Air, Fire And Water (ad&d 2nd Ed Fantasy... | Earth,

Dao (Earth Genies), Xorn, Galeb Duhr, Earth Elementals.

Saving Throws vs. Magic Fire. Fire should be an environmental hazard—smoke inhalation rules (Constitution checks) and the risk of gear melting or catching fire.

Marid (Water Genies), Tritons, Water Weirds, Kraken. Earth, Air, Fire and Water (AD&D 2nd Ed Fantasy...

An Efreeti Sultan has claimed a dormant volcano as his summer palace. His presence is causing the local climate to wither. The party must infiltrate the "Obsidian Spire" using Potions of Fire Resistance to steal the "Cinder-Seal" that can banish him back to the Elemental Plane of Fire. IV. Water: The Boundless Depths

Djinn (Air Genies), Invisible Stalkers, Cloud Giants, Sylphs. Dao (Earth Genies), Xorn, Galeb Duhr, Earth Elementals

Aerial Combat and Falling Damage. Use the Skills & Powers or Dungeon Master Guide rules for "Aerial Maneuverability Classes" (A through E).

Underwater Combat. Remind players of the penalties: slashing and bludgeoning weapons are at -4 to hit; fire spells are useless; casting spells with verbal components requires Water Breathing . His presence is causing the local climate to wither

Reward Priests (Clerics/Druids) who use "Sphere" magic (like the Sphere of Elemental Air) by giving them minor bonuses when they are on their "home" element’s turf.