger of venom. !agger of Venom. Melee weapon attack! to hit reach 5ft. one target. Hit 5 ,*d1:- piercing damage. >nce per day =elno may take an action to cause the dagger to coat itself with poison. #reatures struck !y the poisoned dagger must make a D# *5 constitution save or take an additional (d*) poison damage. Sacred *lame" =elno may target any creature withing )ft. The target must make a D# *5 De3terity save. >n a failed save the target takes (d8 radiant damage The target gains no !enefit from cover on this save. "nvoke !(licity0?elsornig can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action ?elsornig may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth ?elsornif and the duplicate within 5ft. of an enemy he gains advantage on melee attacks against that are enemy. The $aster of the Temple of 9ir =elno is desperate and prefers parlay to !atle. Possessions0dagger of venom, cloak of protection studded le ather armour
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Saves0 6tr ( #on 1 : 2eception : ,adv.- 2ersuasion1 Skills History Insight Senses2assive 2erception *) Langages#ommon Elven 6ylvan 9ncient 6uloise Challenge#hallenge %ating : ,F)) 3p-
Action Surge ->=day/0>n Tilahis turn she may take one additional action and possi!ly one additional !onus action at the top of his turn. Second )ind ->=short rest/0Tilahi may use a !onus action to regain *d*)8 hit points. ursed: #elene is currently under a curse effect that forces her to make a D# *F Intelligence check each time she tries to cast a spell. This effect can !e removed with a remove curse! Spellcasting: Tilahi is an 8th level spellcaster. Her spellcasting a!ility is Intelligence ,6pell 6ave *1 to hit with spell attacks.- Tilahi knows the following wi'ard spells. #antrips ,9t &ill-" shocking grasp, true strike *st level ,1 slots-" burning hands, mage armour, protection from good and evilJ (nd level ,w slots-" mirror image, scorching ray
9#TI>;6
E1tra Attack0Tilahi makes two weapon attacks per round. >n a round where she uses her action to cast a cantrip she may make one weapon attack as a !onus action. Shocking +ras(.Melee spell attack: to hit 5ft. reach one target. Hit: 7 ,(d8- lightning damage. Bond Blade0Melee weapon attack: F to hit 5ft. reach one target Hit: 7 ,*d8- melee damage. 9s an action tilahi can summon her !ound !lade a rapier "# to her hand if she is not !ound. #ountess Tilahi is a peer of the faerie kingdom of #elene. Possessions0!ound !lade
((F. The Hall of Triumphal Evil The stairwell here is also !ound with repelling runes. The antipathy effect on the stairwell reauires a D# *7 #harisma save to approach within *)ft. of the stairwell. 9 2# that fails must wait another (1 hours !efore trying again. ?reaking down the doors reOuires a D# :) 6trength check. Evil creatures automatically fail this save.
((Fa. 6tairway 4or reference this stairway leads to area :(8a.
((8. 2rison %oom This encounter would !e far too easy for the 2#s as written I have upgraded the Aailer here from a mere !ug!ear to a !ug!ear chief although he no longer carries a magic sword. Bg&ear0 use ?ug!ear #hief" $$ p.:: F))3p 3gre0 $$ p.:(F 15)3p $reasre0 on ?ug!ear" *8sp 1gp :ppJ
((8a. #ells of the &ater Temple &ith Tilahis unusual com!ination of classes I thought it migh !e appropriate to make her an Eldritch knight and give her the a!ility to summon a rapier once un!oundJ this will make her a potentially powerful ally if the 2#s choose to escort her to safety. To sue many of her other spells woud reOuire that she !ind a new arcane focus. 0ive the 2#s appropriate 3p for li!erating #ountess Tilahi 6ir +uffer and the other elves. Have the reward arrive for them in Hommlet (8 days after her rescue. Contess $ilahi of Celene0see a!ove F))3p Sir 9ffer0 use >tis **))3p ;ote" remove all gear 9# ** add Oualitycursed: 6ir +uffer cannot cast spells without making a D# *F intelligence test. This effect can !e ended with a remove curse! add action" )narmed strike Melee weapon attack: 5 to hit 5ft. reach one targetJ 1 !ludgeoning damage. %educe #% to 1. *)) Elves -/0 use 0uards 5)3p Re%ard0 elven chain full suit, unicorn horn ring ,*)))gp- with sympathy effect for
((8 !. #ells of the 4ire Temple 9s the ?rigand is a hirea!le ;2# make sure he has a !ackground and name. I use the name +aphy for this character. Brigand0 use ?andit #aptain $$ p.:1 ())3p ;ote" remove studded leather 9# *: remove scimitar replace scimitar action with )narmed strike Melee weapon attack: 5 to hit reach 5ft. one target. Hit: 1 !ludgeoning damage. %educe #% to *. 2erchants0 use #ommoner" $$ p.:1F ()3p
(:). 0ar!age %oom 4or the >cs to find the items listed as B!uried in trashC have them roll a D# *: #onstitution save or !e tool ill to keep looking. Those that succeed their save will find the coins and must make an Intelligence ,Investigationtest on a roll of *: they find the platter on a *5 they find the platter and !racelet. However they must also make an additional D# ** #onstitution save or contract 6ewer 2lague. #lever uses of prestidigitation locate ob-ect, or unseen servant might allow them to find things Ouickly enough to avoid this nastiness. 3tygh0 $$.(18 *8))3p $reasre0 spell scroll of friends, spell scroll of magic missile,spell scroll of knock, spell scroll of mirror image, spell scroll of web, spell scroll of slow! ?uried in Trash" gold platter ,:)) gp- (( cp :1sp *7ep (5gp (:pp platinum !racelet set w/ four opals ,5)))gp-
(:*. %oom of 4our Elements If the 2#s approach the room from the 6outh give the !ug!ears advantage on a & isdom ,2erception- test to detect them coming using the lowest 6tealth check result of an approaching character or a D# of *) whichever is higher. Bg&ears -7/0 $$ p.:: 8))3p $reasre0 (8sp (:ep :1gp
(:(. 6alon If the ?ug!ears in (:* detect the 2#s coming they will alert the !ug!ears here turning this into a massive multi@ part com!at am!ush. Have the !ug!ears in %oom (:( roll a D# *5 &isdom ,2erception- test to hear fighting in room (:* ahead of time. In either case this !ecomes an am!ush. Have the females test morale when four or more of the males are dropped to ) hit points or if they are caught in the area effect of hostile spells ,D$0 p(F:-. If they succeed they will Aoin the fight if not they will surrender and move as far from the fighting as possi!le. The third wave should arrive after seven or more !ug!ears have died. This is a punishing series of hard@to@deadly encounters. ?e mindful of enemy morale once the ?ug!ear chief and ieutenant are out. &hen one of them falls roll morale for the surivors and consider having them retreat to (:: and !ar the door giving the 2#s a reprieve. &ave * Bg&ear 2ales -F/0 use ?ug!ear $$ p.:: *1))3p &ave ( Bg&ear *emales -/0 use ?ug!ear $$ p.:: *())3p &ave : Bg&ear Chief0 see area (:: Bg&ear Lietenant0 see area (:: Comely Bg&ear *emales -:/0 see area (:: $reasre0 on males" (5sp *8ep (FgpJ on females" *8sp *1ep ((gp
(::. 6ide %oom Bg&ear Chief0 $$ p.:: F))3p ;otes" Increase 6tr to *8 ,* tohit and damage w/ morning starBg&ear Lietenant0use ?ug!ear #hief" $$ p.:: F))3p ;otes" %emove 8eart o' 8ruggek Comely Bg&ear *emales -:/"
(:1. 6torage %oom The 6u@$onster is essentially a psionic ape always under the effects of haste with some psionic attacks. &ithout it or the 0irallon to replace it the ne3t !est option would !e a ?arlgura DemonJ it is easy given the !ackground given on the 6u@$onster to see the possi!ility of a !ound demon getting loose from its guard duties and feasting on orcs and go!lins in the region. 0iven the space it has to work with the larger si'e of the ?arlgura still makes perfect sense. Barlgra0 $$ p.5 *8))3p
(:. #istern %oom %eOuire a D# *: De3terity ,9cro!atics- not to slip and slide into the deep part of the cistern if they attempt to wade into the water. >nce they have fallen in they must make a D# ** 6trength ,9thletics- test to stay afloat until they are rescued. If they fail they are su!merged and holding their !reath force another check every rund ,with disadvantage from disorientation and the sliminess of the water- until they drown or surface. I decided to offer the 2#s a sentinel shield rather than simply downgrading the shield ". to a shield "# here to keep this floor from having too many rare magic items. $reasre0 sentinel shield
(:8. 2adlocked %oom 2icking the lock reOuires a D# *5 Intelligence check with Thieves Tools otherwise reOuire a D# () 6trength test to !reak it down or 1)hp worth of damage to the door ,D# *5- with enough of a racket made !y that to give the guards in room (1* a chance to hear the 2#s. >ne thing this campaign does not offer is e3tra@dimensional carrying space and yet much of the treasure here includes tapestries !arrels of fine spirits etc. so I decided to place an e3tra bag of holding here. $reasre0 * chain mail for small character ornate plate mail armor for dwarf ,()))gp- 8 !ackpacks *1 vials holy water ( !ullseye lanterns : hooded lanterns theives tools ( mallets ( map cases map of #elene 5 mirrors *F parchment sheets ** !elt pouches : hempen ropes ,5)ft. ea- 5)ft. silk rope sacks 5( iron spikes tinder!o3es bag of holding
(1). +unk %oom $reasre0 If the 2#s are willing to take the time to sort through everything and collect the finery they can assem!le :) fine outfits.
(1*. 6ide %oom If approached from the ;orth This is a pretty simple multi@part encounter. The guards at area (1* make a few ranged attacks at the 2#s then disengage to lead them into room (. =eep making morale checks as appropriate. >nce they fail their morale check the leader will flee to area (1: to get help from the !andits. The ?andits willsummon show up 4eldrin a couple of rounds thehold !andits morale letting or the serAeants they will fighting. withdrawIf to (1: and and ?runk. later. ?runk Ifwill !acklose somewhat 4eldrin dodie most of the he fails a morale test takes significant damage or 4eldrin falls he will call his minions from room (11 to help him finish the !attle. &ave * +ards -:/0 $$ p.:1F F53p &ave ( +ards -7/0 from area (1( eader" from area (1( &ave : Brigands -/0 from area (1: Ser;eants -/0 from area (1: &ave 1 *eldrin0 from area (1:a Brnk0 drom area (1:! &ave 5 Hman Bandits -/0 see area (11 Half63rc Bandits -/0 see area (11 Half63rc S%ordsman0 see area (11 $reasre0 18 cross!ow !olts wine mugs hooded lantern 1 pints of oil 7gp :@dragon ante set
(1(. #rooked #orridor $ra(0 The spiked !eam trap is o!vious from within area (1(. ;o spot check is reOuired to see it. It is triggerd when the secret door to area :15 is opened without using a hidden catch on the lever disguised as a torch. 4iguring out how to activate the lever without triggering the trap reOuires a D# *8 Intelligence ,Investigationcheck. Disarming the trap is simple !ut risky reOuiring a D# *: Intelligence check with thieves tools if the check fails however the trap is automatically sprung. &hen activated the trap attacks one target immediately East of the door passing through the door or immediately &est of the door in that order of preference. The target is su!Aect to a melee weapon attack with a 5 !onus. >n a hit it does (d*) piercing damage and knocks the target prone. +ards -7/" $$ p.:1F *))3p Leader0 use Veteran F))3p $reasre0 on guards ((gpJ on leader" gold chain with Aet ,(5)gp-
(1:. %oom () 3 :) Brigands -7/0 use ?andit" $$ p.:1: *))3p Brigand !oor +ards0use ?andit" $$ p.:1: 5)3p ;ote" add hal!erd and action" Hal&erd. Melee weapon attack: : to hit *)ft. reach one target. Hit" 5 ,*d*)slashing damage. Brigand Cross&o%men -/0use ?andit" $$ p.:1: 5)3p Ser;eants-/0 use ?andit #aptain p.:11 7))3p ;ote" add shield 9#*F $reasre0 on !andits *7gpJ on serAeants" 1Fgp
(1:a. #ommanders uarters $ra(0 This dual trap is insidious characters making an Intelligence ,Investigation- will discover the poison needle trap on a roll of *: ,use the trap descri!ed on p.*(: of the D$0- !ut must roll an *8 or !etter to find the poison gas trap as well. It is disarmed !y first using the hidden catch that disarms the needle trap !ut then once the !o3 is partially opened a chain must !e detached from the lid of the !o3 that will otherwise uncork the poisonous fumes. 9llow the 2#s a D# () &isdom ,2erception- to notice the chain at the last second !ut if anyone other than the character opening the !o3 notices they must spend their reaction and succeed on a D# *5 De3terity test to stop their ally from opening the !o3. ?ar!arians with the 4eral Instinct trait get advantage on this roll. >nce the trap is triggerd the room fills with to3ic vapours anyone inside is e3posed to ?urnt >thur fumes ,D$0 p.(58- causing them to make a D# *5 #onstitution save or take *) ,:d- poison damage and each round afterwards they must make an additional D# *5 #onsitituon save or take an additional : ,*d- poison damage. They are cured of the poison when they make three successful saves in a row. *eldrin0 use 6py $$ p.:17 15)3p ;otes" add studded leather armour and cloak of protection 9#*5 add rapier and action Ra(ier. Melee weapon attack: 1 to hit 5ft. reach one target. Hit: ,*d8(- slashing damage. %aise #% to (. $reasre0 on 4eldrin, cloak of protection, silver neck chain with horned red skull medallion ,:)gp- bag of holding, *(cp 7sp **ep *)gp FppJ in room" silver lamp ,*()gp- fine rug ,*(5gp- gold cup ,())gp- golden ewer ,(5)gp- !o3 with gold inlay ,*5)gp-J In trapped chest" F1gp **(pp silver !racelet set with Aade ,*F5)gp- 'ircons ,5)gp ea.- potion of healing, potion of invisibility, spell scroll of nondetection.
(1:!. ieutenants uarters ?runks Dart@launching shield is his own uniOue invention and he is the only character proficient in it. 9nyone else wishing to gain proficiency in this weapon must spend (5) days of down time practising with it. It works as follows" ,e a ( o n Dart@aunching 6hield
Co s t
! am ag e
:5)gp
*d1 piercing
,ei g h t *( l!.
P r o ( e r t ie s 9mmunition ,range ()/1)- heavy loading ,: shots- shield weapon
Shield %ea(on0This weapon dou!les as a shield and thus adds ( to the !earers 9#
Brnk0 use ?andit #aptain" $$ p.:11 **))3p ;otes Half@orc. 9dd dart@launching shield 9# *F. #hange multiattack to the following" 2ltiattack0 ?runk makes two melee attacks with his scimitar. >r ?runk may make three attacks with his dart@launching shield. 9dd the following action" !art6Lanching Shield.Ranged weapon attack: 5 to hit range ()/1) ammunition loading after : shots one target. Hit: 1 ,*d1(- piercing damage and target must make a D# *: #onsitution save" on a failed save the target takes ** ,:d- poison damage and is poisoned for one minute. >n a successful save they talke half that poison damage and do not gain the poisoned condition. %aise #% to 1 $reasre0 >n ?runk" Dart@aunching shield poisoned darts gold earring with ru!y chip ,5))gp- 8ep *gp
(11. ounge If the 2#s approach from the south !egin the !attle descri!ed in area (1* only reverse the waves down to wave (. The guards in wave * ,area (1*- remain at their post. Hman Bandits -/0 $$ p.:1: 5)3p Half63rc Bandits -/0 use 0uards" $$ p.:15 5)3p Half63rc S%ordsman0 use Veteran" $mp.:5) F))3p $readre0 on human !andits" 5gp on half@orc !andits cp ep gp (pp on ha lf@orc swordsman" :cp :sp :ep :gp *pp fine dagger with tourmaline set in pommel ,*F5gp-
(15. %eception Hall The $inotaur here is faking !eing a statue and at a distance greater than *5ft. it takes a D# *8 &isdom ,2erception- test to notice the su!tle movements indicating life. >nce 2#s close within ()ft. It will attack likely gaining surprise. 2inotar0 $$ p.((: F))3p $reasre0 *: agates ,*)gp ea.- scroll of magic circle
(1. #ircular 6tairway 4or %eference this 6tairway leads to area *5.
Dungeons of Elemental Evil" evel Three If the 2#s complete every challenge in Dungeon 4loor ( they should !e on the cusp of th level ,with a total of 8FF:53p- I therefore Audged the difficulty of encounters for the 2#s as if they were th level in areas :)* @ :)5 :)7 @ :*( and ::5 @::8. >nce they were likely to have accrued the last few e3perience points they needed to earn F th level I !egan Audging the difficulty of encounters assuming four Fth level characters.
:)*. Domed He3agonal #ham!er Two trolls at a time is nearly a deadly encounter for a th level party let alone four of them. I recommend on that !asis !eing very cautious. Have two of the trolls resting and inattentive reOuiring them to roll a &isdom ,2erception- check with a D# of *) or the lowest 2# De3terity ,6tealth- check with disadvantage while one sleeps and does not Aoin the !attle. The alert troll will come out within one round of the 2#s !eing heard and the doors make enough of a racket opening that the 2#s should not !e surprised. >nce the fighting !egins have the other trolls roll &isdom ,2erception- again the drowsing ones keeping their disadvantage. If they hear they arrive on round 1. 9fter round have the last troll wake !ut have disadvantage on his &isdom ,2erception- checks until round F.
:)(. %oom () 3 :) The secret door in this room should reOuire a D# *8 &isdom ,2erception- test to spot or a D# *5 Intelligence ,Investigation- check to find if searching the room actively. $roll0 $$ p.(7* *8))3p $reasre0 *:cp 7sp *5ep *Fgp *8pp key to :)a
:):. %oom () 3 :) $roll0 $$ p.(7* *8))3p $reasre0 ()cp (sp *1ep *1gp **pp key to :)!
:)1. %oom () 3 :) $roll0 $$ p.(7* *8))3p Treasure" Fcp *5sp *Fep 8gp *)pp key to :)c
:)5. %oom () 3 :) $roll0 $$ p.(7* *8))3p Treasure" **cp *:sp *7ep *)gp 5pp key to :)d
:) 6Ouare #ham!er Ettin" $$ p.*:( *8))3p ;otes" *)5 hit points. %eplace morning star with oil@soaked greatclu!. >n the first round of com!at it only attacks with the !attlea3e !ut in later rounds add this action" *laming +reatcl&. Melee weapon attack F to hit reach 5ft. one target. Hit: *1 ,(d8 5- !ludgeoning damage and ** ,:d- fire damage. %aise #r to 5. $reasre0 giant weasel pelt ,5))gp-
:)F. 0rotto To provide a medium encounter for characters who are likely F th level or a harder one for th level characters the eucrottas work !est as #%1 opponents. I constructed them with that in mind. Lecrotta -/0 see !elow (())3p $reasre0 chain mail "#, !attle a3e 5 cross!ow !olts ( : amethsysts ,*))gp- belt of many pockets
Belt of Man" -oc&ets
Leucrotta arge Monstrosity, chaotic evil
(ondrous Ctem, rare 5re=uires attunement6 This !road !rass and red silk !elt has a num!er of pockets with ornate clasps on the inside. There are eight groups of three pockets.
Armor Class * ,natural armourHit Points 15 ,d*) *(S(eed 5)ft.
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!amage Resistance ?ludgeoning 2iercing and 6lashing from non@magical weapons Skills Deception : 6urvival : Senses Darkvision )ft. =een 6mell 2assive 2erception *: Langages #ommon 9!yssal Challenge #hallenge %ating 1 ,**)) 3p-
,een Smell: eucrottas have advantage on &isdom ,2erception- test involving smell. 2imicry0 The eucrotta can mimic any sounds it has heard. 9 creature that hears a eucrotta can tell they are imitations !y making a D# * &isdom ,Insight- check. This also gives eucrotta advantage on #harisma ,Deceptionchecks to pose as a !eing of another race.
Each pocket is a tiny e3tra@dimensional space. It can carry one o!Aect weighing up to :l!. and !eing no larger than a small !ook !ottle or light weapon. The o!Aect weighs nothing and cannot !e discovered or retrieved !y anyone e3cept the person to whom the !elt is attuned. 9nything larger or heavier than that simply will not fit inside the pocket. 2lacing or removing an o!Aect from the !elt follows the normal rules for interacting with o!Aects. 2lacing the !elt of many pockets inside a bag of holding, Heward8s handy haversack, or portable hole or similar item ,or vice@versa- instantly destroys !oth items and opens a gate to the 9stral 2lane. The gate srcinates where one item was placed inside another any creatures within *)ft. of the gate are sucked through and deposited in a random location on the 9stral plane. The gate then closes. The gate is one way and cannot !e reopened.
1elentless 0rackers: eucrottas have an innate a!ility to track their prey. They have advantage on all 6urvival checks to track creatures and can do so while moving at full speed.
Bac&(iter
9#TI>;6
This cursed spear is made from !lack oak with a !lack !ar!ed head that is decorated with two faces
(eapon 5spear6, *ursed, rare
one sneering and one wailing in misery. 2ltiattack0eucrottas make three attacks in a round two hoof attacks and a !ite. Hoof. Melee weapon attack: to hit 5ft. reach one target. Hit: 8 ,*d81!ludgeoning damage. Bite. Melee weapon attack: to hit 5ft. reach one target. Hit ** ,(d1slashing damage. eucrottas are horse@si'ed creatures that resem!le a strange mi3 of !adger and deer. Instead of teeth they have ra'or@sharp plates of !one. They often lurk in remote places feeding off the local wildlife !ut relish the flush of humanoids. Relentless Predators0>nce a eucrotta has gotten the scent of a mortal it attempts to lure it into an am!ush !efore attacking. They love running down frightened prey. >nce they have chosen their prey they will not rest until they have it and have !een known to stalk a victim for days. Hnting honds of the A&yss0 $any demons claim eucrottas as pets guard dogs and hunting animals. They are often seen in the service of Type II and III demons as minions.
9ttempts to identify it make it appear to !e a simple * spear and it will act as such. However on a roll of * or ( on an attack roll the spear will suddenly !end and warp gouging the wielder for 8 ,*d81points of piercing damage. The wielder must then make a D# * #harisma save or !e cursed" >nce the wielder has !een cursed !y the spear once the backbiter will teleport itself into the wielderUs hands whenever they reach for a weapon. It will continue to attack the wielder whenever an attack roll results in a * or (. If the backbiter is thrown it will turn !ack on the wielder" apply the attack action against the &ielders 9# and have the wielder roll damage normally against himself if it is a hit.
:)7a. 6outh #u!icle
The only way to rid onesself of the !ack!iter is to
)m&er Hlk0 $$ p.(7( *8))3p
have a remove curse cast on it and then to discard it or to trick another into wielding it instead.
$reasre0 Discovered with a D# * 8 &isdom ,2erception- or D# *5 Intelligence ,Investigation- test" elven boots.
:)7!. ;orth #u!icle This is another one of the !ig treasure hoards of the Temple of Elemental Evil that I pared down in gold value as the 2#s reOuire much less gold to !egin with in this edition !ut also !ecause some of the item prices like the perfume are nearly inconceiva!ly e3pensive. $reasre0 wand of lightning bolts, ( Aet earrings ,F))gp ea.- platinum ring with toap' chips ,*)))gp- !elt with woven semi@precious sone !eads ,:))gp- ala!aster flask ,(5gp- rare perfume ,5))gp- *F)cp 75sp 5ep (:gp *FppJ on a further D# *5 Intelligence ,Investigation- test 7 6ardony3es ,5)gp ea.-
:*). 6unlit %oom The num!er of monsters in this encounter was e3cessive making it difficult for a D$ to track. I have removed two of the gargoyles and all !ut enough +ackals to push this up to a hard encounter for a part of F th level characters. I replaced the potion of plant control which no longer e3ists in this edition with a potion of animal friendship which I hope adds a twist of a dark irony after a !attle with a pack of hungry Aackals. 4or similar reasons I replaced the scroll of E3tension I with scroll of web! 9ackal%eres -/0 $$ p.*7: ())3p +argoyles -/0 $$ p.*1) 7))3p 9ackals -F/0 $$ p.::* )3p $reasre0 *)1cp *F*sp (::ep 1*)gp Fpp silver circlet ,(5)gp- ornate silver !racers ,5))gp- potion of animal friendship, spell scroll of spider climb, spell scroll of darkvision, spell scroll of levitate, spell scroll of web,
:**. #ham!er of 6tatues The magical chest in this room is not particularly helpful. I have replaced it with a chest that could !e used as the focus for a 2# casting eomund8s 7ecret *hest and including the formula. &ith no eOuivalent to protection from magic in this edition I decided to give the 2#s a spell scroll of globe of invulnerability. $any of the old cursed items like the ring of delusion are no longer in the D$0. I have developed a description of the 'ackbiter a!ove !ut chosen not to also re@create the ring of delusion! ,ill6o6%is(s0 $$ p.:)* *8))3p $ra(0 The !rass tu!e in front of the !eholder is protected !y a glyph of warding that has an e3plosive runes effect dealing fire damage on it. The save D# is *. $ra(0 The votive in front of the &ight statue contains a torn pouch of the dust of snee+ing and choking when opened have that item disperse to affect all creatures within a 1)ft. radius. ,D$0 p.*$reasre0 1 sapphires ,*)))gp ea.- Inside a !rass tu!e in front of the ?eholder" spell scroll of globe of invulnerabilityJ in front of the Dragon" chest of rare e!ony wood with platinum !indings with ivory inlay ,5)))gp- miniature replica chest ,5)gp- *)) Ouart' chips ,5gp ea.- pages torn out of spell!ook with formula for eomund8s secret chestJ in front of 4ire 0iant" backbiter In front of the %akshasa gold ring ,*))gp-J in front of the &ight" a votive chest of rare woods and ivory ,*)))gp- dust of snee+ing and choking ,see a!ove-
:*(. Earth@4loored 9rea This encounter is fairly easy for 2#s of th or Fth level. To make it more challenging I have added a handful of violet fungus have these grow scattered a!out in the ;ortheastern part of the room. The amia has created an aroma from other fungus that prevents the violet fungus from attacking her !ut to 2#s attacking her illusions or mirror images they provide an additional danger. #onsider the fungus here so tall and with such a miasma of spores that creatures within *5ft. of the edges of the room have partial cover. I gave the amia a !etter weapon ,!ut not a magical one- so that along with the bracers of defense she would !e a #% 5 opponent 4or reference the stairs in this area lead up to (((a. Lamia0 $$ p.()* *8))3p ;ote" wearing !racers of defense 9# *5. 9dd attack +reats%ord. Melee weapon attack: 5 to hit. 5ft. reach one target. Hit: *( ,(d8:- slashing damageJ on the first hit also add ** ,(d*)- poison damage. %aise #% to 5 Violet *ngs -7/0 $$ p.*:8 ())3p
$reasre0 >n amia" gold necklace set with star ru!ies ,:5))gp- bracers of defense, greatsword scaled for a large monster violet fungus repellent ,oil common item lasts (1hours-J in room" !ook on fungiS recipe for violet fungus repellent alchemists kit poisoners kit : !ottles of !asic poison. S&hile I included this item Aust to Austify the violet fungus repellent ,as a means of Austifying the encounter- it may also !e a great way to introduce some lore on Guggtmoy to the 2#s.
:*(a. 6tairwell 4or reference thee stairs lead to area 1)*.
:*: Trap Door The secret in this area leads to area or a D# *: door Intelligence ,Investigationtest.::5. It can !e spotted casually with a D# *5 &isdom ,2erception- tets
:*1. #ham!er of Eyes :*5. He3agonal %oom Bg&ears -/0 $$ p:: *())3p $reasre0 5(sp 1Fgp *8pp
:*. He3agonal %oom Bg&ear Leaders0 use ?ug!ear #hief" $$ p.:: *1))3pJ $reasre0 on !ug!ears" ( gold rings set with !loodstone ,5)gp- electrum armlet ,:)gp- silver !elt !uckle ,*5gp- gold earring ,()gp-J in room" 8 silver plates ,(5gp ea.-
:*F. 2leasure %oom 3gres -:/0 $$ p.(:F *:5)3p 3gre Shaman0 $$ p.(:F F))3p ;otes" hp F7J raise &is to *1J >gre 6haman has the following feature" S(ellcasting0 The >gre shaman is a ( nd level spellcaster his spellcasting a!ility is &isdom ,6ave D# *( 5 to hit with spells-. He has the following druid spells prepared" *antrips 51t will6: druidcraft, guidance, shillelagh *st level" create or destroy water, cure wounds, detect magic, thunderwave %aise #% to : $reasre0 :) gallons of ale
:*8. 2leasure #ham!er I have traded the potion of red dragon control for an eli3ir of health at this point. 6cropp is easily as powerful or dangerous as one of the temple masters upstairs in terms of influence. If he were to leave the eucrotta Ettins ?ug!ears and >gres in this region would leave with him and in all likelihood many other giants allied with the Temple. 9ccordingly eliminating him or talking him into a!andoning the temple should !e considered a maAor milestone. Scro((0 see !elow (7))3p S(lott0 use &org *))3p $reasre0 ((ep (F8:gp 7 agates ,*)gp ea.- 1 tigers eyes ,*)gp ea.- 1 turOuoises ,*)gp ea.- eli$ir of health 2ilestone0 defeat 6cropp and his su!Aects or persuade him to leave. (7))3p.
!cropp
Groaning !pirit
Huge 0iant ,Hill 0iant- #haotic Evil 1 th level 4ighter
$edium
Armor Class *: ,natural 9rmourHit Points *1F ,*1d*( 5S(eed :)ft.
Armor Class *5 Hit Points *)F ,*8d8 :S(eed :)ft.
6T%
DEP
(*,5-
8,@*-
#>; *7,1-
I;T 7,@*-
&I6 7,@*-
#H9 8,@*-
Saves0 6tr 8 #on Skills Intimidation 5F Senses 2assive 2erception 7 Langages #ommon 0iant 0o!lin Challenge #hallenge %ating F ,(7)) 3pAction Surge ->=day/0>n 6cripps turn he may take one additional action and possi!ly one additional !onus action at the top of his turn. Second )ind "#$short rest%: 6cropp may use a !onus action to regain *d*)1 hit points. +reat ,ea(on *ighting0when scropp rolls damage using his greatclu! he re@ rolls any *s and keeps the result. I have reflected this !y increasing the damage of his greatclu!.W
9#TI>;6
6T%
DEP
*,@5-
(),5-
#>; *1,(-
I;T *(,*-
&I6 **
#H9 *7,1-
Saves &is : #harisma 8 fire lightning thunderJ !ludgeoning piercing and !amage Resistances acid slashing from non@magical weapons. !amage "mmnities0cold necrotic poison Condition "mmnities0charmed e3haustion frightened grappled paraly'ed petrified poisoned prone restrained SensesDarkvision )ft. 2assive 2erception *) Langages#ommon Elvish Challenge#hallenge %ating F ,(7)) 3p-
&etect 7i'e: The groaning spirit can magically sense the presence of living creatures up to 5 miles away. 6he knows their general direction !ut not their specific locations. *ncorporeal Movement: The groaning spirit can move through other creatures and o!Aects as if they were difficult terrain 6he takes 5 ,*d*)- force damage i f she ends her turn inside an o!Aect.
9#TI>;6
2ltiattack06cropp makes two greatclu! attacks. 2ltiattack0The groaningspirit makes two corrupting touch attacks. +reatcl&. Melee weapon attack!8 to hit reach *)ft. one target. Hit () ,:d85- !ludgeoning damage. 6cropp is an unsually intelligent hill giant who has taken over one of the pleasure rooms in the Temple of Elemental Evil where he now presides as B=ingC over the creatures in areas :*1@:*F. Possessions0?lack !ear hide cloak with silver skull clasp ,5)gp-
Corr(ting $och.Melee weapon attack! 8 to hit reach 5ft. one target. Hit: *5 ,:d5- necrotic damage. Horrifying visage0Each non@undead creature within )ft. of the groaning spirit must succeed a D# *5 &isdom saving throw or !e frightened for * minute. 9 frightened target can repeat its saving throw at the end of each of its turns with disadvantage if the groaning spirit is within line of sight ending the effect on a success. If a targets saving throw is successful or the effect ends for it the target is immune to the groaning spirits horrifying visage for the ne3t (1 hours. )ail "#$day%: The groaning spirit releases a mourful wail provided that she is not in sunlight. The wail has no effect on constructs and undead. 9ll other creatures must make a D# *5 #onstitution saving throw. >n a failure the creature drops to ) hit points. >n a success a creature takes *) ,:d- psychic damage.
:*7. %oom () 3 () 0ive the players e3perience for rescuing or slaying the prisoners. 9t the D$s option the monsters may all have one or two levels of e3haustion. Hmans -/0 use ;ote" ;o gear 9##ommoner" *) replace $$ clu! p.:15J action :)3p with
Ho&go&lin0 $$ p.*8 *))3p ;ote" ;o gear 9# ** replace longsword action with
:(). %oom () 3 :) 0ive the players e3perience for rescuing or slaying the prisoners. The monsters may all have one or four levels of e3haustion. +noll0 $$ p.*: *)3p ;ote" ;o gear four levels of e3haustion. #annot fight. %educe #% to */8 Bg&ear0 $$ p.:: *)3p ;ote" ;o gear four levels of e3haustion. #annot fight. %educe #% to */8 3gres -/0 $$ p.(:F 5)3p ;ote" ;o gear four levels of e3haustion. #annot fight. %educe #% to */1
:(*. ?lack Hall of 4easting $reasre0 ( golden flagons ,(5)gp ea.- ( ornate gold platters ,:))gp ea.- ( golden plates ,*F5gp- golden salt cellars ,5)gp-
:((. Hall of 9rmoured 6keletons If the characters make any loud noises in this room the shadows in area :(: will investigate. Handling any of the shields or armoured !odies reOuires a D# *5 De3terity ,6leight of Hand- check. $reasre0 5 shields shield "#, 1 candela!ras ,5gp ea.-
:(:. 6carlet %oom Eight shadows is an easy encounter for a party of F th level characters. Shado%s -/0 $$ p.(7J 8))3p $reasre0 #inna!ar setting ,15)gp- ( rose gold candela!ras ,()))gp ea.-
:(1. ?lack %oom I vastly reduced the value of the !lack pearls here to fit in !etter with the new DD5e economy. Shado%s -/0 $$ p.(7J 8))3p $reasre0 1 ornate !lack metal sconces ,5)gp ea.- :( small !lack pearls ,(5)gp ea.- potion of hill giant strength, spell scroll of protection from evil and good, costume Aewellery.
:(5. =itchen The 2#s will find the hidden door !y making a D# *: Intelligence ,Investigation- test. $reasre0 #ask of fine !randy ,:))gp 1)l!.- crystal decanter ,())gp- ( crystal go!lets ,5)gp ea.-
:(. >pulent ?edcham!er The ?anshee in the $onster $anual is simply not a challenge to a party of F th level characters. In order to make her more effective I upgraded her to a #% F version !y adding a few hit dice raising her de3terity constitution and charisma and giving her a multiattack a!ility. I kept teh three elven treasures !ut removed the periapt of proof against poison, as it seemed one item too many for a single treasure trove. 9 scroll of limited wish seemed e3cessive for Fth levle characters as well. I su!stituted water breathing for airy water!
+roaning S(irit0 see a!ove (7))3p $reasre0 cloak of elvenkind, longbow"#, elven chain shirt, earrings ,F5)gp ea.- necklace ,*(5)gp- silver ring set with opal ,*)))gp- amethyst pin ,5))gp- spell scroll of gust of wind, spell scroll of polymorph, spell scroll of water breathing, spell scroll of tongues, *: carvings ,())gp ea.-
:(8a. 6tairway 4or reference this stairway leads up to area ((Fa.
:(7. 9lchemy &orkroom $reasre0 */(l!. 2latinum ,*(5gp- */(l!. gold ,(5gp- */(l!. Electrum ,*:5sp- */(l!. 6ilver ,(5sp- */(l! ,(5cp-. copper (l!. !ottle of Ouicksilver ,8))gp- alchemy kit 1 flasks acid 5 flasks alchemists fire sunrods
::). a!oratory
::)a. ;orthern 9lcove $reasre0 (1 candles alchemy kit poisoners kit her!alists kit
::)!. 6outhern 9lcove in the $onster $anual !ut #hasmes a demon with a similar challenge rating 9s !a!aus are not availa!le makes a fair su!stitute. Have the 2#s read from the !ook !y asccident if they !rowse the !ooks and ask what they are a!out. $reasre0 $edical kit !ooks on anatomy necromancy and construct@making demonic tomeS spell scroll of magic mouth, spell scroll of charm monster, spell scroll of fly, spell scroll of polymorph, spell scroll of animate dead, spell scroll of restoration, spell scroll of raise dead SThis tome will summon a #hasme if read ,Chasme0 $$ p.5F (:))3p- this has not !een added to the running e3perience point total.
::(. $useum %oom The urker 9!ove is another creature not updated for DD 5e. It is one of the classic 9DD *e trap predators. 9nother one that makes an e3cellent su!stitute is the cloaker. Cloaker0 $$ p.1* :7))3p $reasres0 5 plain crowns ,*gp ea- platinum ring with diamond ,)))gp- *) rings ,F5)gp ea.- silver ceremonial mace set with gems ,15))gp- () amethysts ,*))gp- () garnets ,*))gp- () tourmalines ,*))gp:::. #hapel $reasre0 silver lamp ,*))gp- silver cross ,1))gp l!.- Idol of pholtus ,15)gp-
::1. Inky #ham!er 4inding the invisi!le sarcophagus without magic reOuires a D# *8 Intelligence ,Investigation- test. Prince $hrommel0 see !elow :7))3p $reasre0 9nswerer, other items on 2rince Thrommel Re%ard -@ %eeks later/0 ?eing =nighted or made Elder of the and * silver star !adge of Veluna each * golden crown !adge of 4uryondy each * potion of greater healing each *)))gp eaJ Thrommels medallion to the most helpful character a choice of !ook of spells necklace of prayer beads or shield "# to most helpful characterJ Thrommels ring and &arhorse to the second most helpful character to the character that returned The 9nswerer to Thrommel" 6cather 5sword of answering6! 2ilestone0 0rant the party the (7)) 3p for freeing 2rince Thrommel and sending him on his way to Veluna.
::5.6ecret 2assage #haracters should !e a!le to detect strong evil if using detect evil or a 2aladins Divine sense in this area radiating from the direction of area ::8. $ra(0 This trap is triggered when the 2#s arrive in the middle of area :5" a programmed illusion of a !assilisk startles the characters with a fau3 ga'e while setting off one of a num!er of glyphs of warding that are spell glyphs which persuade the pcs that they are turning into stone with phantasmal force. The save D# for these effects is *F. The 0lyphs are triggered one at a time targeting the nearest moving character to the ?assilisk once the programmed illusion !egins to act and there are a total of si3 glyphs to !e triggered. &hile the 2#s are standing immo!ili'ed a !arrel of oil is overturned and flows downhill spreading across the floor. >n the ne3t round the oil is lit dealing 5 damage per round to the 2#s for up to *) rounds unless they can reach one of the passages out of the room the alcove with the !assilisk or one of the rooms. 9ny time a 2# shouts or makes an attack during this round give a &isdom ,2erception- check to 6migmal %edhand and 4alrinth to see if they !ecome alerted to the partys presence. ?ase the D# on their actions. 9ny character set on fire should make a D# *8 constitution check not to scream. &hisperingfiring!ows Talkingsoftlyusingthrownweapons casting spell moving ()ft. In armour shouting screaming attacking the illusion w. $elee
*8 *5 *: *)
::. ;orth %oom 6migmals magic weapons and ring of invisibility are e3cessive and she needs little modification to work as a particularly lethal com!atant using only the stock assassin from the $onster $anual. I have reduced the spells in the ring of spell storing to !e consistent with the current version of the item and given 6migmal a hat of disguise as a means of making her appear as an elf. I replaced the now defunct potion of polymorph with a potion of gaseous form! 6migmals weapon collection contains many e3otic weapons no longer statted in DD. 4or the chest reOuire an Intelligence ,Investigation- test to discover the hidden compartment. >n a *5 have the character discover the compartment. >n an *8 have them also discover the poisoned needle trap ,D$0 p.*(:- connected to the compartment. If 6migmal hears the 2#s she will wait 1 rounds to see if 4alrinth deals with themJ if not she will attack on round 5. If 4alrinth attacks she will hold !ack until he appears to !e in trou!le. If he seems overwhelmed she will disguise herself. Smigmal Redhand0 use 9ssasinJ $$ p.:1: :7))3p ;otes" Half@>rc uses hat of disguise to appear as an elf uses ring of spell storing to cast invisibility twice and may also cast charm person from it once. $reasre0 >n 6migmal" hat of disguise, ring of spell storing, platinum and crystal earrings ,1))gp- Aewelled !elt ,*))gp- *(ep FgpJ in room" mancatcher : punch daggers 1 kris daggers F throwing knives spiked !uckler ( fachions 5 Aavelins 1 ornate maces dou!le cross!ow garotte vial of acid potion of gaseous form, * dose 9ssassins ?lood poison * dose 2ale Tincture poison * dose Torpor poison * dose Truth 6erum poison * dose &yvern poison * dose 2urple &orm poison 8 vials !asic poison poisoners kitJ in secret compartment of chest" ( !loodstones ,5)gp ea.- 1 'ircons ,5)gp- !elt with hidden pockets 5)pp.
-rince T$rommel
%alrint$
med. humanoid ,human- awful 0ood *( th level 2aladin ,9ncient >ath-
medium humanoid ,High elf- #haotic 0ood 7 th level &i'ard
Armor Class(* ,plate mail shield defenseHit Points*)( ,*(d*) :S(eed :)ft.
Armor Class *5 ,!racers of defenseHit Points 1) ,7d 7S(eed :)ft.
6T% *5,(-
DEP **
#>; *,:-
I;T **
&I6 *(,*-
#H9 (),5-
Saves0 &is 1 #ha Skills History 1 Insight 1 $edicine 5 %eligion 1 2ersuasion 7 Senses2assive 2erception ** Langages#ommon Elven 6ylvan Dwarven Challenge#hallenge %ating 8 ,:7)) 3p-
Aura o' Protection: &henever a friendly creature within *)ft. of Thrommel must make a saving throw it gains 5 on that saving throw. The creature also has resistance to damage from spells. They cannot !e frightened. 'atre8s ,rath09s an action Thrommel may e3pend a use of his channel divinity a!ility to target one creature he may see within *)ft. The target must succeed a D# *F 6trength or De3terity saving throw ,its choice- or !e restrained !y phantom vines. The creature repeats its saving throw at the end of each of its turns >n a success it frees itself and the effect ends. 0urn the Faithless: 9s an action Thrommel may e3pend on use of his channel divinity a!ility to speak words or give a sign that is painful for fey and fiends to hear. 9ll fey or fiends within :)ft. of him that can hear him must make a D# *F &isdom save on a failed save it is turned for * minute or until it takes damage. 9 turned creature must spend its turns trying to move as far from Thrommel as possi!le. It cannot willing move to a space within :)ft of Thrommel. It can take only dash actions or try to escape from something that is preventing it from moving. If theres nowhere for it to run it may instead make dodge actions.
6T%
DEP
7,@*-
*F,:-
#>; *:,*-
I;T (),5-
&I6 **
#H9 *(,*-
Saves0 Int 8 &is : Skills 9rcana 8 Deception 1 History 8 Investigaton 8 Senses2assive 2erception *) Langages#ommon Elven Draconic 9!yssal Challenge#hallenge %ating ,(:)) 3p-
Arcane 1ecovery "#$day%: During a short rest 4alrinth can regain 1 levels worth of spell slots. 2allea&le "llsions0&hen 4alrinth casts an illusion with a duration of * minute or longer he can use an action to change the nature of that illusion within the parameters of the spell provided that he can see the illusion. Spellcasting: 4alrinth is an 7th level spellcaster. His spellcasting a!ility is Intelligence ,6pell 6ave * 8 to hit with spell attacks.- 4alrinth has prepared the following wi'ard spells. #antrips ,9t &ill-" shocking grasp, light, dancing lights, minor illusion, prestidigitation *st level ,1 slots-" burning hands, charm person, -ump (nd level ,: slots-" arcane lock, darkness, hold person, invisibility, mirror image, Tasha8s hideous laughter :rd level ,: slots-" lightning ! olt magic circleJ th 1 level ,: slots-" dimension door, phantasmal killer J th
&ivine Smite: &hen Thrommel hits a creature with a melee attack he may e3pend a spell slot to deal radiant damage to the target. The e3tra damage is :d8 for a first level slot and it does an e3tra d8 per level of the slot a!ove first. Lay on Hands09s an action the Thrommel can touch a creature and draw on a pool to restore up to the ma3imum amount of hit points in that pool ,)-. He may also e3pend 5 points of that pool to cure one disease or neutrali'e one poison affecting that creature. Spellcasting: Thrommel is a *(th level spellcaster. His spellcasting a!ility is #harisma ,6pell 6ave *F 8 to hit with spell attacks.- He has the following 2aladin spells prepared. *st level ,1 slots-" bless, command, cure wounds, entangling strike, speak with animals, heroism, protection from evil and good (nd level ,: slots-" lesser restoration, magic weapon, moonbeam, misty step, +one of truthJ :rd level ,: slots-" aura of vitality, daylight, plant growth, magic circle, protection from energyJ
9#TI>;6
2ltiattack0Thrommel attacks twice with the 9nswerer. $he Ans%erer0Melee weapon attack: 7 to hit 5ft. reach one target. Hit: 7 ,*d85- slashing damage plus 1 ,*d8- radiant damage. Thrommel 2rince of $itrak is the lost 0rand $arshall of 4uryody 2rovost of Veluna and has !een a prisoner of the 0reater Temple for si3teen years. Possessions0The 9nswerer 0old ?elt ,5))gp- neckchain and amulet ,()))gp- ring ,(5)gp- plate mail shield surcoat
5 level ,* slot-" (all of force
9#TI>;6
Shocking +ras(.Melee spell attack: 8 to hit 5ft. reach one target. Hit: 7 ,(d8- lightning damage. 4alrinth is an illusionist allied with the !andits operating out of the ?roken tower for the 0reat Temple. He is duplicitous even among them and keeps the >rb of Golden 9eath hidden from them. Possessions0*5)gp powdered gold or! ,arcane focus- spell component pouch potion of heroism bracers of defence, ( moss agates ,5)gp ea.- : white pearls ,5)gp ea- : hematites ,5)gp ea.- sapphire ,*)))gp- tourmaline ,*))gp-
::F. 6outh %oom" 4alrinths antecha!er is small and well@furnished. 4inding the secret door to ::8 may !e tricky if the 2#s do not chase 4alrinth in while he attempts to make his escape. 9llow them to find it on a D#*5 &isdom ,2erception- or Intelligence ,Investigation- test. If the 2#s look like they may miss room ::8 it may !e a good place to keep 2aida the kidnapped woman descri!ed in B?ringing Hommlet to ifeC and have her call to the 2#s for help with 4alrinths spell !roken. If 4alrinth has trou!le defeating the 2#s he will flee to room ::8 and attempt to cast arcane lock on it or in a worst@case scenario !lock the room with a wall of force! He will reach and activate the lever on round * get into the door retrieve his gold dust and shut it on round ( then arcane lock the door on round :. >nce there he will take several rounds to collect things" round 1 5 his spell!ooks round a potion of speed round F the wand of wonder round 8 the star ru!y and fore opal round 7 *) the scroll tu!es and scrolls. If the 2#s reach him he will dimension door to the escape tunnel or area :*:. 0ive 2#s in area ::5 a chance to hear him. $ra(0 The scroll sitting in the 6outhwest corner contains a glyph of warding with the e3plosive runes option" if someone reads it they will trigger the e3plosive runes the #haracters within the room must make a D# * De3terity save taking :) ,Fd8- cold damage on a failed save or half that on a successful one. *alrinth0 see 9!ove Kriitch0 use uasit" $$ p.: ())3p $reasre0 map of : rd floor ancient electrum candle@holder ,*5))gp-
::Fa. East %oom ?ecause of the way teleportation circle works in DD5e allowing the 2#s to return to the dungeon means that there must !e at least one teleportation circle in the Temple if you wish to place one here would !e ideal. $ra(0 This is insidious characters making a D# (8 Intelligence ,Investigation- will discover poison gas trap. >nce the !o3 is partially opened a chain must !e detached from the lid of the !o3 that will otherwise uncork a flask of acid and poisonous fumes. 9llow the 2#s a D# () &isdom ,2erception- to notice the chain at the last second !ut if anyone other than the character opening the !o3 notices they must spend their reaction and succeed on a D# *5 De3terity test to stop their ally from opening the !o3. ?ar!arians with the 4eral Instinct trait get advantage on this roll. >nce the trap is triggerd the room fills with to3ic vapours anyone inside is e3posed to ?urnt >thur fumes ,D$0 p.(58- causing them to make a D# *5 #onstitution save or take *) ,:d- poison damage and each round afterwards they must make an additional D# *5 #onsitituon save or take an additional : ,*d- poison damage. They are cured of the poison when they make three successful saves in a row. The trap is e3tremely difficult to disarm reOuiring a D# () Intelligence test with Thieves tools. The contents of the chest are not actually worth anything. $reasre0 ( spell component pouches and common components : staves and wands ,all potential arcane foci !ut none are magical-J old !ooks and scrolls.
::8. Hidden %oom $reasre0 : ivory scroll tu!es ,5)gp ea.-S" spell scroll of wall of force, spell scroll of dimension door, spell scroll of con-ure minor elementals, spells croll of magic circle, spell scroll of tongues, spell scroll of dispel magic, spell scroll of hold person, spell scroll of rope trick, spell scroll of invisibility, spell scroll of mirror image, spell scroll of detect thoughts, spell scroll of detect magic, spell scropll of charm person, spell scroll of burning hands, spell scroll of find familiar, spell scroll of unseen servant Tome of eadership and Cnfluence /accuous Grimoire, ink for teleportation circles ,*))gp- powdered am!er ,:))gp- gold dust ,())gp- powdered silver ,*))gp- Aade dust ,1))gp- spell!ook ink ,5))gp- Aade cup ,*))gp- fire opal ,*)))gp-S star ru!y ,()))gp-S tigers eye ,*)gp- moss agate ,*)gp- Aasper ,5)gp- white pearl ,*))gp- pink pearl ,(5)gp- topa' ,5))gp- 'ircon ,5)gp- potion of speedD, eli$ir of health, potion of mind reading, wand of wonderD, >rb of Golden 9eath, : iron coffers ((8ep :*)gp *)Fpp ceramic frog statue porta!le shrine of olth ,)))gp- 4alrinths 6pell!ooksS 2ilestone0 The 2#s should recieve a :7))3p reward for retrieving the >rb of Golden 9eath!
*alrinth8s S(ell&ooks0evel 01 burning hands, charm person, comprehend languages, detect magic, find familiar, -ump, message, unseen servant evel (" arcane lock continual light, darkness, detect thoughts, levitate, hold person, invisibility, mirror image, rope trick, Tasha8s hideous laughter, 0ystul8s magic aura evel :: clairvoyance, fireball, glyph of warding, lightning bolt, magic circle, tongues, water breathing evel 1" arcane eye conAure minor elementals dimension door, phantasmal killer evel 5" contact other plane, teleportation circle, wall of force,
*r( of Golden Deat$ (ondrous Ctem, artifact 5re=uires attunement6 #reated !y the cult of Thari'dun the mad !anished 0od of Elemental Evil the > rb of Golden 9eath was created with power stolen from Iu' olth and Guggtmoy to serve as a !eacon to return its master to the world. 9ny who hold the >r! of the 0olden Death are taught the secrets to lowering the throne in the Temple of Elemental Evil and what is necessary to un!ind uggtmoy who is still !ound within the Temple. They also learn of the Elemental ;odes and their function to !ring Thari'dun !ack into the world. The >r! is a life three@inch wide solid@gold skull sans Aaw. It wears a crown that has sockets for four gems. These gems vastly increase the powers of the >rb of Golden 9eath! $he 3r&8s Effects0If you are attuned to the or! you gian the following !enefits" ou gain advantage on all #harisma checks when dealing with evil creatures. Iu' and Guggtmoy know the i dentity and e3act location of the !earer. &hile attuend to the or! you have resistance to poison damage. &hile attuned to the >r! you are immune to disease and the poisoned condition. ou #harisma is treated as if it were *7 while you are attuned to the or!. 0ood@aligned clerics and paladins cannot touch the or! they are repelled from it. 0ood@aligned characters gain a level of e3haustion so long as they are in contact with or! !ut not attuned to it. 9 good aligned creature that attunes itself to the or! !ecomes neutral. • • • • • • •
•
Ara of A%e0>nce per day you may create an aura of 9we as a !onus action" any evil creature within :)ft. of you must succeed a D# *8 &isdom saving throw or !e charmed !y you. &hile charmed in this manner it is at disadvantage to all saving throws against you. This effect lasts for *) minutes. #reatures in awe of you in this way o!ey your commands for the duration of the spell although they gain an additional saving throw if orderd to do somethign self@destructive. &hen you use this power your #harisma is permanently reduced !y *. This cannot !e restored to you e3cept !y a wish or miracle! Ara of $error0>nce per day you may create an aura of Terror" any evil creature within :)ft. of you must succeed a D# *8 &isdom saving throw or !e frightened !y you. 9 frightened target can repeat its saving throw at the end of each of its turns with disadvantage if the you are within line of sight ending the effect on a success. If a targets saving throw is successful or the effect ends for it the target is immune to the aura of terror for the ne3t (1 hours. 9 frightened creature must spend its turns trying to move as far from you as possi!le. It cannot willing move to a space within :)ft of you. It can take only dash actions or try to escape from something that is preventing it from moving. If theres nowhere for it to run it may instead make dodge actions. This effect lasts for *) minutes. &hen you use this power your #harisma is permanently reduced !y *. This cannot !e restored to you e3cept !y a wish or miracle! Spells The or! has seven charges and can and regains *d1: e3pended charges daily at dawn. If you control the or! you can e3pend one or more charges to cast one of the followinf spells ,6ave D# *8- from it" blight ,( charges- detect thoughts, +one of truth . &hen the elemental gems are added to the skull its powers increase significantly. ou can also use an action to cast a detect evil and good spell without e3pending a charge from the or!. )arding Against the -etrayed. The !earer of the skull is immune to any attacks or spells from Iu' Guggtmoy olth or their clerics. If you give the or! to an agent of one of these three deities you !ecome a permanent thrall of that deity una!le to resist commands given to you !y their agents. our alignment changes to #haotic Evil. !estroying the 3r& of +olden !eath0 >nce all of the gems of elemental power are inset in the >rb of Golden 9eath,it may !e destroyed !y a ritual in which it must !e Au!Aected to a gale force wind ,at least 5)mph- struck !y a maul with a head of granite heated to white hot in an intense flame then immersed in free'ing waters. This will cause the or! to shatter dealing *()hp damage instantly to Guggtmoy and causing the dungeons !eneath the Temple of Elemental Evil to collapse. Guggtmoy will then !e !anished to the ((( nd layer of the 9!yss una!le to !e summoned from it for 1) years while Iu' will lose the service of any evil elemental !eing that once served him.
;ote on Guggtmoys 2rison It is not necessary for the 2#s to enter this area until they have completed the elemental nodes. I have therefore kept a seperate tally of the e3perience points to !e gained here and estimated encounters !ased on a party of four 7th level characters.
::7. The Hall of Elemental $agic 6tanding on the seals here will instantly plane shifts the person standing on them to the appropriate node" 6eal 6eal 6eal 6eal
of 9ir of Earth of 4ire of &ater
Guggtmoy cannot enter this hall until all four of the seals in the nodes are !roken.
:1). Hall of the Dead Guggtmoy cannot enter this cham!er unless three of the sealed doors ,areas #*. *15 and (*)- have !een opened. The secret door in the 6outhwestern corner of the room is not hard to notice ,a D# *5 &isdom ,2erception- or D# *: Intelligence ,Investigation- check should suffice. It is arcane locked.
:1*. 2lace of Earth and 0olden #hains Ive upgraded the Violet 4ungus here to keep them a challenge for 2#s !etween F th and *)th level. 9t first I was hesitant to stat out the hooting fungus as they add little to this encounter !ut in the end I couldnt resist the challenge. 9s there is no wand of illumination in 5e and there are so many hidden items in the Temple of Elemental Evil this seemed like a golden opportunity to arm the 2#s with something that will let them find those missing secret doors and treasures. +iant Violet *ngs -/0use Violet 4ungus $$ p.*:8 (F))3p ;otes" Increase si'e to large. Improve hit dice to 8d*) *5 5*hp. %aise #on to *1 and 6tr to . #hange $ultiattack to read 2ltiattack0 Violet fungus make 1 rotting touch attacks per round.J change roting touch to read Rotting $och. Melee weapon attack: 1 to hit reach *5ft. one creature. Hit *: ,:d8- necrotic damage. %aise #% to ( Hooting *ngs -7/0 see !elow 1)3p 8ooting Fungus: small plant unalignedJ 9rmour #lass 5J * hp ,*d@( HD-J 6peed )ft.J 6tr * De3 * #on Int * &is *) #ha *J Damage Vulnera!ilities" fire radiantJ Damage Immunities" poison thunderJ #ondition Immunities" !linded charmed deafened e3hausted frightened poisonedJ 6enses" ?lindsight )ft. ,cant see !eyond that- passive perception *)J anguages" noneJ #% ) ,*)3p-J Light Vlnera&ility0Hooting fungus e3posed to !right light must make a D# *) #onstitution save or take *d radiant damage each round. 9#TI>;6 S(it S(ores. Ranged weapon attack: @: to hit range :)/)ft. one target. Hit target must make a D# *) constitution save or !e !linded for * round. %E9#TI>;6 S%ift S(it. 9 hooting fungus may spend its reaction to make a spit spores attack on a creature that moves within ()ft. of it. $reasre0
:15. Hall of 0lory The four suits of animated armour would serve as an easy challenge for an 8 th level party !ut to threaten a higher level party you will need to add a few more suits. : more suits of armour will make a medium encounter for an 8th level party or an easy one for a 7th level party. Animated Armor -7 or F/0$$ p.*7J 8))3p ,or *1))3p$reasre0 gold inlay ,5)gp per suit- 1 topa'es per suit ,5))gp-
:1F. avish #ham!er $reasre0 0olden !owl ,:5)gp- (*pp depicting Guggtmoy
:18. 2urple Hall $reasre0 $ap with list of agents ,worth 5)))gp to the archclerisy of Veluna-
:17. 2leasure #ham!er 0iven the strange nature of this cham!er I suggest simply composing an encounter on the fly for your 2#s that will challenge them using a com!ination of oo'es. $reasre0 Throne ,(5)))gp intact or 5))) for gold and Aewels pried from it-
:5). Hall of 6culpture Shriekers ->:/0 $$ *:8 *:)3p $reasre0 1 fine scupltures ,(5)gp-
:5:. 0reat Hall I chose to make Guggtmoy a #%*: monster for this version of the campaign as it puts her very close in statistical power to the Guggtmoy detailed in the Temple of Elemental Evil statistically. I made some reference as well to 4iendish #ode3 I" ?ook of the 9!yss for a more recent iteration of Guggtmoy !ut found that the #% (* version of her placed there simply did not fit the campaign. I designed Guggtmoy to !e deadly !ut not impossi!le for a party of four 7 th or *)th level adventurers to defeat. If only one gate is opened Guggtmoy cannot use her innate spellcasting a!ility or teleport action. If two gates are opened she can use her 9t &ill spells. If three gates are open she may use her :/day a!ilities. If all four sealed doors are open Guggtmoy may use all of her a!ilities. I decided to create clear mechanics for Guggtmoys gemstones. These gems represent enough gold to !uy a castle or ransom a king. However they are also evil and destructive and register as such. #leansing them renders them far less valua!le while willingly selling them is an evil act. $ra(0 The 6cything !lade trap is activated !y moving the first stone in the niche out of seOuence. 9 character who triggers the trap is targeted !y a 8 melee weapon attack that inflicts ::,d*)- slashing damage. If the character is reduced to 'ero hit points !y this trap the lim! touching the stone is severed. 6ee the InAuries rules in the D$0 p.(F(. The poisoned darts traps makes four 8 ranged weapon attacks against the person who activated the trap the target takes ( ,*d1- piercing and ** ,:d- poison damage per dart. The lightning !olt trap targets all 2#s in a 5ft. wide line along the western side of the corridor. They must make a D# *5 De3terity save taking (8 ,8d- lightning damage on a failed save or half that much on a successful one. The green slime trap fills a ()ft. !y 5ft. line down the corridor. 9ll 2#s in the area of effect must make a D# *5 De3terity saveof !e coated in 0reen slime. The area they are standing in is also coated. 6ee p. *)5 of the D$0. The traps are all interconnected and can !e detected using a D# *5 Intelligence ,Investigation- test. 9 further D# *8 test can allow the 2#s to figure out that the !uttons are interconnected and must !e pressed at once. >therwise they will have to e3periment with the !utton seOuence. If a D# () is rolled in either test the investigator will identify the location of the hidden compartment and may choose to find a way to open it without triggering the traps. ?ggtmoy0 see !elow *))))3p $reasre0 :)) least abyssal gemstones ,see !elow- ()) lesser abyssal gemstones ,see !elow- *)) common abyssal gemstones ,see !elow- :: greater abyssal gemstones ,see !elow- : grand abyssal gemstones ,see !elow-J In compartment" of scroll feather 9aern8s instant fortress, spell scroll spell scroll con-ure minor elementals,ring spell offalling, phantasmal killer, potion of heroism, potionofofconfusion, animal control, potionofof flying, potion of healing, potion of invulnerability, 2ilestone0 I recommend treating the destruction of Guggtmoy or !anishing her !ack to her home plane of e3istence is a milestone worth *))))3p.
2uggtmo"3 Lad" of %ungi arge 4iend #haotic Evil Armor Class*5 ,natural armourHit Points ((( ,((d*) **)S(eed (5ft.
6T% *8,1-
DEP *1,(-
#>; (),5-
I;T *8,1-
&I6 *8,1-
#H9 (),5-
Saves0 6tr 7 #on *) #ha 8 !amage Resistance0cold lightning necrotic psychic thunderJ !ludgeoning slashing piercing from magical weapons. !amage "mmnities0acid poisonJ slashing piercing !l udgeoning from non@magical weapons !amage Vlnera&ilities0%adiant Condition "mmnities0diseased frightened e3hausted poisoned paralysis polymorph Skills 9rcana 7 Deception*) History 7 Intimidate *) ;ature 7 %eligion 7 SensesDarkvision )ft. 2assive 2erception *1 Langages9!yssal Telepathy Challenge#hallenge %ating *: ,*)))) 3p-
Aura o' 0error: 9ll creatures within :)ft. of Guggtmoy make a D# *8 &isdom save on a failed save it is frightened for * minute. 9 frightened target can repeat its saving throw at the end of each of its turns with disadvantage if the Guggtmoy is within line of sight ending the effect on a success. If a targets saving throw is successful or the effect ends for it the target is immune to the aura of terror for the ne3t (1 hours. 9 creature frightened in this manner must spend its turns trying to move as far from Guggtmoy as possi!le. It cannot willing move to a space within :)ft of Guggtmoy. It can take only dash actions or try to escape from something that is preventing it from moving. If theres nowhere for it to run it may instead make dodge actions. Mother o' Fungus: 9ll plants within *))ft. >f Guggtmoy must make a D# *8 #harisma save or !ecome charmed !y Guggtmoy for * minute. &hile under control of Guggtmoy their Intelligence is raised to 5 if it is not already 5 and they gain the a!ility to understand 9!yssal. They must o!ey Guggtmoys orders. 1egeneration: Guggtmoy regains *) hit points at the start of her turn. If she takes radiant or fire damage doesnt functionregenerate. at the start of his ne3t turn. Guggtmoy only dies if she starts her turn with )this hit trait points and doesnt 2agic Resistance0Guggtmoy has advantage on saving throws against spells and other magical effects. *nnate Spellcasting: Guggtmoys innate spellcasting a!ility is #harisma ,spell save D# *8- she can innately cast the following spells reOuiring no material compoinent" At ,ill0comprehend langauges, detect magic, detect evil and good, detect thoughts, disguise self, entangle, pass without trace, plant growth, speak with plants :=day0blight, darkness, contagion, fear, invisibility, silence, programmed illusion #$day: transport via plants, gate, limited wish
9#TI>;6 2ltiattack0Guggtmoy makes four tendril attacks per round. $endril0Melee weapon attack: 7 to hit *5ft. reach one target. Hit: ** ,:d- necrotic damage. Birth *ngs ->=day/.9s a !onus action Guggtmoy can cause 5 ,(d1- violet fungi to spring out of near!y soil or corpses. 2iasma09s a !onus action Guggtmoy can e3hude a cloud of to3ic spores. 9ll creatures within :)ft. of her must make a D# *8 #onstitution save. >n a failed save they take *8 ,1d8- poison damage and are poisoned until the end of their ne3t turn. >n a successful save they take half as much and are not damaged. $ele(ort0Guggtmoy magically teleports along with any eOuipment she is wearing or carrying up to *()ft. to an unoccupies space that she can see. The lady of fungus Guggtmoy is a Demon 2rince of the Tanari race 6he is the creator of all fungual creatures and ha'ards found in the underworld e3cept the $yconids.
("ssal Gemstone (ondrous Ctem, *ursed 9!yssal gemstones are gems that have !een polluted !y e3tended e3posure to a Demon 2rince. The first ones were created when Guggtmoy the demon prince of fungus was trapped on the material plane for *5 years i n the Temple of Elemental Evil the gems set into her throne !ecame tainted !y the decades long pro3imity to her tainted energies. These gems do not appear magical on a detect magic spell !ut register as if the fiend linked to them were present to a paladins divine sense or to detect evil and good! 9n identify spell cast on the stone will reveal its properties. The 9!yssal 0emstone looks e3actly like a fine@cut normal gemstone !ut it has !ecomes !ound to a demon minion of the 2rince whose aura has warped the stone. The more precious the stone the more powerful a demons essence can !e imprinted on it. The demon !ound to the stone can o!serve the !earer at any time as if using scrying! The !earer is at disadvantage on any saving throw against a spell cast !y that demon. The demon has advantage on &isdom ,6urvival- rolls to track the !earer as well as &isdom ,Insight- rolls and #harisma ,Deception- rolls made against the !earer of the stone. 4inally the stone has a slow corrupting effect. &henever the !earer has an opportunity to commit an evil act associated with the stone they are carrying and not get caught they must make a #harisma save of a related target num!er or commit the act. It reOuires a D# () &isdom ,Insight- roll to detect the influence of the gem when they make this saving throw. $ost people who keep an 9!yssal 0emstone on !ecome #haotic Evil ove ther course of many years.. This effect is !locked !y presence in a consecrated area or !y protection from good and evil or magic circle spells. The curse on the stone may !e !roken !y anointing i t with a vial of holy water casting remove curse on it or leaving it in a hallowed place. This corrodes the gem leaving it worth a Ouarter of its srcinal value. This also prevents the demon !ound to the gem from !eing a!le to !e summoned to the material plane for 1) years. $y( e
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0luttony
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Girconor+et5)gp 6ardony3*))gp
Diamond5)))gp
A s s o c i a t e d ! e m o n E v i l Ac t
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Dungeons of Elemental Evil" evel 4our The appearance of an 9vatar of Iu' can !e very dramatic !ut essentially is a roll for a random total party kill and therefore an unfair element of the campaign design. I have therefore left the respective avatars of Iu' and 6t. #uth!ert without statistics. If Iu' shows up have 6t. #uth!ert automatically show up with no chance of failure one round later to drive Iu' off. This essentially !ecomes a very cinematic moment !ut not one the 2#s will actively participate in. I have assessed the encounters in this level on the !asis of the 2#s !eing four 8 th level characters. If they have cleared the $oathouse the first three levels !ut not entered Guggtmoys lair. If they have faced and defeated Guggtmoy they will !e 7 th level characters upon descending to the 1 th floor. Ive ignored a lot of the monster movements for the temple when on alert in the long run !ecause it creates a num!er of grievously difficult encounters. However I have moved some of the monsters in a way that makes sense for an alert while !eing level@appropriate challenges. &hen it comes to the portals in the magic circles in rooms 1(* 1:: allow the 2# to make a D#*5 Intelligence ,9rcana- test to interpret the runes and figure out where the portal goes so that 2#s do not simply vanish on to one of the elemental planes forever.
1)*. 2romenade 4or reference the stairwells in this area go to areas :)Fa and :*(a.
1)(. East &ing I decided to remove the cursed ebony fly. $rolls -/0 $$ p.(7* :))3p $reasre0 In chests" 1)cp Fsp 1ep )gp *) pure !lack tourmalines ,5))gp ea.-
1):. 6tudy 9s the 2#s gain a!ility it is no longer enough to make ;2#s at the levels noted in the Temple of Elemental EvilJ in the case of ?arkinar and Deggum they needed to !e upgraded somewhat to keep them on par with the 2#s. In the case of Deggum he was using his magic user levels solely to give him the a!ility to cast magic missile and invisibility. It seems more interesting to make him a sorcerer. Deggum will spend ( sorcery points on his first turn to cast $age 9rmour if he was una!le to cast it ahead of time. Barkinar0 see !elow **))3p !eggm0 see !elow *8))3p $reasre0 on the mantle" : shrunken heads ,(5)gp ea.- fat golden devil idol with gemstone eyes ,5))gp- Illuminated manuscript ,1))gp- ( e3otic o!sidian daggers set w/ !loodstones ,:5)gp- elegantly gold inlaid dart gun with phoeni3 feathers ,5))gp- ?lue Ouart' with phantom image inside ,*5)gp- 6et of semiprecious runestones in glass case ,:5)gp- glass or! with swirling smoke ,trinket-J on the shelf" ( twined triple gold chains ,5))gp ea- gold@plated ceremonial gauntlet ,5))gp- gold circlet ,5))gp-
Bar&inar
Deggum
med. humanoid ,human- #haotic Evil *) th level #leric ,Iu'-
medium humanoid ,Half@elf- #haotic Evil #leric 5 th 6orcerer 5 th
Armor Class *8 ,plate mailHit Points 15 ,*)d8S(eed :)ft.
Armor Class *8 ,natural armour withmage armourHit Points 18 ,5d8 5d 5S(eed :)ft.
6T% *,:-
DEP
#>;
**
*)
I;T *5,(-
&I6 (),5-
#H9 *1,(-
6T% *:,*-
DEP 7,@*-
#>; **
I;T *(,*-
&I6 *,:-
#H9 *7,1-
Saves0 &is 7 #ha F
Saves0 Int 8 &is :
Skills Insight 7 2erception Intimidation*5 Investigation 2ersuasion 5 Senses 2assive Langages#ommon Terran 9!yssal 0iant Challenge#hallenge %ating 1 ,**)) 3p-
!amage Resistance0 4ire 2oison Skills 9rcana 5 Deception 8 History 5 2ersuasion 8 Senses2assive 2erception *: Langages#ommon Elven Draconic 9!yssal Challenge#hallenge %ating 5 ,*8)) 3p-
-lessing o' the 0ickster: ?arkinar may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. loak o' Shadows: 9s an action ?arkinar may use one use of his #hannel divinity a!ility to !ecome invisible until the attacks casts a spell or the end of his ne3t turn. Spellcasting: ?arkinar is a *) th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *F 7 to hit with spell attacks.- ?arkinar has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, cure wounds, command, disguise self, sanctuaryJ (nd level ,: slots-" calm emotions, hold person, protection from poison, mirror image, pass without trace, silence :rd level ,: slots-" beacon of hope, bestow curse, blink, dispel magic, protection from energy, spirit guardiansJ 1th level ,: slots-" dimension door, death ward, freedom of movement, polymorph 5th level ,( slots-" dominate person, flame strike, modify memory
9#TI>;6 Staff of Striking.Melee weapon attack!*) to hit reach 5ft. one target. Hit 7 ,*d- piercing damage. ?arkinars staff of striking has *) charges. &hen he hits with a melee attack he may e3pend up to three chargesJ for each charge he e3pends he deals an additional *d fire damage. Sacred *lame" ?arkinar may target any creature withing )ft. The target must make a D# *F De3terity save. >n a failed save the target takes (d8 radiant damage The target gains no !enefit from cover on this save.
-lessing o' the 0ickster: ?arkinar may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. Font o' Magic: Deggum has 5 sorcery points. Em(o%ered S(ell0&hen Deggum rolls damage he can spend * sorcery point to re@roll up to four of the dice. He must take the second roll. 9uickened Spell: &hen Deggum casts a spell with a casting time of * action Deggum can spend ( sorcery points to change the casting time to * !onus action. Spellcasting: Deggum is an 7th level spellcaster. His spellcasting a!ility is #harisma for 6orcerer spells ,6pell 6ave *5 to hit with spell attacks.- and &isdom for #leric spells ,6pell 6ave *1 5 to hit with spell attacks- Deggum has the following #leric and 6orcerer spells" #antrips ,9t &ill-" clr" guidance light thaumaturgyJ sor" mending message mage hand prestidigitation, ray of frost *st level ,1 slots-" clr" cure wounds, command, detect magic, sanctuary J sor" feather fall, mage armour, magic missileJ (nd level ,: slots-" clr" hold person, resist poison J sor" invisibilityJ rd : level ,: slots-" clr" animate dead, dispel magicJ 1th level ,: slots-" clr" freedom of moevement J 5th level ,( slot-" clr" healJ sor cloudkill, telekinesis
9#TI>;6 Convert S(ell Slots09s a !onus action Deggum can e3pend one unused spell slot and gain a num!er of sorcery points eOual to the spells level.
"nvoke !(licity0?arkinar can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action ?arkinar may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth ?arkinar and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy.
Create S(ell Slots0Deggum can spend a !onus action to convert une3pended sorcery points into one spell slot. The cost of creating a spells lot depends on the level as follows" * st" (J (nd":J : rd"5J 1th"J 5th"F.
4ormer master of the Temple of Earth ?arkinar is heir apparent to Hedracks throne.
Deggum is a rising star of the 0reater Temple and serves as commander of the >gre forces.
Possessions0staff of striking !oots of levitation : potions of greater healing scara! marked with TG0 plate mail
Possessions0potion of healing, potion of speed, ring of fire resistace scara! marked with TG0 crystal ,arcane focus- shield
Ray of *rost.Melee spell attack: to hit range )ft. one target. Hit: 7 ,(d8cold damage.
1)1. %oom () 3 :) This room is heavily laden with e3otic treasures worht an e3cessive amount of gold for the current edition. I have pared down the treasure here significantly. I have set 6enshocks #% at F due to his a!ility to output massive damage due to lightning !olts and disintegrates after summoning an elemental. Senshock0 see !elow (7)) $ra(0 The cursed !ooks can !e noticed for !eing false with a D# *8 & isdom ,2erception- test although the only way to know that they are trapped ahead of time is to cast a detect magic spell on them then make a D# *8 =nowledge ,9rcana- test. >nce a character touches the !ook it liOuifies into a sticky amorphous !lo! and encloses his hand !efore hardening again into a shapeless wooden manacle. 9 D# *5 6trength saving throw will allow the 2# to shake the !ook off !efore it completes its transition. >therwise that character cannot use two@handed weapons and may carry only one o!Aect at a time. 0etting out of the trap is far trickier !usiness half of any damage done to the wooden manacle will !e transferred to the 2#. It has an 9# of *1 and *hp. If the characters use !rute force to remove the !ook reOuire a D# *5 6trength save or have that hand crippled until a restoration, heal or regeneration spell can undo the shattered !ones. The #arnelian in the hidden compartment in the wardro!e is marked with a glyph of warding that erupts into e3plosive runes dealing : ,8d8- to everything withing a ()ft. radius if touched or half that on a successful D# *F De3terity saving throw. 9 similar glyph is placed on a flask of oil which activates when the flask is !roken. $reasre0 : &ooden egg pu''les ,(5)gp- : crystal unholy sym!ols ,5))gp ea.-J e3otic glassware ,5))gp- alchemy kit ( vials of Ouicksilver ,*)))gp- purified sulfur ,(5)gp- 8 flasks of acid $reasre -Hidden/0 in hidden wardro!e compatments found with D# *5 Intelligence ,Investigation- tests" first compartment" : !lack sapphires ,5)))gp ea.- second compartment" trapped carnelian ,5)gp- third compartment" portable hole w/ 6enshocks spell!ook trapped oil flask cloak of poisonousness, potion of animal control, spell scroll of charm monster J fourth compartment" ( pairs of Aewelled pracers ,*5))gp ea.-J fifth compartment" scrying mirror Senshock8s S(ell&ook0evel *" charm person, comprehend languages, detect magic, feather, fall, grease, magic missile, shield, unseen servant evel (" arcane lock, invisibility, knock, magic mouth, see invisible, web evel :" counterspell, dispel magic, fireball, fly, glyph of warding, haste, lightning bolt, tongues evel 1" charm monster, dimension door, polymorph, scrying evel 5" con-ure elemental, contact other plane, teleportation circle, wall of stone evel " disintegrate, magic -ar
1)5. #ommon %oom 4our ?ug!ears is not even an easy encounter for a party of 8th level characters. In order to make this room more e3citing choose one of the following additional encounters depending on the time of day or your whim. The ?ug!ears plus one of the additional encounter. 9ny encounter here will dou!tless trigger additional encounters from area 1) and possi!ly 1)F. $ake space these out somewhat to give the 2#s time to thin the old wave !efore the ne3t !eginsJ each is roughly a hard encounter. ou may want to have the ogres simply not notice. &ave * Bg&ears -7/0 $$ p.:: 8))3p 9dditions Bg&ears -@/0 $$ p.11 *)))3p or Black Pdding0 $$ p.(1* **))3p or 3gres -:/0 $$ p.(:F *(5)3p &ave ( 3gres -7/0 see 1). &ave : Bg&ear Chief0 see 1) Bg&ear S&6Chief0 see 1).
&ave 1 3gre Chieftain0 see 1)F 3gre Leaders -/0 see 1)F 3gre Shaman0 see 1)F
!ens$oc&
*gre C$ielftain
th med. humanoid ,human- #haotic Evil ** level &i'ard
arge Giant, *haotic Evil
Armor Class *1 ,bracers of armour, ring of protectionHit Points ) ,**d ((S(eed :)ft.
6T% 7,@*-
DEP *:,*-
#>; *1,(-
I;T (),5-
&I6 **
Armor Class*: ,%ing $ailHit PointsF5 ,7d*) (FS(eed 1)ft.
#H9 *5,(-
Saves0 #onFS Int *) &is 5 Skills 9rcana 7 History 7 %eligion 7 Senses2assive 2erception *) Langages#ommon 9!yssal Draconic 0o!lin 0iant Challenge#hallenge %ating F ,(7)) 3p-
6T% (),5-
DEP 8,@*-
#>; *,:-
I;T 5,@:-
&I6 F,@(-
#H9 F,@(--
SensesDarkvision )ft. 2assive 2erception 8 Langages #ommon 0iant Challenge#hallenge %ating : ,F)) 3p-
9#TI>;6
Arcane 1ecovery "#$day%: During a short rest 6enshock can regain 5 levels worth of spell slots.
+reata1e0Melee weapon attack!8 to hit reach 5ft. one target. Hit * ,(d*)5- slashing damage.
0ransmuter6s Stone: 6enshock possesses a transmuters stone that stores a measure of his magic. The stone currently grants him proficiency in constitution saving throws. Each time he casts a transmutation of *stlevel or higher he may choose a different !enefit from the list on p .**7 of the 2H?.
$hro%ing S(ear0Ranged weapon attack: 8 to hit range()/) one targetJ Hit: *( ,(d 5- piercing damage.
Spellcasting: 6enshock is an **th level spellcaster. His spellcasting a!ility is Intelligence ,6pell 6ave *F 7 to hit with spell attacks.- 6enshock has the following wi'ard spells prepared. #antrips ,9t &ill-" fire bolt, light, mage hand, prestidigitation, ray of frost *st level ,1 slots-" detect magic, magic missile, unseen servant J (nd level ,: slots-" invisibility, see invisibility, web rd
:th level level ,: ,: slots-" slots-" dimension counterspell, dispel magic, haste,polymorph lightning bolt J 1 door charm monster, 5th level ,( slots-" con-ure elemental teleportation circle th level ,* slot-" disintegrateJ
9#TI>;6 *ire Bolt.Ranged 7pell 1ttack: 7 to hit range )ft. one target. Hit: *: ,:d8fire damage Sha(echanger ->=short rest/. 6enshock can cast polymorph to turn himself into a !east whose challenge rating is * or lower. He can do this without e3pending a spell slot. The ord &i'ard of the Temple of Elemental Evil 6enshock is the most powerful mage at the Temples disposal and the 0eneral of their forces. He has the ear of Guggtmoy and confidence of the dark god Iu'. Possessions0bracers of armour, ring of protection, ring of feather falling scara! marked with TG0 or! spell focus spell component pouch emerald worth *)))gp ,for magic Aar- key to door !etween 1)( and 1):
>gre #hieftains are the !iggest strongest and most !rutally cunning among ogrekind. They often lead ogre gangs through fear and intimidation claiming the lions share of plunder for themselves.
1). uarters %ather than have the ogres all in or out I decided to have 1 >gres in at all times assuming they rotate sleeping shifts. This keeps them to a medium encounter that will likely serve as a wave in a maAor !attle taking place i area 1)5. $ost of the ?ug!ears and giants on this floor are not listed as having treasure even though gam!ling is mentioned so I have added some randomly@selected coins and gear. 3gres -7/0 $$ p.(:F *8))3p Bg&ear Chief0 $$ p.:: F))3p ;otes" Increase 6tr to *8 ,* tohit and damage w/ morning starBg&ear S&6Chief0 use ?ug!ear #hief" $$ p.:: F))3p ;otes" %emove Heart of Hruggek $reasre0 : dice sets 1Fcp *87ep (*Fgp ::ppJ on #hief" : sardony3es ,*))gp- silver chain ,(5gp-
1)F. %oom 1) 3 5) This is the same stat !lock I used in room *(. 9gain I have added some randomi'ed treasure as many humanoid and giant encounters on this floor do not include any listings of treasures on the monsters 3gre Chieftain0 see a!ove *( F))3p 3gre Leaders -/0 use >gre p. (:F 7))3p 3gre Shaman0 use >gre p. (:F F))3p ;otes" hp F7J raise & is to *1J >gre 6haman has the following feature" S(ellcasting" The >gre shaman is a ( nd level spellcaster his spellcasting a!ility is &isdom ,6ave D# *( 5 to hit with spells-. He has the following druid spells prepared" *antrips 51t will6: druidcraft, guidance, shillelagh *st level" create or destroy water, cure wounds, detect magic, thunderwave %aise #% to : $reasre0 scara! amulet inscri!ed with TG> ornate !ron'e helmet si'ed for a giant ,*5)gp- !o3 of e3otic spices ,5))gp- : Aewelled !elts worn as necklaces ,F5gp ea.-
1)8. ?arracks I have lowered the num!er if !ug!ears in this encounter to 8. This makes the !ug!ears a hard encounter for 8 th level characters ,9 virtual :8))3p.- 9gain I have added a small amount of random treasure in order to give this encounter some interest. 9dding this as a potential 5th wave to the encounter descri!ed a!ove would !e !rutal. &hile eight !ug!ears constitutes a single medium encounter for the 2#s at this time having it at the tail end of a series of four medium@to@hard encounters vastly increases the risks of player@character death. #onsider it very carefully. I wold recommend allowing the 2#s to take a short rest possi!ly hiding in one of the !unks in 1). first. Bg&ears -/0$$ p.:: *1))3p ;ote" add long!ow and :) arrows add acttion" Long&o%. Ranged weapon attack 1 to hit range *()/)) one target. Hit: ,*d8(- piercing damage. $reasre0 card game set marked card game set tinkers tools fletchers kit 8(cp FFsp 85gp ::pp
1)7 &est &ing If the 2#s come here at night have the trolls from 1*) present as well !ut have them all sleeping giving the 2#s a chance to score a easy kill !efore they wake. $rolls -/0 $$ p.(7* :))3p Treasure" In chests" )cp 1(sp 1)ep :gp : violet garnets ,5))gp ea.-
1*). #ommon %oom $roll ->/0 $$ p.(7* *8))3p Ettin0 $$ p.*:( **))3p $reasre0 in flat iron ! o3" **(1cp 8(*sp 17(gp emerald ,*)))gp- candle of invocation 5lawful good, . hours6
1*(. 6ecret %oom 4inding either door to this room should !e fairly simple make it a D# *5 &isdom ,2erception- or D# *: Intelligence ,Investigation- check to find. >nly give the 2#s full e3perience for the doppleganger if they discover its true nature. >therwise give them half e3perience. Half63rc +ard0 use Veteran" $$ p:5) ())3p ;otes" no gear. 9# **J rise 6tr to *8 replace weapon attacks with )narmed Strike. Melee weapon attack: to hit 5ft. reach one target. Hit: 5 !ludgeoning damage. %educe #% to * !o((leganger0 $$ p.8( F))3p
1*1. arge %oom Three 0iants is anhas e3temely deadly Even two giants hard encounter ,a virtual for thisHill one the party a ringer in theencounter. form of =ella who willhill !etray the giants !y hanging !ack51))3p- and then!ut attacking them from !ehind if the 2#s are winning the fight. Treating =ella as a fifth party mem!er pushes this encounter down to the easy mark and her surpise attack on the 0iants should throw enough confusion into the fight to make it significantly easier. If the 2#s have !een e3ploring the fourth level for awhile =ella may have already noticed them and will contact them in secret to give them some intelligence. >therwise =ellas imitation of 6cropp will pro!a!ly give her away to the 2#s. I vastly !oosted =ellas level to make changing into a Hill 0iant plausi!le in this edition without making the phylactery of change an a!surdly powerful item. #alculating =ellas challenge rating was tricky Her spellcasting a!ility theoretically makes her e3tremely threatening as an opponent !ut setting up a suite of spells more valua!le for her spying role made her far less impressive ad did the lack of magic items.
-$"lacter" of C$ange (ondrous Ctem, very rare 5re=uires attunement by 9ruid6 This amulet is made of a gigantic carved tooth on a leather thong with mysterious oghams inlaid in powedred gemstone. &hen worn !y a druid it allows them to take the form of fey or giants. Even though these forms are often !asically humanoid and can speak the druid still cannot cast spells in either form although she can use each spell@like a!ility of any fey she is imitating once per day each. The #hallenge %ating restrictions of still apply meaning that most low@level druids will !e a!le to take the shape of sprites pi3ies and possi!ly ogres at !est although in the hands of a powerful druid of the #ircle of the $oon it may allow more powerful forms such as hags and stone giants to !e taken.
E(on" !&ull (ondrous Ctem, rare 5re=uires attunement6 This small icon appears to !e a grinning horned skull carved out of ivory. &hen the user is attuned he is always aware if the skull senses something near!y and as an action he can see and hear what the skull can see or hear as long as the owner concentrates. If worn or carried it grants advantage on &isdom ,2erception- tests. If left in an open area it serves as a silent alarm spell and allows the !earer to spy on the area !y tuning into the skulls senses.
'ella
Hedrac&
med. humanoid ,half@elf- #haotic 0ood *5 th level Druid
medium humanoid ,human- #haotic Evil *1 th level #leric ,Iu'-
Armor Class *1 ,leather armour- or *: ,giant formHit Points F ,*5d8- or *)5 ,giant formS(eed :)ft. or 1)ft. ,giant form-
Armor Class () ,plate mail ".Hit Points FF ,*1d8 *1S(eed :)ft.
6T%
DEP
=ella
**
*,:-
#>; *)
0iant
(* ,5-
8 ,@*-
*7 ,1-
I;T
&I6
#H9
*1 ,(- () ,5- * ,:-
6T% *5,(-
DEP *)
#>;
I;T
*:,*-
*(,*-
&I6 (),5-
#H9 *,:-
Saves0 #on 5 &is *) Saves0 Int F &is *) Skills Deception 8 Insight *) Investigation F ;ature F SensesDarkvision )ft. 2assive 2erception *5 Langages#ommon Elfin Druidic 0iant 6ylvan Challenge#hallenge %ating ,(:)) 3p-
Primal Strike: &hile in !east form =ellas attacks count as magical for the purposes of overcoming damage reduction. Spellcasting: =ella is a *5 th level spellcaster. Her spellcasting a!ility is &isdom ,6pell 6ave *8 *) to hit with spell attacks.- =ella has the following druid spells prepared. #antrips ,9t &ill-" druidcraft guidance, produce flame, resistance *st level ,1 slots-" charm person, cure wounds, detect magic, faerie fire, fog cloud, speak with animalsJ (nd level ,: slots-" animal messenger, find traps, hold person, pass without trace :rd level ,: slots-" dispel magic, meld into stone, protection from energy, sleet stormJ 1th level ,: slots-" freedom of movement, polymorph, wall of fire 5th level ,( slots-" commune with nature th level ,* slot-" heal, wind walk th
Fth level ,* slot8 level ,* slot-"
9#TI>;6 2ltiattack0&hen in giant form =ella gets two greatclu! attacks or one rock attack. +reatcl&.Melee weapon attack: 8 to hit *)ft. reach one target. Hit" *8 ,:d85- !ludgeoning damage. Rock. Ranged weapon attack: 8 to hit range )/(1)ft. one target. Hit: (* ,:d*)- !ludgeoning damage. Scimitar.Melee weapon attack!F to hit reach 5ft. one target. Hit ,*d:slashing damage. Prodce *lame" Ranged spell attack: *) to hit range :)ft. one target. Hit: *: ,:d8- fire damage ,ild Sha(e -=rest/0=ella can use her action take the form of !easts and elementalsJ thanks to her phylactery also giants and fey creatures. Her transformation lasts F h ours. 6he may take the form of a creature of up to #%5. Heal. &hen in a wild shape =ella can use a !onus action to e3pend an unused spell slot and restore *d8 hit points to herself per level. =ella is spying on the 0reater Temple !y stealing the form of 6cropp. Possessions0hylactery of change divine focus leather armour scimitar
Skills 9rcana History Intimidation 8 %eligion 2ersuasion 8 Senses2assive 2erception *5 Langages#ommon Ignan 9!yssal 0iant 0o!lin Challenge#hallenge %ating *) ,57)) 3p-
-lessing o' the 0ickster: Hedrack may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. Cloak of Shado%s " 9s an action Hedrack may use one use of his #hannel divinity a!ility to !ecome invisi!le until the attacks casts a spell or the end of his ne3t turn. Spellcasting: Hedrack is a *1 th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *8 *) to hit with spell attacks.- Hedrack has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, command, cure wounds, detect evil and good, disguise self, sanctuary J (nd level ,: slots-" augury, blindnessBdeafness, hold person, mirror i mage, pass without trace, silence, spiritual weapon :rd level ,: slots-" bestow curse, blink, dispel magic, remove curse, J 1th level ,: slots-" banishment, death ward dimension door, guardian of faith, polymorph 5th level ,( slots-" dominate person, flame strike, mass cure wounds, modify memory th level ,* slot-" blade barrier Fth level ,* slot-" fire storm
9#TI>;6 2agic ,arhammer0Melee weapon attack: 8 to hit 5ft. reach one target. Hit: F ,*d8(- !ludgeoning damage and 7 ,(d8- poison damage !ivine "ntervention ->=%eek/0 9san action Hedrack may call on Iu' to intervene on his !ehalf with a *:X chance of success. "nvoke !(licity0Hedrack can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action Hedrack may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth Hedrack and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy. $ighty 2riest of Iu' and leader of the Temple of Elmental Evil Hedrack is the most powerful foe in this dungeon ! esides Guggtmoy herself. Possessions0plate mail "., ring of free action, warhammer "# potion of superior healing, potion of speed, spell scroll of flame strike, spell sroll of silence, spell scrol of heal, spell scroll of harm, spell scroll of dispel magic, !lack scara! marked with TG0
1*5. arge %oom The ettins represent a deadly encounter at a virtual ))3p. The com!ats in near!y rooms have !een medium encounters and if the 2#s visited 2ella first she wil likely have performed a heal spell on any wounded characters and is still near!y if the 2#s reOuire more of the same. To mitigate the danger have the ettins practice their rock throwing freOuently allowing the players to !e automatically aware that they are there !ut give the Ettins disadvantage on a &isdom ,2erception- test to notice the party as they practice their throwing. $ra(0 This trap is triggered when the lid to the !o3 under the !ed is opened. 2#s checking the !o3 first may make a D# *5 Intelligence ,Investigation- test to notice the trap. It is disarmed !y opening the lid of the !o3 partway then unhooking the chain on the stopper from a hook on the lid of the !o3. If the 2#s open the !o3 without checking for traps give the character opening the !o3 a D# *8 &isdom ,2erception- test to notice !efore the !o3 is fully opened. >nce the trap is triggers a () area fills with to3ic vapours anyone inside is e3posed to ?urnt >thur fumes ,D$0 p.(58- causing them to make a D# *5 #onstitution save or take *) ,:d- poison damage and each round afterwards they must make an additional D# *5 #onstitution save or take an additional : ,*dpoison damage. They are cured of the poison when they make three successful saves in a row. $ra(0 The trap on the chest full of pe!!les is triggered !y opening the chest. 9 D# * Intelligence ,Investigationtest reveals the trap. It can !e !ypassed with a hidden lever on the !ack of the lid that the 2#s may discover with a further D# () Intelligence ,Investigation- test. To disarm" D# * Intelligence test with Thieves tools. If the trap is triggered a fusillade of poisoned flechettes are fired make two ranged weapon attacks against everyone in front of the chest with a 5 !onus. These attacks do * point of pirecing damage and reOuire a D# * #onstitution save on a failed save they take *1 ,1d- poison damage and are incapacitated for one minute. >n a successful save they take half that amount and are not incapacitated. Ettins -:/0 $$ p.*:( ::))3p ;ote" add action" Rock. Ranged weapon attack: 5 to hit range 1)/*()ft. one target. Hit *F ,(d85!ludgeoning damage. $reasre0 88:sp ()*)ep *1*Fgp ( violet garnets ,5))gp ea.- ( diamond !rooches ,(5))gp ea.- stone of controlling earth elementals, sling stone ")
1*. 2lanning %oom $roll ->/" $$ p.(7* *8))3p $reasre0 golden Ouill@holder ,5)gp- Aewelled silver ink stand ,5))gp- ( vials ink 1 Ouills () sheets of parchment Town maps of Hommlet ;ul! Ver!o!onc ;yr Dyv and =ronJ %egional maps of Veluna Ver!o!onc &est 4uryody and #eleneJ $aps of the Temple of Elemental Evil and $oathouseJ 1 fine tapestries ,F5)gp ea.- twin crystal chandeliers ,*(5)gp ea.- !rass candle@rod ,5)gp-
1*F. 2rivate %oom I left most of Hedracks treasure mostly intact if downgraded in value in some places. 9s slay living is no longer a spell I replaced it with harm and swapped cure serious wounds for heal! I removed the 'ook of /ile 9arknessJ one evil artifact is enough for this campaign. The module here mentions two female servants !ut gives no details. If you wish to use 2aida and did not do so in 4alrinths Ouarters she might make a good servant here. I decided to put Hedrack at level *1 as it gave him access to some highly destructive spells that could replace some of the magic items that I had to remove from him ,blade barrier replaces his 9aern8s Cnstant %ortress, for e3ample-. This also gave him !etter damage output with his warhammer thanks to the Trickster Divine 6trike feature. Hedracks personal gear had to !e pared down significantly with only three attuna!le items to pick from I felt that the plate mail ". and ring of freedom of action were good choices for com!at while the ebony skull !oth added some flavour and gave the 2#s the choice to lure him off for com!at where he is not !acked up !y 6enshock Daggum co. Hedrack0 see a!ove 57))3p Servants -/0 use #ommoner" $$ p.:15J ()3p
$reasre0 on mantle" painted ceramic plates signed BHedrackC ,5cp ea.- dragon carved from ru!y ,F5))gp- 1 ivory@handled dinner knives with scrimshawed images of sea monsters ,(1gp ea.- green elipsiod crystal ,5))gp-chunk of cooled lava with 5 volcanic tourmalines ,5)))gp- painting ,(5)gp- ebony skullDJ ( engraved !rass !ra'iers ,(5)gp ea.- ?rass andirons and fireplace tools ,F5)gp- 8 fair taptestres ,*))gp ea- *) rugs ,*))gp ea. :5l!.- 1 ermine !lankets ,*)))gp ea.- platinum unholy sym!ol ,(5)gp- in desk" spell scroll of flame strike, spell scroll of silence, spell scroll of heal, spell scroll of harmJ on !ookshelf" *5) !ooks on strategy ,*d*)gp ea.- : amethysts ,*))gp ea.- : citrines ,5) gp ea.- ( diamonds ,5)))gp ea.- : opals ,*)))gp ea- huge !lack sapphire ,5)))gp- in wardro!e" 5 fine silk ro!es ,(5)gp ea.-
1*7. 0reater Temple The do'en gargoyles would prove a thoroughly lethal encounter in this edition especially if it is com!ined with the human leaders during the ceremony. 6i3 gargoyles comes to a virtual 51))3p making them a hard encounter even if the 2#s have levelled up to 7th level !y clearing out the leader and the !ug!ears and giants to the 6outh. I have reduced their num!ers accordingly. If the characters arrive while a ritual is !eing performed !reak it down into waves. Have ?arkinar and Deggum attack first as Hedrack continues to perform the ritual guarded !y his allies spells 6enshock will move to one of the secret doors !ehind the statues on rounds ( : then provide minor spells support starting on round 1. Have the gargoyles descend upon the 2#s on the 5th round. If Deggum and ?arkinar fall 6enshock will dimension door to area :15 to warn Guggtmoy !efore dimension dooring again to his room to collect his portable hole and flee the temple. 9t the same Hedrack will use an action to attempt to call Iu' using his divine intervention a!ility. 4ailing that he will complete the ritual and unleash an elemental on round and !egin fighting on round F. It is more likely that the 2#s will pick the leaders off as they e3plore teh 6outhern regions of the Temple !ut the leaders do not simply mill a!out in their cham!ers. Hedrack engages in rituals fairly freOuently and at other times he ?arkinar and 6enshock can !e found de!ating in the planning room. =eep track of the time of day to decide where a given leader is. #asting spells through the peepholes to area 1:: imposes advantage on the targets saves or disadvantage on an attack role due to the trickiness of aiming the spell. &ave * Barkinar0 see room 1):. !eggm0 see room 1):. &ave ( +argoyles -/0 $$ p.*1)J *5))3p Senshock0 see room 1)1. ;ote" 6enshock provides minor fire support from the peephole. &ave : Earth Elemental0 $$ p.*(1J *8))3p ;ote" #hange alignment to #haotic Evil &ave 5" Hedrack0 see area 1*F. Altar Crtain0 see ?elow (:))3p
1(*" East Earth 0ate I placed ?ug!ears here to support the Hill 0iant in a way similar to the description of the temple on alert. This should make for a tough encounter !ut keep the !ug!ears !ack and offering covering fire from the corners while the giant guards the entrance. 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the Earth ;ode. Hill +iant0 $$ p.*55 *8))3p Bg&ears -%/0$$ p.:: 7))3p ;ote" add long!ow and :) arrows add acttion" ong!ow. Ranged weapon attack 1 to hit range *()/)) one target. Hit: ,*d8(- piercing damage.
ltar Curtain Huge 2lant
Armor Class F Hit Points **5 ,*)d*( 5)S(eed :)ft.
6T%
DEP
5,@:-
5,@:-
#>; (),5-
I;T *,@5-
&I6 *(,*-
#H9 *,@5-
!amage "mmnities0 Vlnera&ilities0 fire thunder radiant !amage poison Condition "mmnities0!linded charmed deafened e3hausted frightened poisonedJ Senses?lindsight :)ft. ,cannot see !eyond this range- 2assive 2erception ** Challenge#hallenge %ating 8 ,(:)) 3p-
1egeneration: The 9ltar #urtain regains *) hit points at the start of its turn. If it takes fire or radiant damage this trait doesnt function at the start of its ne3t turn. The 9ltar #urtain only dies if it starts its turn with ) hit p oints and doesnt regenerate. *mproved ritical: The to3ins of the9ltar curtain are so intense that it deals a critical hit on a roll of *7 or ().
9#TI>;6 2ltiattack0The 9ltar #urtain makes four rotting touch attacks per round Rotting $och.Melee weapon attack: to hit reach *5ft. one creature. Hit *: ,:d8- necrotic damage. *ritical hit: The target must make a D# * #onstitution save or suffer a random inAury due to withered flesh. %esistance to necrotic damage prevents this effect. This mutation of violet fungus was created !y Guggtmoy to !e a lethal protector of the most sensitive parts of the Temple. It will attack anything that gets too close unless presented with a !lack scara! amulet maked with TG0.
1((. &est Earth 0ate 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the Elemental 2lane of Earth.
1(1. East 9ir 0ate I placed ?ug!ears here to support the Ettin in a way similar to the description of the temple on alert. This should make for a medium encounter. 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the 9ir ;ode. Ettin0 $$ p.*:( **))3p Bg&ears -%/0$$ p.:: 7))3p ;ote" add long!ow and :) arrows add acttion" ong!ow. Ranged weapon attack 1 to hit range *()/)) one target. Hit: ,*d8(- piercing damage.
1(5. &est 9ir 0ate 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the Elemental 2lane of 9ir. 0iven that this is a one way trip to a place where enemies will never !e a threat again it seemed pointless to have guards on itJ I left it unmanned ike area 1((.
1(F. East 4ire 0ate I placed ?ug!ears here to support the Ettin in a way similar to the description of the temple on alert. This should make for a medium encounter. 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the 4ire ;ode. Ettin0 $$ p.*:( **))3p Bg&ears -%/0$$ p.:: 7))3p ;ote" and :) arrows add acttion" ong!ow. Ranged weapon attack 1 to hit range *()/)) one target.add Hit:long!ow ,*d8(piercing damage.
1(8. &est 4ire 0ate 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the Elemental 2lane of 4ire. 0iven that this is a one way trip to a place where enemies will never !e a threat again it seemed pointless to have guards on itJ I left it unmanned ike area 1((.
1:). 4oyer In the DD:.5e manual 6T>%$&%9#= the air plant was introduced likely !ased on this item however it was depicted as spongy and causing !u!!les in the scummy pools in which it grows. It lets of a soft his and one ca feel a !ree'e !y putting their hand near it. 9llow characters to roll either a D# *: Intelligence ,;ature- or a D# *: Intelligence with 9lchemy or Her!alist kit roll to recogni'e the properties of the air plant. In this case allow a mouthful to grant water breathing for hours !ut it must !e kept inside the mouth during that time. The players may take at least one spare sample of the air plant from the node !y making a successful D# *5 Intelligence check with either an 9lchemy or Her!ailsts kit.
1:* East &ater 0ate 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the &ater ;ode.
1:(. &est &ater 0ate 9llow the 2#s a D#*5 Intelligence ,9rcana- test to identify the gate !efore stepping through it. This gate leads to the Elemental 2lane of &ater.
1::. Inner #ham!er ?y this time the characters easily Oualify for 7th level and are pushing well on their way to *) th. I feel less worried a!out placing rare items around however most of the magic items here are either repeat items or no longer e3ist in DD5e. I have not replaced them. Ive also cut the treasure in each chest in half. $ra(0 ?oth chests in this area have identical sets of traps. ?oth are wi+ard locked and if opened they will trigger a gyph of warding placed !y 6enshock that reOuires those opening it without !earing a !lack scara! amulet to make a D# *F De3terity save taking (* ,5d8- fire damage on a failed save or half that much on a successful save. The ock is also warded with a glowing glyph of warding that forms a specific sym!ol that a 2# can identify with a D# *5 Intelligence ,9rcana- check. The name of the glyph must !e said when stepping within 5ft. of the chest and again when first touching the lock. If either are not done correctly everyone within ()ft. must make a D# *F De3terity save taking *8 ,1d8- lightning damage or half that much on a successful save. 9ispel Magic can wipe out Hedracks two outer glyphs palced !y Hedrack. 9 final glyph of warding is placed on the top step to the ne3us. 9nyone stepping on that step without speaking the name of the 0lyph marked there will set it off" everyone within ()ft. must make a D# *F De3terity save taking *8 ,1d8- lightning damage or half that much on a successful save. $reasre0 ()))ep 1)))gp *)))pp letters of credit candle of invocation 5chaotic evil, ) hours6, wand of fear
1:1. ;e3us. This area radiates evil. $reasre0 gems ,5)gp ea.-S Staking all gems will cause an 9vatar of Iu' to appear followed swiftly !y an avatar of 6t. #uth!ert to ward him off.
1:5 ight #ham!er The pillar of light makes references to a !road range of rules that no longer have a !earing in DD5e and so demand a certain amount of clarification and re@writing. I propose the following. • •
•
The evil and is touches treated as 9ny area goodradiates aligned !eing that thedesecrated! light must takes (( ,1d*)- radiant damage at the end of each turn where they end their turn inside the light. They must make a D# * 6trength save or suffer energy drain for the same amount which lowers their ma3imum hit points !y that amount until they get a long rest. ?eings whose ma3imum hit points drop to ) in this manner die. ?y sitting in the throne a character comes in telepathic contact with Guggtmoy and must make a D# *8 #harisma save or !ecome charmed !y Guggtmoy for (1 hours. &hile charmed in this way they must o!ey Guggtmoys commands.
$reasre0 :)) least abyssal gemstones ,see a!ove- ()) lesser abyssal gemstones ,see a!ove- *)) common abyssal gemstones ,see a!ove- :: greater abyssal gemstones ,see a!ove- : grand abyssal gemstones ,see a!ove2ilestone0 6hattering the leadership of the Temple of Elemental Evil should !e worth an additional 57))3p.
The ;odes of Elemental Evil This environment was far more free@form than the rest of the Temple of Elemental Evil. They essentially have only one function a prison for the Elemental 0ems that grant the >rb of Golden 9eath its full power and allow it to !e destroyed this !anishing Guggtmoy and destroying the Temple once and for all. They are a gruelling survival challenge with a num!er of themed encounters. ?y the Time the 2#s have defeated the 0reater and esser Temples defeated Hedrack and learned of Guggtmoys presence they have pro!a!ly earned ()):5)3p !etween them 2ossi!ly more if they have done the B?ringing to ifeC encounters run across some random encounters or earned some role@playing !onuses and so are well on their way to *) th level when they have accrued a collective (5)))3p. The creatures and milestone !onuses in Guggtmoys lair account for another (171)3p. 2ersonally I like using the goal of pushing th
the characters past *) level to !e an ideal goal for completing the material in the srcinal campaign. If we make collecting all of the elemental gems and escaping the ;odes a milestone worth 5)))3p apiece then we only really need si3 level@appropriate encounters in the nodes to complete the goal of reaching *)th level. 9lternatively we can make the goal to have the characters reach *)th level !efore the clima3 of facing Guggtmoy !y ensuring that there are at least *( level@appropriate encounters spread across the ;odes. Ideally I would like to increase that to (1 roughly si3 per node to let players make up for missed e3perience points. 6tatting out so many 9DD*e creatures would have !een e3hausting and so I chose to completely redo the encounters in the nodes to keep the re@statting to a few favourites and a couple of srcinal creations.
9ll in all there is up to another *:F1(53p that can !e accrued here enough to put the 2#s to Aust a few hundred over **th level if they clear everything although it will still give them a solid shot at *) th even if they only do the !are minimum to find the gems in each area. E3ploring each node could theoretically give them a serious edge in the final !attle against Guggtmoy. I chose not to !other re@interpreting the magic rules I shall leave that to other D$s if they wish I find that kind tracking to !e a hassle. In the case of Environmental damage I simply created some trap@like pro!lems for the 2#s to overcome such as choking dust in the Elemental ;ode to3ic pollen rough weather and poisonous fumes in the &ater ;ode fog@shrouded encounters in the 9ir ;ode and pools of !oiling oil areas of dangerously intense heat and sulphurous stenches in the 4ire ;ode
The 9ir #averns ,The 9ir ;odeThe 9ir node is frigid characters in the 9ir #averns must make a D#*) #onstitution save every hour or gain a level of e3haustion. #reatures with resistance to cold damage wearing cold weather gear or that are naturally adapted to the cold automatically succeed on this save. $any areas are also shrouded in cold that makes seeing difficult.
9*. Top of the 2eak The peak of the mount at the centre of the 9ir #averns is shrouded in fog icy and uneven. There is a peal of thunder when the 2#s arrive telling 0ranks men to !e ready. 0etting down the cliffs is perilous the 2#s must make a D# De3terity ,9cro!atics- check ot !egin tum!ling down the hills. 9llies may attempt a rescue !y spending their %eaction to make a D# *8 De3terity check to catch them. >therwise they will !egin tum!ling taking F ,(d- !ludgeoning damage at the !eginning of each round. 9s a !onus action they may attempt another save to find their !alance again. They will fall up to a total of five rounds.
9(. East 4loor 9rea 0rank and his !andits have set up covered positions near the foot of the spire. They use the com!ination of fog and snow to hide themselves from new arrivals to surround and ro! them. The clouded visi!ility and howling winds mean that all &isdom ,2erception- tests to see them fail until the 2#s are only )ft. away. 9fter that they may make one D# *: &isdom ,2erception- test with disadvantage to seek 0anks men !efore they fire warning shots and surround the 2arty. ?ecause 0ranks men are e3perienced and !loody survivors I have upgraded them all to ?andit #aptains for purposes of this !attle. =eep careful track of $orale once they have lost a few !andits 0rank and his men will !e Ouick to retreat to area 7. +rank0 see !elow 15)3p 15)3p Bandits -F/0 use ?andit #aptain" $$ p.:11 :*5)3p ;ote" add long!ow and action" Long&o%. Ranged weapon attack: 5 to hit range *()/)) one target. Hit ,*d8(- piercing damage.
95. 6outh 4loor 9rea
Taki is partially encased in ice here and struggling for life thanks to the magic of 9shrem. He is easy to spot as swarms of crows wait for him to perish and will o!Aect to the 2#s trying to rescue him attacking for several rounds !efore !eing driven off ,give them disadvantage on morale tests-. Taki is suffering from four levels of e3haustion and !egins the encounter restrained. ?reaking him out of the ice will reOuire a D# (5 6trength ,9thletics- check or hacking away at the ice tom! which has an 9# of *F and 5)hp. 9 roll of natural one on an attack roll will cause damage to Taki. The 9!omina!le eti has a chance of hearing the racket the crows make with a D# *: &isdom ,2erception- ,5- test !efore sliding down the edge to attack as well. I have chosen to make Taki a !ar!arian rather than fighter to make him an ideal survivalist. 0ive the 2#s e3perience for Taki if they free him !efriend him or do him in. $aki0 see !elow *8))3p S%arms of Ravens -7/0 $$ p.::7J ())3p
9. 6outhwestern edge The a!omina!le yeti on the ledge here has gone mad and !een driven out of the yetis caves in areas 9 ** and 9 *(. It is waiting for the clouds to pass as it watches to see if Taki perishes for an easy meal. Its sheer footing and knack for clim!ing icy surfaces will allow him to reach Takis position in only two rounds. A&omina&le
Ta&i
Gran&
med. humanoid ,human- ;eutral 0ood 8 th level ?ar!arian
medium humanoid ,human- #haotic Evil 5 th level #leric ,>lidammara-
Armor Class *7 ,unarmoured defence shieldHit Points 8 ,8d*( *S(eed 1)ft.
Armor Class *8 ,chain mailHit Points (8 ,5d8 5S(eed :)ft.
6T% *1,(-
DEP *8,1-
#>; *8,1-
I;T *(,*-
&I6 *:,*-
#H9 **
Saves0 6tr 5 #onF Skills 9thletics 5 Intimidation : ;ature 1 6urvival 1 Senses2assive 2erception ** Langages#ommon Dwarven Elfin Challenge#hallenge %ating 5 ,*8)) 3p-
&anger Sense: Taki has advantage on De3terity saving throws against effects that he can see such as traps and spells. To gain this !enefit he cant !e !linded deafened or incapacitated. Eagle Eyes: Taki can see up to * mile away a!le to discern even fine details as though looking at something no more than *))ft. 9way from him. Dim light does not impose disadvantage on &isdom ,2erception- tests. Feral *nstinct: Taki has advantage on initiative rolls. If he is surprised at the !eginning of com!at and isnt incapacitated he can act normally on his first turn!ut only if he enters a rage !efore doing anything else on his turn. 1age "2$day%: In !attleTaki fights with primal ferocity.>n his turn he can enter a rage as a !onus action. He has advantage on 6trength checks and 6trength saving throws. He does ( damage on all melee attacks. He has resistance to all forms of damage e3cept psychic damage. 1eckless Attack: &hile raging Taki may take advantage on his melee attack rolls !ut all attacks against him gain advantage until the !eginning of his ne3t turn.
6T% *5,(-
DEP *)
#>; *:,*-
I;T **
&I6 *8,1-
#H9 *1,(-
!amage Resistancefire Saves0 #on 1 &is F Skills 6tealth : Deception 5 Intimidation 5 Senses 2assive 2erception *1 Langages#ommon 9!yssal 0o!lin Challenge#hallenge %ating ( ,15) 3p-
-lessing o' the 0ickster: 0rank may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again. Spellcasting: 0rank is a 5 th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *5 F to hit with spell attacks.- 0rank has the following cleric spells prepared. #antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" bless charm person, cure wounds, detect magic, disguise self, purify food and drink, sanctuary J (nd level ,: slots-" calm emotions, hold person mirror image, pass without trace, silence :rd level ,( slots-" create food and water blink, dispel magicJ
9#TI>;6 2ace0 Melee weapon attack: 5 to hit 5ft. reach one target. Hit: ,*d8(!ludgeoning damage.
1itual Spells: Taki can cast beast sense and speak with animals as rituals.
9#TI>;6 2ltiattack0Taki makes two attacks on his turn. Longs%ord.Melee (eapon 1ttack: 5 to hit reach 5ft. one target. Hit: 8 ,*d8 1- slashing damage. Long&o%.Ranged weapon attack: to hit reach 5ft. one target. Hit F ,*d8:piercing damage. 9n evil wi'ard from Veluna 6argen sought work at the Temple of Elemental evil !ut his own traffic with devils and tendency to Ouestion the policies of the 0rand temple got him tossed into the ;odes. He has since !een ro!!ed and lacks a spell!ookJ and so cannot learn spells that offer him !etter defence. He has gone Ouite mad. Possessions0longsword l ong!ow dagger
Sacred *lame" 0rank may target any creature withing )ft. The target must make a D# *5 De3terity save. >n a failed save the target takes (d8 radiant damage The target gains no !enefit from cover on this save. "nvoke !(licity00rank can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action 0rank may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth 0rank and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy. The leader of a ragged group of !andits 0rank and his cohort !lundered into the portals to the nodes years ago. His power now controls whether his fellow !andits starve or die from the simplest wound and so he commands their utmost loyalty. Possessions0chain mail shield mace holy sym!ol ring of fire resistance
9 F. 0round@evel #ave This cave holds the remains of an unfortunate encampment of sacrifices now little more than some tattered cloth !one and a few strips of fro'en meat. 9 thorough search of the cham!er will reveal that anything left on the murdered victims was taken save a single cameo. If taken to hommlet several of the locals can affirm that it !elonged to a workwoman who went missing a few months earlier. $reasre0 Ivory cameo pendant ,(5gp-
9 8. Hidden ;iche 0walihur a 4rost 0iant has made his home here. He has an understanding with 0rank and his men" they give him a share of the plunder and he helps defend them from potential intruders. The 4rost 0iant holds this niche !ecause it gives him leverage" he does not need heat or coals from the 4ire ;ode !ut others do if they want to collect them they must pay him a toll. He also has a !itter rivalry with the ?urium the #loud 0iant in area 9:). 2#s who might help him !est the #loud giant may !e a!le to earn safe passage through this gate and freedom from future attacks from 0ranks ?andits. The ;iche itself is a picture of 4rost 0iant la'iness he has heaped some !oulders into chairs and hung a few fro'en pelts up to give a sem!lance of comfort !ut has a!solutely no interest in further developing the place save to pile his goods in an appealing arrangement. 6everal dead and !utchered yeti hang from the ceiling directly a!ove the portal to cure in the dry heat that it gives off. 0walihur uses a human@si'ed "# battlea$e as if it were a hand@a3J if he runs into seemingly damage resistant foes he will switch to that weapon. I have added an e3tra damage die to it to represent the incredi!le strength !ehind the attacks. *rost +iant0 $$ p.*55 :7))3p ;ote" modify multiattack to read 2agic Battlea1e0 Ranged weapon attack: *) to hit range one targetJ Hit: *5 ,(d8 F-. $reasre0 cask of fine !randy ,(5)gp- chalice of #arved apis ,5))gp- Aewelled !elt ,5))gp- silken ro!e of the air temple lined with fur ,(5)gp- *8*Fcp (78sp 1)*gp F1pp stone of good luck, "# battle4a$e
9 7. arge ?ranch #ave This currentlyofserves as where 0rank they #amp where he and his !ut men rest and feed can afterrush raids. He has a day camp near cave the entrance the cave keep no valua!les where his men to reach area ( and assume am!ush positions in less than a three rounds. They keep a lantern here lit with a continual flame spell so that intruders into the fave are silhouetted making the night lookouts Ao! easier. ,This gives disadvantage on De3terity ,6tealth- checks to sneak into the cave.&hen resting he and his men retreat to the slightly warmer area near 98 where some warmth radiates off the portal to the 4ire node and the frost giant 0walihur can !e called on to help defend them. &hen they are resting men take shifts on the high outcropping as lookouts in case yeti or other trou!les enter the cave they alert the giant and the !andits with a hand@!ell. +rank0 see 9rea 9( Bandits0 see 9rea 9(. $reasre0 #old weather clothes 6aargens spell!ook (**Fcp 8:(sp :)5gp (*pp : !arrels of oil *F !ottles of dwarven whisky ,(5gp ea- 11 empty !ottles *8 assorted silver holy sym!ols ,(5gp ea.- !rass mug ,(5gp- copper ring ,(5gp- 5 maces *( daggers *1 morning stars Saargen8s S(ell&ook0 *st level" charm person, detect magic, grease, identify, -ump, feather fall, magic missile, sleep, unseen servant J (nd level" continual flame, darkvision, enhance ability, invisibility, suggestion :rd level ,: slots-" counterspell, haste, fly, eomund8s tiny hut, magic circle, tonguesJ 1th level" con-ure minor elementals fabricate, >tiluke8s resilient sphere, stone shape, polymorph
9 **. East ;iche air In 9shrems day the Temple of 9ir recruited a num!er of eti from the high ortmil mountains to serve as warriors for the Temple. The !easts proved too !rutish and feral to make good guards. 6hortly !efore 9shrem was deposed !y =elno with 9llrems help they tricked the eti into entering the 9ir node which proved to !e an ideal climate for the !rutes. They have since proliferated here dining on the flesh of sacrifices. This is the outer lair of the eti. 9 num!er of recent sacrifices dead elves dwarves !ug!ears and gnolls hang encased in ice here ,if the 2#s talked the gnolls in the $oathouse into leaving the Temples service they can !e found here flayed and their pelts tanning. The eti have made multiple attempts to kill 0rank and his men !ut fear the 4rost 0iant in are 8 and will not attack them near their lair. They have learned that the people 0rank ro!s are easy prey afterwards and so now wait for some time !efore stalking the Earth caves looking for victims.
9 *(. ;ortheast ;iche air This is the etis inner sanctum a lair scattered with the things that 0ranks men didnt find worth taking from their victims. ;ests made of tattered cloaks ro!es and pelts of victims cast into the air node are piled here and piles of hapha'ard trinkets are laid out here and there. 9t one end of the tunnel is a ragged shrine to Thari'dun created out of fro'en !lood and draped with !lack cloaks marked with the elder elemental eye. The yeti pile their finest discoveries here. The 9ltar was decorated !y 9shrem when he ,!riefly- attempted to reassert control over the yeti when he was first !anished. The eti here are females there are also a num!er of defenceless young.
9 *:. 6mall #ave at 0round level This narrow and low cave entrance is !arricaded !y several pieces of armour fro'en into ice on the ground with a num!er of spears and swords wedged into it to form a spiky !arrier with a single gate !locked !y a curtain of patchy chainmail. ?ehind it several go!lins in the rags of old Temple of Earth ro!es act as sentries for the cave comple3 !eyond. They keep a !arrel of fuel oil and a num!er of makeshift flasks made of moulded ice to hurl attackers along with tongs and slings made of old chainmail for hurling hot coals. The go!lins will not !e immediately hostile !ut they will growl and utter carefully@worded threats in !roken common telling those coming that if they do not wish to trade for food poison or potions then they are not welcome to come any closer. If the 2#s are interested in trading the go!lins will allow them in and escort them to area *5. The go!lins have partial cover and clim!ing over the !arricade is dangerous anyone attempting to do so is su!Aect to a melee weapon attack with a 8 !onus that does ** ,(d*)- piercing damage and ** ,(d*)- poison damage. These go!lins are not a true threat to the 2#s !ut are meant to !e an interesting and unusual encounter that after all adAustments should prove to !e at least a little tricky if the 2#s choose to go into com!at with the go!lins.
0o!lins ,8-" $$ p* 8))3p ;otes" replace leather armour with sudded leather armour 9# *1J add the following Ouality" 2aster Slinger0 These go!lins have practiced the art of loading slings and coal slingsJ they may use a !onus action rather than a regular action to load a slingJ add the following actions" Coal Sling. Ranged weapon attack! 1 to hit range ()/) one target. Hit : ,*d:(- !ludgeoning damage and : ,*d- fire damage. 3ily "ce&all. Ranged weapon attack: 1 to hit range *)/:) one target. Hit: : ,*d:(- !ludgeoning damage target coated in oil will take an additional 5 fire damage if hit !y a coal sling. %aise #% to */(
9 *1. ;ortheast #orridor at 0round evel The go!lins have turned this corridor into a trap@filled defensive position. ?y splashing water in places then lightly !rushing snow they have created a num!er of dangerous ice slicks. The go!lins know the safe routes !y heart !ut anyone else attempting to run down the corridor should make a D# *5 De3terity every *)ft. of movement save or fall prone This can !e mitigated !y treating the area as ha'ardous terrain. #lever characters may want to imitate the go!lins apparently hapha'ard and random movement down
the corridor. They may make a D# *: &isdom ,Insight- roll to do so. In that case they may sacrifice 5ft of movement to move at otherwise full speed The go!lins have also filled the hall with deadfall traps. 9 2air of go!lins are stationed at the eastern end of the passage with :/1 cover !ehind a couple of snowmen. They will trigger those deadfall traps as the 2#s move down the corridor.
Deadfall Mechanical Trap %ough nets have !een suspended from the cielings !y way of iron rings they have !een filled with Aagged ice !alls Aunks of stone and pieces of armour and scrap metal. These traps are manually triggered !y cutting ca!les at the far end of area *1 from the entrance. 9lltake creatures in a- *)ft. sOuare must makeorahalf D#that *5 De3terity save. >n a failed save they (( ,1d*) !ludgeoning damage on a successful save. Detecting this trap reOuires a D# *( &isdom ,2erception- test which will likely !e at disadvantage in poor light. The trap is a simple pulley system and net that can !e disarmed !y slowly lowering the stones !y hand once they are detached from the lever. +o&lins -/0 $$ p.* 7))3p ;ote" !ecause of the damage output these go!lins can achieve !y triggering traps raise their #% to (. $reasre0 . potions of gaseous form 9 *5. 6mall cave with sloping entrace ;orth &all of +agged Ice The go!lins have placed a trap near the entrance to this area. 9s the 2#s move around the corner in area 9*1 a go!lin hidden !ehind a snowman near the entrance to area 9* will !e listening for a signal word once one or more characters pass !y the area he will cut a cord causing a massive suspended ice chunk to swing at the 2#s. Ram $ra(0 Mechanical Trap!This manually triggered trap swings a massive chunk of ice cord and rope at all 2#s within the *)ft cu!e directly in front the entrance to this area. &hen the trap is triggered manually all 2#s in the area are su!Aect to a $elee weapon attack" 8 to hit *)ft. %each targets all creatures in a *)ft. cu!e. Hit: ** ,(d*)- !ludgeoning damage and the targets must roll a D# * 6trength save or !e pushed into the area of the slide trap. This trap is easy to see a D# *) &isdom ,2erception- test will spot it !ut disarming it without !eing in the area where it is triggered is another matter. 9 2# may make a D# *( Intelligence ,Investigationcheck to understand that they can spring the attack early !y shooting the control rope ,9# *( 1hp- !ut if they are pursuing fleeing go!lins they may not have the time and will make the first check at disadvantage and must stop to spend and action to make the second. Slide $ra(0 Mechanical Trap! The go!lins have slicked the entrance to area *5 anyone attempting to enter it or pushed here !y the ram trap must make a D# * De3terity save or !egin sliding down into area *5. The floor has !een coated in Aagged ice and sharp o!Aects fro'en to the floor coated in fro'en !asic poison. 9nyone sliding into room *5 will take ** ,(d*)- piercing damage and ** ,(d*)- poison damage and !e prone and stunned for * round. Treat the whole room as rough terrain. 9nyone moving around in it who rolls a * on an attack roll or de3terity save will take damage from the trap again. The trap can !e disarmed !y melting the ice on the floor with !urning oil alchemists fire or a spell that does fire damage. >nce the %am Trap has !een sprung there will !e ropes hanging from the ram allowing someone with free hands to clim! in or out of the area without risking sliding !ack down and taking more damage from the trap. >nce the trap is triggered go!lins from area * will descend to finish the wounded. +o&lin0 $$ p.* 15)3p ;ote" !ecause of the damage output this go!lin can achieve !y triggering traps raise her #% to (. $reasre0 otion of gaseous form.
9 *. arge #ave with &all of mostly Ice During the srcinal siege of the Temple of Elemental Evil a !and of go!lins serving the Temple of Earth fled into the depths of the Temple and wound up trapped in the ;odes. ed !y a particularly cunning leader they learned the layout and portal locations of the nodes and captured anyone they could forcing them to share any knowledge they had that could help them survive. Thanks to a now dead alchemist in service of the Temple of 4ire the go!lins learned some alchemy. 9 Earth 2riest worshipper of Guggtmoy later taught them the art of fungual horticulture and an assassin sacrificed to the nodes taught them something of poison use and making. 6ince then the go!lins led !y their chief alchemist have set up shop in the 9ir node caves. The go!lins now produce edi!le mushrooms !asic poison 2ale Tincture poison potions of healing alchemists fire potions of gaseous form and potions or fire resistance using their alchemical know@how. &ith the help of 6aargen when he was !riefly their slave they have captured and !ound a fire elemental to warm the southern part of this cavern which has made their fungus farm very successful. The 4ire elemental is trapped in a permanent Magic *ircle near the centre of the room. If the circle is !roken it will attempt to kill the go!lins. /0 $$ p.* *())3p ;ote" %eplace leather armour with studded leather. 9#*1 9ll of the attacks of the 0o!lins in room 9* are treated with a concentrated version of ?asic 2oison" the target of their attacks must make a D# *( fortitude save or take : ,(d1- additional points of poison damage. %aise the #% of the go!lins to */(. +o&lin Boss0 $$ p.*. ())Pp ;ote" 9ll of the attacks of the 0o!lins in room 9* are treated with a concentrated version of ?asic 2oison" the target of their attacks must make a D# *( fortitude save or take : ,(d1- additional points of poison damage. +o&lin Alchemist0 use 0o!lin ?oss $$ p.* 15)3p ;ote the alchemist may make two 9lchemist fire attacks" Alchemist8s *ire0 ranged weapon attack: 1 to hit range ()ft. one target. Hit: ( ,*d1- fire damage target must make a D# *) De3terity check at the !eginning of each of its turn or take an additional ( ,*d1- fire damage until it has made one successful save. %aise #% to ( $reasre0 .; potions of healing, #F potions of fire resistance, .F potions of gaseous form, 11 doses of !asic poison doses of pale tincture 8 days of food :)) pints of oil :) flasks of alchemists fire forumla for potion of gaseous form formula for potion of fire resistance formula for pale tincture unguents ,()))gp- : alchemists kits ( her!alists kits 1 miners tools 1 poisoners kits ())l!s. #oal *ire Elemental0 $$ p.*(5 *8))3p ;ote" #hange alignment to #haotic Evil.
9 *8. 6helf #ave "ldriss -@/0 6ee ?elow ((5)3p $reasre0 Gem of %ire ower, 1:ep
9 (:. 6helf 9 2air of &hite Dragons have taken up residence on this shelf and decorated !oth it and the area !elow it ,9 (1- with sculptures of ice. These dragons mostly hunt on the surface !ut occasionally prey on the eti !elow.
s$rem
/ldriss 4ir Grue5 small elemental, *haotic Evil
medium humanoid ,human- #haotic Evil th level #leric ,olth-
Armor Class*5 Hit Points*8 ,5d @ 5S(eed (5ft. 4ly :)ft.
Armor Class *F ,chain mailHit Points :7 ,d8 *(S(eed :)ft.
6T%
DEP
:,@1-
(),5-
#>; 7,@*-
I;T ,@(-
&I6 **
#H9 *(,*-
6T% *:,*-
DEP 7,@*-
#>; *5,(-
I;T **
&I6 *F,:-
#H9 F,@(-
!amage Resistance0!ludgeoning piercing and slashing from non@magical weapons !amage "mmnity0poison Condition "mmnity0e3huasted paraly'ed petrified poisoned unconscious. SensesDarkvision )ft. 2assive 2erception *) LangagesTerran Challenge#hallenge %ating ( ,15) 3p-
Saves0 #on 5 &is Skills Deception *Intimidation * %eligion : Senses 2assive 2erception *: Langages #ommon 9uran 9!yssal eti Challenge #hallenge %ating : ,F)) 3p-
8eartstone: &hen an Ildriss dies it evaporates into a foul@smelling fume leaving !ehind 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 *@: feather fall 1@5 gust of wind fly
-lessing o' the 0ickster: 9shrem may touch another living creature other than himself and grant it advantage on De3terity ,6tealth- tests. This effect lasts * hour or until he uses this a!ility again.
*nnate Spellcasting: The Ildriss spellcasting a!ility is #harisma ,6ave D# *) : to spell attacks-. They may cast the following spells without material components" At ,ill0invisibility :=day0 dispel magic, gust of wind J >=day0 stinking cloud
Spellcasting: 9shrem is a 5 th level spellcaster. His spellcasting a!ility is &isdom ,6pell 6ave *5 F to hit with spell attacks.- 9shrem has the following cleric spells prepared.
9#TI>;6
without trace, silence, spiritual weapon :rd level ,( slots-" bestow curse, blink, dispel magic J
2ltiattack0Ildriss get two claw attacks each round
9#TI>;6
Cla%. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d:slashing damage. Ildriss are elemental spirits corrupted !y the energies of the 9!yss. They appear as long@necked scaly rat@like creatures surrounded in stinking vapours. Ravenos sadists.&hen presented with an opportunity Ildriss will attack and eat the flesh of intelligent creatures not !ecause they want to !ut !ecause it gives them sadistic Aoy. They also enAoy dispelling magic that gives creatures the power of flight or pushing them off of cliffs. 2inions of Elemental Evil.9ir 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.
Cloak of Shado%s " 9s an action Hedrack may use one use of his #hannel divinity a!ility to !ecome invisi!le until the attacks casts a spell or the end of his ne3t turn.
#antrips ,9t &ill-" guidance, sacred flame, thaumaturgy *st level ,1 slots-" charm person, command, cure wounds, detect evil and good, disguise self, sanctuary J (nd level ,: slots-" augury, blindnessBdeafness, hold person, mirror i mage, pass
,arhammer0Melee weapon attack: 5 to hit 5ft. reach one target. Hit: ,*d8(- !ludgeoning damage. Sacred *lame" 9shrem may target any creature withing )ft. The target must make a D# *5 De3terity save. >n a failed save the target takes (d8 radiant damage The target gains no !enefit from cover on this save. "nvoke !(licity09shrem can use his divine channelling to make a perfect illusion of himself in an unoccupied space within :) ft. 9s a !onus action 9shrem may move the illusion up to :)ft. He may cast spells as though he were in the illusions space !ut he must use his own senses. &hen !oth 9shrem and the duplicate are within 5ft. of an enemy he gains advantage on melee attacks against that enemy. 9shrem was once the leader of the Temple of 9ir. He now lives as an aggressive and unfriendly hermit Possessions0chain mail shield of sir ro!ilar
9 (1. Elongated #avern This misty cave is full of skeletons that the white dragons in area 9 (1 have fro'en into poses with armour and weapons. The dragons have placed a handful of gems and silk hangings in a parody of the 0reat Temple in the dungeon. &hen the players approach several of the skeletons will !ecome animate to attack them 9fter three rounds Dragons will appear from their hiding place along the ledge and attack with their !reath weapons without any concern for damaging their undead minions. &ave * Skeletons ->/0 $$ p.(F(J ))3p $reasre0 :) !loodstones ,5)gp ea.&ave (
9 (. High #ave. $ra(0 9shrem has set up a temple in the cavern ion this shelf. He has protected the entrance with a glyph of warding those who do not speak his password !ut cross the threshold will !e hit with a gust of wind spell that has a good chance of !lowing them off the cliff.
9 (. Hidden Temple 9shrem keeps an 9ir Elmental in his lairJ while he does not have the power to summon and !ind such a creature he has got the a!ility appease it with rites of the Temple of 9ir and so it o!eys him faithfully so long as he o!serves the appropriate rites. 9shrem has a shrine to olth including the sym!ology of the Elder Elemental Eye shaped of stone and gems he has mined from the Earth ;ode. Ashrem0 see a!ove F))3p Air Elemental0 $$ p.*(1 *8))3p $reasre0 in shrine" 8 garnets ,5)gp ea.- and 5 Aets ,5)gp ea.- ( ?ooks on #eremonies to 9irS 1 eti@4ur !lankets ,5))gp. ea- Drider@silk wall hanging ,1))gpS 2erforming a ritual in this !ook with a successful D# *8 Intelligence ,9rcana- roll will let a 2# charm an elemental causing it to !ecome friendly to him for * hour. 9 6econd rite involving the sacrifice of an intelligent creature can make the effect permanent.
9 (F. #avern with gate to &ater ;ode This portal to the &ater ;ode is guarded !y a 2air of Vrock Demons who take delight in tormenting those that find their way into the 9ir ;ode and seek escape. They are know to capture and torment the occasional sacrifice for days in grisly rites. Vrocks -/0 $$ p.1 1))3p
9 (8. arge #ham!er at 0round evel This cham!er has !een worked !y the #loud 0iant living in 9rea :). He is slowly turning the region into a fine palace a little !it at a time.
9 (7. ;orth ?ranch 9 num!er of !ug!ears serving the 0reat Temple recently came into a dispute with the Hill 0iants serving the temple. The Hill 0iants simply sei'ed the ?ug!ear sOuad and shoved it through the ;ode. These !ug!ears lost many of their num!er to etis on first arrival and a few more when they tried to !ully the local go!lins into su!mission. They have since !een taken into service !y ?urium who appreciates having new minions for the first time in ages and treats them every well. Bg&ears -/0$$ p.:: *1))3p ;ote" add long!ow and :) arrows add acttion" ong!ow. Ranged weapon attack 1 to hit range *()/)) one target. Hit: ,*d8(- piercing damage.
9 :). &estern #avern at 0round evel The #loud 0iant here ?urium has turned this into his throne room. He sits here to !rood and order his !ug!ears to entertain him. He was a mem!er of a clan of #loud 0iants that had !een recruited the the Temples service in e3change for incredi!le riches. They and their mortal retainers were all slain at the ?attle of Emridy $eadows save ?urium who was forced !ack into the Temple. 6tradned along with a few surviving !ug!ears ?urium had no way past the magically sealed doors and so fled with his servants to the 9ir ;ode where he knew there were sacrifices left to eat and where his powers would !e amplified. ?uriums favourite servants and retainers have slowly perished over the years leaving him alone to !rood. He occasionally goes to the surface to hunt eti and other things that have spread across the ;ode of 9ir for food. %ecently as the activities of the temples have increased a group of ?ug!ear servants of the 0reat Temple were forced through to the 9ir ;ode where he has enslaved them to serve. He has learned much of what is going on and would happily negotiate with others for aid if they could help him escape the 9ir node and reAoin the Temple. ?urium has a !urning hatred for !oth 9shrem and 0walihur ,the 4rost 0iant in area 98- for the same reason" they refused to serve him. He loathes 0walihur more for this !ecause it flies in the face of the >rdning and the rites of the Temple. Clod +iant0 $$ p.*51 5)))3p 9lignment" ;eutral Evil
9 :*. 6outhwest #avern 0round evel ?urium uses this as his sleeping area as well as a crypt and treasure room. The !odies of several comely elven servants and warriros who once served him sit in high decorative shelves. His favourite $anya was an evil@hearted drow for whom he made armour out of the hide of a white dragon he slew when he first arrived here ,the mother of the ones in 9(:-. $reasre0 dragonhide armour, "# greatsword, bag of devouring, ) doses of
Gem of %ire -o)er (ondrous Ctem, egendary, 1rtifact
This large garnet 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 4ire 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 4ire. >nce per day it also allows the wielder to plane shift to the Elemental 2lane of 4ire or the 2rime $aterial 2lane. &hen on the Elemental 2lane of 4ire the wearer is protected from the intense heat and choking smoke of that plane. &hen placed in a socket on the >rb of Golden 9eath it allows the user to e3pend two charges to cast flame strike or three charges to summon a 0la!re'u 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.
The ?urrows ,The Earth ;odeThick choking dust is a maAor ha'ard in the Earth node. #ut the light range of all sources of illumination in half and treat anything !eyond the )ft. range as lightly o!scured and *))ft. as completely o!scured even with a com!ination of strong light and darkvision. 6ound is even more distorted and 2#s are at a disadvantage on &isdom ,2erception- checks to hear anything.
E*. #entral #ave The 2#s are greeted in the Earth #ave !y the sight of semi@calcified !ones and choking dust. If they search the !odies thoroughly with a D# *8 Intelligence ,Investigation- or &isdom ,2erception- test they might find a few treasures here !elonging to a perished cleric. $reasre0 ring of fire resistance : opals ,*)))gp ea- mace holy sym!ol to 6t. #uth!ert
E(. ;orth #orridor 9s the 2#s move through the middle his cham!er tremors their footsteps will kick up a massive amount of dust. The 2#s will find themselves suddenly !linded and holding their !reath. 0etting out of the cham!er will reOuire a D# *5 &isdom ,6urvival- check each round to go in the right direction. 0uiding another 2# gives disadvantage on this check.
E:. ?urrow The ?roken remains of several gargoyles are littered across this area along with !lood spatters and the tattered ruins of a !ackpack. 9n Intelligence ,Investigation- test will reveal a lost diary and a picka3e !elonging to Taki.
E1. #ave This dusty room has a few visi!le deposits of gems in the walls currently !eing slowly devoured !y a pair of Porn. They will defend their find if the 2#s attempt to mine the gems. orn -/0 $$ p.:)1 :))3p $reasre0 (: rough sardony3es ,5)gp ea.-
EF. +unction and 6mall #ave 6argen is hiding in the northern alcove of this cham!er with a few tattered goods. He will spot the 2#s as they pass through and attempt to trail them. >nce he sees them do !attle with other deni'ens of the node he will throw himself on their mercy and make promises of wealth and service. &ith the new magical system 6argen is far less helpless than !eforeJ I had to choose his spells carefully to make him a!le to survive !ut not to pose a real threat to the creatures of the ;odes. Sargen0 see !elow. *))3p
E5. 4ire ;ode #avern The portal in this cham!er goes to the fire node.
E8. 0rotto Here a skeleton lies with a suicide note in a heap !elow a mouldy noose. There is water here that is so thick with dust it is impota!le without first filtering it. ;ear the centre of the room there is some Ouicksand. $reasre0 Dagger eather 9rmourdriftglobe, *Fgp *:pp ro!es of the earth temple F sheets of paper half@vial of ink empty finely engraved hip flask ,(5gp- mace. Empty waterskin.
!argen
C$aggrin 4Eart$ Grue5
med. humanoid ,human- awful Evil 8 th level &i'ard
small elemental, *haotic Evil
Armor Class *: Hit Points 1( ,8d *1S(eed :)ft.
6T%
DEP
*(,*-
*5,:-
Armor Class*5 ,natural armourHit Points (F ,5d *)S(eed (5ft. ?urrow :)ft.
#>; *1,(-
I;T *8,1-
&I6 7,@*-
#H9 **
Saves0 #on5S Int &is ( Skills 9rcana F History F %eligion 7 6tealth Senses2assive 2erception 7 Langages#ommon Draconic 0iant Challenge#hallenge %ating */( ,*)) 3p-
6T% *,:-
DEP **
#>; *1,(-
I;T ,@(-
&I6 **
#H9 F,@(-
!amage Resistance0!ludgeoning piercing and slashing from non@ magical weapons !amage "mmnity0poison Condition "mmnity0e3huasted paraly'ed petrified poisoned unconscious. SensesDarkvision )ft. 2assive 2erception *) LangagesTerran Challenge#hallenge %ating ( ,15) 3p-
Arcane 1ecovery "#$day%: During a short rest 6argen can regain 1 levels worth of spell slots. 0ransmuter6s Stone: 6argen possesses a transmuters stone that stores a measure of his magic. The stone currently grants him proficiency in constitution saving throws. Each time he casts a transmutation of *stlevel or higher he may choose a different !enefit from the list on p .**7 of the 2H?. Spellcasting: 6argen is an 8 th level spellcaster. His spellcasting a!ility is Intelligence ,6pell 6ave *5 F to hit with spell attacks.- 6argen has the following wi'ard spells prepared. #antrips ,9t &ill-" light, mage hand, prestidigitation, ray of frost *st level ,1 slots-" detect magic, unseen servant J (nd level ,: slots-" invisibility, darkvision :rd level ,: slots-" counterspell, fly, tonguesJ 1th level ,( slots-" polymorph
9#TI>;6 Ray of *rost.Ranged 7pell 1ttack: F to hit range )ft. one target. Hit: 7 ,:d8cold damage 9n evil wi'ard from Veluna 6argen sought work at the Temple of Elemental evil !ut his own traffic with devils and tendency to Ouestion the policies of the 0rand temple got him tossed into the ;odes. He has since !een ro!!ed and lacks a spell!ookJ and so cannot learn spells that offer him !etter defence. He has gone Ouite mad. Possessions0or! ,arcane focus- transmuters stone waterskin sling !ackpack : days rations knife
8eartstone: &hen a chaggrin dies it crum!les into a heap of moudy earth 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 *@: ray of sickness 1@5 shatter stone shape Earth 5lide: #haggrin can !urrow through nonmagical unworked earth and stone. &hile doing so the chaggrin doesnJt distru! the material it is moving through.
9#TI>;6 2ltiattack0#haggrins get two claws and a !ite attack each round Bite. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d:slashing damage. Cla%. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d:slashing damage. #haggrins are elemental spirits corrupted !y the energies of the 9!yss. 6tanding a!out :ft. tall they look like oversi'ed hedgehogs made out of mouldy earth and Aagged stone. They dig through the earth carelessly for no other reason than to spite they rock and soil itself. They often dig intentionally leaving tunnels even though they do not have to do so Ravenos sadists.&hen presented with an opportunity #haggrins 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.Earth 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 planar binding spells to e3tract the gems from their hearts.
E7. #ave The dust is thin here and the cave damp and foul smelling. 2atches of fungus and lichen grow on the walls and floor around !ones. This includes several shriekers and violet fungus. The sound of the shriekers may call the 0orgons in 9rea *) if they hear it with D# *5 &isdom ,2erception- test ,*- with disadvantage. Violet *ngs ->/0 $$ p.*:8 5))3p Shriekers -7/0 $$ p.*:8 1)3p
E*). arge 6outh #avern The pathways along here are fetid and increasingly filled with fungal life much of it highly reminiscent of the fungus in area :*(. 9 2air of gorgons gra'e on the fungual matter. In the East end of this room a shrine to Guggtmoy has !een created with ominous stains. #haracters who sacrifice a living !eing on it gain a charm to cast poison spray as a cantrip for (1 hours. There are several offerings on the altar. +orgons -/0 $$ p.*F*J :))3p $reasre0 golden idol in the shape of a mushroom ,5))gp- : topa'es ,5))gp ea.- potion of poison
E**. 0rue air 6i3 #haggrins tear at the earth here. 9 few dead !ug!ears lie in tatters a!out the area. Chaggrins -/0 see a!ove (F))3p $reasre0 Gem of (ater ower ,see !elow-
E*( 6outhern #avern 9 %oper makes its lair in this cavern. The !ones attest to the sheer num!er of sacrifices who have met their fate here. Ro(er0 $$ p.(* *8))3p $reasre0 helm of teleporation, : suits of chain mail shields ( longswords : silver lamens of the air temple ,(5)gp ea.-
E*: 6mall #ave at 0round evel 9 petrified warrior@priest of 6t. #uth!ert stands underneath a hole into the void and surface a!ove in a pose of deep contemplation.
E*1. Hidden #avern Thanks to an optical illusion it reOuires a D# *8 &isdom ,2erception- check not to assume this tunnel leads to a dead end. In the cave are a pair of makeshift !eds a small mushroom farm several makeshift cages of captured rats and a natural well of paraffin. 9 ta!le has !een made !y chipping away at a stalagmitte hold an oil lamp and weather@!eaten :@dragon ante set. There is some mining eOuipment in one corner and the mummified remains of a pair of dwarves with matching wedding rings sit in one corner. 9 series of tallies on the walls from the dwarven calendar@keeping method suggest that the couple were stranded here for decades. In a hidden nook !eneath the rat cages is a decanter of endless water! $reasre0 decanter of endless water, ( mining picks hammer hooded lantern shovel heavy cross!ow F !olts !attlea3e warhammer ( chain shirts : casks of oil !ottle of aged dwarven whisky ,*5)gp- :@dragon ante set sonemasons tools !rewers tools keg of mushroom spirits ,*))gp-
E*5. Huge 6outhwest #avern 9 Drider here has created an ela!orate ma'e of we!s to trap wanderers. It is currently living on the remains of a stone giant. !rider S(ellcaster0 $$ p.*() (7))3p $reasre0 2oisoners kit : vials ! asic poison "# longbow, 15ep **Fgp (1pp
E*. 6mall #avern The $edusae have placed several monster carcasses here under a tent of tattered cloth and old rugs causing them to sprout mushrooms for food. $ra(0 The coprses in which they have placed the mushrooms have several fine needles em!edded in them coated with a purified venom. 9nyone trying to steal their food may make a D# () &isdom ,2erception- or D# *8 Intelligence ,Investigationcheck to spot the danger. 9nyone picking plants from the carcasses otherwise is targeted !y a melee weapon attack with a 8 to hit. If they are hit they take * piercing damage and must make a #onstitution save taking (8 ,5d*)- poison damage on a failed save or half that on a successful one. Treasure" food sufficient for *1 days mandrake root ,*5)gp-
E*F. #orridor and +unctions Two $edusae has made her lair to the north at area *8. 9 Handful of petrified !andits serve as a warning that her lair is close.
E*8. ong #avern The $edusae here are outcasts that once served the Earth Temple who were forced to flee when the Temple was first struck down. They use curtains and their wind fan to clear the cham!er of the worst of the dust and have slowly collected a few pieces of furniture and Aunk that have !een cast down. They are familiar with the comings and goings of the node and will !e happy to inform the 2#s of what they know !ut the price is high and they will likely !etray 2#s who do not offer them a good !argain. 2edsae -/0 $$ p.(*1 1))3p $reasre0 wind fan 5 fine tapestries ,5))gp ea.- F vials !asic poison poisoners kit *) !arrels of water fine rugs ,*5)gp- silver service ,5))gp- rare her!s ,1))gp- :(gp *((pp
E(* ;orth 0rotto The 2#s will find +aer in this room on a high ledge !eing hounded !y an animate !oulder created !y the 0ale! Duhr in E((.
#aer medium humanoid 5human6, 0eutral Armor Class*5 ,padded armour defenseHit Points:: ,5d8 *)S(eed :)ft.
6T%
DEP
#>;
**
*,:-
*1,(-
I;T *(,*-
&I6 **
#H9 7,@*-
Saves De3 5 #on 1 Senses2assive 2erception *) Langages Terran Challenge#hallenge %ating */( ,*)) 3p-
Evasion: &hen +aer makes a successful De3terity save that would allow him to take half damage from an effect he instead takes none. Mettle: &hen +aer makes a successful #onstitution save that would allow him to take half damage from an effect he instead takes none. &anger Sense: Taki has advantage on De3terity saving throws against effects that he can see such as traps and spells. To gain this !enefit he cant !e !linded deafened or incapacitated.
9#TI>;6 2ltiattack0+aer makes two dagger attacks or one fire!all attacks on his turn. !agger.Melee weapon attack!5 to hit reach 5ft. one target. Hit 5 ,*d1:- piercing damage. *ire&all.Ranged weapon attack!5 to hit range *5/15ft. one target. Hit F ,(d- fire damage. +aer was a weaver and tailor in ;ul! until he fell on hard times. He Aoined a !andit group in desperation and when he e3pressed second thoughts 6migmal %ehand gave him to the 0reater Temple as a sacrifice. +aer has proven a determined survivor patching together armour a !ackpack !edroll and !lanket from strips of loose fa!ric. 9fter finding a cask of oil he invented weapons he calls fire!alls !undles of oil@ soaked rags around a core of flamma!le mineral powder. He lights them with a lantern and then slings them at would@!e attackers Posessions0Dagger padded armour lanter tailors tools weavers tools cask of oil tinder!o3 !ackpack !edroll !lanket waterskin : days rations () fire!alls.
9aer0 see side!ar *))3p Animated Bolder0 *8))3p
E(( #ave 9 pair;orth of 0ale! Duhr sit here. They have !een charged !y the Dao in area (1 to prevent anyone from passing through this area and to alert him if anyone new is seen in the caverns near!y. +ale& !hr -/0 $$ p.:1)J 1))3p
E(1. 0reat ;orthern #avern 9 Dao once summoned !y the Temple of Earth now lives here in a small palace shaped within the confines of the cave. He collects lovely female sacrifices cast into the node for slaves. His house is filled with fine treasures and is free of dust. He may demand the service of comely ;2#s or Darley. !ao0 $$ p.*1: F())3p Slaves -F/0 use #ommoner F)3p $reasre0 In elegant stone coffer chased with copper ,*5)gp-" *5cp 1(::sp *8F5gp **Fpp gold ewer ,(5)gp- 5 silver plates with lapis inlay ,5)gp ea.- *) stone cups with copper tracery ,(5gp ea.- fine carpet ,(5)gp- copper Aug ,*))gp- glass case of 8 carnelian carvings ,(5)gp- 1 !arrels of water.
Gem of ater -o)er (ondrous Ctem, egendary, 1rtifact
This large aOuamarine 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 &ater 2ower allows the wielder to change any portal on the ;ode of 9ir &ater a portal !ack to the Temple of Elemental Evils ne3us or to transport themselves directly to the ;ode of &ater. >nce per day it also allows the wielder to plane shift to the Elemental 2lane of &ater or the 2rime $aterial 2lane. &hen on the Elemental 2lane of Earth the wearer is protected from drowning and the icy cold waters of that plane. &hen placed in a socket on the >r! of 0olden Death it allows the user to e3pend two charges to cast wall of ice or three charges to summon a Her'ou with a planar ally effectJ the Her'ou serves Guggtmoy and thus will o!ey and cannot harm the possessor of the >r! of 0olden Death.
The 4ire 2its ,The 4ire ;odeThe e3treme heat of the fire node will slowly sap the life from the 2#s. If they have drinak!le water it slows !ut does not eliminate the process. Every hour they must succeed on a #onstitution save or gain one level of e3haustion. The D# is *) for the first hour and increases !y ( for each additional hour spent within. #reatures wearing medium or heavy armour or who are clad in heavy clothing have disadvantage on the saving throw as do creatures who do not drink at least two days worth of drinka!le water during their visit. #reatures with resistance to or immunity to fire automatically succeed on the saving throw. #reatures who are adapted for hot climates have advantage on this saving throw. The fire node has at least dim light everywhere.
4 *. 9rrival
?y agreement of all the forces in this area this open pit is considered neutral ground. 9shes and cracked !leached !ones can !e seen laying everywhere.
4 (. Trapped fire pit room ?ra'e!ul The Efreeti who has taken control of the northern region of the 4ire 2its has placed the magic !ottle that was once his prison at the far end of this cham!er set on a golden Aewelled stand. He has put his slaves to work in this room creating a series of concealed pendulm traps designed to knock his would@!e victims into the fire pits. $reasre0 >ld Efreeti ?ottle ,no longer magical !ut see !elow- 0olden stand set with garnets ,(5))gp-
4 :. #aged 2ortal This portal to the air node seeps cool !ree'es and condensation around it causing !ree'es to waft down the corridors to the south. ?ra'e!ul has caged it off with a malformed !rass cage that colllects intense heat. Those trying to handle the cage or its 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. ?ra'e!ul keeps the key to the air node in his cham!er. ,41-
4 1. ;ortheast %ectangle %oom with #aged 2ortal This lavish cham!er is kept cool,er- through four !lue ice statues of nude women set around the edges of a massive divan. It is a safe place from the e3cess heat effects of the 4ire ;ode. The walls here are hung with fine tapestries and furnishings of e3Ouisitely made stonework. This is the main cham!er of the domain of ?ra'e!ul the Efreeti who has claimed the northern half of the 4ire 2its. The Temple of 4ire went togreat lengths to o!tain hisEfreeti 'ottle ,area 4(- and !reak the magic sealing him within it. He served willingly until shortly !efore the ?attle of Emridy $eadows when he discovered the nature and potential of the nodes. He conOuered a huge portion of the 4ire ;ode for himself and now rules over it and studies it hoping to learn how he might use it to steal the power of Thari'dun for himself. He is already partway there he has learned a means to plane shift to and from the 2lane of 4ire and has slowly !rought a fortune in finery to the 4ire 2its. Efreeti0 $$ p*15 F())3p ;ote" ?ra'e!ul has the following additional spell@like powers" :/day create food and water,purify food and drink, minor image */day mirage arcane! $reasre0 ?lue Ice 6tatues ,*5)))gp ea :))l!s.- cloth@of@gold ta!lecloth ,F5gp- ( silver chalices lined with !lue ice ,(5)gp- silver ewer ,F5gp- 7 !ottles of fine wine ,*5gp ea.- eti@fur !lankets ,1))gp ea.- 8 fine tapestries ,(5)gp ea. ()l!s.- moonstone and ony3 chess set ,:())gp- =eys to areas ( and :8.
4 5. Dead@End %oom This room is ?ra'e!uls torture cham!er it includes a num!er of horrific tools such as an iron maiden torturers chair thum!screws and pear.
4 . 2assage and %ectangular %oom This cham!er holds several chain@suspended !rass cages in which a num!er of grimy emaciated dwarves and humans are held. These are recent captives of ?ra'e!ul culled from the sacrifices cast into the 4ire ;ode. This cham!er has !een decorated with leering !ron'e faces and artwork showing images of despair and damnation. In the centre Aust within reach of the captives is a massive !rass vessel with steaming water in it from which the prisoners can scoop water. These prisoners are currently here for either slave la!our or interrogation. 9ll three are suffering from two or more levels of e3haustion from malnourishment. %escuing them will only help if the 2#s can get them somewhere cool to recuperate. 4reeing Traag will allow the 2#s to make allies of the 9'ers in area ::. Durukan dwarf stonemason 9mmyon elf scholar ?rem human acolyte of 4ire Traaga'er +ecermercenary
awful 0ood use #ommoner $$ p:15 History : *)3p #haotic 0ood use 9colyte $$ p.:11 9rcana 1 *))3p #haotic Evil use 9colyte $$ p.(11 %eligion 5 *))3p awful;eutral use9'er$$p.(( @ 15)3p ;eutral use0uard$$p.:1F History (53p
4 F. ;ortheast 4ire 2its Three Drow allies of the 0reater Temple have !een stranded in the nodes for 7 years. They have spent time moving !ack and forth to the 4ire and Earth ;odes to collect food etc. ?y stealth as needed. #urrently they are living off of fire !eetles and magically conAured food. The 2riestess !elieves that she is !eing tested !y olth and so currently performs daily rituals in preparation for some duty olth has yet to disclose to her after which she !elieves that she will !e transported to the demonwe! pits. The other two Drow are her male slaves. !ro% -/0 $$ p.*(8 *))3p !ro% Priestess of Lolth0$$ p*(7 :7))3p ;otes" change the 2riestess of olths spell list as follows" *st level ,1 slots-" create water,cure wounds, detect poison and disease, ray of sickness (nd level ,: slots-" lesser restoration, protection from poison, web :rd level ,: slots-" con-ure animals 5. giant spiders6, dispel magic, protection from energy J 1th level ,: slots-" freedom of movement 5th level ,( slots-" insect plague, mass cure wounds
4 8. 6Ouare %oom This room has !een curtained off with tatters of chainmail that glow with mysterious runes. 9 D# *: Intelligence ,9rcana- test reveals them to !e a ward against evil fey. These are merely an illusion put in place !y Darley to e3plain to potentially helpful allies how she has lived so close to drow and not !een murdered ,in reality they fear her for what she is-. Darley is friendly and will happily give the 2#s intelligence on the Drow Efreeti 6alamanders 9'ers and Dragon that rule the ;ode. 6he has remained carefully neutral in disputes and !een very cautious a!out !eing dragged off to ?ra'e!uls 6eraglio. !arley0 see !elow 5)))3p
4 7. 0rue air This massive room is clearly designed as a shrine to Iu'm with a red horned skull motif. 6corched !ones and tattered ro!es indicate a priest who had attended to the 9ltar not too long ago. 9 group of Harginns have mouned up treasure near the centre while they hide in the flames of the great torches arranged around this room. Harginns -/0 see !elow (F))3p $reasre0 Gem of 1ir ower
4 *). 6Ouare %oom The drow in this region have esta!lished a shrine to olth in the area" full of spider silk in thick we!s and crawling with luminous spiders the shrine is elegantly detailed with o!sidian and sliver spider ornaments. The 2riestess comes here to meditate ocassionally as does the Drow $age and Elite &arriors in areas 4** and 4*(. $reasre0 1 silver and o!sidian spider ornaments ,*))gp ea.- *1 !loodstones ,5)gp ea.-
Darle"
Harggin 4%ire Grue5
med. feind ,#am!ion- #haotic Evil 6orcerer 8 th level
small elemental, *haotic Evil
Armor Class *7 ,fiendish !lessingHit Points *8* ,*7d8 5FS(eed :)ft.
6T% *8 ,1-
DEP *8 ,1-
#>; * ,:-
I;T *1 ,(-
Armor Class*5 ,natural armourHit Points (F ,5d *)S(eed (5ft. ?urrow :)ft.
&I6 *( ,*-
#H9 () ,5-
Saves0 6tr F #on Int 5 #ha Skills 9rcana 5 Deception Intimidation 2erception 1 6tealth F !amage Resistancescold fire lightning poisonJ !ludgeoning piercing and slashing from nonmagical weapons Sensesdarkvision )ft. 2assive 2erception ** Langages9!yssal #ommon Infernal Challenge#hallenge %ating 7 ,5))) 3p-
Fiendish -lessing: Darleys 9# includes her #harisma !onus. *nnate Spellcasting: Darleys spellcasting a!ility is #harisma ,6pell 6ave * 8 to hit with spell attacks.- 6he can cast the following spells reOuiring no material components. :/day" alter self, command, detect magic J */day" plane shiftJ *nnate Spellcasting: Darleys spellcasting a!ility is #harisma ,6pell 6ave * 8 to hit with spell attacks.- 6he can cast the following 6orcerer spells. #antrips ,9t &ill-" light, mage hand, prestidigitation, mending *st level ,1 slots-" burning hands, detect magic J (nd level ,: slots-" esp, invisibility :rd level ,: slots-" haste, magic circle, vampiric touch J 1th level ,( slots-" dimension door, polymorph
6T% *,:-
DEP **
#>; *1,(-
I;T ,@(-
&I6 **
#H9 F,@(-
!amage Resistance0!ludgeoning piercing and slashing from non@ magical weapons !amage "mmnity0poison Condition "mmnity0e3huasted paraly'ed petrified poisoned unconscious. SensesDarkvision )ft. 2assive 2erception *) LangagesTerran Challenge#hallenge %ating ( ,15) 3p-
8eartstone: &hen a Harggin dies it e3plodes into a cloud of foul@ smellinggasses. 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 *@: burning hands 1@5 flaming sphere blink Flicker: 9 Harggn flickers like the flame of a sputtering candle moving !ack and forth !etween the physical planes and the ethereal. They can cast blink at will.
9#TI>;6 2ltiattack0Ildriss get two claws and a !ite attack each round
9#TI>;6
Bite. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d:slashing damage.
2ltiattack0Darley makes two melee weapon attacks or two uses of fire ray per turn.
Cla%. Melee weapon attack!5 to hit reach 5ft. one target. Hit ,*d:slashing damage.
Staff.Melee weapon attack: F to hit 5ft. reach one target. Hit 8 ,*d81!ldgeoning damage.
Harggins are elemental spirits corrupted !y the energies of the 9!yss. 6tanding a!out :ft. tall they look like red@scaled li'ards wreathed in flame. They delight in watching fire consume living things. Ravenos sadists.&hen presented with an opportunity Harggrins 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.4ire 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.
*ire Ray.Ranged 7pell 1ttack: F to hit range *()ft. one target. Hit: *) ,:dfire damage Fiendish harm: >ne humanoid that Darley can see within :)ft of her must succeed on a D# *1 &isdom saving throw or !e charmed for * day. The charmed target o!eys Darleys spoken commands. If the target suffers any harm from Darley another creature or recieves a suicidal command from Darley the target can repeat the saving throw ending the effect on itself on a success. If the effect ends for a target it is immune to DarleyJs 4iendish charm power for (1 hours. 9n 9lu@Demon ,#am!ion- who was part of an order of fiends that allied against Iu'. &hen they were captured most were destroyed or imprisoned. Darley managed to escape to the ;odes. Possessions06taff ,arcane focus- hat of disguise !ackpack waterskin !edroll !lanket ())gp powdered silver.
4 **. %ectangular %oom This foul@smelling cham!er is full of mucky volcanic soil from whence spring an array of strange and distur!ing@ looking red luminous fungi. #haracters with the !ook from area :*( may recogni'e some of them as demonic fungus of the lower planes said to !e used for the creation of drugs in the 9!yss. This #ham!er is infested with 0iant 4ire ?eetles as well as a smaller species of luminous !eetle of some similar provenance. #haracters with proficiency with an Her!alist kit can create an e3tract from the fire fungus here that acts like a potion of speed for five rounds !ut then reOuires the drinker to perform a D# *5 #onstitution save or !ecome poisoned for *) minutes. If they also have an 9lchemy kit they can refine that concoction into a potion of speed. This cham!er has a set of silken curtains made from spiderwe!s that marks it as part of the Drow colony that is scattered a!out this level. $reasre0 *( doses fire fungus e3tract
4 *(. #u!icle This area is curtained off with the hides of salamanders stitched onto silk it is the dwelling of a Drow mage and his two slaves. ?rother of the 2riestess in area 4F he has far less faith or interest in olths intervention and strives to find a magical means of e3iting the ;odes. If he only understood the potential power of the fire gem he would go halfway mad with frustration. He has learned how to transform fire fungus into a potent magical hallucinogen that allows him to cast legend lore !ut also renders him incapacitated and poisoned for four hours after ingesting it ,#onstitution save D# *8 to avoid those effects-. =nowledge gained !y the !rew is disorienting and reOuires an 9dditional D# *8 Intelligence save to forget with disadvantage if you failed the #onstitution save. He is highly addicted to the e3tract and spends a!out four hours a day in a drug@induced trance and another hour writing madly. The formula is in his spell!ook. 9lso in this location is an Elite Drow &arrior a retainer to the $age and his ?rother who monitors the corridor for the 0rues and 6alamanders !oth of which have come to fear him. !ro% 2age0 $$ p.*(7 (7))3p !ro% Elite ,arrior0 p.*(8 *8))3p $reasre0 Drow $ages spell!ook Drow $ages vision notes ( doses of fire fungus e3tract one dose of vision drug her!alists kit healers kit alchemists kit
4 *1. 6Ouare room with Door The 6alamanders place their completed weaponry inside this room. The door is reinforced and arcane locked so that only the salamanders in this region can open the door. The weapons and armour within are meant for the armies of the Temple of Elemental Evil. 9ll the items here are of the highest Ouality and can !e sold at twice the normal market price. The salamanders have dealt with a num!er of !urglaries over the years and now guard the doors. They have placed two cursed weapons in with the arsenal as a trap to deal with !urglars. Salamanders -/0 $$ p.( :))3p $reasre0 suits of giant@si'e half@plate *( suits of half@plate *( chain shirts 1 suits chainmail *( giant@si'e greata3es *5 maces *) longswords 8) daggers. . backbiters, flame tongue, arrow4catching shield
4 *5. East %hom! This is one of two rhom!oidal rooms of intense heat the walls and floors are made of coal and o!sidian. #haracters in this room must make a D# *) saving throw each at the !eginning of each of their turns taking : ,*d- fire damage. The 6alamanders have !egun !reeding in the 4ire 2its and have placed eggs in the hottest part of this perpetually !urning room. Ten fire snakes live in the em!ers. *ire Snakes ->/0 $$ p.(5 ()))3p
4 *F. 6alamander Ingot 6torage The salamanders store hundreds of tons of iron steel and !rass ingots along with wood and leather for making weapons here. The door is locked.
4 *8. 6alamander 2its The salamanders dwell in these pits and use them as forges in service to the 0rand Temple. These 6alamanders are not part of the hierarchy of the #ity of ?rass and dislike sharing space with the Efreet in the ;orth end of the 4ire 2its. 9s they have !een cut off from the Temple for some time they are no longer diligent in their work and Gri66un t$e Mad having lost several of their num!er prefer to simply !ask small humanod 5goblin6, *haotic Evil in the heat occasionally making a weapon when the Armor Class*7 ,leather armour and shieldmood strikes them. They also take turns guarding the Hit Points11 ,8d *armoury after 0ranks men pillaged it a!out a year ago. S(eed 1)ft. This is an e3tremely hard encounter. The 6alamaders will not !e immediately hostile unless the 2#s have stolen from them or harmed the fire snakes in 6T% DEP #>; I;T &I6 #H9 area 4*5. 8,@*-
*8,1-
*1,(-
*)
,@(-
8,@*-
Salamanders -:/0 $$ p.( 51))3p
4(). 6outhwest 4ire 2it %oom 2artially open to the sky this is the domain of 9'kandr a young red dragon who was placed in the ;ode as a guardian. ?efore the Temple fell *( years ago he received regular offerings of treasure. %ecently 9llrem sent a small offering of treasure in along with a message to 9'kandr hoping to renew relations with him. 9'kandr has no effective way of responding yet !ut 9llrem has !een researching possi!ilities.
4 (*. 6ide %oom The 0o!lins in areas 9 *: to 9 * have until recently performed regular stealthy forays into the 4ire 2it into 4 (( to mine the coal in and steal oil from 4 :5. This ended when the frost giant in 9 8 took up residence at its portal. >ne of the go!lin miners was separated from his allies and has !een waiting for their return !y hiding in 9rea (*. 0ri''un may attempt to pick the 2#s pockets or steal from their camp in they settle near!y. +ri##n the 2ad0 see side !ar **))3p
4 ((. &est %hom! ike 4*( this rhom!oidal room has a wall of veins of coal and o!sidian. 0o!lins from 9 *: to 9* have made repeated forays into the fire node to collect coal and oil from this room suing snow to cook the walls then mining massive gouges out of the walls. In their last foray they left in a hurry and there are several mining picks and !uckets scattered a!out the room.
Saves De3 F #on 5 !amage Resistance0fire poison Condition "mmnities0poisoned Skills0 6tealth F 6leight of Hand F Senses Darkvision )ft. 2assive 2erception 8 Langages0o!lin Ignan Challenge#hallenge %ating 1 ,**)) 3p-
&e't &odger: 0ri''un can take the dodge action with a !onus action. 8aste: 0ri''uns !ody has !ecome saturated with the poisonous 4ire 4ungus he has !een pillaging from the drow ,9rea 4 **- which has placed him under a permanent haste effect. 0ri''un has a ( to 9# advantage on De3terity saves and one additional action per turn. This action can only !e used to make an 9ttack ,one attack only- Dash Disengage Hide or !Aect action. Nim!le Escape: 0ri''un can take the disengage or hide actions with a !onus action. 0wo/)eapon Fighting: 0ri''un may add an attri!ute !onus to damage rolls with a secondary weapon.
9#TI>;6 2ltiattack00ri''un gets two scimitars attacks and a dagger attackeach turn. Scimitar.Melee weapon attack:!F to hit reach 5ft. one target. Hit: F ,*d1- slashing damage. !agger.Melee weapon attack:F to hit reach 5ft. one target. Hit: ,*d11- piercing damage.9 0o!lin miner separated from his clan in area 9 * 0ri''un has survived for several months on his own in the 4ire ;ode. His go!lins constant fight for survival has driven him completely mad and he has come to !elieve that he is the chosen of $aglau!iyet who will scourge the taint of Guggtmoy@worship from his people. His madness and weeks of struggling for survival against a'ers dragons grues drow have given him incredi!le strength and endurance. His and steady diet of fire !eetles and fire fungus have !egun to warp his flesh and mind in truly supernatural ways as well. Possessions0eather armour made from salamander hide ,:5)gp- scimitar dagger F doses fire fungus.
4 (:. 6ide %oom with Door >ne of Hedracks predecessors a powerful &arlock named 0emmel was !anished here !y his successor ,who was then deposed !y Hedrack-. 0emmel saw his !anishment to the nodes coming and secreted a portable hole on himself with good he would need in order to survive the nodes. He settled in the 4ire 2its as he had !een the one to recruit the 6alamanders and had a working relationship with them. 4or several years thereafter 0emmel secretly plotted to overthrow the later templeleader and got his revenge !y murdering his successor when Hedrack threw him into the nodes. 0emmel died years ago !ut his spirit still haunts the comforta!le Ouarters he had made for himself in the 4ire ;ode. The door to this room is made of iron and locked. 6mashing it down reOuires a D# (( 6trength ,9thletics- test. It has an 9# of *7 and 5)hp. The key sits in 4 (1. The room is well@appointed with a strange centrepiece sitting on a ta!le in the middle" on a small ta!le protruding from a silver stand is a frost brand sword clutched in a gauntleted crawling claw! The #law is tasked with keeping the room cool !y activating the e3tinguishing power of the frost brand once per hour which casts the room in darkness and removes the ;odes heat effects. 9 dresser drawer holds 0emmels portable hole in which he has secreted his wealth. The crawling hand will wait for someone to try to take the sword to attack. $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. Cra%ling Cla%0 $$ p.11 *)3p ;otes" add plate gauntlet and frost !rand. 9# *. The speed of the hand is )ft while it wields the frost !rand. It must drop the frost brand and spend a !onus action to upset the stand. 9dd Ouality" *alse A((earance. &hile the crawling claw is unmoving it is indistinguisha!le from a decorative gauntlet. 9dd action *rost Brand. Melee weapon attack: : to hit 5ft. reach one targetJ Hit: 5 ,*d8*- slashing damage and : ,*d- cold damage. $reasre0 57(cp F(7*sp **Fgp 8:pp frost brand portable hole red dragonhide !lanket ,5))gp- o!sidian dagger ,(5)gp- 9 ?ook descri!ing various elementals and their planes with written@in notes on grues in a different hand ,5))gp- suit of !lack plate mail on a stand holy sym!ol to olth ,(5)gp-
4 (1. arge %oom
Decorated with the hides of fire drakes and the pelts of hell@hounds this office contains the final remains of 0emmel still sitting in a heat@warped chair. His evil soul still lurks here as a wraith along with the condemned soul of his former rival. ,raiths -/0 $$ p.:)( :))3p $reasre0 ring of sustenance, red dragonhide armour, driftglobe () sheets of paper 0emmels Aournals in five volumesS :) !ooks on demons and a!yssal rites ,*)gp ea.- unholy sym!ol to Thari'dun ,*))gp-
4 (. arge %oom This room was set up !y the Temple to !e a ?ack@
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. n Harem Girls and 7uccubi: *) sets of gold Aewellery set with garnets ,5))gp ea.-
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" •
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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.