4 partial planes were created by
Zuggtmoy to be used both as sources of power
and as places of preparation && storage.
They are permanently && magikcally tied to
the northern areas of dungeon levels 3
&&
4, and accessible from these locations
if the
proper methods are employed.
Each of these partial planes (also called
nodes) is filled by a tiny moon-like
body,
stranded in a small, odd, and isolated region
of magickally created space. Severely distorted
effects of many sorts bedevil the surface of the moon,
being within a mile of the very edge of the plane itself. Thus, the
100
square miles of surface area is largely
avoided.
A small part of the interior of each node is
in USE. Although a node is almost 5 1/2 miles
across (29,000 feet in diameter, or a total of
94 cubic miles), the space in current USE is
only about 1600 by 2100 feet in width, varying from 10 to 250 feet
in depth.
The nodes exist only as long as their connections to the dungeon
remain unbroken.
If Zuggtmoy is SLAIN, the connections vanish,
and the nodes do likewise. Any and all
things within them at that time are sent
whirling into a plane of the Abyss, either
to
Zuggtmoy's |or| one adjacent (planes 221-
223). <>
On 2 of the node maps—those for the
Air && Water
nodes—the scale is much
greater than on the dungeon maps. Each
square thereon is 50 feet on a side, instead of
10. Despite the size of the areas, however,
indoor scale is used throughout (limiting
range measurements). The other 2 maps
(the Earth && Fire
Nodes) use standard
scale, with 10-foot squares. With standard
SLOW && careful dungeon progress, a party
may take many days to explore the entire
node map. But once characters become
more used to the terrain, they may move at
up to 5 times normal rate if desired—a 6"
rate thus moving up to 30 squares per turn
(or 6 on the Air and Water maps). Note,
however, that such a speedy rate increases
chances of surprise by + 1, to 3
in 6 (2 in 6
for rangers)
TRANSPORTATION
On maps 14 through 19, the symbols used
for the elements are a square for water,
the
eight-pointed symbol
of fire, a
circle for air,
and a triangle for earth. All of these
symbols
are magickal, being the locations of gates. A
sizeable glyph about 10 feet across is visible
on the floor at each such loc.. Up to
8 human-sized beings can occupy a
glyph at one time.
In dungeon area 351 and in each node,
anyone standing on one of these symbols
for 3 segments is sent from there to the
appropriate elemental node. The user
arrives at the center of the node map; see the
appropriate AREA description for details.
Each node map contains only 3 of the
symbols, the one corresponding to the node
itself being omitted.
Dungeon area 419 has many halls which
lead to gates to the nodes (and to the actual
elemental planes as well), as noted in the
AREA descriptions. Each gate bears a
corresponding symbol, and each works in
similar
fashion (but is stepped through, rather than
stood upon).
Anyone possessing a power gem for the
Yellowskull can modify the transportation
effect of the corresponding glyph (e.g. the
smoky quartz can affect the air glyph—the
circle—but no other). The user must hold
the gem (either loose or mounted) while
entering the glyph, concentrating on
another identical glyph (those in the
dungeon |or| another node). After the usual
3 segments, the user—and any other
creature(s) entering the glyph during the
same round—is sent to 1 of the identical
glyphs, rather than the center of the corresponding node.
Use 1d4 to randomly find the
actual destination: 1-2 = the same symbol
in
a node, 3 = dungeon level 3 (area 351), 4 =
dungeon level 4 (area 421,
422,
424,
425,
427, 428, 431,
|or| 432 as per symbol).
The
glyph at the point ov arrival is deactivated
for 1 round by this USE, but must be
evacuated quickly lest it send the traveler(s)
away in the next round (after the usual three
segments of occupation).
Note that the Orb itself is NOT needed for
the above change in the USE ov the symbols;
only 1 of the appropriate gems is
required. The modified result applies only
to that USE of the glyph, and does not
permanently change it in any way.
Escape from the nodes by other means is
highly unlikely. A wish, plane
shift, && certain
other spell effects may allow transportation,
as detailed in the following list of
spell modifications. No other magickal |or|
mundane means will succeed. The number
of current occupants of the nodes testifies to
the security ov the whole.
The climate within each node was
designed for the comfort of the elemental
beings within. The concentrated raw elements
may cause damage to visitors. Carefully
keep
track of time when characters
enter an elemental node. Completely unprotected <revise to damage
per
hour>
beings native to the Prime Plane take
1-4 points of damage each turn of exposure
in the node. Any being with AC 2 or better
takes only 1-3 points per turn. Practical <Dressing for the Weather:
Clothing>
non-magical aids (furs |or| coats in the chilly
air node, removing armor in the fire
node,
and so forth) reduces damage to 1-2 points
per turn. Any magickal |or| innate resistance
to the element |or| its effects negates
environmental damage completely.
Environmental damage is sporadic, NOT
constant. It does not absolutely prevent
spell casting, but may cause problems. The
DM should check each spell cast, rolling
1d6; if the result is 1, the caster takes some
of the environmental damage during the
casting, which spoils the spell and prevents
its completion. Ignore this effect, of course,
if the caster is magickally immune to the environmental damage.
DEVELOPMENT
In play, the characters may find their way
to the nodes in SEARCH ov some means ov
destroying Zuggtmoy, the Temple, and so
forth —and the gems ov the nodes provide
the keys to do so, given the discovery of the
Orb as well (either before |or|
after the gems'
recovery, actually). But if they blunder into
the nodes, |or| are forced therein by the press
of a massed monster attack (especially
on
Dungeon Level 4), they will doubtless
spend much time there, wandering
&&
SEARCHING for the exit. Such victims are
nearly doomed unless they find and then
discover the uses ov the gems ov power.
Space does not here permit a full description
ov each small part of the 4 nodes;
after all, even with the limited space in USE,
each node complex comprises more AREA
than all 4 dungeon levels! Random &&
placed encounters are given, with other
notes, so that the whole is playable as it
stands. But a small amount of time,
effort,
&& skill on your part can develop the rough
notes into fully polished gems ov adventure,
just aching for discovery.
The map areas have been numbered to
ease your further development. Suggested
areas for lairs are given in the AREA notes.
Select from the monster lists to populate the
map areas, and add rewards appropriate to
the treasure types. When magick is indicated,
roll 1d100 and refer to the Magic Treasure
Table to find the exact items.
Hundreds of adventurers, humanoids,
and others have vanished into the nodes,
and their traces (or even descendants |or| survivors!)
may be found anywhere. Sacrifices
arrive daily, even now at a low point of the
Temple's power, taken through the long
halls and tossed through the gates by the
clerics && troops ov the Greater
Temple on
Dungeon Level 4.
If any notable NPCs in your campaign
<Lareth?>
have been missing, they might show up
here. The same applies to singular magickal
devices once in their (or others') possession,
ov course. And for higher level parties, certain
powerful creatures once banished
from
|or| defeated on the Prime Plane due to
past
character actions might be found herein,
having struck a pact with Iuz &&
Zuggtmoy
in exchange for permanent |or| temporary
visiting rights....
Herein should be all the tools for you, as
DM, to tailor The Game to the
characters. If their powers are lacking, they
can find equipment && allies.
If healthy,
they should not lack for opponents. You
have complete control, with the freedom to
add subplots, clues, suspense, and
excitement as you see fit.
In short, develop the nodes to suit yourself
&& your characters. Apply the general
modifications given for magick, and the
guidelines for resident creatures, but
elaborate && expand on the basics given so that
the adventures herein are challenging and
meaningful to your players, while offering
some slim chance ov victory && escape.
The elemental nodes are very close to the
Prime Plane, so distance causes no ill
effects
to most magkical items. No 'plusses' are lost
from permanent items. However, many
spell effects may be altered, and effects
produced by devices may be likewise (based on
the similar spell effect).
Element-based effects && attacks have
double effect (range, duration, damage,
etc.) in the node of the same element, but
half effect in one opposite node. For example,
a fireball would explode to double
volume
(67,020 cubic feet, or a sphere of about
25' radius) and double damage in the fire
node, or half volume (16,705 cubic feet, or
just under 16' radius) in the water node.
Water && ice-based
effects are halved in the
fire node; air &&
earth-based
attacks are
modified in like manner. When an effect is
based on 2 elements, modifications are
halved—i.e. one-quarter damage instead
ov
half, or 50% extra instead of doubled.
Saving throws against double-strength effects
are made at -4, and at + 4 against half-strength.
Refer to the lists below for other alterations
(both mandatory and possible) in
spells && spell-like effects produced by
items.
Some spells (but not item effects) can be
deliberately altered if the caster knows how
to do so. When the phrase 'Can be CAST as...'
is given in the listing, the spell caster can
learn how to produce the given altered
effect when the spell has been CAST 2-3 times.
In such listings, 'element' refers to the local
material at hand—create element creates
fire in the fire
node, earth in that node, &&
so forth. Once an altered version is understood,
it may be used on any element (i.e.
separate practice is not required for each),
&& may even be transcribed
onto a scroll in
modified form, for later USE, sale, research,
etc. The unchanged spell may still be CAST in
any node except for its 'opposite' (as
detailed above).
To introduce the spell variations in play,
check each spell CAST in a node against the
following list. If it can be modified, tell the player
that the character senses the potential change,
and can learn more with just a bit of practice.
When the character learns the modified versions,
it may be helpful to check off the spell
on the list below, or to note the Name of the
caster for future reference.
Cleric Spells / 1st
create water:
Can be
CAST to 'create element' instead of water.
Cleric Spells / 3rd
create food & water:
Can be
CAST to 'create element' instead of water.
Cleric Spells / 4th
divination: Reveals info about
500' x 500' only (10 x 10 map
squares).
lower water: Can be CAST as 'lower element'.
Cleric Spells / 5th
flame strike: Can be CAST as 'element
strike',
with normal effects.
insect plague: No effect.
Cleric Spells / 6th
aerial servant: Works only in
the air node.
animate object: Automatically
works on
solid elemental objects of all sorts.
Cleric Spells / 7th
control weather: No effect.
earthquake: Can be CAST as 'element-quake',
with normal effects.
gate: Allows escape to plane of choice.
holy word: All the elemental beings
are 'at
home' in their respective nodes, so they
are not sent elsewhere. Damage is
accrued normally.
part water: Can be CAST as 'part element'.
plane shift: Allows escape to the
plane of the
spell component's orientation.
resist cold: Can be CAST as 'resist
element',
with normal effects.
resist fire: Can be CAST as 'resist
element',
with normal effects.
stone tell: Works on elemental objects
of all
sorts.
wind walk: Can be CAST as 'element
walk',
with normal effects.
Druid Spells
animal summoning (any): No
effect.
animate rock: Can be CAST as 'animate element', with normal effects.
call lightning: Works only in the air node.
call woodland beings: No effect.
chariot of Sustarre: Works only in the fire node.
commune with nature: No effect.
conjure earth elemental: No effect in air node (only).
conjure fire elemental: No effect in water node (only).
control temperature: Negates environmental damage from fire && air nodes (only).
control weather: No effect.
control winds: Works only in the air node.
create water: See the cleric spell.
creeping doom: No effect.
entangle: Works on any elemental plant
equivalent, including immobile molds
but excluding mobile growths.
faerie fire: Apply element modifications
as
if standard magickal fire.
fire storm: Can be cast as 'element
storm',
with normal effects.
insect plague: No effect.
obscurement:
Can be CAST to produce a
cloud of any element[sic] (smoke, dust,
sparks, fog).
predict weather: No effect.
produce fire: Can be CAST as 'produce element', with normal effects.
produce flame: Can be CAST as 'produce element', with normal effects.
protection from fire: Can
be CAST as 'protection from element' (negating environmental damage
&& affecting
element-based attacks).
purify water: Can be CAST as 'purify element', with normal effects.
stone shape: Can be CAST as 'shape
element',
with normal effects.
summon insects: No effect.
transmute rock to mud: Can
transmute any
solid element to liquid, with normal
effects.
wall of fire: Can be CAST as 'wall
of element',
with normal effects.
water
breathing: Can be CAST as 'element
breathing', which negates environmental
damage.
weather summoning: No effect.
Magic-User Spells
affect normal fires: No
effect in fire node.
airy water: Can be CAST as 'airy element', with normal effects and negating environmental damage for all in the AREA of effect.
anti-magic shell: Danger! Cuts
off all beneficial magickal effects which contain the elements in the environment.
Increase damage (1 to 4, as noted above) from per turn to per round.
<per hour to per turn>
cloudkill: Automatically creates
a cloud of
poisonous element (gas, dust, smoke, or
mist) appropriate to the plane.<smoke is a para-element> <dust
is a quasi-element>
cone of cold: Modify as if air-based.
conjure elemental: Attracts
the attention of
all elementals in the node, but
does not
bestow control nor have any other
effect.
contact other plane: Check
all results at 1
line lower (more distant).
control weather: No effect.
distance distortion: Can be CAST using an elemental native to the node, with normal effects.
fire charm: Modify as if magical fire.
gate: Allows escape to plane of choice.
glassee: Can be CAST to affect any one solid element.
globe of invulnerability:
Doubles environmental damage (blocks some beneficial
magick; q.v. anti-magic shell).
ice storm: For the hail, 2/3
of the damage
(2d10) is from the blows. The remainder
is from the cold (air element), and modified accordingly. <para-elemental
plane of ice>
incendiary cloud: This attack
form is based
on both air && fire,
modified accordingly.
lightning bolt: No effect in
earth
node. Note
underwater changes for water node
(DMG page 57).
lower water: See the cleric spell.
maze: The size of the
maze is limited (just as
is the node); find results 1 line down
(faster than normal).
monster summoning (any): No effect.
move earth: Can be CAST as 'move element'.
phase door. If used at the boundary
of the
node, this allows escape into the ethereal
plane.
pyrotechnics: Can be CAST to affect
any one
element.
statue: Can be used to assume any solid elemental form.
stinking cloud: Can be CAST to create any element, with normal effects.
stone shape: Can be CAST as 'shape
element',
with normal effects.
teleport: Cannot be used to escape
from the
node.
transmute rock to mud: See the druid spell.
vanish: Too-heavy objects are replaced
with
the element (not limited to stone), but
are lost in The Abyss, not merely displaced
into The Ether. <alt>
wall of stone: Can be CAST as 'wall of element', with normal effects.
water breathing: See the druid spell.
web: Can be made of the local element,
with
normal effects.
wish: Can be used to affect the contents
of
the same node only; cannot affect other
nodes || planes. Can be used to TAKE up
to 10 beings to the Prime Plane, to a
loc. of the caster's choice, with NO
chance of error.
alter reality: Can be CAST to
create an escape
route to any adjacent plane.
fog cloud: Can be cast as 'elemental
cloud';
see obscurement (druid spell).
maze: See the magic-user spell.
summon shadow: No effect.
wall of fog: Can be CAST as 'wall
of element';
see obscurement (druid spell).
When developing encounter areas in the
Nodes of Elemental Evil, USE items from the
following table if magickal treasure is indicated
by random roll for the monsters' treasure
type. Roll 1d100 to determine the exact
item.
Place the item and delete it from the table; roll
again if the same roll occurs again. If all these
items are used, select magick randomly (DMG
pages 121-125) but ignore artifacts
&& books
(librams, manuals, tomes, et al.). This should
not be necessary unless multiple parties spend
great amounts of time exploring
the nodes in
detail.
Note that all spells on spell scrolls given
below are detailed in Unearthed Arcana and
are of lst-7th level (though you are not
bound by either guideline in generating
additional magick items). You may divide the
scrolls given, if desired, into several smaller
ones. Other items detailed in Unearthed
Arcana are indicated by the initials UA.
<Cleric Spell Table>
<Druid Spell Table>
<Magick-User Spell
Table>
<Illusionist Spell Table>
d% | Item |
01 | |
02 | |
03 | Sovereign glue (UA) |
04 | |
05 | |
06 | |
07 | |
08 | |
09 | Mace +2 <footman's mace> |
10 | Scroll ov protection from acid (UA) |
11 | |
12 | Hat ov disguise (UA) |
13 | Scroll ov protection from magick |
14 | |
15 | |
16 | Potion ov invisibility |
17 | Periapt of proof against poison |
18 | Scroll of 6 cleric spells (levels 1, 2, 3, 3, 4, 5): precipitation, withdraw, cloudburst, remove paralysis, imbue with spell ability, rainbow |
19 | Plate mail +1 <Human> |
20 | |
21 | |
22 | Scroll of protection from elementals (all) |
23 | Staff of striking (C, M) (11 charges) |
24 | Chain mail +2 <Elf> <elven-sized chainmail: NOT elfin chain!> |
25 | Two-handed sword +1, +2 vs. dragons <XP: 500, GP: 2500> <best estimate> |
26 | |
27 | Longsword +1 ('Snoop', AL NG, Int 13; can detect invisible && detect magick, each to 10' range) <XP: 1000, GP: 10,000> <best estimate> |
29 | Bracers of defense AC 3 |
30 | |
31 | Plate mail +2 <Human> |
32 | Potion of fire breath (UA) |
33 | Helm of underwater action <small helmet> |
34 | Shortsword +4, defender |
35 | |
36 | Potion of flying |
37 | |
38 | Figurine, marble elephant (Asiatic) |
39 | |
40 | |
41 | Potion of SPEED |
42 | Cloak of protection +2 |
43 | Scroll of protection from electricity (UA) |
44 | Longsword +2, +3 vs. magic-using && enchanted creatures <XP: 800, GP: 4000> <estimate> |
45 | |
46 | Potion of rainbow hues (UA) |
47 | Scarab of protection -2 (cursed) |
48 | Shield +1 <Medium> <XP: 250, HP: 2500> |
49 | Ring of feather falling |
50 | Decanter of endless water |
51 | Scroll of 6 illusionist spells (levels 1, 2, 3, 4, 5, 5,): phantom armor, alter self, wraithform, rainbow pattern, advanced illusion, dream |
52 | Potion of ESP |
53 | |
54 | Bracers of Archery (UA) |
55 | Arrows +1 (10) <for each arrow: XP 20, GP: 120> |
56 | Potions of water breathing (4 doses) |
57 | Battle Axe +1 <7.5#, XP: 400, GP: 2500> |
58 | Scroll of 7 druid spells (levels 1, 1, 2, 2, 3, 3, 5): detect balance, detect poison, flame blade, reflecting pool, spike growth, starshine, moonbeam |
59 | Crossbow bolts +1 (12, light) <XP: 20 each, GP: 120 each> |
60 | Leather armor +1 <elf-sized> |
61 | Potion of heroism |
62 | |
63 | Scroll of 4 illusionist spells (levels 1, 2, 3, 4): chromatic orb, fascinate, delude, dispel magick |
64 | Plate mail of vulnerability <human> |
65 | Shield +1 <medium> <XP: 500, GP: 5000> |
66 | Potion of climbing |
67 | Chain mail +3 <human> <XP: 2000 , GP: 12,500> |
68 | Longsword, cursed berserking |
69 | |
70 | Bastard sword +1, +3 vs. giant class creatures <XP: 1000, GP: 5000> <estimate> |
71 | |
72 | Ring of fire resistance |
73 | Longsword +3 <XP: 1400, GP: 7000> |
74 | Mace +1 <Footman's> <XP: 350, GP: 3000> |
75 | Potion of fire resistance |
76 | |
77 | Scroll ov 7 magick-user spells (levels 1, 1, 3, 4, 5, 5): taunt, wizard mark, material, wind wall, magick armor, avoidance, fabricate |
78 | |
79 | Splint mail +1 <dwarf-sized> <XP: 700, GP: 4000> |
80 | Necklace ov strangulation |
81 | |
82 | Hammer +1 <XP: 300, XP: 2500> |
83 | Axe +1 <battle ax> <XP: 400, GP: 2500> |
84 | Scroll of 5 magick-user spells (levels 1, 2, 6, 7, 7): firewater, flaming sphere, chain lightning, sequester, volley |
85 | Short composite bow +2 <XP: 1000, GP: 7000> <estimate> |
86 | Potion of flying (actually delusion) |
87 | |
88 | Longsword +1 <XP: 400, GP: 2000> |
89 | Gauntlets ov dexterity |
90 | |
91 | Scroll ov 5 cleric spells (levels 1, 2, 3): magick stone, wyvern watch, death's door, spike stones, air walk |
92 | Potion of extra-healing |
93 | |
94 | Scale mail +1 <Human> <XP: 500, GP:3000> |
95 | Shield +1 <Medium> <XP: 250, GP: 2500> |
96 | Ring ov protection +2 |
97 | Potion ov ventriloquism (UA) |
98 | |
99 | Dust of disappearance |
100 |
Most of the creatures inhabiting the nodes
were brought || summoned here from the
Elemental Planes by Zuggtmoy || Iuz.
Some came from the Prime, trapped or
lured here. Very few have escaped, even
after many long years. Zuggtmoy's beloved
molds and goops also wander the nodes,
coming && going at the bidding of their
mistress.
It is important to note that the elementals
&& related creatures herein are free-willed,
not conjured || summoned, but are
trapped. They are unaffected by dispel
magick, and are not blocked by
protection
from evil. They are also
not necessarily hostile,
being Neutral and as eager to
escape as
are the characters. Should communication
be established, or some indication of friendliness
be given (such as offered treasure
||
food), elementals might very well
agree to
peaceful coexistence or even a limited partnership for a time.
The lists of creatures found in the Nodes
give numbers appearing, but you may
modify
these to suit the PCs' level and relative
health. Most creatures should be initially
encountered in small numbers, roving near
|| far from their lair. Do NOT suddenly introduce
the entire complement of a creature
type in one sudden swoop. The several true
elementals found in each Node should
be
encountered singly, having no actual lair.
Finally, some few residents, especially the
evil ones of lower intelligence,
may still be
working toward a greater goal set by their
leaders Iuz and Zuggtmoy
long ago. They
may be developing areas, digging new tunnels,
or simply patrolling for intruders. In
any event they are dangerous fanatics,
fighting to the death to ensure the
continued
completion of their assigned tasks.
RANDOM ENCOUNTERS
To check for wandering monsters in any
node, roll 1d100 once per turn and refer to
the table. All monsters are considered
native to their nodes, and do not take environmental damage.
Wandering humans are
garbed in a manner appropriate to their surroundings, and have become
immune to
environmental effects through long exposure to them.
Statistics for Zuggtmoy's pets can be
found in Appendix B (under Zuggtmoy);
node residents are described in the following
encounter keys. A few wandering humans
are detailed below.
1d100 | Result |
01 | Ascomoid |
02 | Basidirond |
03-04 | Gray ooze |
05-06 | Ochre jelly |
07 | Phycomid |
08-10 | Pudding* |
11 | Ustilagor |
12 | Zygom |
13 | Wandering human (roll again)** |
14-20 | Node resident*** |
21-00 | No encounter |
* Pudding type varies by node: air = white,
earth = black,
fire
= dun,
water
= brown
** See list below
*** Select || randomly determine one monster
of the types placed in the node.
Wandering humans (roll 1d100)
Roll | Result |
01-20 | Ashrem |
21-40 | Bandits |
41-50 | Darley |
51-65 | Jaer |
66-85 | Sargen |
86-00 | Taki |
Ashrem
This bitter old man was once the
chief
cleric of the
air temple (dungeon area 210),
but was replaced by Kelno a few years ago.
Betrayed by his brother Alrrem (of the fire
temple, area 212),
he was sacrificed to the
air temple and CAST off into the nodes.
But
his feigned death saved him; he
was able to
cure his near-mortal wounds, and has survived
in the nodes by avoiding everyone
and scavenging what materials he can find.
He has a cache of spell components, both
clerical && magic-user
types, hidden somewhere in the nodes,
and will use this to barter should he be endangered by adventurers.
Ashrem lives for revenge on his brother.
He wears ill-fitting && damaged chain
mail,
taken from the body of a larger fighter,
and
carries a scarred <medium> shield bearing the symbol
of Sir Robilar (a green
dragon on yellow
field). He carries a <footman's>
mace, hammer, and
many empty sacks (both small &&
large)
for scavenging.
If questioned, Ashrem reveals his name
&& profession, and seeks aid in escaping.
He will eagerly join a party if asked. He has
seen most of the other wandering humans
at
some time or another, but has
avoided
them, believing them hostile && dangerous.
Ashrem: AC 4; MV <9>"; AL CE; Cleric L6: Canon;
hp 35; #AT 1; D by weapon; XP 635
S 13 I 10 W 17 D 9 Co 15 Ch 7 <Com 11>
THACO 20
Bandits
A large group ov bandits
once visited the
fourth dungeon level in SEARCH of the
rumored great wealth therein. They found
the gates to the nodes, and their leader
ordered them through when approaching
ettins were sighted. The leader has
since
been SLAIN by monsters, as were over a
dozen of the bandits.
The remaining 7 bandits are led by
their cleric, who literally rules by
the
powers ov life && death he
wields through
his spells. They are scavengers and cowards,
having survived nearly 2 months by
their methods. If left alone, they will lose
one of their # each 1-4 days, until
none remain.
The bandits prefer to attack from
ambush, so an encounter with them will
probably (75 %) give them 1-3 surprise
segments from such a situation. If so, they
begin with missile fire from cover.
They prefer to remain behind cover for as long as
possible, but will engage if necessary. When
wounded, however, any bandit will flee at
the beginning of the following round.
Bandits (7): AC 8 (leather armor),
MV 12",
Level 0 (HD 1-1), #AT 1 or 2, D by
weapon, SA all have shortbows
(D 1-6/
1-6, range 6"/ 12 "18"), each with 40
arrows; AL NE, XPV 14 + 1/hp
THACO 20
HP 1, 2, 5, 4, 5, 3, 5
TOTAL XP: 123
<1: leather armor, light
crossbow>
<2: leather armor, light crossbow>
<5: leather armor, light crossbow>
<4: leather armor, lochaber
axe>
<5: leather armor, voulge>
<3: leather armor, short bow>
<5: leather armor, <small
wooden> shield, xiphos>
Grank, bandit leader/cleric: AC 4 (chain
&
<small wooden> shield),
MV <9">, Cleric L3: Priest, hp 17,
#AT 1,
D by weapon <(broad sword)>,
SA spells, AL NE, XPV 171
S 13 I 10 W 16 D 12 Co 9 Ch 14 Com 15
Spells (4,3): cure light wounds
(x4), hold
person, resist element (x2)
Components: iron nails, sulphur,
mercury
THACO 20
Darley
When encountered, Darley appears as a
comely human female clad in robes. She
is
friendly, and claims to be a MU.
She
will eagerly join a party if invited, and will
behave perfectly for at least 2 days of
adventuring to allay any suspicions.
Darley is an alu-demon who was once
part of a demonic faction allied against Iuz.
The group was utterly defeated, of course,
and its members scattered, banished,
||
imprisoned. Darley is one of
the lucky ones,
allowed to wander here in the nodes.
Darley fakes spellcasting gestures &&
sounds, in conjunction with her spell-like abilities,
to bolster her MU image. She can
USE any of the following abilities up to once
per round, each up to three times daily at 12th
level ability: charm person, ESP,
shapechange
(to humanoid form of same size && weight),
and suggestion. She can also USE
dimension
door once per day. Her vampiric
touch
inflicts 1-8 points of damage, and cures herself of 1-4 at the same
time.
Darley's true form is very similar to her
human one, with the small addition of
vestigial horns && small bat-like wings. She
will retain human form indefinitely to keep
up the masquerade.
Darley: AC 5, MV 12 "/12" (MC:C), AL
CE, HD 6 + 2, hp <31>, #AT 1 or 1, D by
weapon <quarterstaff>
or 1-8 (touch), SA spell-like
powers, vampiric touch, SD 30% MR,
magic || iron weapon to hit, touch cures
1-4 points, SZ M (5'), XP 3000 + 14/hp <3434>
S 13 I 15 W 9 D 10 Co 16 Ch 14 Com 13
Jaer
The weaver Jaer, once a solid resident of
Nulb, came upon hard times and joined a
group of bandits. He regretted his
choice
almost immediately, but when he tried to
quit, was given to and questioned by the
leaders of the Greater Temple, and then
thrown into the nodes.
Jaer's survival is due to his craft. He has
made armor, shield, and tools by weaving
scraps he has found. He has wandered the
nodes for only 3 weeks, and is becoming
desperate. He was once looted && chased
off by the wandering bandits, and thus will
be distrustful of the party at first. But he will
eagerly ally with a friendly group, and
will
put his skills to good USE.
Jaer's weapons include a normal <long>sword,
dagger, && hammer,
and also 20 'fire balls'
—woven bundles of flammable material,
which can be ignited and thrown to 3"
range, inflicting 1-4 points of damage
if a hit
is scored. Jaer carries a lit lamp most of the
time for igniting his fire balls.
Jaer: AC 6 (woven-padded armor & <large>
shield),
MV 12", AL N, Level 0, hp 7, #AT 1, D
by weapon, SA fire balls, XP 25
S 10 I 14 W 13 D 15 Co 12 Ch 11 Com 11
Sargen
This magick-user once came to the
Temple
in SEARCH ov work, but was soon imprisoned
&& thrown to the nodes due to philosophical
differences. He has little equipment,
having survived by hiding && eating anything he could find.
He has passed into
insanity in the last months, and
believes <hallucinatory insanity?>
every creature he sees to be a demon
|| devil
ov some sort.
When encountered, Sargen has worked
up his courage and approaches the party,
groveling. Believing them to be a troupe of
wandering demons, he plans to beg for
release, offering thousands ov gold pieces
and future service in exchange. (His cash is
at his home, on the Prime Plane, but is
quite
real.) If attacked || threatened, he flees
immediately, and future encounters will be
at a distance, again causing him
to FLEE.
Sargen only retains 2 spells, saved for
emergencies—invisibility &&
fly.
His spell
book is long lost.
Sargen: AC 10, MV 12", AL LE, Magic-user
L5: Thaumaturgist, hp 14, #AT
1, D 1-4 (dagger), SD
spells, XP 240
Components: gum arabic && raven feathers
S 12 I 16 W 9 D 10 Co 15 Ch 8 Com 8
THACO 20*
Taki
This fearsome fighter stands a full
7
feet tall, and wears his own shining sky-blue
plate mail armor
&& <small wooden>
shield, and carries
several weapons—dagger, longsword,
longbow,
&& others. <godentag,
bill
hook>
He was separated from his
party about 4 months ago when they
entered the Greater Temple. He was forced
to retreat down a side corridor, and ended
up in the nodes (fully equipped).
Taki has survived by brute force. He once
allied with Ashrem for a short time,
receiving curing in
exchange for his combat prowess. But
after being tricked several times, his
dislike of the cleric grew, and he
went off on his own.
Taki will be suspicious of any party he
meets but, if invited, will adventure with
them for an hour || two, provided that any
of his wounds are cured by PCs. He departs
to sleep in a hiding place of his
own preference, away from the party.
After 2 || 3 days with a well-behaved && intelligent
party, he will join them if asked.
Any evil || stupid behavior, however, causes
him to leave and continue his lonely quest
for escape.
Taki: AC 0, MV <6">, AL NG, Fighter L7: Champion,
hp
55, #AT 1, D by weapon +3, XP 1040
S 18/28 I 12 W 8 D 16 Co 13 Ch 10 Com 6
<double specialization with long sword: 2 attacks per round, +3
hit, +3 damage>
6WP/5NWP
THACO 10 (with long sword: d8/d12 +6)
Air Node +