TEXT: 1
  FORCE OF NATURE
  A Short Adventure for Four 
  18th-Level Player Characters
  CREDITS
  Design:
  Mark A. Jindra
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Todd Gamble
  Web Production
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
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  material or artwork contained herein is prohibited 
  without the express written permission of 
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  Force of Nature is a short D&D adventure for four 18th-
  level player characters (PCs). The scenario begins in
  Porthaven, a large coastal city that is suddenly plagued
  by a series of natural disasters. Restoring the normal,
  tranquil environment of the area requires a whirlwind
  tour of the elemental planes. 
  The city of Porthaven can be placed along any coast-
  line in your campaign that has mountains nearby. The
  adventure is designed to take place during a rainy
  season to help set the mood, although you can change
  the season without altering the adventure. As always,
  feel free to adapt the material presented here as you see
  fit to make it work with your campaign.
  PREPARATION
  You (the DM) need the D&D core rulebooks, including the
  Player’s Handbook, the Dungeon Master’s Guide, and the Mon-
  ster Manual to run this adventure. In addition, you might
  want to keep Book of Vile Darkness, Manual of the Planes, Fiend
  Folio, and the D&D Arms and Equipment Guide handy,
  although the relevant information from them is included
  in the adventure. This scenario utilizes the D&D v.3.5 rules,
  but it can easily be used with the 3.0 rules as well.
  To get started, print out the adventure. Read through
  the scenario at least once to familiarize yourself with
  the situation, threats, and major NPCs. Text that appears
  in shaded boxes is player information that you can read
  aloud or paraphrase for the players at the proper times.
  ADVENTURE
  BACKGROUND
  Three hundred years ago, the coastal town of
  Porthaven was built on a site that was advantageous for
  trade but both geologically and meteorologically unsta-
  ble. A volcano in the nearby mountains threatened to
  erupt and destroy the town, and earthquakes, tidal
  waves, and hurricanes were common. But the doughty
  townsfolk stayed and rebuilt after each disaster, deter-
  mined to make the town prosper. 
  Eventually, a powerful sorcerer named Khyber Mer-
  cane saw the carnage that the unending natural disas-
  ters had wrought and decided to do something con-
  structive. Recalling that he had once met some
  extraplanar creatures called modrons that favored
  order over chaos, he contacted them to see whether
  they could help. After discussing various options, Mer-
  cane struck a deal with the creatures: They would build
  and maintain a machine that would keep the town safe
  from the chaos of natural disasters, and in return, the
  townsfolk would keep a library of knowledge to pass
  along to them every year. 
  
  2
  The machine worked, and the volcanic activity
  ceased. The harsh windstorms that had previously
  blown through the valley softened to mild breezes, and
  the high waves that had battered the shoreline shrank
  to harmless ripples before reaching the coast. The
  earthquakes that were once common occurrences no
  longer shook the land. Even the seasons seemed to
  even out until the temperatures rarely reached uncom-
  fortable extremes. The crews of ships that had been
  through rough seas and stormy weather found the calm
  waters and friendly people of the town a welcome
  sight, as did many weary travelers along the coast. The
  town grew rapidly and soon became a bustling city.
  For the first seven years, the modrons sent represen-
  tatives to service the machine and gather the accumu-
  lated knowledge annually. Then the visits abruptly
  stopped. Khyber left to see what had happened to the
  modrons, but he never returned.
  Worried about the safety of the untended machine,
  the clerics of Wee Jas built a temple around it to shield
  it from unauthorized visitors. But though this tactic did
  safeguard the machine, it also removed it from the
  people’s sight, and eventually it was forgotten by most
  of the populace. Only a handful of the church’s priests
  still know of its existence, and fewer still know its true
  purpose. Sister Mara, the most senior member of the
  clergy, is currently studying the history of the
  machine, and she has recently rediscovered its purpose
  and a few details of its maintenance. Realizing that the
  machine had not been refueled for many years, she
  warned the townsfolk that disasters might be immi-
  nent, but they scoffed at her dire predictions. 
  A few weeks ago, the machine ran out of fuel and
  shut down entirely. Shortly thereafter, Porthaven expe-
  rienced its first earthquake since the activation of the
  machine, but the tremor was small and went unnoticed
  by most of the city’s residents. The next sign that the
  city had lost its protection was much more obvious.
  This morning, the nearby volcano suddenly erupted,
  spewing forth a hellish river of molten rock and fire.
  The sky grew as black as night, and fiery ash began to
  rain down from the heavens. The earth beneath the
  city heaved upward, toppling structures and feeding
  the fires caused by the flaming debris. A great wall of
  water from the sea laid waste to Porthaven’s docks, leav-
  ing many seagoing vessels and coastal homes either at
  the bottom of the bay or in ruins in the city’s streets. 
  Currently, the city officials are busy evacuating the
  residents through several magic portals that are nor-
  mally used only by merchants and adventurers. But
  these few portals cannot accommodate everyone, and
  the rivers of lava will reach what is left of the town in
  only a few short hours.
  THE MACHINE
  The machine is an arcane device constructed by the
  modrons to subdue the forces of nature and bring order
  out of chaos. It is fueled by raw elemental material
  from the four elemental planes. 
  The supporting structure for the machine is a cylin-
  der 50 feet across and 500 feet deep. Inside is a delicate-
  looking structure built of massive gears, springs, levers,
  pistons and all sorts of other mechanical components.
  The entire machine is made of a strange, dull-colored
  metal that resembles bronze. 
  The upper 20 feet of the cylinder is free of machine
  components. Three 5-foot wide walkways span the
  diameter of this chamber about 10 feet down from its
  top, intersecting in the middle to divide the area into
  six equal sections. The machine’s control panel sits on a
  round platform at the junction of the three walkways.
  Between the walkways, the floor is open, exposing the
  machine’s workings below. The entrance to the cylin-
  der lies at the end of one walkway, and at its other end
  is a stack of crates piled near the wall. Each of the other
  two walkways has a massive bronze door at either end.
  The four bronze doors open to reveal solid walls
  unless the levers and buttons on the control panel are
  activated in the proper order. When its particular
  sequence is initiated, each door opens onto a portal to
  one of the four elemental planes.
  Atop the control panel usually rest four 2-foot-diam-
  eter metal spheres that act as fuel cells for the machine.
  Each holds raw elemental material from one of the four
  elemental planes (air, earth, fire, and water). When a
  sphere is full, all the quartz crystals that adorn its sur-
  face pulse with an amber glow. At present, all the crys-
  tals are dull and lifeless, indicating that the spheres are
  empty.
  The machine and all of its parts, including the
  spheres, are made of the same material as most of the
  plane of Mechanus, which looks like dull bronze. The
  machine is immune to all magic, and no part of it
  except the four spheres can travel through any magi-
  cally created planar portal other than the four that are
  attached to the machine.
  ADVENTURE SYNOPSIS
  The characters must refuel an ancient machine built by
  the modrons before the forces of nature can destroy the
  entire city of Porthaven. To do so, they must visit each
  of the elemental planes and fill a metal sphere with raw
  elemental material. Sister Mara, a cleric of Wee Jas, has
  studied the machine enough to open its portals to two
  of the four elemental planes, but the characters must
  find their own way to the others.
  
  3
  In the Elemental Plane of Air, the party encounters
  several belkers and gains access to the Elemental Plane
  of Water through a planar vortex. The Elemental Plane
  of Water brings the characters into conflict with a
  vicious hammerfish. Entering the Elemental Plane of
  Earth brings them face-to-face with a new monster
  known as a magmal horror and introduces them to a
  rogue modron named Slag. This creature can open the
  final portal to the Elemental Plane of Fire, where a hell-
  fire golem and several salamanders await the group. 
  Once the PCs have fully refueled the machine,
  nature’s fury subsides, and the city can begin to rebuild.
  ADVENTURE HOOKS
  The PCs may come to Porthaven for any number of rea-
  sons. As the DM, it is your job to decide how best to
  involve the characters in the adventure. You can use the
  following hooks to spur your imagination, modifying
  them as necessary to fit your campaign or the characters.
  • The PCs are en route to some other location by ship. The
  captain decides to stop in Porthaven to wait out a vicious
  storm at sea, since the city is renowned for the calm
  waters of its port. But the storm only worsens as the ship
  draws closer to Porthaven, and the ship is hurled onto
  the shore by the mammoth waves in the harbor.
  • A caravan that the PCs were escorting up the coast
  encountered high winds and torrential rains that
  caused mudslides and rockfalls along the road
  through the nearby mountains. The owners decided
  to put up in Porthaven for the night and assess the
  damage in the morning. When they arrived,
  Porthaven was a picture of beauty without a cloud in
  the sky, just as it typically was. But the sunrise
  brought natural disasters on a scale they had never
  seen before, and now the caravan personnel are wait-
  ing with the citizens for evacuation.
  • While visiting the temple district of their own city,
  the PCs hear that the temple of Wee Jas is looking for
  help in evacuating a city that is about to be destroyed
  by earthquakes and an erupting volcano. A portal to
  Porthaven at the local temple of Wee Jas has brought
  many wounded evacuees for the clergy to tend, and
  they all beg for brave and stalwart adventurers to aid
  their kinfolk who are still trapped there.
  • A party member receives a message by magic from a
  loved one in the city of Porthaven, begging for aid to
  escape the volcanic eruptions and earthquakes that
  have been plaguing the city since morning. 
  • Rumor holds that a treasure the PCs have been seek-
  ing lies buried beneath a dormant volcano near
  Porthaven. Just after they reach the city, however, the
  volcano gives ample evidence that it is no longer
  dormant. Alternatively, the eruption and accompany-
  ing earthquake could occur after the PCs have already
  entered the tunnels, trapping them in a cave-in.
  BEGINNING THE
  ADVENTURE
  The adventure begins when the PCs reach Porthaven.
  Unless they take pains to pass for ordinary folk, they are
  soon recognized as powerful adventurers, either by per-
  sonal reputation or by the gear they carry. Once the vol-
  cano erupts, they are asked to assist with the rescue
  effort, along with all of Porthaven’s able-bodied citizens. 
  PORTHAVEN
  The city of Porthaven has enjoyed fifty years of peace
  and prosperity.
  c Porthaven (Large City): Conventional (mayor);
  AL LG; 40,000 gp limit; Assets 30,000,000 gp; Population
  15,000; Mixed (11,850 humans, 1,350 halflings, 750
  dwarves, 450 elves, 300 gnomes, 150 half-elves, 140 half-
  orcs, 10 drow); Size: 0.39 square miles, or 246 acres.
  Authority Figures: Bergan Regal, human aristocrat 13;
  Onyx Deathcure, elf fighter 18; Bardak Firehand, dwarf
  fighter 17.
  Important Figures: Vonn Stefos, human rogue
  12/expert 7; Sister Mara, human cleric 14; Zax Grier-
  son, human ranger 12; Khyber Mercane, human sor-
  cerer 10/planeshifter 10.
  Others: Adept 13 (2), adept 10 (1), adept 6 (4), adept 5
  (2), adept 3 (8), adept 2 (20), adept 1 (70), aristocrat 12
  (1), aristocrat 10 (1), aristocrat 6 (4), aristocrat 5 (2), aris-
  tocrat 3 (8), aristocrat 2 (20), aristocrat 1 (70), barbarian
  13 (1), barbarian 11 (1), barbarian 10 (1), barbarian 6 (4),
  barbarian 5 (2), barbarian 3 (8), barbarian 2 (12), barbar-
  ian 1 (40), bard 13 (1), bard 12 (2), bard 6 (6), bard 3 (12),
  bard 2 (24), bard 1 (48), cleric 13 (1), cleric 10 (2), cleric
  6 (2), cleric 5 (4), cleric 3 (4), cleric 2 (16), cleric 1 (34),
  commoner 19 (1), commoner 18 (1), commoner 10 (4),
  commoner 9 (2), commoner 5 (8), commoner 4 (4),
  commoner 2 (24), commoner 1 (12,751), druid 5 (1),
  druid 3 (1), druid 2 (5), druid 1 (10), expert 18 (1),
  expert 15 (1), expert 14 (1), expert 9 (2), expert 8 (2),
  expert 7 (2), expert 4 (12), expert 2 (24), expert 1 (420),
  fighter 12 (1), fighter 8 (2), fighter 6 (4), fighter 4 (4),
  fighter 3 (8), fighter 2 (24), fighter 1 (48), monk 12 (2),
  monk 10 (1), monk 6 (4), monk 5 (2), monk 3 (8), monk
  2 (20), monk 1 (40), paladin 12 (1), paladin 11 (2), pal-
  adin 6 (6), paladin 3 (12), paladin 2 (24), paladin 1 (48),
  ranger 2 (1), ranger 1 (3), rogue 17 (1), rogue 12 (1),
  rogue 10 (1), rogue 8 (2), rogue 6 (2), rogue 5 (2), rogue
  
  4 (4), rogue 3 (4), rogue 2 (20), rogue 1 (40), sorcerer 13
  (1), sorcerer 12 (1), sorcerer 6 (6), sorcerer 3 (12), sor-
  cerer 2 (24), sorcerer 1 (48), warrior 15 (1), warrior 14
  (1), warrior 11 (1), warrior 8 (2), warrior 7 (2), warrior 6
  (2), warrior 4 (8), warrior 3 (4), warrior 2 (24), warrior 1
  (701), wizard 13 (1), wizard 12 (1), wizard 11 (1), wizard
  6 (6), wizard 3 (12), wizard 2 (24), wizard 1 (48).
  Gathering Information
  The characters are free to speak with anyone in
  Porthaven, and all the citizens answer their questions
  truthfully. No one except the city officials, however, has
  any inkling of what has actually caused the problem. The
  following individuals can acquaint them with the entire
  situation if asked. If the characters’ prowess becomes
  known and they do not ask to speak with the city officials,
  those worthies request an audience with them instead.
  Bardak Firehand: Bardak is the town constable
  and leader of Porthaven’s militia. He has 20 fighters and
  130 warriors in his service and can call up an additional
  750 members of the local militia with a few hours notice. 
  Bergan Regal: Bergan is the duly elected mayor
  of Porthaven, but the post may as well be hereditary,
  since members of his family have served as mayor for
  almost a hundred years. 
  Onyx Deathcure: Onyx is the Regal family body-
  guard and advisor to the city’s militia. Once an adven-
  turer, Onyx retired early and settled here with his drow
  wife to raise a family in peace. He has served the Regal
  family for more than thirty years.
  Sister Mara: Sister Mara is the senior cleric of
  Wee Jas in Porthaven. A slender woman about 5 feet 8
  inches tall, she has long, flowing blond hair and wears
  the familiar grey robes of Wee Jas’s clergy. Over these,
  she wears silk vestments adorned with the holy symbol
  of Wee Jas and several hundred odd shapes that
  resemble interconnecting gears. Mara is one of only a
  handful of priests who have studied the machine.
  4
  
  5
  Vonn Stefos: A former adventurer, Vonn now
  owns the largest shipping business in Porthaven. He
  also oversees the militia contingent that is assigned to
  patrol the docks.
  Zax Grierson: Zax comes from a large family, all
  of whom have taken up the ranger profession. He has
  fully explored the volcanic tunnels in the nearby moun-
  tain ranges, and he often undertakes missions on behalf
  of the city. Earlier today, Zax led some junior clerics of
  Wee Jas through the Air Portal and has not returned.
  MEETING WITH THE CITY OFFICIALS
  If the characters agree to meet with the city officials,
  they are escorted to the temple of Wee Jas, where they
  are introduced to Bergan Regal, Onyx Deathcure,
  Bardak Firehand, Vonn Stefos, and Sister Mara. Bergan
  tells them that the city would welcome any help they
  can provide with the relief effort, but as adventurers of
  some renown, they might also be able to help in
  another way. Mara takes the story from here, explain-
  ing that an ancient artifact (the machine) hidden deep
  within the temple holds the key to the city’s salvation.
  If restored to working order, this artifact could calm
  the elements and restore the city’s former peace and
  serenity. The officials are willing to offer some pay-
  ment, though they do need to keep the city’s coffers
  well filled to handle the expense of rebuilding.
  If the party agrees to assist, all the officials thank
  them profusely. Then all except Mara leave to oversee
  the evacuation. 
  A. THE MACHINE
  Mara ushers the PCs through the halls of the temple to
  a large door made of what appears to be dull bronze.
  Behind it lies the machine—still an impressive sight
  even though its gears have stilled.
  When the characters are ready to enter the
  machine, read or paraphrase the following aloud.
  Mara has studied texts that have been passed down
  from generation to generation about the workings of
  the machine. She can offer the following information in
  response to appropriate questions (no check necessary).
  "I have been experimenting with the control
  panel in an attempt to activate the portals beyond
  the other four doors," says Mara, "and I have thus
  far been able to open two of them. The first door
  reveals a swirling pool of pale blue light, and the
  second a moss-green pool. The writings of the
  temple have led me to believe that these pools are
  portals to the Elemental Plane of Air and the Ele-
  mental Plane of Earth, respectively. Once acti-
  vated, each portal stays open for only a single
  minute and cannot be opened again for 15 min-
  utes. I hope that I can discover the proper
  sequence to activate the other two doors while you
  are collecting the elemental fuel, but I can guaran-
  tee nothing. You may have to find your own way
  to the Elemental Planes of Fire and Water.”
  She takes up one of three identical bronze
  spheres, each about 2 feet in diameter, from the
  console. “These receptacles hold raw material from
  each of the elemental planes, which the machine
  uses for fuel. From what I have been able to deter-
  mine, each of the receptacles must be taken to a
  different elemental plane and filled by depressing
  the levers in a particular order. Completely filling
  a sphere can take up to 30 minutes, and someone
  must constantly monitor its progress and make
  adjustments with the levers. I have written down
  the instructions for using each sphere.
  “According to the temple writings, each portal
  opens onto a stone platform that is protected from
  the dangers of the plane. The modrons stayed on
  these platforms while filling the spheres to avoid
  the need for spells that would ensure their survival.
  “When you are ready to leave, I will open the
  first portal for you. Thereafter, I will open it once
  every 15 minutes until you return. You had best
  take all the spheres with you at once, as well as the
  instructions, just in case you need to use another
  method to access one of the planes.”
  Mara hesitates a moment, then says, “I must tell
  you that you are not the first to attempt this mission.
  Earlier today, I sent Zax Grierson, a ranger of some
  renown, through the blue portal with a party of cler-
  ics from this temple. He took one of the spheres
  along. That party has not returned, and we can only
  assume the worst. You’ll have to find Zax and retrieve
  the sphere in order to complete the refueling.”
  The rumble of the volcano is audible in the dis-
  tance as Mara opens the door to the machine. The
  circular chamber beyond is lit by an unseen
  source. 
  Mara walks straight into the room along one of
  six narrow walkways that radiate like the spokes
  of a wheel around the chamber, meeting at a cen-
  tral platform. Five of the walkways end in doors,
  and the sixth—the one directly opposite the entry
  door—ends at the far wall, where several crates
  are stacked. Below the walkways, the inner work-
  ings of the machine extend endlessly down into
  the darkness.
  
  6
  • The machine was built 300 years ago.
  • Its construction was a joint project by a planeshifter
  named Khyber Mercane and some creatures known
  as modrons, from the plane of Mechanus.
  • The machine somehow subdues the forces of nature
  in and around the city.
  • Many years ago, Mara saw an odd creature that
  resembled a square metal box standing on a gear a
  few hundred feet below the walkways. She believes
  that it was a modron.
  • All the modrons that maintained the machine in the
  past seem to have disappeared, and the machine
  ground to a halt just a few weeks ago. Hopefully, its
  only problem is a lack of fuel.
  • Neither the machine nor the spheres can be affected
  by magic.
  • The crates are filled with scrolls and parchments
  containing writings of the city’s scholars and a history
  of Porthaven dating back almost 300 years. These were
  probably intended for the modrons, but no one has
  come to retrieve them in many years. 
  The PCs can access the Elemental Planes of Air and
  Earth via the portals attached to the machine. Mara will
  not be able to open the others during this adventure, but
  after spending 1 hour perusing the temple texts, a char-
  acter can attempt a DC 35 Intelligence check to do so. 
  Alternatively, the PCs can use the portals that
  appear on those two planes to gain access to the others
  (see encounters B3 and C2). Or they can use plane shift
  or similar magic to get there themselves. If they use
  their own means from within the machine, they end
  up exactly where the machine’s portals would have
  taken them—namely, the stone platforms that the
  modrons constructed on the target planes. On these
  platforms, the planar traits of these planes (see Planar
  Information, below) are not in effect. 
  If the characters use plane-traveling magic from any
  other location, they end up at a random spot on the
  target plane and are subject to all of its normal planar
  effects. The PCs gain the extraplanar subtype while
  they are on any of the Elemental Planes.
  B. ELEMENTAL 
  PLANE OF AIR
  Stepping through the swirling blue portal places the
  PCs on the Elemental Plane of Air. Refer to the Appen-
  dix for the planar traits of this plane.
  B1. SMOKE AND MIRRORS (EL 11)
  Read or paraphrase the following when the characters
  step through the Air Portal.
  Zax Grierson, the town’s foremost ranger, led some
  clerics of Wee Jas through the portal earlier today, but
  they were set upon by belkers as soon as they arrived.
  All members of the expedition died in the battle, and
  the portal platform broke loose from its moorings. The
  PCs are subject to the planar traits of this plane until
  they can reach this platform.
  Zax himself was slain by Grynerstempos, a belker soul
  eater currently hiding in the rubble on the platform. This
  creature has hidden Zax’s corpse in the rubble and
  assumed his form. Now it is lying in wait for any rescue
  parties that may arrive (see encounter B2, below).
  Creatures: The smoke around the entry point is
  actually two advanced belkers in smoke form. They
  assumed this form as soon as they realized that the
  portal was reopening. These two have already
  expended 10 of the 20 rounds that they can remain in
  smoke form for the day. 
  D Advanced Belkers (2): CR 9; Huge elemental
  (air); HD 21d8+63; hp 99; Init +4; Spd 30 ft., fly 50 ft.
  (perfect); AC 23, touch 12, flat-footed 19; Base Atk +15;
  Grp +29; Atk +20 melee (3d6+6, wing); Full Atk +20
  melee (3d6+6, 2 wings) and +17 melee (1d6+3, bite) and
  +17 melee (1d4+3, 2 claws); Space/Reach 10 ft./10 ft.;
  SA smoke claws; SQ darkvision 60 ft., elemental traits,
  smoke form; AL NE; SV Fort +10, Ref +16, Will +7; Str
  22, Dex 19, Con 17, Int 6, Wis 11, Cha 11. Height: 12 ft.
  Skills and Feats: Hide –4, Knowledge (arcana) +2,
  Listen +8, Move Silently +12, Spot +8; Ability Focus
  (smoke claws), Alertness, Combat Reflexes, Improved
  Natural Attack (wing) (2), Multiattack, Weapon
  Finesse, Weapon Focus (wing).
  Smoke Claws (Ex): An advanced belker in
  smoke form (see below) can engulf opponents by
  moving on top of them. It fills the air around one Large
  or smaller opponent without provoking an attack of
  opportunity. The target must succeed on a DC 25 Forti-
  tude save or inhale part of the creature. The smoke
  inside the victim solidifies into a claw and begins to rip
  at the surrounding organs, dealing 3d6 points of
  damage per round. An affected creature can attempt
  another Fortitude save each subsequent round to
  cough out the semivaporous menace.
  Beyond the swirling blue portal is a cloud of stone
  debris and smoke floating in an endless sky. Some
  50 feet away drifts a stone platform bearing sev-
  eral piles of stone rubble. A corpse wearing the
  robes of the clergy of Wee Jas floats lifelessly a
  few feet away, and several other bodies float near
  the ruins. Some distance away, three blue forms
  float near a swirling storm of wind and rain.
  
  7
  Elemental Traits: An advanced belker has
  immunity to poison, sleep effects, paralysis, and stun-
  ning. It is not subject to critical hits or flanking. It
  cannot be raised, reincarnated, or resurrected (though a
  limited wish, wish, miracle, or true resurrection spell can
  restore life). Darkvision 60 ft.
  Smoke Form (Su): Most of the time an advanced
  belker is more or less solid, but at will it can assume
  smoke form. It can switch forms once per round as a
  free action and can spend up to 20 rounds per day in
  smoke form. An advanced belker in smoke form can fly
  at a speed of 50 feet (perfect). The ability is otherwise
  similar to a gaseous form spell (caster level 21st).
  Tactics: The advanced belkers attack the party
  immediately. They were damaged in the previous fight,
  so they flee if reduced to 50 or fewer hit points.
  Development: After the party has defeated the
  two advanced belkers, Grynerstempos calls for help
  from the ruined stone platform, using Zax’s voice. Go
  to encounter B2, below.
  B2. THE FALSE ZAX (EL 18)
  Grynerstempos, an advanced belker soul eater, has been
  waiting in the ruined stone building on the floating plat-
  form, watching the PCs fight the other belkers. Read or
  paraphrase the following when they finish that battle.
  Creature: The human figure on the platform is Gryn-
  erstempos, shapeshifted into the form of Zax. 
  D Grynerstempos: Advanced belker soul eater
  8; CR 18; Huge elemental (air); HD 21d8+105 plus
  8d8+40; hp 275; Init +6; Spd 30 ft., fly 50 ft. (perfect);
  AC 25, touch 14, flat-footed 19; Base Atk +19; Grp +35;
  Atk +26 melee (4d6+8, wing); Full Atk +26 melee
  (4d6+8, 2 wings) and +23 melee (1d6+4, bite) and +23
  melee (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA
  A voice calls out faintly from the rubble on the
  floating stone platform. “Help me,” it says.
  “Please. . . .” Crawling toward the edge of the plat-
  form is a human male dressed in the garb of an
  adventurer.
  
  8
  energy drain, smoke claws, soul blast; SQ darkvision 60
  ft., elemental traits, smoke form, soul agility, soul
  endurance, soul enhancement, soul radiance; AL NE;
  SV Fort +16, Ref +22, Will +11; Str 26, Dex 23, Con 21,
  Int 6, Wis 11, Cha 11. Height: 12 ft.
  Skills and Feats: Hide –2, Knowledge (arcana) +2,
  Listen +15, Move Silently +17, Spot +14; Ability Focus
  (smoke claws), Alertness, Combat Reflexes, Disciple of
  Darkness, Improved Natural Attack (wing) (3), Multi-
  attack, Weapon Finesse, Weapon Focus (wing).
  Energy Drain (Su): Grynerstempos bestows two
  negative levels on its target with a successful touch
  attack. The Fortitude save DC to remove the negative
  levels is 20.
  Smoke Claws (Ex): When Grynerstempos is in
  smoke form (see below), it can engulf opponents by
  moving on top of them. It fills the air around one Large
  or smaller opponent without provoking an attack of
  opportunity. The target must succeed on a DC 27 Forti-
  tude save or inhale part of the creature. Smoke inside
  the victim solidifies into a claw and begins to rip at the
  surrounding organs, dealing 3d6 points of damage per
  round. An affected creature can attempt another Forti-
  tude save each subsequent round to cough out the
  semivaporous menace.
  Soul Blast (Su): When Grynerstempos uses its
  energy drain ability, it may project a 100-foot ray of
  force that deals 8d6 points of damage against one target
  (Reflex DC 18 negates). This ability can be used once
  per day, and only on a day when it has drained levels.
  Elemental Traits: An advanced belker has
  immunity to poison, sleep effects, paralysis, and stun-
  ning. It is not subject to critical hits or flanking. It
  cannot be raised, reincarnated or resurrected (though a
  limited wish, wish, miracle, or true resurrection spell can
  restore life). Darkvision 60 ft.
  Smoke Form (Su): Most of the time, Gryner-
  stempos is more or less solid, but at will it can assume
  smoke form. It can switch forms once per round as a
  free action and can spend up to 20 rounds per day in
  smoke form. (Today, it has already used up 4 of these
  rounds.) While in smoke form, it can fly at a speed of
  50 feet (perfect). The ability is otherwise similar to a
  gaseous form spell (caster level 21st).
  Soul Agility (Su): When Grynerstempos uses its
  energy drain ability, it gains a +4 enhancement bonus
  to Dexterity for 24 hours.
  Soul Endurance (Su): When Grynerstempos
  uses its energy drain ability, it gains a +4 enhancement
  bonus to Constitution for 24 hours.
  Soul Enhancement (Su): Grynerstempos gains
  a +2 enhancement bonus on all saving throws, ability
  checks, and skill checks for 24 hours. This bonus stacks
  with any enhancement bonus gained to ability scores
  that apply to saves or checks.
  Soul Radiance (Su): If Grynerstempos com-
  pletely drains a creature of energy, it may adopt its
  victim’s soul radiance, taking on its form, appearance,
  and abilities (as the shapechange spell) for 24 hours.
  Tactics: If the characters come to the aid of “Zax,”
  it assists them with setting up the sphere and refilling
  it. Once they are preoccupied with other tasks, it shifts
  into smoke form and attacks. Grynerstempos can
  remain in smoke form for 16 rounds.
  Development: If reduced to 50 or fewer hit
  points, Grynerstempos flees toward the storm in the
  distance (see encounter B3, below). This swirling
  vortex of water and wind is a portal that connects
  directly to the Elemental Plane of Water. The soul eater
  has often hunted near this vortex and has actually
  passed through the portal on one previous occasion.
  A quick search of the ruined platform reveals the
  body of Zax Grierson and the missing sphere, which is
  empty.
  B3. THE VORTEX
  Read or paraphrase the following if the PCs approach
  the vortex.
  The blue forms are the bodies of three 16-foot-tall
  marids (genies native to the Elemental Plane of Water;
  see Manual of the Planes). They were slain by a hammer-
  fish in the Elemental Plane of Water (see encounter
  E2) and then sucked through the vortex.
  Creature: If Grynerstempos is still alive, it lurks
  beside the portal, hoping to drag one of its pursuers
  through with it.
  D Grynerstempos: See encounter B2, above.
  Tactics: If a character gives chase, Grynerstempos
  attempts to grapple that opponent and take him
  through the portal.
  Development: Any character with ranks in
  Knowledge (the planes) may attempt a DC 23 check
  with that skill to realize that the vortex is a two-way
  portal to the Elemental Plane of Water. Otherwise,
  they must rely on their own powers of deduction to
  determine the nature of the vortex.
  The winds on this side and the currents on the far
  side are strong enough to pull in unattended objects (or
  Three blue humanoids dressed in silken garb of
  green and white float lifelessly near a swirling
  cloud of wind and water. The storm’s ferocity
  seems directed inward, its swirling eddies disap-
  pearing into the center of the vortex.
  
  9
  unresisting characters) within 100 feet and hurl them
  some 200 feet into the destination plane. A character
  within 100 feet of the vortex can move away from it at
  one-half his normal movement rate on the plane in
  question. Go to encounter E to continue.
  C. ELEMENTAL 
  PLANE OF EARTH
  Stepping through the moss-green portal places the PCs
  on the Elemental Plane of Earth. Refer to the Appendix
  for the planar traits of this plane.
  C1. THE LAVA WORM (EL 16)
  Read or paraphrase the following when the characters
  step through the Earth Portal.
  Beyond the moss-green portal is a stone platform
  approximately 10 feet in diameter. It stands in the
  center of a cavern about 40 feet across, with a ceiling
  that reaches a height of 30 feet at its center. Several
  torches line the perimeter of the cave, and some
  dwarves tend two large metal cauldrons suspended
  over fires about 15 feet southeast of the platform.
  Suddenly, the earth begins to shake, and the
  rumbling sounds of an earthquake echo through
  the cavern while a few small rocks fall from the
  ceiling above. When the quake begins to subside,
  another dwarf enters the cavern from a tunnel at
  the far end. Obviously panicked, he screams
  something to his fellows.
  
  10
  Characters who speak Dwarven understand that the
  newcomer is warning his companions that a great “lava
  worm” is collapsing the tunnels and killing miners. To
  make matters worse, it is coming this way. Whatever
  the PCs choose to do, continue with the following after
  2 rounds have passed.
  The dwarves are merely miners and can offer little help
  in fighting off the approaching monster. By the time it
  bursts through the wall, most of the miners have
  already exited the cavern through the tunnel at the
  north end.
  Creatures: The lava worm, as the dwarves call it,
  is better known as a magmal horror (see New Monster
  section).
  D Magmal Horror: hp 184; see New Monster
  section.
  D Dwarf Miner: Male and female dwarf expert 3;
  CR 2; Medium humanoid; HD 3d6+6; hp 16; Init +0; Spd
  20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +3;
  Atk +3 melee (1d10+1/�3, dwarven waraxe) or –2 ranged
  (1d6/�3, shortbow); Full Atk +3 melee (1d10+1/�3,
  dwarven waraxe) or –2 ranged (1d6/�3, shortbow); SQ
  dwarf traits; AL N; SV Fort +3, Ref +1, Will +2; Str 13, Dex
  11, Con 14, Int 10, Wis 9, Cha 6. 
  Skills and Feats: Craft (mining) +6, Craft (metalwork-
  ing) +2, Craft (stoneworking) +2, Knowledge (dun-
  geoneering) +6, Knowledge (geography) +6, Listen +7,
  Search +8, Spot +5; Alertness, Exotic Weapon Profi-
  ciency (dwarven waraxe).
  Dwarf Traits: Each dwarf miner has a +1 racial
  bonus on attack rolls against orcs and goblinoids, a +2
  racial bonus on saves against spells and spell-like abili-
  ties, a +2 racial bonus on Fortitude saves against all poi-
  sons, a +4 dodge bonus against giants, and a +2 racial
  bonus on Appraise checks and Craft or Profession
  checks related to stone or metal (already figured into
  the statistics above). He has darkvision (60-foot range)
  and stability (+4 bonus on ability checks made to resist
  being bull rushed or tripped when standing on the
  ground). He also has stonecunning, which gives him a
  +2 racial bonus on checks to notice unusual stonework
  and allows him to make a check for unusual stonework
  as though actively searching when within 10 feet of it.
  In addition, he can use the Search skill to find stone-
  work traps as a rogue can and intuit depth.
  Possessions: Dwarven waraxe, shortbow, 20
  arrows.
  Development: When the magmal horror has
  been defeated and the characters have set up their
  sphere for filling, go to encounter C2, below.
  C2. MEETING THE MODRON (EL 1)
  Read or paraphrase the following when the characters
  have finished filling the sphere and are waiting for the
  portal to reopen.
  Beneath the cloth is not a crate, but a modron that has
  been stuck here for the past several weeks.
  Creature: This modron, a duodrone, was one of
  forty assigned to maintain the machine when it was
  first built. Over the years, the maintenance crew’s num-
  bers dwindled until this creature was the only one left.
  The solitude and the constant work required to keep
  the machine operational by itself were more than the
  duodrone could handle. When it realized that it could
  not refuel the machine because it knew the key
  sequences to open only two of the doors, it simply
  opened the portal to the Elemental Plane of Earth and
  stepped through, leaving its past behind.
  If the characters manage to speak with the rogue
  modron, it can relate the following pieces of information.
  • It has decided that it needs a name and wants to be
  called Slag—a name it has adopted from a word that it
  once heard the dwarves say.
  • Slag does not know what happened to the other mod-
  rons; they simply vanished, a few at a time.
  • Slag knows the key sequence to open the Earth and
  Fire portals and is willing to detail them if so
  requested. 
  • Slag does not wish to return to the machine, but it can
  be talked into doing so if the characters can assure it
  that it will no longer have to tend to the machine alone. 
  If the party does not have a way to speak with Slag,
  Mara can send someone from the Church of Wee Jas to
  interpret for them. 
  D Slag: Duodrone; CR 1; Small outsider; HD 2d8;
  hp 9; Init +0; Spd 30 ft., fly 30 ft. (poor); AC 14, touch 11,
  A few of the crates that the dwarves had stacked
  against the southern wall of the cavern begin to
  shake. After a moment, the shaking stops, and one
  boxlike shape covered with a burlap cloth begins
  to move slowly toward the platform.
  The west wall of the cavern suddenly bursts open,
  sending stone shards and molten rock all the way
  to the edges of the platform. A creature with four
  large tentacles emerges from the hole, and the
  heat emitted by its leechlike body melts the stone
  floor of the cavern into a bed of lava. The cracks
  on the creature’s stony black body glow from its
  internal heat, and its mouth is filled with count-
  less rows of crystalline teeth. 
  
  11
  flat-footed 14; Base Atk +2; Grp –1; Atk +4 melee (1d4+1,
  claw); Full Atk +4 melee (1d4+1, 2 claws); SQ darkvision
  60 ft., modron traits, outsider traits, resistances (acid 10,
  cold 10, fire 10); AL LN; SV Fort +3, Ref +3, Will +2; Str
  12, Dex 11, Con 11, Int 6, Wis 8, Cha 9. 
  Skills and Feats: Craft (machine) +3, Diplomacy +4,
  Gather Information +4, Hide +9, Listen +6, Spot +6;
  Alertness.
  Modron Traits: Slag is immune to mind-affect-
  ing effects. He is not subject to nonlethal damage, abil-
  ity damage, ability drain, energy drain, or critical hits.
  Outsider Traits: Slag cannot be raised or resur-
  rected (though a wish or miracle spell can restore life).
  For more information on modrons, see the web
  enhancement for Manual of the Planes on the Wizards of
  the Coast website.
  D. ELEMENTAL 
  PLANE OF FIRE
  Stepping through a portal of swirling flame (accessible
  from the machine with Slag’s aid; see encounter C2)
  places the PCs on the Elemental Plane of Fire. Refer to
  the Appendix for the planar traits of this plane.
  D1. THE GALLEON (EL 17)
  Read or paraphrase the following when the characters
  step through the Fire Portal.
  The galleon belongs to some salamanders that are busy
  exploring the area.
  Creatures: The arrival of the party has startled
  three flamebrother salamanders that were exploring
  the pedestal. 
  D Salamander, Flamebrother (3): hp 26, 21,
  18; see Monster Manual page 219. 
  D Hellfire Golem: CR 17; Large construct; HD
  20d10; hp 140; Init +2; Spd 40 ft.; AC 27, touch 11, flat-
  footed 25; Base Atk +15; Grp +26; Atk +22 melee (1d8+7
  plus 2d6 hellfire/19–20, 2 slams); Full Atk +22 melee
  (1d8+7 plus 2d6 hellfire/19–20, 2 slams); Space/Reach
  10 ft./10 ft.; SA hellfire, spell-like abilities; SQ
  construct traits, damage reduction 15/adamantine and
  good, darkvision 60 ft., immunity to fire, immunity to
  magic, low-light vision, resistances (acid 20, cold 20);
  AL LE; SV Fort +8, Ref +8, Will +7; Str 25, Dex 14, Con
  –, Int 12, Wis 13, Cha 14. 
  Skills and Feats: Climb +30, Hide –2, Jump +34, Spot
  +24; Cleave, Combat Reflexes, Great Cleave, Great For-
  titude, Improved Critical (slam), Power Attack,
  Weapon Focus (slam).
  Hellfire (Ex): A hellfire golem burns with
  unearthly fire. Anyone hit by its slam attack takes 2d6
  points of hellfire damage. Half of this damage is fire
  damage, while the other half results directly from
  unholy power and is therefore not lessened by protec-
  tion against fire. Creatures hitting a hellfire golem with
  natural weapons or unarmed attacks take hellfire
  damage as though hit by the golem’s slam attack.
  Spell-Like Abilities: At will—burning hands
  (DC 13), fireball (DC 15), flare (DC 12), produce flame
  3/day—flame strike (DC 17). Caster level 20th.
  Construct Traits: A hellfire golem has immu-
  nity to poison, sleep effects, paralysis, stunning, dis-
  ease, death effects, necromancy effects, mind-affecting
  effects (charms, compulsions, phantasms, patterns, and
  morale effects), and any effect that requires a Fortitude
  save unless it also works on objects or is harmless. It is
  not subject to critical hits, subdual damage, ability
  damage, ability drain, fatigue, exhaustion, or energy
  drain. Cannot heal damage, but can be repaired. Dark-
  vision 60 feet and low-light vision. 
  Immunity to Magic (Ex): A hellfire golem is
  immune to all spells, spell-like abilities, and supernatu-
  ral effects, except as follows. A quench spell seems to
  extinguish the flames suffusing the golem’s frame for
  2d4 rounds, but it actually only halves the damage from
  its hellfire (negating the fire damage). A cold effect that
  deals more than 20 points of damage (after overcoming
  its cold resistance) slows it (as the slow spell) for 1d6
  rounds, with no saving throw. A spell with the lawful
  or evil descriptor (such as order’s wrath or unholy blight)
  breaks any slow effect on the golem and cures 1 point of
  damage for each 3 points of damage it would otherwise
  deal. The golem is fully affected by spells with the
  chaotic or good descriptor, unless its construct traits
  make it immune to the spell’s effects (it cannot be
  blinded by a holy aura, for example, because that effect
  allows a Fortitude save). 
  The golem loses its extraplanar subtype because it is
  on its home plane. Thus, spells that would normally
  drive it back to its home plane (such as dispel evil, dispel
  law, holy word, and word of chaos) do not affect it, nor do
  banishment or dismissal, since they are not good or
  chaotic spells. 
  The portal that resembles swirling flame leads to a
  stone platform 10 feet in diameter that rests atop a
  round stone pedestal about 40 feet across. The
  pedestal extends downward 100 feet into a flam-
  ing sea. A galleon made of brass floats in the sky
  nearby, moored to the pedestal by two brass ropes.
  Three bipedal lizards and a large humanoid con-
  struct of some kind look up in amazement. The
  lizards flee toward the galleon, leaving the hulk-
  ing flame brute behind.
  
  12
  Tactics: The flamebrothers immediately attempt
  to board their galleon and untie the ropes, leaving their
  hellfire golem behind to deal with the intruders. These
  salamanders are much more interested in escaping
  than in fighting. 
  The hellfire golem first tries to soften up the oppo-
  nents from a distance with spells, then it resorts to
  using its fists.
  Development: Continue with encounter B2
  when the PCs finish their battle.
  Information on creating interesting galleons that
  fly, travel to other planes, or even sail on seas of stone
  can be found in the D&D Arms and Equipment Guide.
  D2. THE BRASS GALLEONS (EL 17)
  Read or paraphrase the following when the characters
  finish their battle with the hellfire golem.
  The characters have drawn attention to themselves
  by battling the hellfire golem, and several groups of
  salamanders board their galleons and make for the
  PCs’ pedestal while the PCs are busy refilling the
  sphere.
  Creatures: Each galleon has a crew consisting of
  eight flamebrother salamanders, two average salaman-
  ders (bodyguards for the captain), and one noble sala-
  mander (the captain), plus one hellfire golem.
  D Salamander, Flamebrother (8): hp 26, 23,
  22, 22, 21, 20, 20, 18. These are the galleon’s crew. 
  D Salamander, Average (2): hp 56, 52. These
  creatures are bodyguards for the galleon’s captain.
  D Salamander, Noble: hp 110. This salamander
  is the captain of the galleon.
  D Hellfire Golem: hp 140; see New Monster,
  below. 
  Tactics: These salamanders are willing to fight as
  long as their captain is alive. They rely on the hellfire
  golem’s ranged spells to soften the opponents up while
  they move in, then try to flank the party after they dis-
  embark. The salamanders flee back to their galleon and
  attempt to escape if their captain dies.
  Development: The object on the horizon is in
  fact the legendary City of Brass. The galleons are made
  of brass plates and have sails woven of spun brass wire.
  Like their crews, they are immune to fire.
  Ten other stone pedestals are scattered randomly
  around this sea of flame, and no two of them are
  closer than 100 feet apart. Brass galleons are moored
  to five of these pedestals, each of which has a large
  hole in the top. The lizardlike creatures and their
  golem companions disappear down into these
  openings from time to time, reappearing a short
  time later. Far in the distance, almost at the horizon,
  floats what appears to be an immense ball of brass.
  
  13
  E. ELEMENTAL 
  PLANE OF WATER
  The portal leading to the Elemental Plane of Water is a
  pool of swirling greenish-blue. Refer to the Appendix
  for the planar traits of this plane.
  E1. WATER, WATER EVERYWHERE
  Read or paraphrase the following if the characters
  enter this plane through the Water Portal, or by means
  of their own spells from within the machine.
  If the characters enter this plane through the vortex
  (encounter B3), they find themselves engulfed imme-
  diately in the endless sea of the plane with no way to
  breathe, unless they have come prepared. Read or para-
  phrase the following instead.
  This vortex is the portal described in encounter B3. It
  leads to the Elemental Plane of Air. Whichever method
  the PCs used to reach this plane, they enter at a point
  about 200 feet from the vortex.
  No creatures other than harmless fish approach the
  characters while they are filling the sphere.
  Development: The PCs must take extra care
  when refilling the sphere if they are working outside
  the platform. If left unattended, the sphere begins
  moving inexorably toward the vortex and will be
  sucked through it after 10 rounds if not retrieved 
  in time.
  While the PCs refill their sphere, a hammerfish
  approaches in search of dinner. If the PCs are working
  from the regular platform, the fish does not enter the
  air bubble around it. If any of them are in the water, go
  to encounter E2.
  E2. SOMETHING’S FISHY (EL 18)
  Read or paraphrase the following if any PCs are in the
  water while the sphere is being filled.
  Creature: An advanced hammerfish often hunts for
  prey near the vortex. It killed the three marids that
  were floating on the Elemental Plane of Air (see
  encounter B3). The hammerfish is not at full hit points
  (423 of 486) and has used one of its three energy attacks
  for the day.
  The hammerfish is presented here in nonpsionic
  form, but a psionic version and other psionic water-
  based creatures can be found in the Mind’s Eye feature
  on the Wizards of the Coast website.
  D Advanced Hammerfish: CR 18; Colossal
  magical beast; HD 36d10+288; hp 423 of 486; Init +6;
  Spd swim 60 ft.; AC 27, touch 4, flat-footed 25; Base Atk
  +36; Grp +69; Atk +46 melee (4d6+25, bite); Full Atk
  +46 melee (4d6+25, bite); Space/Reach 30 ft./20 ft.; SA
  ram, spell-like abilities; SQ blindsight 360 ft.; AL N; SV
  Fort +28, Ref +22, Will +13; Str 44, Dex 15, Con 26, Int
  13, Wis 13, Cha 8. Length: 80 ft.
  Skills and Feats: Hide –14, Listen +40, Move Silently
  +41, Swim +64; Awesome Blow, Cleave, Combat Exper-
  tise, Dodge, Great Cleave, Improved Bull Rush,
  Improved Initiative, Improved Natural Attack (bite),
  Improved Natural Attack (ram), Power Attack,
  Quicken Spell-Like Ability (magic missile), Snatch,
  Weapon Focus (bite).
  Ram (Sp): This ability is what gave the hammer-
  fish its name. The creature performs a charge attack to
  strike the target with its head, dealing 8d6+25 points of
  damage. The energy discharged on contact deals an
  additional 9d4+9 points of damage (Fortitude DC 36
  half). The hammerfish can ram up to three times a day.
  Spell-Like Abilities: 3/day—lightning bolt (DC
  12), magic missile, protection from energy. Caster level
  14th; save DC 9 plus spell level.
  Tactics: The hammerfish begins combat with its
  ram attack, then follows up with melee attacks.
  Development: Once the characters have dealt
  with the hammerfish, they are free to return to the
  machine, either directly or via the vortex and the Ele-
  mental Plane of Air.
  CONTINUING THE
  ADVENTURE
  Once the PCs have successfully filled all four spheres
  with raw material from the four elemental planes and
  returned with them to Porthaven, Mara can activate
  A huge, hazy form begins to take shape in the
  water ahead. The shape quickly resolves itself into
  a mammoth eel with hard plates on its head. It
  fairly flies through the water.
  Blue-green water swirls all around. No air
  intrudes here, and no surface is within sight. Bril-
  liant-colored fish swim by, and sea plants wave in
  the water. Some distance away, a swirling vortex
  of water and what seems to be wind is visible.
  The portal leads to a 10-foot-diameter stone plat-
  form encased in a bubble of air. Outside this
  enclosure swirls blue-green water as far as the eye
  can see. Several fish of brilliant hues swim past,
  gazing curiously into the bubble. Some distance
  away, a swirling vortex of water and what seems to
  be wind is visible.
  
  14
  the machine. In only a few minutes, the rumbling of
  the earth ceases, and the volcano again becomes dor-
  mant. The rivers of lava that threatened to destroy the
  city cool before reaching its borders, and the fires burn-
  ing in the city die out. The sea quiets, and the port once
  again becomes as calm as glass. The smoke and ash fill-
  ing the skies overhead dissipate within hours as though
  they had never existed. The citizens of Porthaven can
  then return to their homes and need not fear the forces
  of nature for the next fifty years. 
  FURTHER ADVENTURES
  Although the adventure is over when the party has
  refueled the machine, you can expand on any of several
  plot threads for further adventuring.
  The party can travel to Mechanus and try to con-
  vince the modrons to reinstate their maintenance pro-
  gram on the machine. The creatures insist that the
  agreement did not specify a minimum crew and that
  they are not obligated to send any more modrons as
  long as Slag is still alive. At that point, the characters
  can accept the situation, try to negotiate a new agree-
  ment on behalf of the city, or track down Khyber Mer-
  cane (who lives on a plane of your choice) to present
  the city’s case to the modrons.
  Alternatively, perhaps someone within the temple
  of Wee Jas wants to destroy the city and deliberately
  slew the modrons that maintained it. Now that the
  refueling has been accomplished, the villain must find
  a new way to sabotage the machine.
  The pedestals on the Elemental Plane of Fire may be
  the ruins of an ancient city or the tombs of powerful
  creatures that live on that plane. Either way, they are
  reputed to conceal hidden arcane secrets and much
  treasure. The party could also use this adventure as a
  springboard to explore the legendary City of Brass. 
  NEW MONSTER
  The following new monster is available for use in any
  D&D campaign.
  MAGMAL HORROR
  Huge Elemental (Earth, Extraplanar, Fire)
  Hit Dice: 16d8+112 (184 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), burrow 40 ft., swim 60 ft.
  AC: 27 (–2 size, +3 Dex, +16 natural), touch 11, flat-
  footed 24
  Base Attack/Grapple: +12/+30
  Attack: Tentacle +20 melee (2d6+10 plus 2d6 fire)
  Full Attack: 4 tentacles +20 melee (2d6+10 plus 2d6
  fire) and bite +18 melee (2d8+5 plus 2d6 fire)
  Space/Reach: 15 ft./10 ft. (20 ft. with tentacles)
  Special Attacks: Constrict 2d6+15, heat, improved
  grab, swallow whole
  Special Qualities: Damage reduction 10/adaman-
  tine, darkvision 60 ft., elemental traits, immunity to
  fire, resistance to sonic 10, tremorsense 60 ft., vulner-
  ability to cold
  Saves: Fort +19, Ref +15, Will +9
  Abilities: Str 31, Dex 16, Con 24, Int 10, Wis 19, Cha 8
  Skills: Jump +20, Listen +22, Spot +18, Swim +18
  Feats: Cleave, Combat Reflexes, Great Fortitude,
  Lightning Reflexes, Multiattack, Power Attack
  Environment: Elemental Plane of Fire
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Usually chaotic
  Advancement: 16–32 HD (Huge); 33–48 HD 
  (Gargantuan)
  This leechlike creature has four huge tentacles ringing its
  mouth. The cracks on its stony black body glow from its inter-
  nal heat, and its mouth is filled with countless rows of crys-
  talline teeth.
  Rumored to be related to the thoqqua, a magmal horror
  feeds primarily on other elemental creatures, though it
  is quite willing to consume anything that crosses its
  path. Most magmal horrors are native to the Elemental
  Plane of Fire, but they are also found on the Elemental
  Plane of Earth, and at least one has been sighted swim-
  ming through the Elemental Plane of Water. 
  A magmal horror resembles a leech about 30 feet
  long and 10 feet in diameter. Four long tentacles ring a
  round mouth full of crystal teeth, and cracked, stony
  black plates serve as a kind of armor plating along its
  length. Its incredibly dense body radiates blistering
  heat that melts the stone through which it habitually
  travels, leaving canals and pools of molten lava behind.
  Combat
  A magmal horror grabs opponents with its tentacles
  and attempts to either swallow them or plunge them
  into the lava that its body creates from the surrounding
  stone. Should foes prove resistant to fire, the magmal
  horror bludgeons them with its tentacles, then con-
  stricts them and thrusts them into its gaping maw.
  Constrict (Ex): A magmal horror deals 2d6+15
  points of damage with a successful grapple check.
  Heat (Ex): A magmal horror generates intense
  heat that melts earth or stone within 5 feet of its body
  into molten lava. Every creature and object within 10
  feet of the creature takes 4d6 points of fire damage per
  
  15
  round that it remains within this range (Reflex DC 25
  half). Any creature that strikes a magmal horror with a
  natural attack or an unarmed strike takes 8d6 points of
  fire damage. 
  The heat that the magmal horror generates can
  also melt or char weapons. Whenever a weapon
  strikes a magmal horror, the user must make a suc-
  cessful DC 25 Fortitude save or the weapon is
  destroyed. Any enhancement bonus that the weapon
  has is applied to the saving throw as a bonus. The save
  DCs are Constitution-based.
  Improved Grab (Ex): To use this ability, the
  magmal horror must hit an opponent at least one size
  category smaller than itself with a tentacle attack. It can
  then attempt to start a grapple as a free action without
  provoking an attack of opportunity. If it wins the grap-
  ple check, it establishes a hold and can constrict the
  same round or attempt to swallow the following round.
  Swallow Whole (Ex): A magmal horror can try
  to swallow a grabbed opponent of a smaller size cate-
  gory than itself by making a successful grapple check.
  Once inside, the opponent takes 2d8+10 points of
  crushing damage and 20d6 points of fire damage from
  the magmal horror’s blazing gullet. A swallowed crea-
  ture can cut its way out by using a light slashing or
  piercing weapon to deal 25 points of damage to the
  gullet (AC 15). Once the creature exits, internal motion
  closes the hole; another swallowed opponent must cut
  its own way out. A Huge magmal horror’s interior can
  hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512
  Diminutive or smaller opponents.
  Skills: A magmal horror has a +4 racial bonus on
  Listen checks.
  A magmal horror gains a +8 racial bonus on any
  Swim check to perform some special action or avoid a
  hazard. It can always choose to take 10 on a Swim
  check, even if distracted or endangered. It can use the
  run action while swimming, provided it swims in a
  straight line.
  PLANAR INFORMATION
  In this adventure, the PCs must travel to four of the six
  inner planes—the Elemental Plane of Air, the Elemen-
  tal Plane of Earth, the Elemental Plane of Fire, and the
  Elemental Plane of Water. Information on the planar
  traits of these planes is presented here for easy refer-
  ence. This material is also available in the Dungeon
  Master’s Guide v.3.5.
  PLANAR TRAITS
  Each plane of existence has its own properties—the
  natural laws that apply to its portion of the universe.
  The traits relevant to the four elemental planes are pre-
  sented below.
  PHYSICAL TRAITS
  The following physical trait applies to certain elemen-
  tal planes.
  Subjective Directional Gravity: The strength
  of gravity on a plane with this trait is the same as on the
  Material Plane, but each individual chooses the direc-
  tion of gravity’s pull. Such a plane exerts no gravity on
  unattended objects or nonsentient creatures. This sort
  of environment can be very disorienting to the new-
  comer, but it is common on “weightless” planes.
  Characters on a plane with subjective directional grav-
  ity can move normally along a solid surface by imagining
  “down” to be near their feet. If suspended in midair, a
  character can “fly” by merely choosing a “down” direction
  and “falling” that way. When such a procedure is
  employed, an individual “falls” 150 feet in the first round
  and 300 feet in each succeeding round. Such movement
  is straight-line only. To stop, the character must slow her
  movement by changing the designated “down” direction
  (again, moving 150 feet in the new direction in the first
  round and 300 feet per round thereafter).
  Setting a new direction for gravity is a free action,
  but a DC 16 Wisdom check is required to succeed. The
  attempt can be made only once per round. Any charac-
  ter who fails this Wisdom check in two or more succes-
  sive rounds receives a +6 bonus on subsequent checks
  until she succeeds.
  ELEMENTAL AND ENERGY TRAITS
  The following traits apply to the corresponding
  Elemental Planes.
  Air-Dominant: A plane with this trait is mostly
  open space with just a few bits of floating stone or
  other elements. It typically has a breathable atmos-
  phere, though clouds of acidic or toxic gas may also be
  present. 
  Creatures of the earth subtype are uncomfortable on
  air-dominant planes because they have little or no natu-
  ral earth with which they can connect. They take no
  actual damage, however.
  Earth-Dominant: Planes with this trait are
  mostly solid. Travelers arriving on such a plane risk suf-
  focation if they fail to reach a cavern or other pocket
  within the earth before their air supply ends. Worse
  yet, individuals without the ability to burrow are
  entombed in the earth and must dig their way out at
  the rate of 5 feet per round. 
  Creatures of the air subtype are uncomfortable on
  earth-dominant planes because such places seem tight
  and claustrophobic to them. However, they take no
  
  16
  actual damage and suffer no inconvenience beyond dif-
  ficulty in moving.
  Fire-Dominant: Planes with this trait are com-
  posed of flames that continually burn without consum-
  ing a fuel source. Fire-dominant planes are extremely
  hostile to Material Plane creatures, and those without
  resistance or immunity to fire are soon immolated.
  Unprotected wood, paper, cloth, and other flamma-
  ble materials catch fire almost immediately, and crea-
  tures wearing unprotected flammable clothing also
  catch on fire. In addition, any creature on a fire-domi-
  nant plane takes 3d10 points of fire damage per round
  that it remains there.
  Creatures of the water subtype are extremely
  uncomfortable on fire-dominant planes. Creatures
  actually made of water take double damage each round.
  Water-Dominant: Planes with this trait are
  mostly liquid. Visitors who can’t breathe water and are
  unable to reach a pocket of air risk drowning (see
  Drowning in the Dungeon Master’s Guide). 
  Creatures of the fire subtype are extremely uncom-
  fortable on water-dominant planes. A creature actually
  made of fire takes 1d10 points of damage per round
  that it remains on such a plane.
  MAGIC TRAITS
  The following magic traits apply where noted.
  Enhanced Magic: Particular spells and spell-like
  abilities are easier to use or have more powerful effects
  on planes with this trait than on the Material Plane.
  Natives of a plane with the enhanced magic trait are
  aware of which spells and spell-like abilities are
  enhanced, but planar travelers may have to discover
  this information on their own.
  If a spell is enhanced, certain metamagic feats can
  be applied to it without changing the spell slot required
  or the casting time. Spellcasters on the plane are con-
  sidered to have that feat or feats for the purpose of
  applying them to that spell. Spellcasters native to the
  plane must gain the feat or feats normally if they want
  to use them on other planes as well.
  Impeded Magic: Particular spells and spell-like
  abilities are more difficult to cast on planes with this
  trait, often because the nature of the plane interferes
  with the spell. To cast an impeded spell, the caster must
  make a successful Spellcraft check (DC 20 + the spell
  level). If the check fails, the spell does not function but
  is still lost as a prepared spell or spell slot. If the check
  succeeds, the spell functions normally.
  ELEMENTAL PLANE OF AIR
  The Elemental Plane of Air is an empty plane, consisting
  of sky above and sky below. From a human perspective,
  it is the most comfortable and survivable of the Inner
  Planes, and it is home to all manner of airborne crea-
  tures. Indeed, flying creatures have significant advan-
  tages on this plane. While travelers without flight can
  survive easily here, they are at a disadvantage.
  The Elemental Plane of Air has the following traits.
  • Subjective Directional Gravity: Each crea-
  ture on the plane determines its own “down” direc-
  tion. Objects not under the motive force of others
  do not move.
  • Air-Dominant.
  • Enhanced Magic: Spells and spell-like abilities
  that use, manipulate, or create air (including spells of
  the Air domain and spells that summon air elemen-
  tals or outsiders with the air subtype) are both
  empowered and enlarged (as if the Empower Spell
  and Enlarge Spell metamagic feats had been used on
  them, except that they don’t require higher-level
  spell slots or increased casting times). Spells and
  spell-like abilities that are already empowered or
  enlarged are unaffected by this benefit.
  • Impeded Magic: Spells and spell-like abilities that
  use or create earth (including spells of the Earth
  domain and spells that summon earth elementals or
  outsiders with the earth subtype) are impeded.
  ELEMENTAL PLANE OF EARTH
  The Elemental Plane of Earth is a solid plane made of
  rock, soil, and stone. An unwary and unprepared trav-
  eler may be entombed within this vast, solid mass and
  crushed into nothingness. The powdered remains of
  such travelers serve as warnings to anyone foolish
  enough to follow.
  Despite its solid, unyielding nature, the Elemental
  Plane of Earth varies in consistency, ranging from rela-
  tively soft soil to veins of valuable metal. 
  The Elemental Plane of Earth has the following
  traits.
  • Earth-Dominant.
  • Enhanced Magic: Spells and spell-like abilities
  that use, manipulate, or create earth (including
  spells of the Earth domain and spells that summon
  earth elementals or outsiders with the earth sub-
  type) are both empowered and extended (as if the
  Empower Spell and Extend Spell metamagic feats
  had been used on them, except that they don’t
  require higher-level spell slots or increased casting
  times). Spells and spell-like abilities that are
  already empowered or extended are unaffected by
  this benefit.
  
  17
  • Impeded Magic. Spells and spell-like abilities that
  use or create air (including spells of the Air domain
  and spells that summon air elementals or outsiders
  with the air subtype) are impeded.
  ELEMENTAL PLANE OF FIRE
  Everything is alight on the Elemental Plane of Fire.
  The “ground” consists of nothing more than ever-shift-
  ing plates of compressed flame. The air ripples with the
  heat of continual firestorms, and the most common
  liquid is magma, not water. The oceans are made of
  liquid flame, and the mountains ooze with molten lava.
  Fire survives here without the need for fuel or air, but
  flammable materials brought onto the plane are con-
  sumed readily.
  The Elemental Plane of Fire has the following traits.
  • Fire-Dominant.
  • Enhanced Magic: Spells and spell-like abilities
  with the fire descriptor are both maximized and
  enlarged (as if the Maximize Spell and Enlarge Spell
  metamagic feats had been used on them, except that
  they don’t require higher-level spell slots or
  increased casting times). Spells and spell-like abilities
  that are already maximized or enlarged are unaf-
  fected by this benefit.
  • Impeded Magic. Spells and spell-like abilities that
  use or create water (including spells of the Water
  domain and spells that summon water elementals or
  outsiders with the water subtype) are impeded.
  ELEMENTAL PLANE OF WATER
  The Elemental Plane of Water is a sea without a floor or
  a surface—an entirely fluid environment that is lit by a
  diffuse glow. Human travelers often find it one of the
  more hospitable of the Inner Planes, once they get past
  the problem of breathing.
  The eternal oceans of this plane vary between ice
  cold and boiling hot, and between saline and fresh. The
  water is perpetually in motion, wracked by currents
  and tides. The plane’s permanent settlements form
  around bits of flotsam and jetsam suspended within the
  endless liquid, and the constantly drift on the tides.
  The Elemental Plane of Water has the following
  traits.
  • Subjective Directional Gravity: Each creature
  on the plane determines its own “down” direction.
  Objects not under the motive force of others do not
  move. Sinking or rising on the Elemental Plane of
  Water, however, is slower (and less dangerous) than it
  is on the Elemental Plane of Air.
  • Water-Dominant.
  • Enhanced Magic: Spells and spell-like abilities
  that use, manipulate, or create water (including spells
  of the Water domain and spells that summon water
  elementals or outsiders with the water subtype) are
  both extended and enlarged (as if the Extend Spell
  and Enlarge Spell metamagic feats had been used on
  them, except that they don’t require higher-level
  spell slots or increased casting times). Spells and
  spell-like abilities that are already extended or
  enlarged are unaffected by this benefit.
  • Impeded Magic. Spells and spell-like abilities with
  the fire descriptor are impeded.
  ABOUT THE AUTHOR
  Mark A. Jindra has been a fan of the DUNGEONS &
  DRAGONS Game for the past 25 years. In 1998, he landed
  a job as a web developer for Wizards of the Coast, Inc.
  and is currently the developer of the D&D website.
  Mark has authored or coauthored various tournaments
  for the RPGA Network, and he also coauthors the
  monthly Mind’s Eye feature on the Wizards of the Coast
  website. 
  Mark wishes to thank Scott Brocius for creating the
  hammerfish, and for helping with monster advance-
  ment. He extends additional thanks to Slagger the
  Chuul of the Wizards online community for creating
  the magmal horror. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 16-20/Force Of Nature.pdf