210. OCTAGONAL CHAMBER

If the bronze doors in area 145 (Dungeon
Level One) are sundered, the stairs therein
descend south to this room. However, entry
is blocked by another set of like doors, set in
the north wall of this AREA.

    T5 correction:
    145 leads up to 7 in the upper Temple.
    148 leads down to the northern doors in 210.

    T5:

    Room 210
    Basically, the description of Room 210 (The
    Air Temple) is hard for me to make sense of.
    In the center of the area is said to be a “great
    pierced square of bronze, 10 feet on a side.”
    Pierced by what? Is it sitting on the floor of the
    chamber, or is it a cube suspended in the true
    “center” of the area, pierced by support
    beams?
    I believe the bronze square thing is a sort of
    hanging wind chime, a draft from the shaft
    could whistle through holes in it (thus pierced)
    to make an eerie sound. However, it should
    be circular as squares are not an Air Temple
    symbol.
    In fact, this entire section is fubared in its use
    of symbols. Every time you see the word
    "square" associated with the Air Temple you
    should change it to "circle" and vice versa
    when seeing "circle" in regards to the Water
    Temple. At some point Gary changed his mind
    or got mixed-up on what symbol was used for
    these 2 temples. The proper symbols are:
    air=circle and water=square.
    A dome is said to be “pierced” in the
    “northern ceiling” of the area, but again it isn’t clear what it’s pierced by. I assume it’s pierced
    by the 20’ shaft which I know extends down from the well on the Temple’s upper floor. The
    module says that directly below this shaft is a pit that’s 20’ in diameter and 5’ deep. The map
    shows this pit being in the exact center of the room, but shouldn’t it be more to the north,
    since the description says that the dome with the shaft is in the “northern ceiling”?
    The opening in the dome and the pit below it should be on the northern area (10' south of the
    doors). That, of course interferes with the stairs to the north doors. My guess is the map is
    incorrect which is consistent with the generally shoddy map work for the module. Perhaps
    there were to be no steps before the bronze doors and an overzealous cartographer added the
    stairs to the north for symmetry and then needed to center the pit to get it out of the way.


 
Illumination in this large octagonal room
seems to come from everywhere — ceiling, walls, floor — a milky radiance
which gives a dim and eerie glow to the
whole scene. The floor of this place is 15 '
below the level of the normal dungeon
floor, with short broad stairways leading
to it. The ceiling vaults to a height of 40
feet. The walls and floor of the room are
of polished gray stone with with whorls of
glittering mica; the floor is partially
obscured by swirling, eddying, softly
glowing mist.

In the center of the AREA is a great pierced
square of bronze, 10 feet on a side. A dome
is pierced in the northern ceiling, a circular <actually, the map indicates exact center>
shaft some 20 feet wide opening directly
over a pit of the same diameter and 5 feet
depth. Immediately to the south of the pit is
a block of alabaster 2 feet wide, 4 feet
high, and 8 feet long. Atop it are 2
knives and a bowl of finest crystal. 

Flanking the pit are 2 crystal braziers, suspended
from tripods by chains of silver. Each emits
a faint sickly-sweet perfumed smoke.

The doors to the north are bronze,
sealed with iron, chained, barred, and
bear a warning inscription in runes of
some sort.

The altar stone and crystal service pieces are
protected by a special glyph of warding suitable to the place. They cannot be safely
touched unless the symbol of the Air Temple
is worn and the glyph name, whah-duh, is
spoken. Failure in either requirement causes
a whirlwind to suddenly form and spin from
the pit to the altar, inflicting 12 points of
damage to each creature within 10 feet of
its path (save vs. spells to take 1/2 damage).

This also triggers an alarm; the whole AREA
gives off an evil-sounding chiming and tinkling, and the guardian (see area 210a) is
summoned. The 2 crystal knives are
worth 250 gp each; the bowl, 1, 250 gp.

(Total XP: 1,750)

If the braziers are disturbed, they begin
pouring out clouds of dense, choking smoke
which fills 20, 000 cubic feet of volume each
round, continuing for 11-20 rounds. This
vapor is heavier than air, and thus builds
from the floor upwards. Treat it as a wall of
fog, though each victim within it takes 5-8
points of damage per round from smoke
inhalation. After 10 rounds of outpouring
smoke, any creature within the pit is teleported to the Air Cavern (area 526). <Air Node?>

If holy water is poured into a brazier, a
Type I demon is instantly summoned and <HP: 51 (59), 31 (39)>
attacks everyone within the room. (Note
that, with 2 braziers, 2 demons may be
summoned.) Pouring any other sort of liquid into a brazier causes the smoke to be
twice as voluminous and twice as harmful
for 1 round (after which output and toxicity return to normal). Each brazier is worth
10, 000 gp, and functions in perfectly normal
manner once removed from this Air Temple.

The secret door to the west opens to a flight of steps to area 301 (Dungeon Level Three).

The doors to the North bear the familiar
runes of antipathy. Anyone failing any prior
saving throw against the effect (found also in
the main Temple entrance aboveground, as
well as certain areas within the dungeon) cannot approach the doors; anyone making all
prior saving throws must again, when
approaching within 10 feet, make a saving
throw vs. spell, (with a -2 penalty) to avoid
this effect.

210a. GUARDIAN

This area quarters a drelb, the guardian of
the Air Temple. (See Appendix A, New <trim?>
Monsters, for a full description.) The room
is otherwise empty — but a careful SEARCH
reveals that a section of floor is movable,
being a secret trap door. The small space
underneath holds a censer of controlling air elementals. (XP: 4,000)

Drelb guardian: AC 2, MV 6 ", HD 5 + 3, hp
24, #AT 1, D 3-12, SA appears as wraith,
shrinks while attacking (90% seems
retreating), touch chills (victim hit drops
items, cannot function the round thereafter), SD hit only by magick weapons,
reflects psionic attacks; XP 944

RECRUITS:

Level 2.
>>211.>>