ToEE: Help me flesh out the elemental caverns!

Celebrim

Legend
My thought on the fire node is that there a wizard of moderate power and ability who has set up a petty kingdom in the node. You might use the fire node map as the Wizard's domain, and then placing it at the center of a larger cavern system. In personality, I'm envisioning someone like the Professor from Gilligan's island. Everyone in the node that the wizard can dominate, magically or by simple persuasion, is working on a magical device that will allow escape from the node and this is the overriding focus of all the groups efforts from which nothing is allowed to distract. The Wizard initially wants the PC's help to obtain certain devices he claims will complete the device, which are being held by some other factions in the node (a red dragon, an ifrit, a crazy hermit, etc.) in a series of traditional gathering quests. Gradually though, it should become apparant that the Professor is a) not entirely the kind warm heart he appears to be and b) is perhaps completely insane. For example just after deciding that the Wizard is a good guy and completing one or more of his quests, the PC's should witness a trial of a community member for slacking off (a Gilligan type if you will) and sabotaging the communities efforts which results in the 'Gilligan' being brutally executed and his remains divided for a cannabalistic feast. Eventually it should be discoverable via diaries, inspection of the device, 'crazy' hermits that have escaped the community, villainous monologues or whatever means suits you (best have multiple routes on the 3 clues rules), that the device is not at all what it is claimed to be. Rather than a means of escape, it is a weapon. The Wizard, having long decided that escape was impossible, is instead trying to build a doomsday device which has the power to destroy the node (and all it contains) thereby he thinks dealing a grievous blow to the plans of the one that imprisoned him and 'from Hell's pit' stabbing his enemy.
 
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Celebrim

Legend
My thought on the Water Node is that water is the element most symbolicly aligned with Zuggtmoy, who is female and rules over corrupted life, and as such it is the Water Node alone where her plans are most advanced and the inhabitants most still doing her bidding. The interior of the water node ought to be that of a fungal fen or jungle, where decay has run riot and consumed everything. Indeed, the chief most danger of the node is the abundant spores and the danger of fungal diseases that the represent. Initially dermal and respirtory diseases, but eventually a disease that takes root in the mind and paracitizes the creature so that they become Zuggtmoy's loyal servant (at about that time, mushrooms spring from the creatures skull like so many horrid morels). Zuggtmoy's chief servant in the node is a female Marid lord (the Marquessa) whose mind has been overcome by the fungal parasite and which has been engaged in perparing the node to recieve Olhydra, who has been lured to aid Zuggtmoy on the promise of her eventual elevation to divinity. The Marquessa holds the stones of power which allow departure from the node. Olhydra has arrived in the node but has become disenchanted with the plan, which seems not to be advancing as quickly as desired (primarily because of Zuggtmoy's inability to arrange the cooperation of the other 3 elemental lords, though Olhydra is not directly aware of this or of their involvement). It is possible the Princess of Elemental Evil could be cozened into working against Zuggtmoy's servant, if her role in the plan is not disclosed and suitable promises are made. Of course Olhydra is not to be trusted in any matter and will betray the PC's if possible to gain contol of the node herself.

The Water node as I've envisioned it makes a suitable location for Zuggtmoy to lure the PC's into if she ever feels threatened by them directly, as its inhabitents are second only to the demon queen of fungus in power.
 

Halivar

First Post
Celebrim, those ideas are amazing. I love them. I'll tickle the players by having Ramos and Gremag, much-despised agents of the Temple who high-tailed it out of Hommlett, in the earth node. They were punished for their failure by being banished to the earth node, where they are taking a leadership role in inciting the humans against the earth elementals.
 

Celestian

Explorer
Here is what I used for the fire node. I have not completed the other 3 nodes as I think my players are about to kill Zuggtmoy so the nodes will collapse.

Elemental Nodes - Keep in mind that the monster placement is determined by the DM and I put them where I felt it worked.
Fire, PC
https://dl.dropbox.com/u/30284331/ToEE Fire Node-PC.PNG
Fire, GM
https://dl.dropbox.com/u/30284331/ToEE Fire Node-GM.PNG

Here are all the maps I have worked up so far:

Level 1 pc
https://dl.dropbox.com/u/30284331/Temple of Elemental Evil, Level 1.JPG
Level 1 gm
https://dl.dropbox.com/u/30284331/Temple of Elemental Evil, Level 1-GM.JPG
Level 2 pc
https://dl.dropbox.com/u/30284331/Temple of Elemental Evil, Level 2.png
Level 2 gm
https://dl.dropbox.com/u/30284331/Temple of Elemental Evil, Level 2-GM.png
Level 3 pc
https://dl.dropbox.com/u/30284331/ToEE Level 3-PC.JPG
Level 3 gm
https://dl.dropbox.com/u/30284331/ToEE Level 3-GM.JPG
Level 4 pc
https://dl.dropbox.com/u/30284331/ToEE - Level 4-PC.JPG
Level 4 GM
https://dl.dropbox.com/u/30284331/ToEE - Level 4-GM.JPG
 



Halivar

First Post
I used your ideas, Celebrim, and they worked out fantastically. Unfortunately, only one PC was spirited away to the elemental nodes, and was without friends. She (the player) first found help from Otis; she had inadvertently blown his cover in Nulb far earlier in the campaign, and he was chucked into the earth node. She subsequently befriended and received help from Sargen (who believes she is a demon), Jaer (who has been convinced by Sargen that she is a demon) and Darley (who secretly encourages the two of them). While the rest of the group trudged through the other layers of the ToEE, Bob the Unlucky, the flaming one-armed ninja-turned-kensai had a side quest collecting the stones of power for her friends.

The fire node worked out but with a hitch: the wizard you described was building a device called the "Archalon", which rather than trying to bridge worlds was rather intended to destroy them. The device failed, and a huge orb of nothing exists in the middle of the fire node now.

After the party jumped into the nodes, they found Bob, holding the gems of power. After transporting back to the real world, Darley collects Sargen and Jaer off to Verbebonc, where they will found a diabolic cult in honor of.... the kensai they incorrectly believe is a demon. They were definitely the comedic element of the side campaign.
 

Scrivener of Doom

Adventurer
Damn, I wish Celebrim had been ToEE's designer! Great stuff!

(snip)The big problem with ToEE is that its state of the art dungeon design for about 1975 rather than 1985. (snip)

More accurately, it's what happens when your mismanaged company is so desperate for cash that you punch out a piece of incomplete design that was, until then, vapourware and you call your inability to complete your work a design feature that requires just a few random number rolls.
[MENTION=9327]Halivar[/MENTION]: What is the purpose of the elemental nodes (and even the temple) in your game?
 

Halivar

First Post
In my campaign, the ToEE was the focal point of the cult of the Elder Elemental Eye, a fake deity constructed by Zuggtmoy and Iuz to accrue more worshipers and power. After Zuggtmoy's imprisonment, Lolth converted key members of the temple (such as Lareth the Beautiful) in the hopes that she could supplant Iuz and Zuggtmoy and win back the drow that had turns to the cult (in my campaign, this was a brilliant success, not only did she co-opt the cult, but she also turned a PC and half the henchmen in the party.

The Elemental Nodes were how Zuggtmoy accrued elemental domain powers; by mixing sections with the elemental planes with the abyss to create para-elemental planes, she was able to provide elemental domains to the priests of the Elder Elemental Eye. They also served a dual role as a prison for heretics and the unwanted, and finally as a place of safekeeping for the stones of power.
 


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