Dun3Aedovnas5nic>erda3ons
OFFICIAL GAME ADVENTURE
THE
TEMPLE OF
A Monstrous Adventure! Includes T l , The Village of
and the long awaited T2, Temple of Elemental Evil %
WORLD OF GREYHAWK Setting
TSR, inc.
PRODUCTS OF YOUR 1 " '
Syri Nity (order #5099312)
Advanced ®
OFFICIAL GAME ADVENTURE
TSR Inc. TSR, Inc. TSR UK Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva, WI PROOUCTS OF YOUR IMAGINATION"
53147 Cambridge CB14AD
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the
TSR logo are trademarks owned by TSR Inc.
Syri Nity (order #5099312)
Editing: Ed Carmien, Bruce Heard, Harold Johnson, Thad Russell, Table 4
Steve Winter of Contents 4
4
Coven Keith Parkinson Introduction 5
Interior Art: Jeff Butler, Clyde Caldwell, Jeff Easley, Larry Elmore, Getting Started 6
Players' Background 7
Keith Parkinson, Dave Trampier Notes for the Dungeon Master 7
Typography: Betty Elmore, Kim Lindau Other Adventures 7
Keyline: Dennis Kauth, Bruce Knutson 14
Cartography: Dave Sutherland Part I: The Village of Hommlet 14
Players' Description 17
Distributed to the book trade in the United States by Random House 18
Inc., and in Canada by Random House of Canada, Ltd. Distributed to Key to the Village 19
the toy and hobby trade by regional distributors. Distributed in the Detailed Buildings 21
United Kingdom by TSR UK Ltd. 21
©Copyright 1985 TSR Inc. All Rights Reserved. Area 7. The Inn of the Welcome Wench 21
This adventure is protected under the copyright laws of the United Area 13. Trading Post 23
States of America. Any reproduction or other unauthorized use of the Area 20. Church of St. Cuthbert 24
material or artwork contained herein is prohibited without the express Area 31. Guard Tower 27
written permisson of TSR Inc. The Ruins of the Moathouse 27
Upper Level Random Encounters 27
First Printing August 1985 Upper Level Encounter Key 28
Printed in the U.S.A. Dungeon Level Random Encounters 28
Dungeon Level Encounter Key 28
Interlude: Hommlet to Nulb 30
Players' Background 30
Players' Historical Notes 30
Notes for the Dungeon Master 30
WORLD OF GREYHAWK™ Setting 30
Secret History of the Temple 31
Part 2: Nulb and the Ruins 31
The Village of Nulb 31
Outdoor Notes 32
Random Encounters (Outdoors) 35
Nulb Militia 35
Coordinated Efforts 36
Mercenaries 36
Assistance and Training 36
Nulb Encounter Key
Ruins of Elemental Evil
Players' Description
Exterior Notes (for the DM)
Random Encounters (Upper Works)
The Broken Tower
Syri Nity (order #5099312)
Tower Exterior 36 Magic-User Spells 108
General Notes 36 Illusionist Spells 108
Defense Strategy 37 Table of Magical Treasures 110
Tower Area Descriptions 37 Residents 110
Building Ruins 38 Random Encounters Ill
The Temple 39 Ashrem Ill
First Impressions 39 Darley Ill
Sealed Doors 39 Sargen 114
Temple Area Descriptions 40 Taki 114
Part 3: Dungeons of Elemental Evil 114
Standard Corridors Air Node 114
Stairs 43 Description 114
Ventilation 43 Brief Area Notes 115
Map Numbering 43 Residents 115
Area Descriptions 43 Earth Node 115
Prisoners 43 Description 115
Treasure 43 Brief Area Notes 116
Recruiting 43 Residents 117
Zuggtmoy Bound 43 Fire Node 117
Dungeon Level One 43 Description 117
Random Encounters 43 Brief Area Notes 117
Room Key 45 Residents 118
Dungeon Level Two 45 Water Node 118
Random Encounters 45 Description 118
Room Key 58 Brief Area Notes 119
Dungeon Level Three 58 Residents 120
Random Encounters 58 120
Room Key 75 Appendices 120
Dungeon Level Four 75 Appendix A. Deities & Demigods 121
Character Actions 76 Standard Divine Abilities 122
Iuz and St. Cuthbert 95 Iuz 123
Troops and Sentries 95 St. Cuthbert 123
Tactical Notes 95 Appendix B: Monsters 124
Random Encounters 95 Zuggtmoy 125
Room Key 96 Zuggtmoy's Beloved 126
Part 4: Nodes of Elemental Evil 96 Juggernaut 126
Transportation 97 Appendix C: Magic Items 126
Environmental Damage 126
Development Gargoyle Cloak 126
Modifications to Magic 107 Ichor of Intoxication 126
Spell Variations 107 Leomund's Labile Locker 127
107 Pouch of Holding 127
Cleric Spells 107 Wand of a Wonder 127
Druid Spells 108 Fragarach 127
108 Other Swords of Answering
108 Lens of Transformation
108 The Orb of Golden Death
Syri Nity (order #5099312)
Introduction
Welcome to the exciting WORLD OF one of each of the four major classes). The Verbobonc. It is at a crossroads.
GREYHAWK1" fantasy setting. It is a world Dungeon Master needs the AD&D®
rich in history, intrigue, and magic... a place DUNGEON MASTERS GUIDE, scrap To the north is the mighty Velverdyva
of opportunity, and of danger as well. paper, and dice. The three books of AD&D® River, along whose south bank runs the
game monsters can also help greatly. Also Lowroad. Many days' travel to the east, on
This story unfolds in a small part of that before the game, the DM should read and the shores of the Lake of Unknown Depths
world, a very small part indeed. But this become roughly familiar with the entire (Nyr Dyv), is the great walled city of Dyvers.
place, at the foot of the Kron Hills not far adventure. Skip minor detail, concentrating The village of Sobanwych lies about halfway
north of the great Azure Sea, could breed dan- on the overall themes and their connections along the route. Below that to the southeast
gers to threaten the nearby greater realms with in the different locales. If an encounter and east are miles and miles of forest (the
the fine-sounding names—the Archclericy of includes special notes which will apply Gnarley), beyond which is the Wild Coast-
Veluna, and the kingdoms of Celene and before a party can react, highlight or mark Woolly Bay and the Sea of Gearnat. The road
Furyondy. Hommlet and Nulb are two small such passages as a reminder, so you are sure south forks a league or so beyond the little
villages, which squat in the vales between of properly including each detail. community, one branch meandering off
these great powers like two dark and tiny towards the Wild Coast, the other rolling
eyes, surrounded by the ancient wrinkled hills DM, if you start the adventure before read- through the lower Kron Hills to the village of
on the face of some evil demiurge. ing the whole, limit the first game session to Ostverk and then eventually turning south-
Hommlet itself. Then read at least enough in wards again into the elven kingdom of Celene.
Players, you should each have a character advance to keep ahead of the players. The western route leads into the very heart of
of first or second level of experience. Your the gnomish highlands, passing through
young novices are about to set forth on the Appendix A gives a list of deities found in Greenway Valley about a day's travel distant
path to adventure. The road may seem clear at the WORLD OF GREYHAWK™ setting. and going onwards to the Lortmil Mountains
first, but many twists and turns await you—in The DM should review those notes with the far beyond.
the near future, and in the far as well. players either before starting or at some
time early in the characters' careers. Hommlet grew from a farm or two, a rest
Dungeon Master, your tasks are many. house, and a smithy. The roads brought a
You must portray two entire villages, person Now have one player read the following sufficient number of travelers and merchant
by person. Scoundrels lurk in shadows, Players' Background to the rest, supplying wagons to attract tradesmen and artisans to
monsters prowl the nearby ruins, and all Map #1 for their reference. The background serve those passing through. The resthouse
play their parts in the game. But the chal- is a bit lengthy—but the road ahead is a long became a thriving inn, and a wheel and
lenges, situations, or amusements they one, as well. wainwright settled in the thorp. More
present are only as good as your skills. farmers and herdsmen followed, for grain
PLAYER'S BACKGROUND was needed for the passing animals, and
Start at the beginning, and stop when you meat was in demand for the innfolk.
feel the pinch of time. Resume your adven- The Village of Hommlett—or merely
tures whenever you like; such is a role play- "Hommlett," as it is commonly called—is situ- Prosperity was great, for the lord of the
ing game. Turn now to 'GETTING ated in the central part of the Flanaess, that district was mild and taxed but little. Trade
STARTED' and prepare to set forth! portion of western Oerik Continent which is was good, and the land was untroubled by
known and 'civilized.' The hamlet-sized village war, outlaws, or ravaging beasts. The area
GETTING STARTED (local parlance having distinguished it with the was free, beautiful, and bountiful—too
greater term) is located some 10 leagues south- much so, in the eyes of some.
Before starting the adventure, each east of the town of Verbobonc, or there-
Player should have the AD&D® PLAYERS abouts, on the fringe of the territory Whether the evil came west from Dyvers
HANDBOOK, a set of dice, and a 1st or 2nd controlled by the noble Lord the Viscount of (as is claimed by one faction) or crept up out
level character (the group including at least of the forestlands bordering the Wild Coast
Syri Nity (order #5099312)
(as others assert), come it did. At first it was plagued the place for a time was hunted For each numbered area, general informa-
only a few thieves and an odd group of band- down by a party of passing adventurers. tion is given first. If the text is boxed, it may be
its molesting the merchant caravans. Then Carrying the ashes and a goodly fortune as read directly to the players. Otherwise,
came small bands of humanoids—kobolds or well, the adventurers returned to the vil- present the given information in your own
goblins—raiding the flocks and herds. Local lage. Before going elsewhere to seek their words. If you are so thoroughly familiar with
militia and foresters of the Waldgraf of Ost- fortunes, the adventurers also returned a the module that you can simply glance at the
verk apparently checked, but did not stop, the portion of the villagers' losses. Other adven- name of the encounter area and then put eve-
spread of outlawry and evil. turers, knowing of the evil that had once rything in your own words, so much the bet-
resided in the area, came to seek out similar ter. You should be conversant with the whole
A collection of hovels nad their slovenly caches, and several did find remote lairs and before beginning play. Your players will, in
inhabitants formed the nucleus for the trou- wealth—just as some never returned at all. turn, reflect and be inspired by your skill in
bles which were to increase. A wicked cleric presenting the material herein.
established a small chapel at this point. The After a time, adventurers stopped coming
folk of Hommlet tended to ignore this place, to the area. It seemed that no monsters were Immediately following the player informa-
Nulb, even though it was but 6 miles dis- left to slay, and no evil existed here to be tion is more detailed and often secret material,
tant. But its out-of-the-way position was stamped out. The villagers heaved a collective which you should not reveal to the players.
ideal for the fell purposes planned for this sigh—some pained at the loss of income, but Review this carefully as well, to be sure of the
settlement, as was its position on a small others relieved by the return to the quiet, nor- interrelationships and consequences of certain
river flowing into the Velverdyva. The mal life—and Hommlet continued its quiet actions.
thickets and marshes around Nulb became existence for four years more.
the lair and hiding place for bandits, bri- The whole is quite general, in fact, and
gands, and all sorts of evil men and mon- But then, a year ago, the bandits began to while some characteristics of the non-player
sters alike. The chapel grew into a stone ride the roads again—not frequently, but to characters (hereafter referred to as NPCs)
temple as its faithful brought in their ill- some effect. To the good folk of Hommlet, this are given, there is sufficient latitude for you
gotten tithes. Good folk were robbed, pil- seemed all too familiar, so they sent word to to completely personalize the adventure to
laged, enslaved, and worse. the Viscount that wicked forces might still lurk fit your style of play and satisfy your play-
thereabouts. This information has been ers. Follow the guidelines given, but round
In but three years, a grim and forbidding spread throughout the countryside, and the them out to make each encounter unique.
fortress surrounded the evil place, and swarms news has attracted outsiders to the village
of creatures worshipped and worked their once again. Who and what these men are, no The persons that are met at the inn, along
wickedness therein. The servants of the Tem- one can be quite sure. All claim to be bent on the road, and so forth, are you; for the
ple of Elemental Evil made Hommlet and the slaying monsters and bringing peace and secu- Dungeon Master is all—monsters, NPCs,
lands for leagues around a mockery of free- rity to Hommlet; but deeds speak more loudly and all else but player characters. Play it to
dom and beauty. Commerce ceased, crops than words, and lies cloak the true purposes of the hilt. Do it with flair and wit. Be fair both
withered; pestilence was abroad. the malevolent. to the characters and to yourself. Be cun-
ning but just and honest when in the role of
But the leaders of this cancer were full of NOTES FOR THE DUNGEON MASTER a warding ranger. Be deceitful, clever, and
hubris and, in their overweaning pride, sought thoroughly dishonest when acting the part
to overthrow the good realms to the north, This module is designed for beginning- of a thief. Think of the parts you take as
who were coming to the rescue of the land level play. Experienced players can also those of characters you are playing, and act
being crushed under the tyranny wrought by enjoy the scenario, but they should start accordingly. But temper your actions with
the evil temple. A great battle was fought. new 1st level characters to do so. If you hap- disinterest in the eventual outcome, and
pen to have a group which is new to the keep only the viewpoint of that particular
When the good people of Hommlet saw game, allow them to bring their existing role. Wearing two, three, or a dozen differ-
streams of ochre-robed men and humanoids characters; there is no sense in requiring ent hats is challenging, but that is part of
fleeing south and west through their commu- that they begin the business all over again. being an outstanding DM.
nity, there was great rejoicing, for they knew
that the murderous oppressors had been Experienced 1st, 2nd, and even 3rd level The area of Hommlet, as well as that of the
defeated and driven from the field in panic and characters can easily begin in Hommlet. If Temple, was developed in order to smoothly
rout. So great was the slaughter, so complete characters are higher than level one, modify integrate players in the GREYHAWK cam-
the victory of good, that the walled strong- the material in the 'Getting Started' portion, paign (both experienced and otherwise) into a
hold of the Temple of Elemental Evil fell within of course. You should sharply limit the scenario related to the 'old timers' only by rel-
a fortnight, despite the aid of a terrible demon. amount of gear and treasure they can bring ative proximity. All had new characters,
The place was ruined and sealed against a fur- to the village (as you will understand when although experienced players were assigned
ther return of such abominations by powerful you read the adventure). If your group of characters with levels above 1st or 2nd. The
blessings and magic. players has had exceptional luck, simply whole attempt turned out quite well, and
engineer a minor encounter or two along the many of the NPCs in the adventure are the
Life in Hommlet quickly returned to a way—light-fingered leprechauns, a thief or characters and henchmen developed through
semblance of its former self, before the rise two, or perhaps some brigands—to rid them play. The situation and the surroundings have
of the temple. For five years afterward, the of a few of those cumbersome gems, coins, been altered because of the actual experiences
village and the surrounding countryside and magical items. of these participants, although the clock has
have become richer and more prosperous been turned back to give you and your group
than ever before. A monstrous troll which
Syri Nity (order #5099312)
of players an opportunity to make history of to you. The myriad details of your cam- greater powers concerned with and care-
your own. While I am strongly tempted to paign and personal preferences will suggest fully watching the activity in this area,
relate the events of the campaign we played, I some natural outgrowths, as will the actions might send reinforcements in response. The
believe it to be inappropriate to the adventure. of the characters, if well-played. Hereafter druidical leaders might counter with their
(Ask me at a game convention, some time....) are a few brief ideas for your own develop- own elemental powers and other forces of
ment as needed or desired. nature. Large-scale escalation is unlikely at
Only some of the villagers are named. this point in the Temple's recovery, but the
Please name the others to suit your cam- Hommlet and Nulb: If you develop the lat- appearances and effects of such develop-
paign. Most of the local folk are of the Old ter village in the manner given for the former, ments might seem otherwise....
Faith—the druidical—and consider the many natural developments will suggest
Druid of the Grove (area 24) to be their spir- themselves. New arrivals of typical townsfolk Kron Hills: Nearly 20,000 gnomes live in
itual caretaker. Many of the inhabitants are should be fairly common, and NPC adventur- this area. This is known to most of those
zero-level types; treat as 1-1 Hit Dice for ers will arrive with regularity. Some of the lat- nearby, as the gnomes were instrumental in
purposes of combat, if such occurs (which ter may be of interest or use, available as driving the humanoid hordes from the Lortmil
should be infrequent at best). hirelings or mercenaries. Some will have their Mountains adjacent to the southwest, as well
own ideas for adventure, and may assemble a as in the overthrow of the Temple a decade
Floor plans for most of the buildings are rival party which the PCs may encounter now ago. The enclaves and territories of the
not given, so you should design them for and again in their explorations. And of course, gnomes should not be invaded, but other
areas in which you expect action to occur. few are what they seem, and some may be caves and ruins aplenty lie scattered in the
Change the map of Hommlet as the game quite powerful. region. This is a natural setting for some other
progresses. Note any places destroyed, and small dungeon of your own design, which can
add new ones for persons you move into the Think of the day-to-day life in these small be tailored to challenge the party's resources
place. If a general battle seems likely, you villages, and imagine the needs of the local while remaining within their capabilities.
can list the village militia and fight it out on folk. A new mill or winery would not find
the tabletop. In short, the scenario has been much welcome, as these are already repre- Velverdyva: The natural flow of the river
left as open as possible for your own taste in sented in Hommlet. But a new blacksmith is eastward, from the lower Yatil mountains
development. Have fun! might provide a convenient excuse, in draw- and the Clatspur range southward through
ing off business, for Elmo and/or Otis to Veluna, past Verbobonc and quite near Nulb
As a final note, remember that the NPCs become a bit more active in their secret (fed by the Imeryds Run), and continuing
who are noted as agents of various powers tasks. A new butcher, candlemaker, dairy- through the Gnarley Forest into the great
will send a continuous stream of informa- man, fisherman, glassblower, hunter, milli- Nyr Dyv, Lake of Unknown Depths. One of
tion to their superiors. All will be cautious ner, and/or potter might arrive and prosper its sources is in the far northern Burneal For-
in their actions, and are unlikely to be in either village, perhaps bringing news, est, in the land of Blackmoor itself! And
duped or maneuvered. If they participate in hidden professional skills, or other develop- where the water flows, creatures follow.
any adventures, or if they are imprisoned or ments to the campaign.
badly treated, their masters will be very A simple boating jaunt, either upstream
unhappy if bad news is received. The con- If some minor but nevertheless entertain- or down, can encounter river pirates and
cerned parties will absolutely seek to redress ing foray would provide a means for low- sundry random aquatic encounters (fresh-
matters according to their alignments, per- level characters to gain those extra few water only, of course). Low-level characters
sonalities, and ultimate goals. points needed to gain a level, design an should be discouraged from such endeavors
interlude accordingly. It need not fit any to some extent, but those of level 5 and up
There are wheels within wheels in the Vil- greater campaign purpose, but should be might perhaps find other arms of the powers
lage of Hommlet and the lands around. logical to the setting. The random encounter of Chaos and Evil lurking in the waters
Behind each person lurks another, the cir- charts for the Hommlet and Nulb areas nearby. And who knows what things—or
cles growing wider and the figures shadowy should stimulate a few ideas. even kingdoms—lurk in the depths
but very powerful.
As the local situation changes with the Verbobonc: The obvious source of new
OTHER ADVENTURES activity (or lack of activity) of the PCs, any adventurers to replace those lost, this city also
number of noteworthy events might occur. offers more and better equipment, a greater
Though characters who start their careers The factions of the Temple, being Chaotic scope of information, and so forth. The spies
in Hommlet should, after finishing with the and not well-organized as yet, may decide of the rising Temple are here also, and will fol-
place, be able to take on the villains of Nulb on a brief and probably premature foray low those who seem to be on their mistress's
and the Temple, not all adventurers are into the countryside. Some individual might trail.
lucky. Some characters will no doubt perish arrive to replace Lareth the Beautiful (of the
in the course of this adventure, and events ruined moat-house, assuming that PCs end As this is a city of 11,600 and the capital of
will not always proceed as planned. As DM, his promising career). And as greater chal- the Viscounty (total pop. 35,000), considera-
you should gauge the progress of the players lenge, evil elemental forces could be sent ble design time is required for full details.
and characters alike. If they need more sea- forth from the dungeons to test the speed Small portions—the palace of Viscount
soning before continuing to the greater chal- and severity of the reactions of the forces of Wilfrick, City Hall and the Mayor's residence,
lenges, you may—and should—design and Good—a small and simple probe in the Guild halls, strongholds of the nearby gnomes
develop other adventures in the area. The broader tactics of Zuggtmoy, Iuz, and the and elves, etc.—may suffice, if accompanied
details of such 'side jaunts' are left entirely rest. The King of Furyondy, one of the by general street descriptions and a broad
selection of random encounters.
Syri Nity (order #5099312)
Part 1:
The Village of Hommlet
PLAYERS' DESCRIPTION bark at your approach, and a rosy-cheeked overfond of brew.
goodwife appears at the doorway.
Your party is now approaching the Village The elderly farmer is a retired fighter still
of Hommlet, having ridden up from lands The large goodwife is friendly, greeting all somewhat in practice, equivalent to level 4.
of the Wild Coast. You are poorly who call, while her four children look on. He owns a suit of scale mail, a shield, long-
mounted, badly equipped, and have no Inside, a young girl and her old granny do var- sword, and a light crossbow, all kept in a
large sums of cash. In fact, all you have is ious chores. The lintel over the front door is chest in the front room. He is, in fact, cap-
what you wear and what you ride, plus the carved with acorns and oak leaves. If politely tain of the local militia, though he will say
few coins that are hidden in purses and asked, any adult in the family will state that nothing of it.
pockets. What you do possess in quantity, the family is of the Old Faith (i.e. druidical).
though, is daring and desire to become Farmer: AC 5 (if prepared); Level 4 Fighter;
wealthy and famous. Thus your group The head of the house and his two full- hp 16; #AT 1; D 1-8 (sword) or 1-4
comes to Hommlet to learn. Is this indeed a grown sons are at work in the nearby fields. (crossbow, ranges 6"/12"/18"); XP 214;
place for adventurers to seek their for- These three are members of the town mili- S 15 112 W 16 D 12 Co 16 Ch 11
tunes? You all hope, of course, to gain tia. The elder has a bill-guisarme and a ring
riches and make names for yourselves. The mail jack, while his sons have leather armor Servant: AC 9 (shield); Level 0; hp 4; #AT 1;
outcome of this is uncertain, but your skill and shield and wield a flail and an axe D 1-6 (club); XP 14
and daring, along with a good measure of (respectively). Each has a dagger at all
luck, will be the main ingredients of what times. They take arms only in self-defense Underneath some rusty nails in a keg in the
follows, be it for weal or woe. or when called up by the village elder. The back shed are 172 ep, 51 gp, and 20 pp. A
two farm dogs will attack intruders if their cupboard in the house holds a silver service
The small community at the crossroads master or his family are attacked or even worth 1,300 gp.
is a completely unknown quantity. What is visibly threatened.
there? Who will be encountered? Where Elmo may (50% chance) return while the
should you go? These are your first explo- Farm dogs (2): AC 7; HD 1 + 1; hp 7; 5; #AT party is here, and may otherwise (25%) be
rations and encounters, so chance may dic- 1; D 1-4; XP 34; 30 encountered on the road after the characters
tate as much as intelligence. Will outsiders depart. He will otherwise be encountered at
be shunned? Are the reports true—is the Farmer: AC 7; Level 0; hp 6; #AT 1; D 2-8; the Inn.
whole community engaged in evil prac- XP16
tices? Are the folk here bumpkins, easily Elmo will reveal his status (man-at-arms)
duped? Does a curse lay upon those who Sons (2): AC 7; Level 0; hp 5; 4; #AT 1; D 1- to any who ask. While in town 'carousing',
dare to venture into the lands which were 8 (flail) or 1-4 (axe); XP 15; 14 he is unarmored but carries (as always) his
once the Temple's? All of these questions dagger +2. If asked about it, he proudly
will soon be answered. There is nothing here of interest to the proclaims "My brudder Otis gave it to me!"
adventurers. Other than feed grain or hay,
The dusty, rutted road is lined with the farmer has nothing to sell or trade. Elmo's speech is slow and halting. He
closely-grown hedges of brambles and often appears tipsy and jovial, frequenting
shrubs. Here and there it cuts through a The farmer has 57 pp hidden in his mat- the Inn of the Welcome Wench much of the
copse or crosses a rivulet. To either hand, tress and a blue spinel (worth 500 gp) time. He will state his interest—money
forest and meadow have given way to secured in his pouch, saved for hard times. (obviously to be used for ale purchases)—
field and orchard. A small herd of kine and will work as a hireling, gladly accompa-
graze nearby, and a distant hill is dotted 2. MODEST FARMHOUSE AND BARN nying any who ask providing they furnish
with the wand stone chimneys with thin him with "chain armor and a BIG axe."
plumes of blue smoke rising from them. Clean but slightly run-down buildings
A road angles west into the hill country, indicate that this farm is not very pros- Elmo only pretends his inebriation; he is a
and to either side of the road ahead are perous. However, the stock appears 4th level ranger, and an agent of the Viscount
barns and buildings—Hommlet at last! quite healthy and plump. An active lad of Verbobonc. His town visits are for the pur-
of 12 or so is doing chores. Nothing pose of observing newcomers, to insinuate
The adventure begins... appears of particular interest. himself in their expeditions. If employed, he
dons his own mail (see below) in place of that
Key to the Village An elderly couple herein are master and given (or under a lighter type), and uses his
mistress; the boy is a servant. These folks own magical battle axe as well.
1. PROSPEROUS FARM COTTAGE AND have nothing to trade. The elders say that
LARGE BARN their son Elmo would be interested in talk- Elmo's valuables are hidden a lead-lined
ing with strangers—he's at the inn having a oaken chest buried in the dirt floor of the
This wood and plaster house is well- jack of ale. Their other son, Otis (they sadly barn: chain mail +1, shield + 2, battle axe
kept, and the barn beyond is bulging shake their heads), took service with some +1, 100 sp, 50 gp, 10 pp, and and small
with hay, grain, and so forth. Several fat gentlemen and is away seeking his fortune. pearls worth 100 gp each. The lead will foil
animals are about. Two large farm dogs Elmo is strong, but not too quick, and is all attempts at magical detection. He also
owns a longbow with two score arrows,
half of them silver-tipped, though he does
not bring this weapon on adventures.
Syri Nity (order #5099312)
Elmo: AC 1 (equipped) or 8; Level 4 Ranger armor neatly hung near the front door. Both along with his goodwife, their two daughters,
(HD 5); hp 41; #AT 1; D 5-12 (battle axe) of the men are militiamen. a serving wench or two, and a pair of potboy
or 6-9 (dagger) each including magic and apprentices. Several customers (4-16) are in
strength bonuses); XP 375 Inside a crock in the manure pile are hid- the main room most of the time.
S 18/43 115 W 16 D 16 Co 17 Ch 11 den 55 gp, 37 pp, and three zircons worth 50
gp each. The farmer carries 8 cp, 22 sp, 15 The host talks freely but says little. He
If anything untoward befalls Elmo, his gp, and 8 pp in his purse. has a sharp eye and a good sense for judging
brother Otis will eventually hear of it and character. He serves all comers, and will
seek redress. See area 2 in the Nulb Farmer: AC 7 (if prepared); Level 0; hp 3; rent a room to anyone who is not causing
encounter key for details. #AT 1; D 1-8 (sword); XP 13 trouble.
3. COTTAGE Manservant: AC 10; Level 0; hp 6; #AT 1; D Ostler is the sergeant of the militia, and
2-8 (voulge); XP 16 the stableboy and groom are also members.
This rustic abode houses the local wood- The first potboy is an aspiring druid, and he
cutter, who is a member of the local militia. 6. HOUSE WITH LEATHER HIDE serves as the courier to the druid of the
He lives with his wife and three young chil- TACKED TO FRONT DOOR grove, bearing messages of interesting data
dren. He has nothing of interest to charac- to him.
ters, and is not interested in adventuring. This is the home and business of the vil-
He keeps his leather armor, battle axe, and lage leatherworker and his wife, her brother Ostler the Innkeeper: AC 6; Level 2 Fighter;
heavy crossbow (with 30 quarrels) in a chest (a simpleton who does not bear arms), and hp 17; #AT 1; D 2-9 (sword); XP 62
in the bedroom. three children, the eldest of whom is a 12- S 16 110 W 13 D 10 Co 18 Ch 17
year-old boy. The leatherworker is a 'jack of
He is of the Old Faith, and will report all trades', being shoemaker, bootmaker, Stablemen (2, stableboy and groom): AC 9;
anything unusual to the druid (area 24). In a cobbler, saddler, harnessmaker, and even Level 0; hp 3 each; #AT 1; D1-6 (spear or
pouch under the floorboards of his cottage fashioner of leather garments and armor, club); XP lrt but brawny man is vigor-
are 38 cp, 17 sp, 13 ep, and 9 gp. the latter requiring some tile and a number ously pounding away at a piece of red-
of fittings and boiling. He is not interested in hot iron.
Woodcutter: AC 8 (leather); Level 0; hp 6; any sort of adventuring, but is a militiaman,
#AT 1; D 1-8 (battle axe) or 2-5 (cross- as is the boy. Sewn into an old horse collar 8. OPEN SHED AND HOUSE BEHIND
bow, ranges 8"/16"/24"); XP 20 are 27 gp, 40 ep, and a silver necklace worth
400 gp. Horseshoes are nailed to three faces of
4. WELL-KEPT FARM the post in front of this shed, and within
Leatherworker: AC 7 (leather & shield); sit a forge and bellows. This is obviously
The house and barn show that this Level 0, hp 2; #AT 1, D 1-4 (sling) or 1-6 the smithy. A short but brawny man is
farmer is doing well, and the stock in the (axe); XP 16 vigorously pounding away at a piece of
fenced-in yard are very fine-looking. You red-hot iron.
see a fetching feminine face in a window. Eldest son: AC 8 (leather jack); Level 0; hp
2; #AT 1; D 1-4 (sling or dagger); XP 16 The smith is obviously hard-working,
A widow and her two grown sons (mem- forthright, and likeable. He is able to do all
bers of the Militia) dwell here, the latter 7. LARGE BUILDING WITH SIGN sorts of metalwork, even fashioning iron
with their wives and eight children. They and sads, helmets, and shields. He will read-
are interested in neither trade nor adventur- The square wooden sign shows a buxom ily admit that he is not capable of fine
ing. These folk are all of the Old Faith. and smiling girl holding a flagon of beer. armoring.
This must be the Inn of the Welcome
In a large iron pot buried beneath the tree Wench, a place renowned for its good 'Brother Smyth' is the assistant to the
in the back yard are 421 sp and 97 gp. food and excellent drink! Passing mer- druid of the grove. Though he will never
chants make a point of stopping, as do work up very high because of his occupa-
Sons (2): AC 8; Level 0; hp 4 each; #AT 1; D many other sorts of wayfarers, and it is tion, he will assume the role of religious
1-6 (hand axe or club); XP 14 each said that the place is always filled with advisor to the faithful. He has a small chest
patrons. filled with 82 cp and 28 sp. The rest of his
5. PROSPEROUS FARMHOUSE wealth he gives to the good work for the
The three levels of this place are shown on needy. In no event will he leave his fireside
This farmer is a widower of middle age Map 3, and the building is described in to go adventuring.
with the trying task of raising five children, detail under "The Inn of the Welcome
the two eldest being teen-aged daughters. A Wench." Smith: AC 8; Level 3 Druid; hp 19; #AT 1;
manservant laborer helps with the chores. D 1-6 (staff) or 1-4 (hammer) or by spell;
The farmer is the brother of the farmer to A young stableboy and a groom handle the XP177
the south (area 1) and is quite distant and draft and riding animals, and themselves live S 17 I 9 W 13 D 10 Co 15 Ch 15
taciturn. He turns folk away unless they in the stables. The innkeeper is Ostler Gundi- Spells: any (4 LI, 2 L2, 1 L3, including
have farm business. He keeps his leather goot, always found bustling about the place wisdom bonus)
Syri Nity (order #5099312)
9. NEW BUILDING Tailor: AC 10; Level 0; hp 2; #AT 1; D 3-6 or light steeds, with a maximum of four
There is no one here. The doors are (knife, ranges l"/2"/3", or light cross- such animals obtainable in any 30 day per-
unlocked, and a few benches and stools bow, ranges 6'712'718"); XV 24 iod.
stand by the bare walls, with a large,
plain table at the far end of the room. A 12. AVERAGE FARM BUILDING These nefarious traders sell all items at a
tapestry on the back wall shows a green This place is the home of a strapping minimum of 110% of the price given in tan
field with two acorns above a sheaf of item brought in, if in good condition, they
grain—the banner of Hommlet. farmer and his equally large son, the offer 25 % of its worth, but can be bartered
This is the village hall recently con- farmer's wife, and six daughters—one of up to 40-70%.
whom has a small child. They are friendly
structed for feasts and councils by Burne but have nothing of interest to These folk A groom and a man-at-arms working
and Rufus (q.v. area 31). are of the Old Faith and have lived here all here will hire out, at the rate of 2 gp per day
10. WELL-KEPT DWELLING WITH A of their lives. The farmer and his son are and only if the characters buy chain mail
both militiamen. A clay pot filled and a gold armor here, for their use (and only if one of
SIGN ring worth 150 gp. the traders specifically approves.) Both men
The wooden sign depicts a bag of wool Farmer and son: AC 7 (leather & shield); serve in the militia, spying for the shop-
and a loom. Herein dwells the elderly keepers.
weaver and his wife, their daughter, and her Level 0; hp 7 each; #AT 1; D 1-8 (flail) or
husband. Four young apprentices are also 2-8 (morning star); S 16 (each); other Ramos and Gremag are naturally desir-
here, as business is very good. There are ability scores average; XP 21 each ous of having their agent accompany the
bolts of woolen and flaxen cloth here, but 13. WOODEN BUILDING WITH SHUT- party. If the group does not hire one, the
nothing else of possible interest. TERED WINDOWS (Trading Post) their activities by any means possible,
These folk are Lawful Neutral followers Outside the door, a shield and lantern are including following them personally if the
of St. Cuthbert (see area 19). They moved to suspended from chains. The shield is situation warrants it (i.e. if they know as
the area only two years ago. The weaver has painted, showing a sword and a cheese. been particularly successful). For such mis-
a cache of 7 small gold ingots (24 gp each) This is the local trading post, wherein a sions, a stock of magical devices hidden
and a gold pin (200 gp) with an amethyst merchant apparently provides for the away will be brought out for use.
(100 gp) behind a loose stone in the fire- needs of villagers, travellers and adven-
place. turers alike. Rannos Davl is chaotic, evil, and highly
Son-in-law: AC 8(padded armor & shield); Refer to Map 4 for a floor plan. See Area suspicious. Gremag is as evil and even more
Level 0; hp 3; #AT 1; D 1-4 (dagger) or 13 for a detailed room key. chaotic. Both are servants of the Temple of
1-6 (spear); XP 13 The shop is run by one Rannos Davl, who Elemental Evil, who report activity in Hom-
Apprentices (4): AC 10; Level 0; hp 2 each; is bed. His partner Gremag is tall and thin, mlet to a brigand courier. They aid any and
#AT 1; D 1-2 (awl); XP 12 each with sharp features and protruding eyes. all other evil creatures who come in Temple
11. COTTAGE Gremag tends to dither and fuss at cus- service.
Here lives a small and mild tailor, a bach- tomers, and at Rannos as well.
elor of thirty years or so. He is an expert at The whole front building is filled with Rannos Davl: AC 2 (leather armor); Level
making or repairing garments. various goods. The barn has animals, 10 Thief; hp 48; #AT 1; D 2-5 (dagger);
He has just moved to the village, but has saddles, and the like available to any XP 3522. Wears leather armor + 1, ring
not been invited to join the militia due to his willing to pay the price. of protection +1, medallion vs. crystal
small size. He has thus practiced at weapons Both traders claim disinterest in all balls and ESP (under his jerkin); carries a
to prove himself useful. He has become alignments, proclaiming that they hap- dagger + 1, and keeps a shortsword + 1
expert at throwing a knife and shooting a pily deal with anyone who is a paying under the counter.
crossbow, attacking with either as if a 7th customer. Furthermore, they say, they S8I14W9D18Col5Ch7
level fighter and gaining a + 2 damage will gladly buy any items which you
bonus. He also knows the dwarven, elven, happen upon, and pay a fair price too! Gremag: AC -1 (chain mail); Level 7 Assas-
and halfling tongues, in addition to Com- In the rear barn are various animals for sin; hp 39; #AT 1; D 1-4 (dagger of
mon. sale—mules, draft horses, light riding venom) + poison (3 doses left); XP 1087.
The tailor has only 19 sp in a false bottom horses, ponies (2-5 of each type), and one Wears shirt of chain mail + 3 under 3
of his thread box. He is a follower of St. medium war horse. Small mounts sold can pinches of dust of disappearance.
Cuthbert. be restocked in 7-12 days from passing deal- S 15 112 W 7 D 18 Co 15 Ch 7
ers. If war horses are desired, it will take 7-
30 days to obtain 1-2 heavy or 1-3 medium Groom: AC 7 (leather & shield); Level 0; hp
4; #AT 1; D 1-8 (longsword) or 1-6
(spear); XP 14
Man-at-arms: AC 8 (leather armor); Level 1
Fighter; hp 8; #AT 1 or 2; D 1-8 (long-
sword) or 1-6/1-6 (longbow, ranges 7"/
14'721");XP22
Syri Nity (order #5099312)
14. WEATHERBEATEN BUILDING AND small iron box nearby contains 50 pp, 12 cabinet maker and his apprentice are both
BARN pieces of lovely but clear quartz (worth 5 gp militiamen. A small cache of 18 pp, 21 gp,
each), two citrines, three moonstones, and a and 30 ep is kept under a rock near the back
A wooden sign shows a cart and horse, piece of onyx (the latter six gems worth 50 door.
indicating that this is the domicile and quar- gp each).
ters of the local carter. This teamster, his Cabinet maker: AC 6 (ring mail & shield);
wife, a grown son, and five other children In the living quarters of the establishment Level 0; hp 6; #AT 1; D 1-6 (spear) or 2-8
live in the house. The attached barn has two is an oaken chest. A poisoned needle trap is (morning star); XP 16
wagons and two carts below, and two driv- in the lock; furthermore, if the top is
ers live in the loft. The smallish barn to the opened, acid sprays out in front (10 foot Apprentice: AC 7 (padded armor & shield);
rear houses a dozen mules. This fellow and range), inflicting 5-20 points of damage to Level 0; hp 3; #AT 1; D 1-6 (spear or
his associates are dour, but will gladly each victim in the area (save for 1/2 dam- club); XP 13
accept hire. age, but save for items as well). A trick
catch on the back of the chest allows safe 17. MODEST COTTAGE
The teamster, his son, and the two drivers entry. Inside are 1,000 cp, 1,000 sp, 1,000
are all militiamen. ep, 500 gp, 200 pp, nine amethysts (100 gp A potter is busily engaged in the manu-
each), two large pearls (500 gp each), one facture of various sorts of dishes and ves-
Another newcomer and advocate of St. slightly flawed diamond (1,000 gp), and sels, although most of his work goes to
Cuthbert, the teamster is very honest. He seven pieces of jewelry (valued at 900, 1100, passing merchants or the trader. He has a
dislikes the traders, but isn't sure why, and 1600, 2000, 2500, 4000, and 6000 gp each). variety of earthenware bottles and flasks
will take time to speak of it if the questioner The bottom of the chest lifts, revealing 50 available for sale. The potter, his wife, and
is careful and also a customer. Having lost a gold ingots worth 100 gp each. four children all work in the business.
wagon and team lately, the fellow has only
19 sp hidden under a loose floor board. Be sure to keep track of all transactions The potter and his two eldest sons are
made. The stock in trade must be correct; militiamen. A crock hidden in the well holds
Carter: AC 6 (scale); Level 0; hp 5; #AT 1; D for example, gems cannot be obtained when 40 sp, 27 gp, and six agates (three banded
1-8 (sword or fauchard-fork); XP 15 Nira has exhausted his supply. He can pur- and three mossy) worth 10 gp each. The
chase more from merchants, at market family is of the congregation of St.
Son: AC 6 (ring mail & shield); Level 0; hp value, every 7-12 days. Cuthbert.
6; #AT 1; D 1-6 (spear or club); XP 16
Guard: AC 4; Level 3 Fighter; hp 17; #AT 1; Potter: AC 7 (padded armor & shield);
Drivers (2): AC 8 (leather); Level 0; hp 4; 3; D 1-8 (longsword) or 1-4 (light cross- Level 0; hp 3; #AT 1; D 1-6 (glaive); XP
#AT 1; D 1-6 (club) or 1-4 (light cross- bow, ranges 6'712'718"); XP 101 13
bow, ranges 6'712 '718"); XP 17 each S 13 I 9 W 10 D 15 Co 15 CH 8
Sons (2): AC 8 (padded armor); Level 0, hp
15. STURDY NEW BUILDING WITH A War dogs (2): AC 6; HD 2 + 2; hp 16, 13, 4, 2, #AT 1; D 1-6 (spear) or 1-4 (light
SIGN #AT 1; D 2-8; XP 83, 74 crossbow, ranges 6 '712 '718"); XP 18,
16
The sign displays three yellow balls; this Melubb the Moneychanger: AC 4; Level 3
must be the moneychanger's. A guard in Thief; hp 12; #AT 1; D 2-5 (dagger +1) 18. TYPICAL COTTAGE AND IMPOS-
chain mail stands by the door, wearing a or 2-9 (longsword + 1); XP 116 ING STONE BUILDING WITH A
sword and cradling a light crossbow in S 9 116 W 13 D 15 Co 9 CH 10 BARREL HANDING FROM CHAINS
his arms, with a quarrel ready. Two large
dogs are sniffing in your direction. 16. SMALL HOUSE WITH SIGN This house is the home of the local
braumeister and his wife and young child. A
The proprietor is Nira Melubb. He will The nicely painted sign shows a painted nephew and his wife have recently come to
happily exchange coins and metal for other shield and a chest of drawers. help run the affair, as it is very successful.
media, charging only 10% of the value. At night, a large dog runs free in the house.
Nira also deals inpaying 50-80% of actual This building is the shop and home of the
value and selling for 102-120% above actual local cabinet maker, his wife, and two The brew house has a cellar for aging.
value. He also makes jewelry, for a fee of young children. He has an apprentice who Several vats are on the main floor, and the
double the value of the materials. (This is does most of the rough work, while he crafts side sheds hold ingredients. Three appren-
also the value of new jewelry.) Nira asks no the fine work and the limning. He is quite tice brewers dwell in the brewhouse attic.
questions and is always obliging and polite. adept at shield designs and sign work, and
can make almost any sort of furniture. The The family members are all of the Old
Melubb is truly neutral. Though the rise cabinet maker will happily do commis- Faith, as are two of the apprentices. The
of evil is not desired by him (as it would hurt sioned work of any sort, but he is not inter- third is a recent convert to the faith of St.
business), he has no other interest in events. ested in adventuring, of course, nor is his Cuthbert.
He keeps a dagger +1 in his boot and a apprentice.
sword + 1 under the counter. His cash box The apprentices brew the various ales and
holds 200 cp, 200 sp, 200 ep, and 200 gp. A The folk here follow the Old Faith. The beers under the direction of the Braumeister,
and can drink almost anyone (except the
10
Syri Nity (order #5099312)
master and his nephew) under the table. The war against the Temple of Elemental Evil. A to individual purchasers.
apprentices, the braumeister, and his somewhat distant cleric and his assistant The fanner and his three eldest sons are
nephew are all militiamen. officiate during services and otherwise serve
their flock. Other than at services, anyone militiamen. The family is part of the congre-
The family owns a dinner service of ster- coming to the church must deal with the gation of St. Cuthbert. Under the floor of
ling silver (worth 6,000 gp) and a gold lesser cleric, the priest Calmert. Holy water the cheese storage shed is a sack containing
decanter (worth 1,250 gp). A small iron cof- can only be obtained here or from the trader 189 cp and 42 sp.
fer hidden in an upper closet contains 73 pp, (area 13, who purveys plain water as holy).
three huge white pearls (500 gp each), and Fanner: AC 8 (leather); Level 0; hp 5; #AT
three pieces of jewelry (500, 1000, and 1800 The honest Calmert is known for his zeal 1; D1-6 (hand axe) or 1-8 (military fork),
gp). The apprentices own only a few cop- in obtaining contributions. He is anxious to XP15
pers among them. give a sum to the builders of the fortress
under construction. Though it should seem Eldest Son: AC 8 (leather); Level 0; hp 6;
Braumeister: AC 5 (scale & shield); Level 0; otherwise, most of the miscellaneous money #AT 1; D 2-8 (morning star) or 1-6
hp 6; #AT 1; D 1-6 (spear) or 2-7 (mace); he collects 'for the church' will go towards (club); XP 16
building the castle!
Nephew: AC 6 (ring mail & shield); Level 0; Younger Sons (2): AC 7 (leather & shield);
hp 5; #AT 1; D 1-6 (spear or The Canon Terjon (who owns rings of Level 0; hp 4, 3, #AT 1; D 2-8 (guisarme)
shortsword); XP 15 invisibility and mammal control) recently or 1-4 (sling stone); XP 18, 17
became the chief cleric of the church, taking
Apprentices (3): AC 10; Level 0; hp 4, 3, 3, over from the Canoness Y'dey, who left 22. MILL AND ATTACHED HOME
#AT 1; D 1-6 (spear or club) or 2-8 unexpectedly and has not returned. The vil-
(morning star); XP 14, 13, 13 lagers say that Terjon is not particularly Here dwell Mytch, his wife, three chil-
friendly and his stern demeanor is a cause of dren, and two servants. They grind grain
Dog: AC 6; HD 2 + 2; hp 12; #AT 1; D 2-8; some speculation. into flour, of course, and goodwife miller
XP71 also does some bread baking for the village.
Detailed information on the Canoness A large dog is kept inside the millhouse.
19. MODEST COTTAGE Y'dey is given in the Nulb encounter key
(Area 3). For more information on the These folk are of the Old Faith, pillars of the
Three dogs guard this, the home of the church, see Map 5 and the detailed room community, and tend to be cool toward
grizzled herdsman Black Jay, and his flock. key of Area 20. strangers—suspicious with good cause.
The herdsman does not like company or Mytch and one of the servants are militiamen.
strangers, and says so to any who come Calmer: AC 2 (plate & shield); Level 3 The miller has saved a store of gems (two
onto his property. Cleric; hp 14; #AT 1; D 3-8 (mace + 1); chrysoberyl, two spinels, five gd a tourma-
XP215 line, each worth 100 gp), and keeps them in a
This retired warrior is friendly with the S 8 110 W 16 D 15 Co 9 Ch 11 hidden niche within an old millstone.
elves to the northwest, but will not partake
of any adventuring. His house was raided, Spells usually carried: Miller: AC 5 (scale & shield); Level 0; hp 4;
and his wife and children slain, when he was First level: bless, command, detect evil, #AT 1; D 1-6 (spear or shortsword); XP
away in the wars. His possessions are few; 14
he has only his armor and weapons, a few detect magic
coins in his purse (20 cp, 19 sp, 8 ep, 11 gp, Second level: chant, know alignment, Servant: AC8 (leather); Level 0; hp 5; #AT 2
and 4 pp), an old jar in his cupboard, and a or 1; D 1-6/1-6 (arrows) or 1-8 (battle
few magic items—10 arrows +1, elven silence 15' radius axe); XP 19
boots, and an elven cloak.
Terjon: AC 4; Level 6 Cleric; hp 41; #AT 1; Dog: AC 7; HD 2; hp 10; #AT 1; D 2-5; XP
Dogs (3): AC 7; HD 1 + 1; hp 7, 5, 4, #AT 1; D 3-8 (mace + 1); XP 796 40
D 1-4; XP 34, 30, 28 S 11110 W 16 D 12 Co 16 Ch 8
23. COTTAGE AND SMALL BARN
Herdsman: AC 4 (chain & shield); Level 2 Spells usually carried:
Fighter; hp 11; #AT 1 or 2; D 2-9 (long- First level: bless, command, cure light A somewhat reclusive farmer, his shunt-
sword or 1-6/1-6 (longbow, ranges 7"/ ers. The villagers are not particularly fond
14V21');XP58 wounds, detect magic, sanctuary of these folk.
S 17 113 W 12 D 15 Co 11 Ch 10 Second level: hold person (x2), know align-
The farmer and his son are militiamen.
20. CHURCH OF ST. CUTHBERT ment, silence 15' radius, slow poison The spinster daughter is only in her twen-
Third level: cure disease, dispel magic ties, and is handsome but bossy. These peo-
This newly built edifice was raised by the ple do not follow any religious persuasion,
viscount, in honor of the aid rendered to 21. COTTAGE AND LARGE BARN so they are excluded from most village func-
him by the Archcleric of Veluna during the tions. They have saved 73 sp in a hollow of
These well-kept buildings are obviously a tree to the north.
those of a cowherd, and a particular odor is
quite noticeable in the area. The farmer, his
wife, his aged mother, and seven children
have a dairy, making and selling cheese. The
trader and the inn take what does not sell to
passing merchants, so very little is available
11
Syri Nity (order #5099312)
Farmer: AC 8 (padded armor); Level 0; hp 7 Druid; hp 44; #AT 1; D by weapon or 26. BARN-LIKE HOUSE WITH A WHEEL
3; #AT 1; D 1-8 (fauchard-fork); XP 13 spell; XP 1427; cloak of protection + 2, NAILED TO A POST
ring of invisibility, staff of the serpent
Daughter: AC 10; Level 1 Fighter; hp 8; #AT (python), scimitar +1 This is the residence and shop of the local
1; D1-4 (dagger) or 2-5 (sling bullet); XP 22 S 11111 W 18 D 9 Co 15 Ch 15 wheel and wainwright. The main part of the
structure is a barn where he builds and
Son: AC 8 (padded armor); Level 0; hp 5; Standard druid abilities: identify plant type, repairs carts and wagons. The artisan, his
#AT 1; D 1-6 (staff) or 2-5 (sling buhllet); animal type, pure water; pass without small child, and two helpers live in the side
XP19 trace; immune to woodland charm; sha- apartment. His wife is dead, and his helpers
pechange 3 times per day; + 2 bonus to are his nephews.
24. THE GROVE saving throws vs. lightning; q.v. Players
Handbook page 21. All the men are in the militia. These folk
This is obviously a place of worship. The are followers of St. Cuthbert. The elder
trees are neatly pruned, and the grass is Spells normally memorized: tends to drink too much, but is good-
well tended. A carefully placed line of First level: detect magic, entangle, faerie hearted. He has 140 sp set aside for his little
bluish stones sets off the path leading to a daughter's dowry, the sum being kept in a
rock cairn where flowers, nuts, berries, fire, invisibility to animals, pass without pouch hanging in a back closet.
and garlands of leaves are placed. A trace, speak with animals
small path leads beyond the shrine to a Wainwright: AC 7 (leather & shield); Level
low-roofed wooden building placed Second level: barkskin, charm person or 0; hp 6; #AT 1; D 1-8 (battle axe); XP 16
under the great boughs of the central mammal, cure light wounds, heat metal,
oaks of the copse. trip, warp wood Nephews (2): AC 8 (padded armor); Level 0;
hp 3, 2; #AT 1; D 1-6 (spear); XP 13, 12
Third level: cure disease, neutralize poison,
summon insects, tree 27. WALLED MANOR HOUSE
Fourth level: cure serious wound, plant This place has an eight foot high stone
door wall and a heavy gate. It is obviously the
residence of some well-to-do folk, and
A call will bring forth the druid, Jaroo Black bear: AC 7; HD 3 + 3; hp 25; #AT 3; D easily defensible in times of trouble.
Ashstaff. All comers to the Grove are 1-3/1-3/1-6; SA Hug (if paw hit 18 + )
expected to make an offering here and there Dmg 2-8; XP 185 This is the home of the village elder,
(and the druid will remind them, if neces- his wife, and their four grown sons. Two
sary). If the visitors are not of the Old Faith, 25. LARGE BARN AND CONNECTED of the sons are married, and their wives
they are expected to give several gold pieces HOME and three children live here also. The
to Jaroo as donations towards the needy of elder is a retired farmer, and his sons
Hommlet. The druid will listen to requests This place is obviously that of a herds- now care for the fields and livestock. All
for assistance from those who contribute. man. His wife is dead, but a full grown son of his sons have horses, and are very
and his wife care for the five children. A proud of their status. Two servant girls
Jaroo is an agent of the druids of Gnarley cousin helps to tend the flocks, and he has and a hired farmhand are quartered in
Wood, sent to Hommlet to see if the Temple brought two dogs along. These folk are the stable loft.
of Elemental Evil is totally destroyed, and to friendly, but are not interested in adventure
help repress any rise of evil of that sort. He and have little interest in the way of goods. All the inhabitants are of the Old
will give aid by spells, but will not accom- They all follow the Old Faith. Faith. The four sons and the hired hand
pany a party. If the visitors are suspicious are members of the militia. In the event
sorts, Jaroo will follow at a distance to see The herdsman, his son, and his cousin are of attack villagers nearby seek safety in
what goes on. He has a huge black bear, all militiamen. The herdsman has managed this compound.
which is always nearby but out of sight 95 % to save 33 cp and 9 gp, which he has stored
of the time. away in a small wooden box hidden in the The elder is quite wise and greatly
rafters of the upper main room. He and the respected. He heads a council whose
Hidden in his cottage are a scroll ofl spell druid of the Grove are good friends. other members (in order of seniority)
(weather summoning), a potion of invulner-
ability, and a decanter of endless water. Herdsman: AC 8 (padded armor); Level 0; Jaroo, the druid of the Grove (24)
Stored in a stone box beneath the floor of hp 4; AT 1; D1-6 (hand axe or fauchard); Terjon, chief cleric of the church (20)
the root cellar are 42 gems worth a total of XP14 Elmo's father, Captain of the militia (2)
16,380 gp (seven moss agates, one ame- Ostler, the Innkeeper (7)
thyst, three bloodstones, two carnelians, Son: AC 8 (leather); Level 0; hp 4; #AT 1 or Mytch, the Miller (22)
two citrines, five black opals, three blue 2; D 1-6 (spear) or 1-6/1-6 (shortbow, Burne, the magic-user (31)
opals, two fire opals, two black pearls, two ranges 5 '710'715 "); XP 18 Rufus, Burne's associate (31)
white pearls, four sapphires, one topaz, six
turquoise, and two zircons). The box is fired Cousin: AC 9 (shield); Level 0; hp 2; #AT 1;
(D Id4 + 7, 1/2 normal chances of detec- D 1-6 (spear); XP 12
tion; q.v. Players Handbook pg. 77).
Dogs (2): AC 7; HD 1 + 1; hp 5, 4, #AT 1; D
Jaroo Ashstaff: AC 6 (padded armor); Level 1-4; XP 30, 28
12
Syri Nity (order #5099312)
The latter two are new arrivals to the The stonemason, another of the 31. TWO-STORIED TOWER
council. recent newcomers to Hommlet, This structure is some 55 feet tall, a
built this home. His wife and two smaller tower rising inside the greater at
The elder is also the Justice of the Peace. children are here, but he and his about 35 feet above the ground. Its
Once each new moon, he holds a village three apprentices are at work entrance is accessible only by going up a
meeting to hear ideas and complaints. building the new castle on the low curving flight of stone stairs which termi-
hillocks to the southeast (area 31). nate in a landing about 10 feet above the
In a secret compartment in the bedroom is ground. The outer door of the tower
an iron box which contains 428 gp, 100 pp, These folks are of the Old Faith. lowers to form a bridge to the stone land-
and four pieces of jewelry (worth 400, 900, The mason and his apprentices are ing. There are numbers of arrow slits
2000, and 5000 gp). His silver dinnerware is militiamen. The mason has around the tower, and it has a splay
valued at 3,750 gp, and the several gold offered to help with the working of around the base to about 6 feet in height.
dishes are worth a total of 2,300 gp. The several large monoliths for the The lower and upper battlements are
elder and his sons each carry about 10 gp Grove after the castle is finished. machicolated, the merlons being pierced
worth of various coins in their purses. The mason is well-regarded in for archery as well. Two men-at-arms
Sons (4): AC 5 (scale & shield); Level 0; hp Hommlet. watch from its roof.
See Map 6 for a floor plan, and refer to
5, 4, 4, 3; #AT 1; D1-8 (longsword) or 1- He has become quite friendly
6 (spear); XP 15, 14, 14, 13 with the magic-user, Burne. He Area 31 for a detailed room key.
Hired hand: AC 8 (padded armor); Level 0; has 20 gold ingots (worth 50 gp "Inside dwell Rufus the Fighter and Burne
hp 2; #AT 1; D 1-6 (hand axe) or 2-5 each) hidden in a secret hollow
(heavy crossbow 8"/16"/24"); XP 16 under the stone wall out front. the magic-user. Both came to Hommlet some
28. LARGE NEW BUILDING three years ago, and had considerable success
The sign before this place shows a saw Stonemason: AC 4 (chain & shield); Level 0; in adventuring. They defeated a large bandit
and hammer. The building appears hp 6; #AT 1; D 2-7 (military pick); XP 16 force which had plagued Verbobonc, and it is
newly constructed. rumored that they gained considerable trea-
This new home is the shop and residence Apprentices (3): AC 10; Level 0; hp 5, 3, 2; sure in killing a green dragon which preyed in
of the local carpentar, his wife, and his #AT 1; D 2-5 (hammer) or 1-6 (club); XP the Kron Hills to the west.
younger brother. The carpenter often works 15; 13, 12
for other craftsmen in town, and is cur- These two are friends of all the important
rently at work on barrel staves. As is typical 30. DOUBLE FIELDSTONE WALLS folk in the village. It is well known that they
of most townsfolk, he is too busy to think of FILLED WITH EARTH are tough and very cautious, but willing to
adventuring. give some aid to adventurers for a price.
Having come to the village about two Here are the beginnings of a smallish cas-
years ago, this family is considered 'outside' tle, being built around a new tower atop the
folk, and will be until their beards grow low mound. Workers have dug deep trench
gray. The carpenter and his brother are nev- lines about ten feet wide and as deep, down
ertheless militiamen. All three are followers to a hard clay. They seem to be in the proc-
of St. Cuthbert. The woman owns a silver ess of mortaring the foundations of the wall
chain with 12 silver coins (worth 25 gp). to be built above. Work has barely begun,
Carpenter: AC 6 (studded leather & shield); but the outlines of bastions, towers, a gate-
Level 0; hp 4; #AT 1; D 1-8 (battle axe); house and a keep can be noted.
XP14
Brother: AC 8 (padded armor); Level 0; hp The keep is atop the second hillock, and
3; #AT 1; D 1-6 (hand axe) or 2-7 (spe- considerable excavation has taken place.
tum); XP 13 The earth from this digging has been used in
29. STONE HOUSE the walls around the whole. Some dressed
This well-crafted stone dwelling seems stone blocks are visible, but not similar to
recently built. It is set off from the road by local stone.
a low stone wall. No animals are seen, but
some children are playing in the yard. The whole is being financed by the Vis-
count and the Archcleric of Veluna, for
favors done by the owners of the tower
(which they also built), Burne and Rufus.
These two will, in turn, serve the Viscount
by holding the area safe for him and report-
ing on any untoward happenings.
13
Syri Nity (order #5099312)
All sorts of standard equipment is stored 32. TENTS AND WATTLE HUTS only inn for many miles, the place is
in the keep, and both Burne and Rufus have renowned and its food better than average,
odd potions and scrolls as well. Some dozen temporary shelters are along and the area is prosperous. Choice venison,
Burne, 'His Most Worshipful Mage of the edge of this copse of trees. They house mutton, poached salmon, trout stuffed with
Hommlet': The magic-user is Lawful Good, ten peasant laborers and associated train— specially prepared mid kidney pie with
clever, but a trifle on the greedy side. All women, children, stray dogs, etc. They are mushrooms or truffles, squab, stuffed
services he renders will be paid for hand- the workers constructing the new castle. A pheasant, and boiled crayfish in drawn but-
somely. He is a follower of St. Cuthbert, few villagers also work on the project from ter are just a few of the epicurian delights
and very conscious of his duty to protect the time to time; each puts in half a day's labor which are expected and served here. The
village and to watch for evil. His adventur- once per week. locally brewed ale and beer is supplemented
ing (if any) will be calculated to accomplish by brews from other sites, and wine, mead
those ends and gain him a third of the trea- Whenever a load of materials is sent from and brandy from all over the Flanaess make
sure found as well. He is not likely to risk his Verbobonc, six new laborers arrive with it, their way to the boards of the Welcome
life or be duped. Burne is on the young side and a like number then return to that town Wench.
for a magic-user, average in appearance and with the empty wagons.
dress, and will often frequent the Inn of the Meals are served on pottery, pewter, or
Welcome Wench. One of the laborers is an agent evil, spy- copper services, according to the order. Var-
ing on this activity for the traders (area 13). ious leather jacks, pottery mugs, wooden
He secretly meets with them to give reports tankards, pewter steins, glass flagons, crys-
Rufus: The fighter is also Lawful Good. as needed. After the tower is complete, he is tal goblets, or silver chalices are used for
When he reaches 8th level, he is to return to expected to work for the traders as a guard, potables.
Verbobonc for special service on the Vis- in garb that will probably leave his duplicity
count's behalf. He will not risk his life nor undetected.
become involved in foolish adventures. If he
renders service to a party, he requires not Agent: AC 10; Level 2 Fighter; hp 14; #AT Meals 5 cp
less than 20% of the total treasure gained. 1; D 3-6 (dagger +1) or 1-6 (club); XP Breakfast, plain
Rufus leads a squad of men-at-arms, and 48; Breakfast, elaborate
has been appointed as the overall com- S 17 112 W 7 D 12 Co 16 Ch 11 Dinner, plain 2s
mander of the village troops as well. 5 sp
33. OVERGROWN TRACK Dinner, elaborate lep
Burne: AC 8 {ring ofprotection + 2); Level Dinner, 7 course 2gp
Supper, plain 3 sp
8 Magic-User; hp 30; #AT 1; D 3-6 (dag- This leads off into the rugged hills and Supper, elaborate 7sp
ger + 1) or by spell; XP 2025; carries tangled scrub above the town. About a Common Drink(per pint)
chime of opening (51 charges), wand of league away (2-3 miles) is a ruined moat Ale 2sp
magic missiles (49 charges). house, a former warning post for the
destroyed Temple. The moat house is a fully Ale, special lep
Beer, small
Spells:* detailed area for exploration; refer to Part 5cp
1A and Maps 7 and 8. Beer, heavy lsp
First level: burning hands, detect magic, Mead lep
feather fall, jump (comprehend lan- Mead, special brew 15 sp
guages, light, read magic) Wines(per pint)
Second level: levitate, mirror image, scare Detailed Table, local lep
(darkness 15' radius, detect invisibility, Buildings Keoish golden 15 sp
Sundish lilac
strength) Urnst white 5ep
Celene ruby
Third level: dispel magic, fireball, tongues Area 7. Inn of the Welcome Wench (Map 3) Igp
(gust of wind, infravision) Area 13. Traders' Establishment (Map 4) 2gP
Furyondian emerald pale 4gP
Fourth level: fumble, wall offire (dimension Area 20. Church of St. Cuthbert (Map 5) Velunan fireamber 1 pp
door, plant growth) Area 31. Guard Tower (Map 6)
Brandies(per gill)
Local
Spells normally carried are given first; other To prevent confusion, all room numbers lep
spells in Burne's spellbook are given in are by a letter code—I (Inn), TP (Trading
parentheses. Post), C (Church), or GT (Guard Tower). Keoish igP
Urnst(special aged) 3gp
Liqueur
Ulek Elixir, 1/2 gill
Rufus: AC 2 {chain + 1, shield + 1); Level 6 AREA 7. THE INN OF THE WELCOME Sgp
Fighter; hp 32; #AT 1; D 3-10 (battle axe WENCH
+ 1); XP 692; carries dust of disappear-
ance (12 doses), carnelian scarab of Menu and Prices
proof against poison + 2 (identical to the The cost of food and drink at the Wel-
periapt in effect)
S 15 110 W 10 D 12 Co 12 Ch 14 come Wench is higher than usual. It is the
14
Syri Nity (order #5099312)
Rooms I 4. Bar S 16 113 W 9 D 15 Co 11 Ch 10
The upper rooms are very clean, and all This is the proprietor's usual station. He I 7. Private Suite
except the common dormitory are heated. sees to the filling of jacks of ale, tankards of The noble or wealthy rent this suite for 5
Each has a fine bed, many covers, wash beer, and flagons of wine. Boiled eggs, gp per night, breakfast furnished. The outer
stand, chamber pot, towels, pegs for gar- cheeses, and hard biscuits or crackers are room is a sitting room with table and chairs.
ments, and several chairs and stools. The often atop the trestle. Serving girls carry the The inner has a huge feather bed, chairs,
larger rooms have arm chairs, tables, foot- food from here to the common room. There and a closet.
stools, bed warmers, curtained beds, and are great barrels of ale and beer, tuns of I 8. Private Room
good rugs on the floor and wall hangings as wine, and a cask of brandy with spigots
well. The cost of each is shown in the key to ready at the host's hand. A box under the This simple room costs 2 gp per night.
the second floor. bar holds 61 cp, 33 sp, 17 ep, 47 gp, and 11 I 9. Private Room
FIRST FLOOR pp in separate compartments. This ready
11. Common Room money is taken upstairs each night. Gundi- This simple room has an extra table and
goot keeps about 100 gp worth of various chairs, for 5 ep per night.
This large place is bright and cheerful. It coins in his apron pockets. 110. Private Room
contains several rough-hewn tables and I 5. Kitchen
chairs, boards, and benches. Natural This place is currently the lodgings of one
tree trunk pillars support the ceiling The huge fireplace usually has various Spugnois, an Evoker. He came into the vil-
overhead, all dark with smoke and age. pots and kettles within, a roast turning, and lage with a merchant wagon, and is staying
A motley group of people is here. several fowl kept warm in its side places. in hopes of gathering spells, for he knows
In the daytime, half of the 4-16 customers Goodwife Gundigoot is in charge here, only detect magic, read magic, and sleep. A
in the place are travelers (merchants, tin- keeping cook and scullions hopping. At the large trunk holds his clothing, professional
kers, peddlers, etc.), and half are local folk. west end are the steps leading down to the paraphernalia, and a fair assortment of
In the evening, double the number rolled, cellar and up to the private apartment of the dungeon exploration materials (DM's
with a 50% chance that the NPCs who have choice). He has learned that a warlock was
chambers above (areas 1, 5, and 9) are in the UPPER FLOOR housed in the ruined moat house, and plans
common room. Roll for each NPC once per I 6. Private Room to quietly search it. His garb is nondescript,
hour. Several barmaids and potboys circu- as he does not wish to attract attention nor
late, bringing viands and drink, taking This chamber is rented by Zert, a fighter be recognized as a magic-user. His funds
away thees if the day is chill, and so forth. who is ostensibly awaiting the return of a currently amount to 7 sp, 9 gp, 11 pp, and
I 2. Private Room caravan from the south, but who is actually three zircons (50 gp each). The coins are in
This chamber is for visiting noblemen, a Chaotic Evil spy for the Temple. The trad- his wallet, and the gems are secreted in the
rich merchants, and the like. It contains a ers (area 13) know who and what Zert really hem of his cloak. If approached, he will
long table and comfortable side chairs. It is is, but he does not know that they are also claim to be working for a sage, and will go
also used by those wishing to have a private pawns of Evil. Zert will happily go with with the party if offered all the scrolls
meal. It is nicely furnished, with tapestries adventurers for an equal share of treasure. found. Otherwise, he will attempt to
and paintings on the walls. He will as readily betray them, help to slay shadow the party and glean what he can.
I 3. Private Room them, and take their goods. He has double
This place is generally kept aside by the capacity of an ordinary man, able to Spugnois: AC 9; Level 2 Magic-User; hp 4;
Ostler Gundigoot for those of his patrons drink great quantities without becoming #AT 1; D 1-4 (dagger); XP 36;
who wish privacy to confer, game, or what- drunk. He carries 20 gp in his purse. His S 11115 W 11 D 15 Co 14 Ch 7
ever. It is in a dark and inconspicuous cor- medium warhorse and lance are in the sta-
ner. A secret door, a press and slide upwards ble. Saddlebags on the table herein hold 111. Private Room
panel, gives way to a narrow stone staircase other garments. A pouch in plain view This simple place has an extra table and
leading down to a secret room in the cellar. holds 27 sp, 12 ep, and 40 gp. Hidden in a
This place was used extensively during the locked coffer under some of his clothing are chairs, for 5 ep per night.
time of trouble with the Temple of Elemental 265 gp, 100 pp, and 10 pearls, each black 112. Private Room
Evil, but is now in disuse, and few of the vil- but flawed (worth 100 gp each, but seeming
lage folk know of it. 5 to 10 times that value to the unskilled or This sparse room costs 1 gp per night.
casual observer).
Zert: AC 4 (scale mail & shield); Level 2
Fighter; hp 12; #AT 1; D 1-8 (sword) or
1-4 (dagger); AL CE; XP 52
15
Syri Nity (order #5099312)
113. Private Room group, and attack only if it is reduced by A ladder leads to the loft over this small
deaths and wounds. portion of the place, and a concealed door
This comfortable room is the quarters of Kobort: AC 0 (splint mail & shield); Level 2 from there leads to the attic of the Inn
one Furnok of Ferd, a 'treasure finder'. He proper. If anyone of highly suspicious nat-
loves to gamble, in part since he knows how Fighter; hp 20; #AT 1; D by weapon; AL ure appears in the place, Gundigoot will get
to nick cards and has a pair of loaded N; XP 60; the druid of the Grove to spy upon the room
knucklebones. (This gives him a 60% prob- S 18/10 I 6 W 8 D 17 Co 16 Ch 11 concerned by means of small sliding ceiling
ability of winning at cards, and 75% at Turuko: AC 8; Level 3 Monk; hp 11; MV panels.
dice.) He is careful to play so as to not be 17"; #AT 1; D 1-6 (hand or quarterstaff) I 20. Parlor
caught cheating, and makes a modest living or 1-4 (dagger); AL LE; XP 113;
thus, mostly skinning passing merchants. S 15 I 9 W 15 D 15 Co 11 Ch 5 This is the living and dining area for the
115. Dormitory Sleeping Room Gundigoot family. It has heavy furniture,
If offered a chance to adventure, Furnok Here most of the lesser travelers can polished brass pieces (candlesticks et al.),
is willing to go along for an equal share (plus spend a warm and a safe night for a mere sil- tapestries, and so forth which show com-
all he can surreptitiously lift, particularly ver piece. The place has a dozen pallets, and fortable affluence.
magic items, which he covets). To show his in the morning the table in the center is CELLAR
good faith, however, he will put up a scroll loaded with hot tea and fresh loaves at no I 21. Storage Area
ofprotection from magic, hoping to parlay extra cost. Even these folks receive warm
it into far more. If the worst should come, water and clean towels for morning ablu- Here are sacks of various stuff for the
he has a dagger + 1 hidden in his boot. tions; such is the quality of the Welcome kitchen, boxes of linens, barrels of flour,
Wench Inn! There are always 2-12 (or more) and so forth. Herbs and other items are
Furnok's funds consist of a small hoard of sleeping here. hung from the beams overhead. This section
37 gems worth 50 gp each (three blood- 116. Spare Room of the basement is kept warm and dry from
stones, eight carnelians, four chalcedony, This place is rented if the inn is exception- activity in area 22.
four citrines, six onyx, and nine zircons), ally crowded, but it is normally the quarters I 22. Summer Kitchen
and 12 sp and 12 gp for gambling. He also for the potboys and scullions, for Ostler
has a ring of invisibility and the aforemen- Gundigoot is a very kind master. On cold In very hot weather, cooking which can-
tioned scroll and dagger. nights he will have a fire in the room, too! not be handled on an outside fire is done
117. Serving Wenches Room here. In winter, additional cooking is also
Furnok: AC 4 (leather); Level 4 Thief; hp Though this chamber has cots for four, done here, so the area is dry and warmer
18; #AT 1; D 1-6 (shortsword) or 2-5 two wenches currently share the room. than the rest of the cellar. Scullions and
(dagger + 1, AL N; XP 207 When the season arrives, one or two likely menials sometimes sleep here. Various food-
S 8 114 W 10 D 18 Co 15 Ch 13 lasses will be hired on. stuffs are stored in cupboards, as are extra
118. Gundigoot's Children's Room plates, platters, etc.
114. Private Room The host's two young daughters are quar- I 23. Locked Storage
tered here, under the watchful eye of Good-
This place houses a strange pair—a hulk- wife Gundigoot. A well and heavy stone walls keep this
ing fighter, Kobort by name, and his associ- 119. Gundigoot's Chamber room cool, where perishable cheeses, but-
ate, a small and thin fellow called Turuko, a In addition to bed, dresser, and armoire, ter, meats, and such are kept. Smaller bar-
Bakluni from unknown parts. Kobort car- Ostler Gundigoot and his wife have a small rels of ale, beer, mead, and table wine are
ries a longsword and dagger, and keeps his side room where accounts are kept and the also in this room.
lance, flail, and battle axe in the stables with riches are stored. A small secret compart- I 24. Locked Storage
his heavy warhorse. Turuko keeps his two ment in the north wall holds a locked iron
daggers and quarterstaff handy at all times. box. Inside are six pieces of jewelry worth a This is the wine cellar. The rarest wines
They currently have only 40 cp, 5 sp, and 12 total of 16,000 gp (1, 1, 2, 3, 4, and 5 thou- and brandies in butts and tuns are along the
gp between them. 'Something must be done sand gp), and two sacks of coins, one of walls. Shelving in the center holds small
soon!' says Turuko. gold (400) and one of platinum (100). casks and pottery jars of the same.
I 25. Main Cellar
Kobort was passing through when he fell
in with the monk. Turuko convinced the Various old furniture and unused items
huge fellow that he could make them are stored here and there, along with empty
wealthy and famous. The monk believes
himself to be highly clever. His plan is to
waylay and rob adventurers returning from
a successful expedition to the ruined moat
house, for he knows that there are monsters
and treasure there.
The pair will try to accompany a small
party, hang back during fights, and then
slay the characters when they are weak-
ened. They will otherwise spy on a large
16
Syri Nity (order #5099312)
Tates, hogshead and barrels, rusty tools, an bucklers and 17 shields are hung on the TP 8. Other Weapons, Missiles, and associ-
aid wheelbarrow, and miscellany. A large sup- walls. Helmets and leather jacks (12 of each) ated gear
ply of cordwood is stacked to either hand just are kpt in a great wooden chest. The ceiling
at the entry so as to assure plenty of dry fuel of this room is very low compared to the Each of these costs 120% of list price.
for the many fireplaces of the hostel. rest of the cellar. A false crawl space,
flagged with stones and a layer of earth, is TP 9. Armor and Helmets
I 26. Huge Casks between it and the inn floor above. The
room is thus nearly soundproof. Padded, leather and studded leather
In addition to a number of empty kegs, armor are in stock. There is a 70% chance
barrels, hogsheads, pipes, butts, and tuns, AREA 13. TRADING POST that a ring mail jack is available, 50% for a
three great casks are here. Two have dregs of suit of scale mail, 30% for chain mail, and
wine in them, but the third is empty. A por- Virtually all sorts of saleable goods are 10% for a suit of banded mail. All are at
tion of its side swings up to allow entry into offered here. If it isn't listed below, include 150% of list price. Suits specially ordered
the interior, and a hidden catch allows the any item which seems likely to be in use by cost 200% of list price—half in advance,
far end to swing inwards if triggered by villagers or demanded commonly by waiting time 13-30 days, fit not guaranteed.
insertion of a dagger blade in the proper dungeon explorers. Rare or unusual items (Use Id6: 1 = too small, 2-5 = fits, 6 - too
crack in the fieldstone wall. can be obtained at a price and in time (and large).
will often be spurious and faulty!). Magic
I 27. Ashpit items are never sold here. Limit all quanti- TP 10. Tack, Harness, Wheelbarrows,
ties according to the stock normal for a Dungeon Carts
The sweepings from the fireplace above small village.
are dumped down here from a chute above. Most are available at list price. Dungeon
They are gathered periodically for use in TP 1. Clothing and Packs carts are at 75% of list, one to a customer!
soap making or for fertilizer. Ashes from the
other fireplaces in the inn are stored here as Peasant equipment is about 90% of list TP 11. Traders' Quarters
well, since a grinder and separator mecha- price, rounded down. Dungeoneering items
nism are here—and without fire hazard, are 110% of list, rounded up. This room is adequately furnished with
since the place is entirely made of stone and two comfortable bunks, table and chairs,
iron. Inadvertently discarded valuables are TP 2. Footwear, Gloves, Belts wall shelves and pegs, a chest of drawers,
sometimes present. and a pair of lockers for personal gear. A
Prices to adventurers will be 125% of list, small locked coffer holds 300 gp, 150 pp, 50
I 28. Disused Secret Room 80% to villagers. gems (a mix of amethysts, garnets, pearls,
and tourmalines, worth 100 gp each), two
When evil held sway in the territory, this TP 3. Hand Tools potions of invisibility, a potion of speed,
place served as the meeting room and head- and a small black scarab inscribed with the
quarters of the folk opposed to the Temple. Hammers, adzes, planes, nails, saws, etc. glyphs TZGY. (The latter item is a pass into
It still contains many bunks built along the A file sells for 1 sp and up. A saw costs an area of the Temple of Elemental Evil, but
walls, several tables and benches, stools, about the same as a hand axe. there is only a 20% chance that even a sage
and carefully stored arms, their metal would recognize it as such.) A portion of the
greased against rust. Held here against TP 4. Lighting Equipment outer wall is triggered to swing out at the
future bad times are: bottom if a small board is slipped sideways.
Tinderboxes, candles, oil lamps, wicks,
7 battle axes lanterns, etc. are sold for 110% of list price, TP 12. Barn and Stables
1 bardiche rounded up.
2 bill-guisarmes Refer also to the stable notes, village key
7 light crossbows TP 5. Food and Herbs area 13. Horses, ponies, and mules are sta-
12 daggers bled here. Various small animals are also
3 glaive-guisarmes Rations packed to go are sold for 120% of available here—mice, doves, chickens, etc.
20 javelins list price. Herbs cost 150% of list. All livestock prices are 110% of list, war-
3 maces horses 120%.
2 morning stars TP 6. Ropes, Chains, and Dungeoneering
4 partisans Gear; Writing Materials an Religious Items TP 13. Barnyard
130 quarrels
8 spears Each of these costs 110% of list price. Out in the yard are 2-5 swaybacked, pot-
12 longswords bellied, spavined old plugs, with a like num-
12 shortswords TP 7. Pole Arms and Shields ber of vicious, cowardly mongrel dogs.
These miserable creatures are for sale, at
Food, clothing and bedding are easily Each of these costs 110% of list price. 70% of list price, as draft horses and hunt-
moved to the place from the Inn. Some 10
17
Syri Nity (order #5099312)
ing dogs. The horses are 50% likely to stop wood; if one of the faithful needs guidance C 7. Meditation Room.
each turn to rest, and if pushed by hard rid- or advice, small sticks are tossed upon the
ing or a heavy load, 50% likely to die (check altar, and their confirmation enables the C 8. Exercise Room
every turn). The dogs bite and snap at han- cleric to select which holy saying (or combi-
dlers at every opportunity, and they will nation) applies. Club practice is conducted here daily.
certainly run away (and return to the trad-
ers) as soon as they are not tied fast. Natu- Examples include: C 9. Sacred Trophies Gallery
rally, the traders will claim that it is a case of Square corners can be pounded smooth.
caveat emptor, or that the dog is absolutely Here are displayed copies of dented hel-
another which resembles the one purchased Thick heads are not made of glass. Salva- mets, maces, clubs, and knobbed cudgels of
only superficially (perhaps adding a spot of tion is better than smart answers. Some fame.
dye to alter its appearance). good folk can understand only one thing.
Enlightment can penetrate even the helm of C 10. Cells
AREA 20. CHURCH OF ST. CUTHBERT iron.
Evil which cannot be removed must be elim- Needy, laity, acolytes, criminals, and
MAIN FLOOR inated. offenders against the faith can be housed or
Foolishness can be beaten. confined in the small rooms here. Each has
C 1. Hall Lawful correction lies in a stout billet. Capri- only a peg, pallet, and pail. The tiny win-
cious behavior brings knots to the heads of dow is barred, and the heavy, iron-bound
This is where the faithful come to hear the those lacking wisdom. Preach quietly, but door of each cubicle can be bolted fast from
sermon given on Godsday eve. The place is have a large cudgel handy. the outside.
floored in well-polished wood, with
wooden ceiling and pillars extending all the C 4. Study and Audience Chamber UPPER FLOOR
way to the roof high overhead. The walls
are painted in pastoral scenes, and tinted Those entering the church must come C 11. Church Library
glass mosaic windows of many shades of through this room, except on holidays. The
color allow light into the hall. There are no lesser cleric, after bidding visitors to be seated Here are many religious and legal works-
benches, pews or stools. on hard benches near the door (not on the tomes, Iibrams, scrolls, volumes, and so
padded chairs near the fireplace), invites them forth. Hidden in a thick book entitled Legal
C 2. Processional to peruse the religious tracts and scrolls on a Affairs in Veluna, 213 to 312 CYis a scroll of
nearby table, and indicates the location of the seven clerical spells (one spell of each level)
Worshipers, as well as those to be con- poorbox (which is emptied after each visitor), and an amulet of life protection.
firmed, married, and so forth, are allowed then steps out for 2-12 minutes. Upon return-
to enter this way, led by the cleric or clerics ing, the cleric enquires as to the visitors' busi- C 12. Upper Hall
concerned, the latter robed and with thuri- ness. If it is with the chief cleric nothing further
ble and ceremonial billet of bronzewood. is said until a contribution to the needy is During sermons, visiting clerics can sit
The floor here is of lighter wood, and the given. About 1-10 gp per level of the strongest here in large upholstered chairs and
walls are deep blue, sprinkled with star- character in the party is a fair amount. Some- couches.
bursts in silver leaf. times (50% chance) the person desired is
unavailable, and the petitioners must return at C 13. Assistant Cleric's Chambers
C 3. Altar and Sanctuary a later time and go through the same routine.
Injured, sick, or needy folk are not subjected Here Calmert and any other underpriests
The circular chamber is screened by a to this treatment, but all aid given is always find quarters. The room is large and well-
drape of deep green velvet. Inside is a life- for a return according to the recipient's ability. enough furnished, but many cords and ropes
sized statue of St. Cuthbert, smiling, the hang from the center, with colored wooden
great cudgel held high in one hand while the C 5. Vestry beads of appropriate size attached to the ends.
left hand beckons the doubter and the faith- Above, where the tower extends yet another
ful alike. Growing ferns and other plants are This private chamber is for the rest and 30' or so beyond the ceiling overhead, are a
behind this statue, while to either side are relaxation of the clerics, as well as for their use collection of bells, chimes, and gongs which
tree stumps from which the clerics officiate. in dressing for services. Steps lead to the upper are sounded at certain times of the day (dawn,
An altar is carved from a single piece of floor. noon, and dusk) and during Godsday services
bronzewood with billets, star bursts, and in certain melodies and patterns. Calmert sees
the sacred sign of the Crumpled Hat. LOWER FLOOR (a high basement area, to this requirement. In the room are two cots,
floored) a brazier, and various miscellaneous furnish-
The walls are wainscotted with carved ings. One of the large black beads is actually a
panels, and the painted walls show various C 6. Church Kitchen lump of platinum of 10 gp weight—Calmert's
marvels performed by St. Cuthbert. A band total cache.
of holy sayings is above the walls and A serving woman and her husband prepare
meals and care for the churchmen's needs
here. All normal meals are taken here.
18
Syri Nity (order #5099312)
C 14. Chief Priest's Chamber Guard: AC 5 (scale mail & shield); Level 2 Rufus, though it is more spartan. A work-
This is a comfortably furnished, well- Fighter hp 12; #AT 1; D1-8 (longsword); bench occupies so much space that a narrow
AL NG; XP 44 pallet must serve, instead of a comfortable
appointed room. The mantle of the fireplace bed. Various items of use in magical
contains a hidden cache known only to GT 2. Lower Level research line the shelves—alembics, beak-
Y'dey (Nulb encounter key, area 3). The This is the ground level where the outer ers, jars, flasks, and the like—most filled
mantle lifts up to reveal compartments with strange substances. A clutter of parch-
which hold a bronze neck chain (set with six batter (splay) thickens the wall. Here are all ments, scrolls, and a few books are spread
rubies worth 1,000 gp each), an amber cud- sorts of supplies—food, ale, beer, wine, oil, on a table-desk.
gel (worth 2,500 gp) descending from a and so forth. This place is not pierced with
chain (worth 7500 gp), a mace +1, and a slits or windows. Ramps lead up and down Clumps of dried vegetable matter,
scroll of protection from demons. Terjon to other levels of the tower. bunches of herbs, bones, skulls, and bottles
keeps church funds in a locked iron coffer GT 3. Dungeon or Cellar Level of fluids fill a wall case, hang from the ceil-
under his bed, which currently holds 546 cp, ing, and appear here and there in the clutter.
317 sp, 88 ep, 102 gp, and 16 pp. Of all rela- Horses are sometimes stabled here, and Robes, cloaks, and capes of various sorts
tively minor contributions, 30% is first there are heaps of straw, hay and oats to pro- and color are hanging from pegs near the
removed (20% for Terjon, 10% for vide for their needs. Normally only the steeds entry, where a large black and magical staff
Calmert), and the remainder placed here. of Burne and Rufus (light and heavy war- leans against the wall. (This normal staff
These are the usual salary amounts; reduce horses, respectively) are kept here at night. bears Nystul's magiccore of darts, and vari-
them in cases of large grants or gifts to the Four cells along the southeast wall are for pris- ous and sundry items of dungeoneering
church. oner retention. Each is closed by an oaken equipment, among them six vials of holy
door, barred, locked, and chained. In each cell water, a silver holy symbol, a wand with
C 15. Balcony are fetters and chains. The secret door leads to continual light upon it (kept in an ivory tube
From this spot, about 15' above the floor a small natural cave with a spring. lined with black velvet), and a silver knife.
UPPER LEVEL
below, the chief cleric of the church delivers GT 4. Hall and Ladderway Burne's spell book is camouflaged to appear
his weekly and special addresses and ser- as the seat of the only armchair in the room. A
mons. The upper levels of the tower can be flat chest, fastened among the rafters and
AREA 31. GUARD TOWER reached from this point by a steep set of appearing as if part of theflooringoverhead,
CT1. Main Hall retractable wooden stairs about three feet contains his wealth. In it are 122 gems worth a
wide, very similar to a ladder. A guard is on total of 14,500 gp (five emeralds, eight topaz,
This is the entry to the tower on this level. duty at the foot of the ladderway. five aquamarines, four peridots, and 100
The drawbridge is one foot thick oak plank- Guard: AC 5 (scale mail & shield); Level 2 ornamental 10 gp stones) and a locked iron
ing bound with iron, and is operated by a coffer which holds 200 gp, a ring set with an
windlass. The small entryway is closed off Fighter; hp 11; #AT 1; D 1-8 (long- emerald (3,000 gp total value) and a scroll of
by a stone wall and an inner door of iron. A sword); AL LG; XP 42 seven spells. Burne is debating whether to use
guard is on duty. GT 5. Rufus' Chamber the scroll to expand his spell book, or to save it
This is a well-furnished room with a large for an emergency. The scroll contains compre-
The door is flanked by shuttered arrow bed, chest, chest of drawers, armoire, and hend languages, mirror image, pyrotechnics,
slits, and two murder holes are in the ceil- wardrobe. A large chair, table, and stool web, suggestion, ice storm, and transmute
ing. Flanking the inner portal are two fire- complete the furniture. There are rugs and rock to mud.
places, where most of the cooking is done skins on the floor, tapestries on the wall,
by two to three servants. The lords of the and a longbow and quiver of arrows hang- PARAPET LEVEL
place sit in judgement either here or at a ing near the bed. The quiver contains 14
table in the curved alcove. Trestle tables can silver-tipped arrows and six magical arrows GT 7. Hall
be extended down and across to accommo- + 2. Under a loose stone in the fireplace is
date about 40 people when a feast or revel is an iron box with 200 gp, 100 pp, five violet The ladderway from below exits here,
held. Several comfortable chairs are placed garnets, and five black pearls (each gem where an iron door leads to the parapet sur-
along the walls, and the walls themselves worth 500 gp). mounting the tower. Another ladderway
are hung with tapestries and decorated with GT 6. Burne's Chamber extends to the upper level of the turret. A
shields, arms, and hunting trophies—12 This room is quite similar to that of barrel of 20 javelins stands beside the door.
shields, four long swords, two broad
swords, four spears, two battle axes, and GT 8. Mercenary Captain's Room
the heads and homs of various creatures.
Ramps curving upwards and downwards This chamber is sparsely furnished, with a
lead to other levels. score of arrows and five times as many cross-
bow bolts stored near the door. A small coffer
holds 173 pp and two star sapphires (worth
1,000 gp each). See 'Burne's Badgers', below,
for details on the captain.
19
Syri Nity (order #5099312)
GT 9. Mercenary Lieutenant's Room box which holds their ammunition, 30 S13 111 W13 D14 C o l l Chl4
This room is much the same as the captain's heavy spears, stands nearby. Another chest Lieutenant: AC 3 (chain & shield + 1); Level
contains rags and pots of oil for the making
quarters, except that there are eight quivers of flaming missiles to fire from the scorpi- 4 Fighter; hp 28; #AT 1; D 2-9 (flail); 2-5
full of arrows here and no bolts. He has a ons. There is usually a guard here. (dagger); or 1-4 (light crossbow, ranges
purse containing 50 gp, five amethysts, five Guard: AC 5 (scale mail & shield); Level 2 6"/12"/18");XP222
red garnets, four red spinels, and a piece of 5 16 I 9 W 10 D 12 Co 15 Ch 10
amber (each gem worth 100 gp). Fighter; hp 11; #AT 1; D 1-8 (long-
GT 10. Parapet sword); XP 42 Men-at-Arms
As noted previously, the battlement is Burne's Badgers Each man-at-arms is Level 0, equipped
machicolated. The merlons are pierced for with the armor and weapons noted below.
archery, and a light catapult is at each posi- These mercenaries are all Chaotic Neutral Each 'sword' noted on the chart is a long-
tion marked C on the map. Smooth boul- or true Neutral in alignment. They were bri- sword, and each crossbow is light. Each
ders and small rocks are stacked around the gands for a time, but decided that there was man is also given a letter, for your ease in
base of the turret and near the engines as better pay and less risk serving Burne and locating them on maps.
well. Two guards are on duty. Rufus, who took them prisoner and then
Guards (2): AC 5 (scale mail & shield); Level spared them. Loyalty is good and morale is Primary Other
high. They have had some action against AChp XP Weapon Weapon
2 Fighter; hp 10, 8; #AT 1; D 1-8 (long- other marauders, receive top money, and
sword); XP 40, 36 spend an ample amount of off-duty time Catapult operators sword
GT 11. Turret Level drinking and carousing at the inn. The 16 hand axe
This place is filled with racked pallets for men-at-arms are led by two fighters. a leather & sh. 7 6 20 spear mace
the men-at-arms, who generally sleep here b leather & sh. 7 4 18 sword sword
but are otherwise busy elsewhere. Both of the leaders like the village, and have c leather & sh. 7 3 17 sword
GT 12. Turret Roof no desire to leave it or their current employ-
ment. All of Burne's Badgers (including the d leather & sh. 7 3 17 morning
four guards at areas Tl, T4, and T10) are
capable of winding and loading the scorpions star
and catapults. Somee are also adept at operat-
ing the engines, as noted below. Scorpion operators
e ring mail 7 3 21 shortbow mace
f chain mail 5 3 21 crossbow sword
Other troops 8 6 20 crossbow sword
g leather
h leather 8 5 19 longbow sword
i leather 8 5 19 shortbow sword
j leather 8 4 18 crossbow sword
This position is reached by ladder from Captain: AC 1 (splint mail & shield + 2); kleather 8 4 14 spetum sword
below. The battlement is machicolated, Level 5 Fighter; hp 31; #AT 1; D1-4 (light
with pierced merlons. A scorpion is at each crossbow, ranges 6'712'718", or dag- 1 studded leather 7 4 18 crossbow sword
position marked S on the map, and a long ger) or 2-9 (longsword + 1); XP 365
m leather & sh. 7 3 14 spear sword
n scale mail 6 6 16 fork sword
o ring mail & sh. 6 5 15 spear battle ax
p ring mail & sh. 6 4 14 spear sword
Syri Nity (order #5099312)
The Ruins of the Moathouse
1 The following information may be faint traces can be seen. But even consid- Statistics
igleaned, piece by piece, through conversa- ering this, going is slow, and it takes over
tion with the villagers of Hommlet. Old- an hour to reach the place on horseback, Brigand: AC 7 (leather & shield); Level 0 (HD
i timers know far more of the tale than or two to trudge along on foot. Consid- 1-1); MV12"; #AT 1; D by weapon (long-
newcomers, and certain special individuals erable hacking and clearing is necessary sword, spear, hand axe); XP 10 + 1/hp
i (notably those on the Town Council) could to make the way passable, so double the
relate the whole story as found here, given time required for the first trip. After two Rat, giant: AC 7; HD Vz; #AT 1; D1-3 + dis-
sufficient provocation and trust in those miles, as the track turns more northerly, ease (5% chance per hit); XP 7 + 1/hp
i inquiring. It is unlikely that such trust will the land begins to sink and become
'. be cause for revelation even so, unless seri- boggy. Tall marsh plants grow thickly Tick, giant: AC 3; HD 3; MV 3"; #AT 1; D
ously interested characters attend a special where cattails and tamaracks do not. Off 1-4; SA blood drain for D 1-6 per round;
,- Council meeting for the express purpose of to the left can be seen the jagged silhou- XP105 + 3/hp
_, aiding the village through their ette of the moathouse.
UPPER LEVEL
The appended boxed information is to be A side path, banked high to cross over ENCOUNTER KEY
read as the characters head for the ruins. the wetland to either side, just north to
the entrance of the ruin. The track here is 1. POOL
This place was once the outpost of the only about 15 feet wide or so, with crum-
i Temple of Elemental Evil, its watchtower an bling embankments making travel near The following encounter should chal-
advance base for raids, looting, and the edge dangerous. The bogs stink. The lenge a party of 5-8 characters of 1st or 2nd
destruction. From this area, servants of the vegetation appears dense and prolific, level. If fewer characters are present, or if
Temple were to bring the Village of Hom- but somehow sickly and unhealthy, 2nd level characters are lacking (one or
mlet and all the lands around it into subjec- creepers and vines throwing their stran- none), the DM should decrease the number
tion. The conquered folk were then to be gling loops over the skeletons of dead of monsters accordingly, first omitting one
used as slaves to construct yet another for- saplings and living bushes alike. The of the larger creatures, then the smaller,
tress further west, spreading the evil power rushes and cattails rustle and bend even leaving one large monster at all times. Do
of the Temple in ever-growing rings to to a slight zephyr, and weird birdcalls, not, however, add to the number. If the
encompass all of the land around its base. croakings, and other unwholesome characters are all 2nd or higher level, con-
sounds come faintly across the fen. vert small monsters to large specimens.
This outpost was ignored during the
destruction of the Temple, for the army of The track continues past the ruins for many Roll Id6; six giant frogs herein surprise
good which came against the wicked hordes miles—seven leagues, in fact, to Nulb. intruders on a result of 1-4. These nasty
was so strong as to be totally immune to any things leap from their lurking places in the
pinpricking from the garrison of the UPPER LEVEL OF THE RUINS tall weeds near the edge of the pool, to a
moathouse. Only after the end of the battle RANDOM ENCOUNTERS maximum range of 12". They attack madly,
which destroyed the main armies of the for they are voraciously hungry at all times.
Temple of Elemental Evil was attention Encounter occurs 1 in 12; roll Id6 for type.
turned to this place. A detachment of horse These random encounters do not deplete If characters are mounted, check to see if
and foot with a small siege train then came the numbers of others in the dungeon. Ref- the horses panic and throw their riders or
to the marshlands, to lay the castle low. The erences to encounter areas are given for aid plunge into the marsh and become mired.
common folk from miles around came to in handling of the type. Check for encount- The chance of panic is 90% for most
help, and the moathouse was surrounded, ers once per turn in all areas. mounts, but only 10% for a warhorse. If
cut off, and battered into extinction. The panic occurs, the chance of either subse-
place is now shunned by the people of Hom- Id6 Encounter quent occurrence is 50% (check for each,
mlet, who hate its former evil of the 1. Giant rats (2-8, see area 13) per horse; both may occur to one victim).
fortress—a vile cleric of damnation—and 2. Scraping noise (shifting materials
his evil men and humanoid troops. Each of the two larger frogs has a tongue
above) 12 feet long; the smaller tongue is a mere 6
A scrub of thorns, thistles, weeds, and 3. Giant tick overhead (see area 16) feet. If its prey is more than 5 feet away, a
shrubs grows thickly along the edge of 4. Squeaking and rustling (rats in the frog uses its tongue to attack (gaining a + 4
the track which leads to the ruins. Even "to hit" bonus, but for no damage). Any vic-
the track is mostly overgrown and clut- floor underneath) tim hit by the tongue may attack it, and if
tered with fallen branches and trees. 5. Brigands (2-5 reinforcements for successful the frog withdraws it and does
Here and there it is washed out, in other not use it thereafter. Otherwise, the victim is
places a mire. area 7) pulled in by the tongue. A victim weighing
6. Footsteps (the party's own, a trick more than the frog is dragged in at half
Some game evidently still follows the speed, gaining a second attempt to hit the
pathway, however, for after a mile or so of echoes) tongue. Each of the small frogs weighs
about 100 pounds; each of the larger, 200.
For added fun, each frog can swallow an
elf, halfling, or small human if its "to hit"
21
Syri Nity (order #5099312)
roll is 20. The victim has three tries to escape warning to the wary, but the gleam of coins If brigand sentries were at area 3 when the:
if an edged weapon is in hand; a score of 18 therein may tempt investigation.
or more is required for success (indicating party approached (a 50% chance), they
that the frog is slain). After three failures, a A great wolf spider is crouched on the
swallowed victim dies. remains of an upper floor some 15 feet over- have retreated here, and the others are
head. It leaps (range 3 ") and bites as soon as
The largest frog has swallowed an amethyst anyone steps into the tower. It gains surprise warned of the party's approach. At least one!
(worth 100 gp), but the others are penniless. on a roll of 1-5 (Id6).
brigand always watches the escape route'
Giant frogs, average size (2): AC 7; HD 2; Amidst the rubbish are 71 cp and 38 sp, (the ruined wall in the southeast corner, and!
hp 13, 10; MV VI19"; #AT 1; D 1-6; XP and an ivory box about the size of a large
70,64 book (easily worth 50 gp or more to the the stepping stones across the moat). j
right buyer).
Giant frogs, small (4): AC 7; HD 1; hp 7, 6, The brigands' actions vary by the party's [
4, 4; MV 3"//9"; #AT 1; D 1-3; XP 29, Huge spider (1): AC 6; HD 2 + 2; hp 14; MV
28, 26, 26 18*; #AT 1; D 1-6 + poison ( + 1 bonus apparent strength: '
to saving throw); XP 187
2. ROTTING DRAWBRIDGE Weak: \
5. LITTERED STEPS
When the moathouse was taken, part of the The brigands hide in the clutter of wrecked;
drawbridge was battered through, and men This staircase leads to the house portion of
crossed on planks to gain access to the inner the fortress. A careful examination of these furniture, gaining surprise on 1-5 (on Id6).
gates. The chains of the drawbridge were bro- steps reveals that some traffic (human, animal,
ken, and it fell; it has remained thus since. It is and perhaps otherwise) comes this way. The Capable: ,
strong enough to bear a man, but any mount doors at the head of the stairs are broken—one
crossing over may break through and injure a flat on the floor, the other sundered. The brigands lock their door, and leave if it •
leg. The chance is 50% for a horse, 30% for a
mule, and 20% for a pony. The injury reduces 6. GREAT HALL is battered. They take only their petty
the mount to 2/i of full hit points (rounded up,
permanent until magically cured), and reduces This was once a great audience chamber, loot, leaving the rest safely hidden.
movement rate and encumbrance figures to as shown by the tattered banners and
half normal. tapestries on the walls, destroyed furni- Overwhelming:
ture, and heaps of rotting cloth thrown
3. BROKEN GATES into corners. Once richly appointed, it The brigands sneak out as soon as the party :
has been thoroughly searched, sacked,
The door is hanging open on one great and despoiled. Leaves and dirt cover the is detected, taking all of their loot and
hinge, the other is splintered and holed floor, and cobwebs hang from walls and
but still in position, wedged and shored the ceiling above. Looking up, you see heading for greener pastures.
closed from the inside. that pieces of beams and chunks of stone
poke through, indicating that the upper Leader: AC 4 (chain & shield); Level 2
A careful examination of the ground here stories of the place are totally destroyed Fighter; hp 17; #AT 1; D 1-6 (spear) or 1-
reveals boot prints in the ground, heading and likely to be impassable to anything 8 (longsword); XP 54
for the building steps at area 5. larger than a rat.
Aide: AC 6 (ring mail & shield); Level 0; hp
It is 50% likely that a pair of brigands 7. BRIGANDS 7; #AT 1; D1-8 (longsword) or 2-7 (flail);
(from area 7) are here, see the party, and XP17
retreat to their lair, giving warning to the Holed up in this 'Black Chamber,' the
group. If so, the party will be aware of none quarters of the former Lord of the castle, are Others (each Level 0):
of this, unless using wizard eye or some eight brigands and their leader, a Level 2
other sort of invisible advance scouting. fighter. The heavy door has been repaired Armor Weapons AC hp XP
by these outlaws, and it is usually barred 63 7
4. TOWER and bolted as well. They are not aware of padded sword,
the secret door nor the stairway down. & sh. 3 javelins 76 6
The upper portion of the tower has col- studded 75 5
lapsed, and the interior is dark. The chamber is floored in black flag- leather halberd 85 9
stones, and has ebon-colored wall hangings leather & sh. spear, 84 8
Even if an arrow slit is peered through, (now burnt and tattered) in addition to the hand axe 84 8
infravision will reveal nothing. The occu- jumbled wreckage noted. The brigands leather crossbow, 83 3
pant lurks above. A scattering of husks and pitch bedrolls in odd corners, and the sword
a few bones lie on the floor, possibly giving remains of fires can be noted in the northern leather crossbow,
fireplace. club
leather crossbow,
mace
leather voulge
Each brigand has 3-18 sp. The aide has an
additional 3-12 ep and 2-8 gp. The leader
has 5-20 pp, 1-2 citrines (50 gp each), and
wears a gold chain worth 200 gp.
The brigands have buried a chest under
the rubble where the wall collapsed. Three
turns of digging can uncover the loot. The
chest holds 2,000 cp, two bolts of fine cloth
worth 60 gp each, a crystal flagon and four
goblets (the set worth 80 gp), an inlaid
wooden box with ivory handles and decora-
tions (45 gp), and four magical arrows +1.
22
Syri Nity (order #5099312)
8. STAIRWAY UP 13. STOREROOM AND STAIRWAY room, near an intact chest. The monster
attacks anyone invading its lair. It has previ-
After a few steps the risers are covered with Some rustling and squeaking will betray ously swallowed a shield + 1, easily found if
dust, crushed stone, broken wood, and the presence of a hungry horde of giant rats. appropriate actions are taken after the bat-
burned heaps of cloth. At the landing halfway Any bite may inflict disease; the chance is tle. The chest holds 33 cp, a scale mail tunic,
up they are completely choked with rubble, 5% (check per hit). These rodents live on a light crossbow, and a case of 24 quarrels.
and it is impossible to clear the loose stone and the shelves along the walls, and some lurk
huge wall section to allow passage. The entire around the staircase. They are hungry and In this partially collapsed chamber, the
upper floor is collapsed and ruined. attack without fear. Though they have no remains of cots and plain wooden chests indi-
treasure, an overlooked jug of oil (10 flasks' cate that this was once a barracks room for cas-
9. LITTERED ROOM worth) is on the upper shelf of the storage tle guards—undoubtedly the human sort. If the
area, and on the fifth stair down is a gold overhead rubble is forcibly moved, it may fall
This room was once a conference cham- ring worth 40 gp. However, if the party does further (50% chance), inflicting 1-6 points of
ber, but is now empty. Its dirt and wreckage not search, the ring will probably pass damage to each victim in the place. Check for
show no signs of any recent occupant, unnoticed. Roll ld20 per person using the each round of disturbance.
though a couple of small rats are seen scur- stairs; the ring is discovered on a roll of 1.
rying away. There is nothing of any value Giant Lizard: AC 5; HD 3 +1; hp 16; MV
within except a very fine broadsword Giant Rats (13): AC 7; HD V2; hp 4 (x4); 3 15"; #AT; D 1-8; SA double damage if
wedged behind a splintered wall case, the (x2); 2 (x3); 1 (x4); #AT 1; D 1-3 + disease "to hit" roll is 20; XP 189
contents of which are long gone. (5%); XP 11 (x4), 10 (x2), 9 (x2), 8 (x4)
DUNGEON LEVEL
10. EMPTY BEDCHAMBER 14. TROPHY ROOM RANDOM ENCOUNTERS
Once the quarters of a castle troop leader or Only a few mangy pelts, stuffed heads, Encounter occurs 1 in 6; roll Id8 for type.
some other petty official, this place is now a and shattered antlers indicate the former
total wreck. The bed is chopped to pieces, and status of the chamber. All worthwhile items These random encounters do not deplete
the furniture is smashed or missing. are looted. Considerable time may be spent the numbers of others in the dungeon. Ref-
searching the litter herein, but nothing of erences to encounter areas are given for aid
11. SALON value will be found. in handling of the type. Check for encount-
ers once per turn in all areas.
This room was once very opulent, obvi- 15. DOMICILE
ously a place of many expensive furnish- Id8 Encounter Type
ings. The remaining bits and tatters still This place was the domicile of the major-
appear rich (though none are of value). If domo of the castle, but is now stripped of 1. Footsteps (echo of party's own)
the party investigates the room, scores of everything save broken and ruined furnish- 2. Giant rats (3-12; see area 13)
bats flutter angrily around. In the confu- ings. One wall cresset remains near the 3. Thumping (the lizard of area 17 out
sion, any light source will probably (75% outer wall, and its nondescript torch stub is
chance) be dropped and extinguished. Any- a silver baton worth 30 gp. hunting, or some other passing
one striking at the bats after the lights go out critter)
may (50% chance) hit the nearest party 16. KITCHEN 4. Zombies (2-8; see area 21)
member instead, inflicting double normal 5. Bugbears (1-2, on patrol; see area 27)
damage if a hit is scored against the victim's The remains of moldering foodstuffs and 6. Moaning (the wind blowing
rear Armor Class. kitchen work tables are visible. A wooden though some cracks and crevices)
cask near the fireplace on the north wall 7. A distant rattling (could be any-
12. CORNER ROOM looks inviting, but anyone approaching it is thing)
attacked by a giant tick! (If the attack hits, 8. Gnolls (2-5, on patrol; see area 29)
After one of their number was slain here a the victim takes 1-4 points of damage from
few weeks ago, the brigands gave this room the bite and 1-6 points per round thereafter Statistics
and the entry corridor a wide berth. A huge from blood drain, with no "to hit" roll
adder, over 12 feet long, dwells here. It needed.) This horror came in through the Bugbear: AC 5; HD 3 + 1; MV 9"; #AT 1; D
crawled up the rubble spilled into the moat, chimney. No treasure is here. 2-8 (morning star); SA surprise on 1-3;
and found a nice safe lair where it could hole XP135 + 4/hp
up after hunting. In the litter of its nesting Giant Tick: AC 3; HD 3; hp 19; MV 3 "; #AT
place is a jeweled dagger worth 850 gp. 1; D 1-4; SA blood drain for D 1-6 per Gnoll: AC 5; HD 2; MV 9"; #AT 1; D 2-8
round; XP 141 (morning star, broadsword, or
Giant Snake: AC 5; HD 4 + 2; hp 23; MV guisarme); XP 28 + 2/hp
15"; #AT 1; D 1-3 + poison (take 2-8 17. BARRACKS
points added damage, or 1-3 if the saving Ogre: AC 5; HD 4 + 1; MV 9 "; #AT 1; D 1-
throw is made); XP 505 A giant lizard is in the south end of the 10 (club) or by weapon; XP 90 + 5/hp
Rat, giant: AC 7; HD V2; #AT 1; D1-3 + dis-
ease (5% chance per hit); XP 7 + 1/hp
Zombie: AC 8; HD 2; MV 6"; #AT 1; D 1-8;
SA always lose initiative; SD piercing
weapon inflicts only 1 point damage; XP
20 + 2/hp
23
Syri Nity (order #5099312)
DUNGEON LEVEL 20. DOOR used with some frequency.
ENCOUNTER KEY
This portal is also locked, as is area 19. 23. LITTERED STOREROOM
18. STAIRWAY ARCH Behind it are 50 spears, 10 glaives, six
guisarmes, three battle axes, 70 black capes The mess of filth and broken junk is
Two nauseous blobs of green slime have (each with a yellow eye of fire sewed on the cen-
been carefully placed and fed in a position ter), more containers of provisions, a crate of utterly unremarkable. For a person of aver-
over the central arch at the base of the stair- 120 arrows, and a crate of 200 crossbow bolts.
way. Anyone descending the stairs and step- age strength, the door opens with a roll of 1-
ping onto the dungeon floor will probably 21. CORRIDOR AND CELLS
(75% chance) cause one of the two slimes to 4 (on Id6), and makes no noise. If the
dislodge itself and fall squarely upon the Two zombies are hiding behind the north-
victim. Any cautious approach (either look- ernmost pillar, at the end of the hall. They characters are cautious as they open the
ing up or moving along the walls) will avoid move to attack any intruders approaching the
this, but then anyone passing through the entrance to area 22. One round after they are door, they might (50% chance) note the j
northern portion of the 10 feet square will seen, another pair of zombies appears from
run the same (75%) risk of being attacked. the southernmost cubicle (nearest the stairs), grease on the door hinges. \
attacking the party from the rear. Each of the
The room contains no treasure. A few torn remaining cubicles also contains two zombies, i
sacks, broken barrels, and shattered weapons and one pair enters the engagement each 24. LARGE ROOM j
racks show that this large area was once a round (12 zombies in all).
storage place and armory for the fortress. Lubash, an ogre, has been lured here and i
Great heaps of worthless rubble and broken Try to corner the party in area 22. The into service by baubles and the promise of ]
containers and furniture are at the western end zombies attack until slain or turned, of fresh human meat. He will immediately ,
of the room, all obviously junk (but conceal- course. They have no treasure, but a peridot attack intruders who do not wear the sym- ]
ing the doors to rooms 19 and 20). (500 gp gem) was long ago hidden behind a bol of the new master (the yellow eye of ;
loose stone in the northernmost cell (the last fire). Those properly clad must still make ;
Green Slimes (2): AC 7; HD 2; hp 10, 7; MV to disgorge zombies). If this cell is searched, the secret sign (crossed arms before the face)
0; #AT 1 (drip); D turn to slime in 1-4 the loose piece in the wall will probably be to prevent the ogre's attack.
rounds; XP 630, 628 found (50% chance per searcher per round).
Lubash will devour the slain at the first
19. DOOR Zombies (12): AC 8; HD 2; hp 15, 14, 13,12, opportunity, tossing wounded and prisoners
10 (x3), 9, 8, 6, 5, 4; MV 6"; #AT 1; D 1-8; into room 25. He will pursue a fleeing party,
The lock of this portal is secured, obvi- SA always lose initiative; SD piercing but only as far as the stairs up (area 18).
ously new, and well-oiled. If not picked, the weapon iflicts only 1 point damage; XP 50,
door can be chopped or smashed down by 48, 46, 44, 40, (x3), 38, 36, 32, 30, 28 The ogre has a heap of old clothing and
axe or hammer, withstanding 50 points of skins for a bed, and a large wooden chest for
damage before splintering open. Inside the 22. TORTURE CHAMBER his treasures—worthless glass beads, brass
room are 30 shields, 12 suits of leather candlesticks and other trash, 823 cp, 46 sp,
armor, and several barrels. Most of the lat- At first glance this place seems long aban- and 3 gp. However, by some trick of fate, a
ter contain salted meat, but two in the rear doned; dust, dirt, and cobwebs abound. A small-sized elven cloak is intermixed with
are 5-gallon kegs of an average brandy, careful perusal shows, however, that sev- the old carpeting and rags of his bedding.
worth 80 gp each. eral of the skeletons in the place are not old
remnants, and some of the instruments and Ogre: AC 5; HD 5 + 1; hp 21; MV 9"; #AT
mechanisms have been used very recently 1; D 7-13 (2d4 + 5, bardiche); XP 195
indeed. Only if exacting care is taken in
inspecting the floor can some drops of blood 25. OAK DOOR
be noticed, leading south (the trail of a
sloppy ghoul). Without this clue it is 90% This portal is heavily barred, for this is
likely that the secret door in the pillar will the grisly pantry of Lubash the ogre. It cur-
go undiscovered. Check only once per char- rently houses a pair of humans who have
acter looking, but roll dice as if normal undergone only mild torture, plus a badly
checks were being made. (If the trail is dis- beaten gnome upon whom Lubash intended
covered, apply normal chances of locating to soon dine—a mere snack, and tough, but
the secret door mechanism—1 in 6 for non- a nice change nonetheless.
elven characters, 2 in 6 for elven).
If rescued, the humans will admit to being
Inside the pillar is a shaft some 30 feet merchants. Both will promise large rewards
deep, with iron rungs set into the stonework for their release, vowing to send the monies
for easy descent. The rungs are obviously to Hommlet as soon as they return to their
homes in Dyvers. Four weeks after their
release, a passing caravan will deliver 100 sp
per merchant to the rescuers.
If the merchants are rescued, their XP
value (14 each) is awarded to the party. If
slain, deduct 50 XP per merchant from the
party's total. Apply the same principle to
the gnome (XP 20).
24
Syri Nity (order #5099312)
The gnome was caught spying by some intruders, fighting fiercely and to the death Giant Crayfish: AC 4; HD 4 + 4; hp 27; MV
'gnolls, and he too will ask to be freed, giv- if necessary. However, they are 75% likely 6'7/12"; #AT 2; D 2-12/2-12; XP 225
ing a plain iron ring to whomever first so to stop and listen if an offer to parley is
agrees. This ring is recognized 70% of the made, for they are not satisfied with their 31. BURIAL CRYPTS
time by gnomes within 100 miles of the area lot. They have lost six members while raid-
as a sign that the bearer is an ally, thus mak- ing to the east and south of the ruins, are The builders of the dungeon planned for a
ing it 25 % more probable that they will be dissatisfied with their loot, and are irate long tenancy (though their expectations
friendly and helpful. about the greater status accorded the newly were not met). Most of the niches are empty,
recruited bugbears (area 27). but a few contain splintered coffins, wrap-
26. UNDETECTED TRAP pings, and gnawed and split bones (a sure
The gnolls speak bugbear, ogre, and their sign that all is not well).
The party will not notice that a huge iron own tongue, but no Common. If offered six
• grate could fall from above at this point in or more gp each (triple awards for the Squatting in the north end of the room are
the corridor. The underside is even with the leader), they desert their current station. If four ghouls, who attack as soon as they see
tunnel ceiling 15 feet above, and is painted a double this fee is offered and paid, they lead intruders. These creatures get corpses to eat
grayish brown to blend with the stone. The the characters to the north passage toward from the Master—and sometimes even prey
trap's two triggers are false doors, described the Master's room, and even tell of human on those not yet dead (from area 22), so they
as area 28 but located separately. guards. The gnolls then proceed west to the can have some 'sport' before dining. They
exit and never return. have no treasure (not here, at least).
26a. The secret door (detectable at normal
chances) leads to a winch, which is used to Each gnoll has 3-18 sp and a like number Ghouls (4): AC 6; HD 2; hp 12, 10, 8, 7;
haul the grate back up. The lowered grate of coppers as well. The leader has 11 gp and #AT 3; D1-4/1-4/1-8; SA paralysis (save
cannot otherwise be raised unless three or a pretty lump of blue quartz worth 10 gp. negates, elves immune; DR 3-12 turns);
more individuals with ogre strength (18/00) XP 89, 85, 81, 79
all work together to do so. Gnolls (9): AC 5; HD 2; hp 14,12,10 (x3), 9
(x3), 7; #AT 1; D 2-8 (battle axe); SA 2 31a. The back of a crypt is broken out, leading
27. RECRUITS have longbows, each with 20 arrows; XP to an earth tunnel, which is foul and damp and
56, 52, 48 (x3), 46 (x3), 42 only about 5 feet high. The tunnel leads to a
This is the lair of six bugbears, who have noisome den (A) where a heap of bones and
recently been recruited by the New Master 30. POOL skulls indicates the ghouls' nest. Their treasure
(room 35). If any lights are shown in the is scattered in the mess—800 sp, seven vials of
chamber to the north, these creatures sneak When the dungeons were dug, this natu- holy water, a potion of undead control, and a
forth quietly to investigate, gaining surprise ral pool of water was found. As it is consid- scroll of protection from undead. A trail of
on 1-3 (Id6). erably below floor level, the area was dug gold pieces (1-4 per 10 feet of tunnel) begins at
lower and the entrance to the pool enlarged. area B, leading generally eastward.
The bugbears know only that the Master Some connection to an underground stream
is quartered somewhere to the north. Each must exist, for some time ago, a giant cray- 31b. A warren of small burrows (3 feet in
has 12 gp. The leader (17 hp) wears a brace- fish took the pool as its own. It now disputes diameter and smaller) starts here. Mapping is
let, which is actually a silver necklace with any creatures entering, hoping to make not possible. After about 30 feet of travel, the
(worth 450 gp) set with five gems of chryso- a meal in the bargain. (The men-at-arms trail of gold ends. If the characters follow the
prase (four small, worth 50 gp each, and one from area 33 hold it at bay by prodding with tunnels off the mapped portion, allow them to
of larger size worth 100 gp). pole arms; all others take their chances.) proceed another hundred feet, and then tell
them they are hopelessly lost.
Bugbears (6): AC 5; HD 3 + 1; hp 17; 14, 12, The monster has been fairly successful, and
11, 11, 9; #AT 1; D 2-8 (morning star); there are bones and litter in and around the 32. PASSAGE
SA surprise on 1-3; XP 203,191,183,179 pool. If badly wounded, the crayfish retreats
(x2), 171 into a very deep central section of the pool, The corridor here begins to slant gradu-
and does not return for 24 or more hours. ally upwards, and a slight breeze can be felt
28. DOOR after 100 feet beyond the edge of the map.
Near the back (northeast) edge of the pool After another 300 feet, the tunnel ends in a
This portal is a fake. When pulled open, a are 17 cp, 30 sp, 19 gp, and a normal long- narrow opening amidst rocks, thick briars
bare stone wall is revealed behind. At the sword. In the water on a ledge is a platinum and brambles—open air.
same time, a distant clangor sounds (the pin set with a smallish ruby (worth 2,000
grate, falling in area 26). gp) and a bone tube. The pin is under a 33. ROOM AND CORRIDOR
skull, and the tube rests under some bones.
29. ODD SIDE ROOM Unless searchers use their hands, either or At each position marked X stands a
both treasures may (50% chance for each) guard, garbed all in black with gold eyes of
Herein is the lair of nine gnolls recruited slip off the ledge and be lost below. The tube fire embroidered upon tunic and cloak.
by the New Master (area 35). They attack is watertight and contains a scroll of three These humans are the alert and fearless
magic-user spells (push, stinking cloud, fly),
but does not float.
25
Syri Nity (order #5099312)
guards of the 'New Master' (room 35). Their Fighter; hp 31; MV 6 "; #AT 1 or 2; D 2-9 S 18 W 18 D 17 C 16 Ch 18
Sergeant is usually in area 33, but he patrols (longsword) or 1-6/1-6 (longbow), also First level: command, cure light wounds
the whole area regularly. carries hand axe (D 2-7), dagger (2-5);
XP 259; S 15 112 W 10 D 15 Co 17 Ch 7 (x2), protection from good, sanctuary
When attacked, a guard sends up a low Second level: hold person (x2), know align-
hooting sound while engaging. This brings 35. CHAMBER OF THE NEW MASTER
the others, plus reinforcements from area 34 ment, resist fire, silence 15' radius
(six more guards with spears, and their Ser- The Master's chamber is lavishly furnished, Third level: cause blindness, continual
geant). The reinforcements take 4-5 rounds with thick rugs, wall hangings, and soft
to arrive there to ready themselves, one to chairs, couch, and cushions. Wines, liquors, darkness
move to area 33, and another to reach the and dishes of sweetmeats abound. A brazier
north passage (if needed there). continually bums, wanning the place and Lareth the Beautiful is the dark hope of
sending a fragrant incense into the air. Silver chaotic evil—young, handsome, well
If the guards are losing the fray, they start serving pieces and goblets (worth 4,000 gp for endowed in abilities and aptitudes, thor-
howling. This brings all guards in the area, all) and an alabaster box filled with unguents oughly wicked, depraved, and capricious.
and the Master as well. (See above for time (total value 800 gp) are in plain sight. Hidden Whomever harms Lareth had best not brag
required.) Each guardsman has 2-8 sp, 2-5 in a cabinet is an exquisite piece of jewelry, of it in the presence of one who will inform
gp, and 1-4 pp. The Sergeant has double made with matched fire opals (ten gems worth the Demoness Lolth!
those amounts of coin, and wears a gold 1,000 gp each) on a gold chain and settings
neckchain of office (worth 50 gp). with diamond chips (5,000 gp). The New Mas- Lareth has been sent to this area to rebuild
ter, Lareth, is described more fully below. He a force of men and humanoid fighters to
Guardsmen (6): AC 5 (scale mail & shield); carries but 9 pp and one black opal (1,000 gp). gather loot and restore the Temple of Ele-
Level 1 Fighters; hp 7, 6, 5, 5, 4, 4; MV On his left arm is bound a phylactery of mental Evil to its former glory. He is but one
9"; #AT 1; D by weapon: each has long- action, a clerical magical item which makes of many so charged, of course, but is looked
sword (D 1-8), dagger (1-4), light cross- the wearer impervious to paralyzation of any upon with special favor and expectation. He
bow and 30 quarrels (1-4); XP 25, 24, 23 sort, including all hold spells and spell-like and his minions have been careful to raid far
(x2), 22 (x2) powers. from this area, never nearer than three or
four leagues, travelling on foot or riding in
Sergeant: AC 4 (chain & shield); Level 2 Lareth will aid his guards' melee with his wagons of the traders from Hommlet. None
Fighter; hp 15; #AT 1; D by weapon: spells, keeping a defensive posture while of the victims are ever left alive to tell the
morning star (D 2-8), hammer (2-5), dag- commanding his troops' attacks. He will tale, and mysterious disappearances are all
ger (1-4); XP 66 melee if necessary, and probably after using that can be remarked upon. No trace of
his spells. He wields a mace in his left hand men, mounts, goods, wagons or draft ani-
34. BARRACKS CHAMBER (D1-6, -2 "to hit" as secondary weapon) and mals is ever found.
a staff of striking in his right (staff + 3, D 4-
Quartered here are 12 guards and two ser- 9, 20 charges; uses 1 per hit, or 2 for double Evil to the core, Lareth is cunning. If a situa-
geants, all armed and armored as those in damage, 3 for triple). tion appears in doubt, he uses bribery and
area 33, except that six guards bear spears honeyed words to sway the balance to his
instead of crossbows. These six and their If seriously threatened, Lareth will offer favor. He is not adverse to gaining new
sergeant are the reinforcements arriving in all his non-magical treasures—jewelry, recruits of all sorts, and will gladly accept
area 33 if fighting occurs. Also here is the coins, and all else—as ransom for his life. If adventurers into the ranks (though he will test
New Master's lieutenant, an evil hero. He Lareth is slain, there will be cautious and and try them continually). Those who arouse
stays near his liege lord always, and will discreet inquiries in Hommlet, as the ser- suspicion will be quietly murdered in their
accompany him wherever he goes. vants of evil therein make every attempt to sleep. Those with too much promise will be
find out what happened. If any of Lareth's likewise dealt with, for Lareth wants no poten-
In the 20'x 40' room to the northeast are possessions turn up, the slayers are tial usurpers or threats to his domination.
supplies for the guards—salted meat, weak revealed. An assassin of 10th level who can
wine in a barrel, water, hard biscuits, dried speak the alignment language of the individ- ORIGINAL CREDITS
fruit, and so forth. There are also mounds of uals, as well as those of major allies, will
fresh rushes and grass, for bedding and for come to the village in 5-20 days to eliminate Layout and Editing: Timothy Jones
two light warhorses stabled at the north end of the offender(s). DM, handle this as you see Editorial Assistance: Mike Carr &
the place. Saddles, tack, and a lance are fit. Jaroo and Terjon of Hommlet will cer-
nearby. tainly aid those attacked. If the assassin is Al Hammack
killed, nothing further will be attempted. Art & Maps: Dave Trampier &
The lieutenant has 29 gems in his purse,
each worth 100 gp (three amethysts, eight Dave Sutherland
pieces of fine coral, nine red garnets, six
pearls, and three tourmalines), and wears a Lareth: AC -1 (plate mail +1); Level 5 Cleric;
platinum chain of office (1000 gp) in which a hp 44; #AT 1; D 1-6 (mace) or 4-9 (or
topaz (500 gp) is prominently set. more, from staff of striking-, 20 charges
remain); SA spells (see below); SD immune
Lieutenant: AC 1 (plate & shield); Level 4 to paralysis (phylactery of action); XP 770
26
Syri Nity (order #5099312)
Interlude: Hommlet to INulb
PLAYERS' BACKGROUND spawned. No wonder that both places are incorrect in the campaign, and others
have again been left to their own devices. that may (in the DM's opinion) be too
The pleasant and seemingly peaceful vil- revealing as yet.
lage of Hommlet turned out to be filled When the Temple of Elemental Evil
with intrigue, with agents of Chaotic Evil flourished, earthquakes, storms of all For many years, a cult of Chaotic Evil
hiding within the hamlet. The supposedly sorts, great fires, and flash floods struck flourished somewhere on the shores of
deserted and ruined moathouse nearby areas nearby with seeming capriciousness. the Nyr Dyv. Although the location of
held a new champion of the nearby Temple All that ceased when the Temple was their Temple is lost, these facts regarding
of Elemental Evil. All of this brought dan- assaulted and sealed. You have been it and its followers are known.
ger and difficulty to the members of your advised of all this, and urged to go else-
group, but it also offered adventure, expe- where to seek your fame and fortunes. The The cult was based on the premise that
rience, and wealth. unease which prevails upon those merely the elemental forces of the universe are
passing near the ruins shows that some Chaotic and opposed to mankind, and
You have either slain or driven off the wickedness still haunts the place. There are are thus (from a humanocentric view-
evil men and creatures, and the able many bad folk in Nulb, and still greater point) Evil. The Temple of the cult
guardians of Hommlet—Jaroo, Terjon, perils amidst the fallen Temple. sought to destroy all works of Good and
Elmo, and the rest of the sturdy to disrupt order. Its members were
militiamen—can surely see to it that their Yet the lure of such adventure beckons thieves, assassins, brigands, and the like.
area remains clean of the taint of Evil to you, drawing your party as surely as a Fire was regarded as the first elemental
hereafter. Having accomplished most of lodestone draws iron. Warnings against evil, and its penchant for Chaos fitted
your goals, you must now look else- loss of life—or even worse fates—cannot the premise of the cult. Water was like-
where for yet greater challenges (and counter the irresistable pull of treasures wise worshipped as an even more power-
commensurate rewards). If agents of the secreted deep underground, of monsters ful force of Chaotic Evil, in the form of
Temple were still active in Hommlet, still unbeaten, of mysteries to be unrav- floods, storms, and raging seas beating
then there must certainly be work for eled. There are whispers of occult places upon the land and ocean vessels. The
you at that fountainhead of wickedness. beneath the interdicted Temple, where epitome of Chaotic Evil, however, was
mighty Evil is yet wrought and noble regarded as a combination of air and
Just a half-day's journey afoot (only folk are imprisoned. With care and cun- earth, represented by blackness and cor-
about two hours' ride), east along the ning, luck and great deeds, caution responding with the demonic Abyss.
High Road, lies the disreputable commu- mixed with boldness and daring, you This combination was regarded as a
nity of Nulb, and the Temple hidden in and your associates can win through to complete negation of matter.
the hills nearby. This vile place spawned achieve exploits of the stuff of legend!
much suffering, ruin and death before The journey of a hundred leagues begins The cult grew powerful and rich,
the hosts of Good brought it low and with the first pace, and the time for your attracting followers of the worst sort and
bound its power. It is evident that the sojourn has come. offering them safety within the walls of
place was wounded but not slain, for the Temple stronghold. From this for-
dark things crept into Hommlet under How you and your fellow adventurers tress would the followers ride to rob, pil-
direction of someone or some thing still plan to overcome the perils of the Temple lage, and lay waste the lands about,
lurking in the shunned edifice of Evil. is a matter that you must decide for tithing the cult from the spoils of the car-
yourselves. Is it best to reconnoiter from nage. Captives from those raids were
The upper works of the Temple were Hommlet? Base your activities from the brought back to the Temple to serve as
thrown down and destroyed in the final village of Nulb? Try to make a secure human sacrifices (children to the fire,
siege of the war against its hordes. wilderness camp somewhere near the men to the water, and women to the
Because of its great power and evil, how- ruin? Or perhaps lodge somewhere blackest Evil) or to slave their lives away
ever, the conquerors did not actually within the foreboding Temple itself? The in bondage. Besides the extensive upper
raze the Temple proper, instead sealing decision is now. It is certain that both works of the Temple, a deep labyrinth
its great doors and placing mighty wards vast treasure and horrible death await, beneath the place was constructed, but
of all sorts upon the place and the black so you must gain the one while cheating virtually nothing is known about these
labyrinth beneath. Even as great a force the other. Fortune and the gods must dungeons except that they were inhab-
as overthrew the Temple could not smile upon such an undertaking. ited by a plethora of creatures serving
cleanly deal with what lurked below. Chaos and Evil. It is rumored that a
PLAYERS' HISTORICAL NOTES demon took up abode in the deepest
Since that great battle, the Temple area The following is a summary of informa- level, to better receive the sacrifices to it.
has been shunned, its ruins deserted. The
nearby village of Nulb has returned to a tion assumed to have been obtained from Eventually the neighbors of the Tem-
semblance of normal activity- various sources in the village of Hommlet. ple grew tired of these depradations. All
questionable at best, for the place has Most or all of it should be revealed to play- Good, both Lawful and Chaotic, banded
always been rumored to house thieves, ers at this time. The DM should review it together to form a mighty host. Their
brigands, smugglers and pirates. But as first, however, deleting such passages that army marched to the Temple, fighting
Nulb stinks of garbage and filth, the two battles along the way. The first was
Temple area reeks of the foul corruption conclusive, thought the forces of Good
and pervading Evil from whence it was
27
Syri Nity (order #5099312)
who held the field afterward, so they gained cost should be about 500-800 gp for land level in the Hommlet setting, have now fin-
the reputation of victory, and their ranks and building, with an initial asking price of ished that prelude and can continue with
swelled with local men. The second battle at least double that amount followed by these challenges.
saw a great slaughter of kobolds, goblins, slow, hard bargaining downwards). All WORLD OF GREYHAWK" Setting
ores, hobgoblins, evil men, and the like. repairs and safety measures must be accom-
The Temple was thereafter besieged, fell, plished by the characters, of course. Hommlet, Nulb, the Temple—all are vital
and its inhabitants put to the sword. It is parts of Greyhawk. This epic adventure
reported by some sources that the Temple A party based in Nulb will certainly formed the basis for a mini-campaign within
and its precincts resisted complete destruc- attract attention if they are obviously of the larger Greyhawk Campaign. It wasn't
tion, but the majority state that the whole Good alignment or well-heeled. A few suc- exactly a side show, as it turned out, but the
was razed so that the cult could never cessful raids on the Temple draw prowling adventuring began that way. Many veterans
emerge again nor could any find where it night monsters to the party—with some of the Greyhawk Campaign, as well as
once flourished. offensive aid from the inhabitants of Nulb. many newcomers, began adventuring in
A great load of booty brought to Nulb by a and around Hommlet about ten years ago. |
NOTES FOR THE DUNGEON MASTER weakened party is an open invitation to From these episodes rose Burne and Rufus,
The dungeons of the Temple of Elemental every pirate, brigand, and town militiaman Jaroo, Terjon, Otis, Y'dey, and the rest.
to band together and overwhelm the stran- After clearing out all of the Temple's agents 1
Evil are extensive. It is quite likely that gers to get the treasure! In any event, if there in the Hommlet area, various characters ]
many long adventures must be conducted is continuing action in the village, you banded together to assault the Temple itself, j
before your players have exhausted its pos- should prepare a map of the place, and pos- Levels rose sufficiently that characters from I
sibilities. You will, therefore, become not sibly some of its main buildings, following the original Greyhawk Campaign became \
only intimately familiar with the Temple but the examples found in Hommlet. Only four involved, and Lord Robilar eventually j
will also come to know the Village of Nulb places in Nulb are dealt with herein, and entered the Temple with a small party. !
as if it were your own. In fact, the place is you should enjoy developing the remainder.
only sketched so that you can, in effect, Robilar arrived on his carpet of flying, \
make it so. As with the village, the Temple is reasona- and then set off into the Temple depths, i
bly well-organized. While there is no partic- leaving his trusty ore hero Quij to guard the j
This adventure began in the Village of ular rivalry in the village, the citizens are transport device and a pair of griffons, i
Hommlet, only about five miles west and Chaotic and Neutral Evil by and large, so While other adventurers had proceeded cir- \
south of the edge of the Nulb area map. You concerted action is limited in scope (i.e. cumspectly, Robilar bulled his way ]
can easily construct your own campaign numbers and time). Nulbish folk make fast through. Two days later, much of the Tern- i
map by using graph paper of roughly the raids, but are not prone to become involved pie was sacked, bits and pieces of monsters '-,
same parameters as that of the Nulb map, in protracted plans and long sieges; they were spread about, and a certain personage
assuming 100 yards to the square. Two have other preferences. The Temple suffers was loosed. But in the process, the minions
sheets of paper to the west and two to the from the same attitude, and it has its rival- of Good had been alerted, and they too
south cover all of the important territory, ries as well. After the short section hereafter arrived in the area, in force. Robilar left
with Hommlet being located on the High pertaining to the village, the Temple is dealt with pursuit hot on his tail, Quij wearing a '
Road, two maps west, one south near the with at great length. Following these sec- new poncho he'd made from "master's fly-
map bottom, but in the southwest quad- tions, appendices on new monsters (includ- ing rug" (two days being a long time to wait
rant. (The Velverdyva River, by the way, ing the redoubtable St. Cuthbert) and in the cold)! Robilar's ravages were followed
generally remains along the upper portion magical items are given. Outdoor adventur- by the army of enraged Good folk, led by
of the northern map additions, bulging a bit ing is possible around Nulb and the upper Tenser and associates—including Otis,
on the first map addition to the west, then ruins of the Temple, but the four dungeon Burne, Rufus, et al. Zuggtmoy had been
swinging northwards to flow along the very levels and four Elemental nodes are certain freed, but not much remained for her after
edge of the second map addition.) If you to provide the greatest excitement and rich- all this fun, so, like Robilar, she also
make such a map, players might wish to est rewards. departed in some haste. The final result was
base their characters in Hommlet and ride to a draw, with a strategic edge for Chaotic
the Temple for adventures. This exposes As with any adventure, be certain to read Evil. All of this happened on another world
them to more random danger, but it does and familiarize yourself with all the material from yours; now you have a similar setting.
give them a more friendly home base than thoroughly before you start the campaign. Who knows how your campaign will
otherwise, in all likelihood. If they inquire Adjust details to suit your own concept of a develop?
or search for themselves, they find that the fantasy milieu; personalize things for your
only ford of the Imeryds Run is at Nulb, the group; add things to make the work a more SECRET HISTORY OF THE TEMPLE
next nearest being six leagues upstream. If complete setting for the action to come— When the demoness Zuggtmoy initially
characters base themselves in Nulb, they and have at it! It is a certainty that the
can stay at the hostel, or may attempt to adventures cause changes; just accept them conceived the plan to establish her own rule
buy a deserted structure somewhere else in as they come, and emend accordingly. on a portion of the Flanaess, she decided to
the place. (Your option as to location, but use as many "tools" as possible, just as did
Adjust the Players' background notes to
reflect their actions in Hommlet. Remember
that the following adventures are designed
for characters who, after starting at first
28
Syri Nity (order #5099312)
her competitor (Lolth). Consulting some of moy. If the battle were a draw, then Iuz occasionally return to the Temple in hopes
her clerical servants, Zuggtmoy decided could move his own armies down to of gaining advantage for his past efforts. If
that Elemental Evil would have more appeal Furyondy to put the hosts of Good in a vise he could somehow free Zuggtmoy, she
than a cult dedicated to her beloved fungi. of irresistable Evil. If the Temple triumphed, would certainly be much in his debt. At the
Recruiting was not difficult, and soon the then he could call upon Zuggtmoy to repay same time, she would be seething with a lust
rudiments of the Temple of Elemental Evil his aid and make sure that Iuz, not the for revenge against those who imprisoned
were flourishing. Horned Society, benefited most from the her. It was Iuz, in fact, who helped the renr-
territorial acquisitions in Furyondy. Also, a nants of the Temple's followers to remain
The beauty of the quadrate system was strong Chaotic Evil ally against the growing viable, but he lacked the power to forge
obvious to Zuggtmoy; each type of Elemen- power of the Horned Society could be most them into a useful tool.
tal Evil would appeal to a broader base of useful.
servants and followers, and certain ones The weakened elemental temples fought
would actually serve her directly. The four Zuggtmoy, in turn, saw the advantage of more amongst themselves than with the
separate elemental temples would also com- having Iuz' magic to aid her in building her forces of Good pressing their advantage
pete, spreading evil more effectively and fortress and expanding her domain in the above. Iuz, meanwhile, remained more con-
also serving to check one another if any Flanaess. Having just learned of the sharp cerned with establishing a following of his
grew too powerful—Zuggtmoy, of course, check dealt to Lolth in her plans to wreak own than with the furthering of Zuggtmoy's
desiring to retain all real power in her own Evil, the Lady of Fungi agreed to accept Iuz organization of elemental evil. Some of the
grasp. The appeal of elemental destruction as an (almost) equal in the Temple. She saw latter remained faithful to the demoness,
and demonaic aid attracted many malign him as an excellent weapon, especially use- despite their not knowing where she was or
and twisted creatures to the Temple, and it ful against the Horned Society once she had how to free her. Some actually turned to
grew ever more rapidly. absorbed most of Veluna and Furyondy. She Lolth in desperation, for many drow visited
would then encourage Iuz to crush the the Temple after its fall. Lareth was one who
At this crucial juncture, Iuz himself might of the Society, and she would be left sought to serve both the Temple and Lolth.
requested an audience with Zuggtmoy. The as the great Evil power in the Flanaess, And although Lolth hated Zuggtmoy's Ele-
Old One, long ruling a realm of his own, ready to absorb the Wild Coast and Pomarj, mental Evil, she so lusted for power that she
perceived the Temple of Elemental Evil and while the rumps of Iuz and the Horned ones accepted such service. Had she not been
Zuggtmoy as tools to be used for his own served as buffers in the north and east. Her routed, her dark followers so crippled,
ends. Help the demoness and her Temple to hordes, in turn, could concentrate on the much might have come of this.
grow, aid their ravaging of the lands hateful elves and dwarves to the west....
around, and they would surely draw down But as it transpired, Lolth could—and can
the hosts of Good from Veluna, Furyondy, And so the alliance formed, and actually yet—give only encouragement, without
and everywhere else nearby. This drew foes worked, but saved not the Temple. Zuggt- physical or magical aid, to those who call on
away from his own border immediately, moy was bound in its dungeons, but Iuz her. The Temple is thus factioned into no
and at the very worst weakened them to remained free (just as he had planned). less than seven competing groups: four
some degree. If Good triumphed, the Iuz After the mighty magicks had been wrought serve Elemental Evil principles, one Iuz, one
would not be harmed, for the Old One to bind Zuggtmoy—powers which most Lolth, and one still loyal to Zuggtmoy. Woe
could retire to Dorakaa, none the worse for certainly involved great wizards, high to the disloyal should the Lady of Fungi ever
having spent time and effort helping Zuggt- priests, and deities—Iuz determined to regain her power!
Syri Nity (order #5099312) 29
Part 2:
Nulb and the Ruins
The Village Swamp or Pond Area (including road) Gnoll: AC 5; MV 9 "; HD 2; #AT 1; D 2-8 or
of Nulb Idl2 Result by weapon; AL CE; SZ L (7' + ); XP 28
1 Id4 frogs, giant killer + 2/hp
OUTDOOR NOTES 2 2d4 ghouls
3 Id6 leeches, giant (in water) Leech, giant: AC 9; HD 1 to 4; #AT 1; D 0;
A casual look at the area map reveals 4 2d8 lizard men SA blood drain (dmg per round - HD);
that, in general, only terrain features are 5 Merchant caravan (1 in 6 chance anesthesia (victim notices only 1%); and
shown. Wilderness encounters of special for being disguised as Evil pil- 50% disease; AL N; SZ S-M; XP 22 + 1/
sorts are not given, for two reasons. First, grims) hp; 44 + 2/hp; 80 + 3/hp; or 135 + 4/
the length of the material included herein 6-12 No Encounter hp (by HD)
precludes extensive detailing of the outdoor
areas. Second, as it is meant for long-term River (including Imeryds Run) Lizard man: AC 5; MV 6V/12"; HD 2 + 1;
campaigning, it is absolutely necessary for I d l 2 Result #AT 3; D 1-2/1-2/1-8; AL N; SZ M (7');
the DM to personalize his or her map to suit 1 Id4 crayfish, giant XP35 + 3/hp
the tempo and direction of events in the 2 1 gar, giant (small size only in a
group milieu. There are two built-up areas Run) Lycanthrope, werewolf: AC 5; MV 15 "; HD
shown on the map, and these are dealt with 3-6 1 Merchant Ship or 2-4 barges 4 + 3; #AT1; D 2-8; SA surprise on 1-3;
in varying degrees of detail. 7 1 Pirate ship AL CE; SZ M; XP 205 + 5/hp
8 Id4 Warships or Id4 + 8 Nyr Dyv
RANDOM ENCOUNTERS bargefolk with 2-4 barges Merchant: AC 10; MV 12"; Level 0 (HD 1-
(OUTDOORS) 9-12 No Encounter 1); #AT 1; D 1-4 (dagger); AL Any; SZ
M; XP 10 + 1/hp; usually (80% + ) with
Check for random encounters when the Statistics guards (Level 0 to Level 3 fighters, AC 5
party first approaches Nulb, and whenever Bargefolk: AC 10; MV12 "; Level 0 (HD1-1; or better, #AT 1 or 2; D by weapon)
they leave. Check about halfway down the
road. If at night, check twice. When a group leaders HD 1 + 2); #AT 1 or 2; D by Pirate, river: AC 7 (leather & shield); Level
is exploring off the road, check six times per weapon; AL Any; SZ M; XP 10 + 1/hp 0 (HD 1-1, leaders HD 2 + ); #AT 1 or 2;
day: morning, noon, afternoon, nightfall, (leaders extra) D by weapon; AL NE-CE; SZ M, XP 10
midnight, and pre-dawn. Boar, wild: AC 7; MV 15 "; HD 3 + 3; #AT 1; + 1/hp (leaders extra)
D 3-12; SA dies at -7 hp; SZ M (3'); XP
Check only once if the party is traveling 85 + 4/hp Wolf: AC 7; MV 18 "; HD 2 + 2; #AT 1; D 2-
by water vessel. If they actually submerge Brigand: AC 8 (leather armor); MV 12"; 5; SA howl may cause herbivore panic
for some reason, check each hour. Likewise, Level 0 (HD 1-1); #AT 1 or 2; D by (50%); AL N; SZ S; XP 35 + 3/hp
if the river is under observation, check each weapon; SA missile fire (shortbow, long-
hour, but not unless there is exposure to bow, light crossbow); AL NE-CE; XP 10 NULB MILITIA
attack; crayfish and gar are not observed in + 1/hp or 14 + 1/hp
most cases, so simply omit any mention of Bugbear: AC 5; MV 9"; HD 3 + 1; #AT 1; D At any given time, the basically Neutral
the encounter. 2-8 or by weapon; SA surprise on 1-3; Evil populace of the village can turn out
AL CE; SZ L (7' + ); XP 135 + 4/hp some number of militiamen who are
You may modify these tables as desired. Crayfish, giant: AC 4; MV 6V/12"; HD roughly equal to bandits (Level 0 normal
4 + 4; #AT 2; D 2-12/2-12; SA surprise men, not leaders or other exceptional types)
Forest or Scrub Terrain (including road) on 1-3 if hiding; AL N; SZ L (8' + ); XP in armor and weapons. The total number
90 + 5/hp depends on the circumstances:
Idl2 Result Frog, giant killer: AC 7; MV 3"//9"; HD 1
1 ldlO + 10 brigands; leader level 4- to 3; #AT 1; D 1-3 or 1-6 or 2-8 (by HD); Village threatened with destruction 60
5 SA surprise on 1-4; leap, tongue, AL N; Possibly over 1,000 gp loot 40
2 Id4 + 1 wild boars SZ S-M; XP 22 + 1/hp; 44 + 2/hp; or Minor loot and easy battle prospects 30
3 2d4 bugbears 80 + 3/hp (by HD) Village leaders demand service 20
4 ldlO + 2 gnolls Gar, giant: AC 3; MV0//30"; HD8; #AT1; Party or force to be attacked is Good 10
5 1-2 lycanthropes (werewolves) D 5-20; SA swallow on 20; AL N; SZ L
6 Merchant caravan (1 in 6 chance (21-30'); XP 550 + 10/hp In addition, 5-30 actual brigands are in
for being disguised Evil pilgrims) Ghoul: AC 6; MV 9"; HD 2; #AT 3; D 1-3/ Nulb, and turn out if their leaders see the sit-
7 Idl2 normal wolves 1-3/ 1-6; SA paralysis (elves immune); uation as lucrative enough for their partici-
AL CE; SZ M; XP 65 + 2/hp pation. Whether Tolub's crew (see area 4) is
8-12 No Encounter in the village or not, 2-12 additional pirates
likewise participate if the rewards seem
worthwhile.
30
Syri Nity (order #5099312)
COORDINATED EFFORTS should alter the probabilities for merce-
naries rather than involve Otis, Y'dey, or
The Evil and Good factions in the village Murfles. The players would tend to rely too
of Nulb are not isolated groups who act ran- heavily on these NPCs, rather than develop-
domly and ignore events elsewhere. If one ing their own characters' skills. To adjust for
place is attacked, someone is likely to see or a party in need of strengthening, use Merce-
hear, and spread the word. A serious com- nary Table 2. Assume that each time a PC
bat at the Boatmens' Tavern (area 4), for enters the Waterside Hostel 5-8 such merce-
instance, attracts everyone from the Water- naries are present.
side Hostel (area 1), the citizenry (including Mercenary Table 1 (Normal)
10-40 militiamen), and Otis (area 2), Y'dey,
and Murfles (area 3) as well. The latter three 1-3 Chaotic Evil
are aware of such reactions, and in most 4-5 Neutral Evil
cases do not help even Good individuals— 6 Chaotic Neutral
for that would reveal their true identities
and betray their greater purpose. Mercenary Table 2 (Party in need) ventriloquism
1 Bandits Second level
All this is not to say that a silent, swift, 2-3 Neutral Evil mercenaries
and deadly attack upon one place or 4-6 Neutral mercenaries audible glamer
another is always noticed. But if a noisy or continual light
protracted fight takes place, the results Leaders levitate
might prove unpalatable to those causing Mercenaries are led by a second level ray of enfeeblement
the problem. web
fighter, and if more than six are present, by Third level
Otis, Y'dey, and Murfles, as agents of a first level "serjeant" as well. Note that dispel magic
Good, must be handled as rational, clever, these leaders are not added to the total; they fireball
intelligent, thoughtful individuals. They do form part of the stated group of 5-8. They suggestion
nothing foolish, nor offer aid to unproven do not progress beyond their stated levels. tongues
groups. They will not risk losing their cover Troop Types Furthermore, if Otis happens to be along
identities, let alone their lives, for no pur- on an adventure during which the true num-
pose. Conversely, their participation in a Each group of mercenaries always con- bers and power of the Temple are revealed,
death-stroke to the Temple (an expedition tains the following types of troops and he informs Burne. The latter will, in turn,
with purpose, planning, sure goals, and weaponry. Each mercenary has 1-2 daggers summon powerful characters from Veluna
solid chances for success) is logical and rea- as well, usable as either thrown or hand- and Verbobonc. They remain in Hommlet,
sonable. held weapons. but aid in training and preparing the adven-
turers to gain levels of experience. Costs are
In short—play each and every character Light crossbowmen: 2 as shown in the AD&D® DUNGEON MAS-
and group as if you yourself were there! Spearmen: All remaining men TERS GUIDE, but time is cut by 50% due to
Swordsmen: Leader + Serjeant concentrated efforts.
MERCENARIES
Armor
As noted, a handful of men-at-arms are The leader and serjeant have chain mail
usually in the village, and will serve for pay.
Because of the repute of the area, these mer- and shield (AC 4). Spearmen have ring mail
cenaries are Evil (Neutral or Chaotic) or and shield (AC 6). Crossbowmen have
Chaotic Neutral. Such types are in the vil- leather armor and shield (AC 7, AC 8 while
lage mainly to seek service with some bandit firing).
chief or similar person—perhaps even to
hire on with a minion of the Temple. When ASSISTANCE AND TRAINING
mercenaries are encountered by PCs, deter-
mine alignment as given on Mercenary If Otis requests aid, Burne (at Hommlet)
Table 1. assists magic-users, furnishing them with
spells for their books at the cost of 1,000 gp
The alignment of a leader, of course, per spell level. He offers only the following
determines the bent of a group. Evil men-at- spells:
arms will serve with your players' charac-
ters, but are most likely seeking to rob, First level
abandon, or betray them, depending on the burning hands
circumstances. Chaotic Neutral groups are magic missile
just that—and possibly dangerous through protection from evil
their unpredictability and avarice. shield
spider climb
If the party is rather on the weak side, you
31
Syri Nity (order #5099312)
Nulb hp 39; XP 520 and worthless candleholder. The coins are
Encounter Key 5 17; I 8; W 13; D 15; Co 15; Ch 7 likewise imbedded in wax to prevent telltale
dagger + 1; purse with 9 pp, 15 gp, 11 sp; rattling. Pearl is Wat's paramour.
The village of Nulb is filthy, ramshackle, changes to AC 1 if time permits.
and still fairly active despite the destruction In his private quarters, Dick has a suit of Manservants (2): Both veterans (Level 1 Fight-
of the Temple. The buildings are of turf, chain mail +1, shield + 1, battle axe + 1, a ers), hp 8; 7; XP 22; 21; leather armor (will
mud brick, crudely hewn logs, and old tim- normal longsword, and an iron chest with a change if time permits); dagger (openly
bers from boats. One or two have stone poison needle trap on the lock (save or die). worn); ability scores average; each has a
foundations and proper boards, but even The chest, stored under his bed, contains purse with 2-12 sp and 2-8 gp.
these are in need of repair. The inhabitants 673 cp, 325 sp, 17 ep, 108 gp, and 46 pp.
of the village are boatmen, fishers, herds- Dick reports to the Temple's Earth priests. These men sleep in the loft, where each
men, farmers, and the like. It is apparent Barman: Wat, a waghalter (Level 3 Assas- has stored a suit of chain mail, a shield, a
that no one manages to make much of a liv- sin); AC 5 (leather); hp 22; XP 241; S 16, light crossbow with 30 bolts in a case, and a
ing in Nulb, and as it is such a poor place, it I 12, W 6, D 17, Co 16, Ch 7 dagger of longsword. The manservants are guards,
is generally ignored by lords and bandits venom, purse with 12 cp, 9 sp, 21 gp, and always alert and ready for a brawl or nefari-
alike. a bloodstone worth 50 gp. ous duties. They work exclusively for the
In his private room, Wat has a shield + 1, hostler.
A small amount of commerce moves elven boots, normal longsword and
along the Low Road, as well as into Nulb shortsword, a pair of matched and balanced 2. SMITHY AND STABLE
from the Velverdyva, as Imeryds Run is throwing knives (daggers), and a gold ring The smith is a very powerful man, with a
wide and deep enough for the small river set with a fire opal (2,000 gp) secreted in the
vessels to use for offloading cargo and like- hem of an old cloak hanging on a peg. Wat bushy beard and large hands forever work-
wise embarking it from Nulb, north of the serves the Temple's Fire priests. ing some piece of iron. He is assisted by a
ford there. Only four points in the entire vil- Wench: Dala, a cutpurse (Level 3 Thief), AC dull-witted stable 'boy' and a rat-faced
lage are noteworthy. 6 (no armor); hp 15; XP 95 young apprentice. Though the smith's main
S 11 111 W 10 D 18 Co 15 Ch 13 skill is shoeing horses and similar work, he
1. THE WATERSIDE HOSTEL Thief abilities: PP 70; OL 48; F/RT 35; MS can mend armor and do minor weapons
37; HS 30; HN 15; CW 87. work, and so is kept quite busy. He is usu-
This place is one of the more substantial Carried: dagger (concealed), 1-4 pieces of ally seen drinking quietly (though he brawls
buildings in Nulb. It has a foundation of cheap jewelry (total value 2-12 gp). She on occasion) at the Waterside Tavern.
field stone and walls of sawn timber, but is often picks pockets.
nonetheless a scurvy place. Its main trade is In a small room upstairs, Dala has a phil- Chon, Smith's boy: Level 0 local man, AC
in its tavern room, though occasional trav- tre of love and a pair of jeweled earrings 10 (no armor); hp 3; AL NG; XP 8
elers stop to spend the night. Rich guests (worth 700 gp) under a loose floor board, S 16 16 W 8 D 12 Co 14 Ch 10
have been known to disappear mysteri- and 87 gp in her mattress. She is Dick
ously. Rentsch's lover. Carried: dagger, purse with 10 cp, 10 sp, 2
Wench: Pearl, a cutpurse (Level 3 Thief), ep, 1 gp
The hostler is a burly fellow with a AC 8 (no armor); hp 13; XP 89
scarred, pockmarked visage, one eye cov- S13 114 W9 D16 Co 12 Ch 11 Sammy, Apprentice Smith: a Veteran (Level
ered by a patch. The barkeep is lanky and of Thief abilities: PP 60; OL 38; F/RT 30; MS 1 Fighter), AC 4 (chain & shield); hp 8;
greasy appearance, but quite tall. Two slov- 27; HS 20; HN 15; CW 87. AL N; XP 18
enly wenches and two manservants of surly Carried: dagger (concealed), 1-4 pieces of S 17 113 D 8 W 9 Co 15 Ch 10
mein hover about the place. See below for cheap jewelry (total value 2-12 gp). She
full NPC details. occasionally picks pockets, but usually Carried: dagger, purse with 6 cp, 6 sp, 4 ep,
limits such work to inebriated victims.
Prices are low, however, being only half In a small room upstairs, Pearl has a sil- Smith: Otis, a man-at-arms ex-mercenary,
those of the Inn of the Welcome Wench in ver case (worth 75 gp and adorned with a AC 7 (no armor) or better (see below);
Hommlet. (Round down when fixing costs.) sapphire worth 1,000 gp) which contains 19 hp 100; AL NG; XP 5000
In the daytime, only two or three local peo- pp. However, the whole is covered with S 18/07 115 W15 D17 Co 18 Ch 13
ple can be found in the hostel's tavern room thick dripped wax, topped by a half-burnt
(0 level farmers, laborers, etc.). At night, candle and seems to be a perfectly normal Carried: dagger (and hammer in smithy),
14-34 (4d6 + 10) roistering folk can be found purse with 1 cp, 4 sp, 7 ep, 2 gp.
in the tavern room (25% villagers, 25%
boatmen or bargefolk, 25% transient band- Languages: Common, Alignment, Elvish,
its or mercenaries, 25% river pirates or Gnomish, Ogrish, Sprite. Spells
Temple spies; assume equal chances where (druidical)—detect magic, speak with
two possible types of patrons are given). animals, affect normal fires.
In a secret place beneath the old anvil at
Hostler: Dick Rentsch, a swashbuckler
(Level 5 Fighter); AC 7 (leather armor); the rear of his shop, Otis has a suit of chain
mail + 2, longsword + 2, and a pouch with
32
Syri Nity (order #5099312)
Syri Nity (order #5099312)
25 gems (a mix of amethysts, chrysoberyls, (1-3); SA surprise 75%, and arrow (victim 36; HS 35; HN 15; CW 86. Carried:
pearls, and tourmalines, each worth 100 must save vs. poison or sleep 10-60 turns), shortsword (under robe), purse with 9
gp). Nearby are his pallet, a chest (contain- SD move silently, invisible at will (-4 AC sp, 5 gp, and 2 pp.
ing clothing and adventuring gear suited to bonus), SZ S; XP 87, 86, 85, 85
his level), a small table and chair, and an Y'dey is the chief cleric of the church of
assortment of old but serviceable weapons 3. MOTHER SCRENG'S HERB SHOP St. Cuthbert in Hommlet, away on this 'sab-
(including normal longbow, a quiver of 20 batical'. She has a suit of plate mail +1,
arrows with cold-wrought iron heads, This dilapidated frame building is well shield + 1, mace + 1, ring of fire resistance,
shortsword, and cold iron battle axe). known in the village as the place to go for all potion of flying, a scroll of 3 cleric spells.
sorts of herbs, medicines, and possibly even (silence 15' radius, neutralize poison, raise
The smith is secretly a ranger knight special draughts of one sort or another. dead) and adventuring gear, all kept in her
(Level 10), an agent of the King of Mother Screng is old and bent, with chambers. The potion, scroll, and equip-
Furyondy, a Knight Bachelor of Veluna, and scraggly gray locks sticking out from ment are in a wardrobe, along with a small
formerly a watcher of activity in Hommlet. beneath the aged shawl she wears all year locked iron box which holds 50 gems
Otis claims to be an ex-mercenary. His 'round. Her daughter appears quite old her- (mostly pearls and a few red spinels, each
apprentice and "boy" believe this to be true, self, so Mother Screng must be venerable. worth 100 gp) and 10 silver ingots worth 10
though the former (an alert snoop) knows This daughter, Hruda by name, is quite gp each. Murfles has a suit of leather armor,
where Otis hides his special equipment. ugly, and it is no wonder that she is an old adventuring gear, a dagger, longsword,
maid, for her personality matches her looks longbow, and quiver with 11 silver-tipped
Otis will accompany adventurers to the and her tongue is sharp. arrows in her chambers. She will lend the
Temple of Elemental Evil if the opportunity arrows to deserving adventurers as needed.
arises. He slays or misleads evil creatures and Inside the shop are counters and shelves A sack with 290 gp lies under a loose floor
helps those of Good while not unduly risking filled with jars, flasks, bottles, boxes, and board. Murfles assists Y'dey and reports to
his life. After one or two such expeditions, small drawers. These are stuffed with herbs Otis about everything of possible interest.
however, he decides that even a Good party and like stuff, and various infusions and
must go it alone, as he does not wish to reveal decoctions made from such. Bunches of vege-
his true identity and purposes—to be certain tation of various sorts hang from the rafters or Neither Y'dey nor Murfles goes on any
that some powerful Evil character does not are tossed onto counter tops to dry. The shop expedition (to the Temple or elsewhere)
loose the prisoner (as, in the Greyhawk Cam- has almost every known herb and spice, and unless Otis personally asks them to do so,
paign, did Lord Robilar). even 3 jars of Keoghtom's ointment which and has a sound reason for it as they are
Mother Screng sells to any adventurers of likewise serving Furyondy, Veluna, and the
This ranger further assists Good characters Good alignment who are in real need of the cause of Good by keeping watch on Evil
if in great need. In his guise as a man-at-arms, magic salve, after having proved themselves activity at Nulb and the Temple. Both, how-
he asks for a suit of chain mail and a long- in expeditions to the Temple. ever, assist parties of Good alignment and
sword, and then substitutes his own magical intent. Quiet exploration of the Temple, to
counterparts. His sword glows only upon his discover the state of its forces and their cur-
utterance of a secret rune, so the magic upon it rent intentions, is of great importance to
may be kept hidden for some time. His "fee" is Mother Screng: An herbmonger (also Can- both of these 'old hags'.
one equal share of treasure gained. Otis is oness Y'dey—Level 6 Cleric, XP 3978);
Neutral Good, and cooperates with Y'dey and AC 9 (no armor) or better (see below); A small coop is in the rear of the shop. It
Murfles (see area 3, seven special followers— hp 37; AL NG; XP 1072 holds 6 homing pigeons, which Y'dey uses
Murfles (area 3), two giant owls, and four S 13 112 W 17 D 15 Co 16 Ch 13 for communicating with the Archcleric of
sprites. The owls conceal themselves amidst Carried: club (under the counter), purse Veluna. This same information is sent to
the thick foliage of a mighty oak nearby. By with 4 cp, 7 sp, 5 ep, 11 gp. Typical Furyondy (and then to Veluna and Verbo-
night, they watch for and report to Otis any spells: bonc) by way of Otis' regular reports; the
activity around the Temple. The sprites are pigeons are a back-up system.
from the nearby area, and are thus very famil-
iar with their surroundings. They make a tem- First level: bless, command, cure light
porary home in a hollow high up the huge wounds, detect evil, protection from evil 4. BOATMENS'TAVERN & NULB MARKET
trunk of a nearby Ipp tree (quite near the owls' Second level: augury, detect charm, hold per-
oak), in the small woods to the north of the son, know alignment, speak with animals This large old warehouse building houses a
track between Nulb and the Temple. They Third level: dispel magic, prayer, remove small tavern in a back corner. The remainder
watch by day, reporting to Otis on activity curse of the place is both a warehouse and general
around the Temple. store. Various items of soft and hard goods are
Hruda: Mother Screng's daughter (a.k.a. offered here, as well as general provisions and
Owls(2):AC6;MV3"/18";HD4;hp27;2; Murfles, Otis' fellow- adventurer and fresh seafood. The Boatmens' Tavern is as
#AT 3; Dmg 2-8/2-8/2-5; SA surprise on follower, an elven warrior-footpad, cheap as the bar at the Waterside Hostel—and
1-5; SZ M; XP 258; 238 Level 2/2 Fighter/Thief), AC 6 (no the place is even dirtier and rougher. The
armor) or better (see below); hp 12; AL room can hold about 30 customers, and any
Sprites (4): AC 6; MV 9"/18"; HD 1; hp 7, 6, NG; XP 156 time after 8:00 AM, 7-12 village folk and half
5, 5, #AT 1 or 2; D dagger (1-4) or arrow S 15 19 W 11 D 18 Co 15 Ch 14 as many rivermen from elsewhere can be
found here, tipping mugs of beer, ale, or wine.
Thief abilities: PP 40; OL 49; F/RT 30; MS
34
Syri Nity (order #5099312)
si
Proprietor: Skole, an ex-riverman (and Barmaid: Lodriss, Level 0, Ability scores Id6 roll Crew in Port
smuggler, also a swashbuckler), Level 5 average; hp 5, no armor, XP 53. Carried: 1. Both out raiding for 3 days
Fighter; AC 8 (leather) or 2 (see below); rtormal dagger (tucked into her girdle), a 2. Tolub in port for 1 night
hp 27; AL NE; XP 265 poisoned dagger (under her skirt), purse 3. Tolub in port for 2 days
S16 111 W14 D10 Co 13 ChlO with 2 cp, 7 ep, 4 gp, and 8 pp; also wears 4. Grud in port for 1 day
jeweled earrings (worth 400 gp), gold 5. Both crews in for 1 night*
Carried: dagger, topaz and silver ring neck chains (the lot worth 120 gp), four 6. Check again, rolling Id4
(worth 300 gp), purse with 8 cp, 3 sp, 7 bracelets (values 50, 200, 210, and 500
ep, and 12 gp. gp), and a pair of rings (200 and 800 gp). * If both crews are in, double the crew
In the back room, Skole has a suit of Lodriss is actually the owner of the Boat- shown for Tolub; Grud's crew is identical.
chain mail, a shield + 2, spear +1, and a mens' Tavern. She is a former camp fol- Pirate leader: Tolub, a superhero (Level 8
longsword. A loose brick in the fireplace lower, and is now mistress to Tolub (see Fighter), AC 3 (leather armor +1, ring
can be removed to reveal a cache of 10 gems below), one of the river pirate leaders who of protection + 3); hp 62; XP 1520
worth 500 gp each (three aquamarines, a frequents Nulb to sell ill-gotten cargoes and S 17 I 9 W 10 D 15 Co 15 Ch 17
violet garnet, two black pearls, and four to restock supplies.
peridots) and a woman's platinum necklace Carried: battle axe +1, dagger + 2, purse
set with emeralds (8,000 gp). Tolub leads a band of 40 river pirates. Only with 7 ep, 14 gp, and 10 pp; black opal
a fourth of his crew is here with him; half are ring worth 6,000 gp
Skole is assisted by three normal men (hp out sailing on the river, and the rest are guard-
6, 4, 3, XP 20, 14, 13), each armed with a ing his ship. Tolub's crew is detailed below. If Pirate lieutenant: Grud Squinteye, a myr-
dagger. If time permits, they don scale mail Tblub is not here, his lieutenant, Grud, proba- midon (Level 6 Fighter), AC 4 {chain
and shield (AC 5) and get shortswords. The bly is, with an identical crew. To determine mail + 1); hp 59; XP 504
toughest also has a light crossbow with 20 who is in port at any given time, roll Id6 and S 15 110 W 10 D 12 Co 17 Ch 14
bolts. Each assistant also has a purse con- consult the following chart.
taining 1-6 cp, 1-6 sp, and 1-6 ep. They are Carried: dagger +1, shortsword, flail,
always working around the place, drinking Pirate crews are at the tavern only after purse with 2-12 of each coin type; wears
at the tavern, or asleep in their quarters in a dark, when three serving wenches are also one earring (worth 600 gp) and a jeweled
portion of the loft. present. The other 13-18 (Id6 + 12) patrons belt (worth 7,300 gp).
of the place are 0 level men.
Pirate Crew (for either Tolub or Grud):
Member Level hp AC XP Armor Weapons
1st mate* 4 23 4 177 Chain + S Longsword
2nd mate 4 21 4
Bosun 169 Chain + S Battle axe
B'mate 2 12 5 44 Chain Morning star
B'mate 0 64 16 Chain + S Longsword, axe
2 Sailors 17 Chain Bastard sword
6 Sailors 0 75 15 Leather + S Longsword
4 Sailors 0 57 14 Leather Spear, dagger
2 Sailors 0 48 15 Leather Battle axe
4 Sailors 0 58 18 Leather Dagger, heavy
0 48 17 Leather Axe, light
0 38
The first mate and half of all sailors are aboard ship. Remember, only a fourth of the crew listed above are found accompanying either Tblub or Grud.
Ruins of Elemental Evil
PLAYERS' DESCRIPTION with a skeletal appearance, scrub growth along the northern end of the former
The road leading from Nulb to the Tem- twisted and unnaturally colored, all Temple compound, and a stump of a
ple is rutted and spotted with rank unhealthy and sickly looking or excep- tower juts up from the northeast corner
weeds—thistles, burrs, thorns, nettles, tionally robust and disgusting. The ruins of the shattered wall. The leprous gray
etc. Some foot and animal traffic has of the Temple's outer works appear as Temple, however, stands intact, its
been using the track, but it is not a busy dark and overgrown mounds of gray arched buttresses somehow obscene with
thoroughfare. (Most traffic between rubble and blackish weeds. Skulls and their growth of climbing vegetation.
these points avoids using the road, so as bones of humans and humanoids gleam
not to leave a discernable path.) white here and there amidst the weeds. A Everything surrounding the place is
As you approach the Temple area, the grove of some oddly stunted and disgusting. The myriad leering faces and
vegetation is disconcerting—dead trees unhealthy looking usk trees still grows twisting, contorted forms writhing and
posturing on every face of the Temple
35
Syri Nity (order #5099312)
seem to jape at the obscenities they depict. Three areas of the Outer Works are emphasize the Tower's existence to the play-
The growth in the compound is rank and described in detail: A. Tower; B. Building ers. If the party has not yet slain any ravens,
noisome. Thorns clutch, burrs stick, and Ruins; C. Temple. read the following description; omit it oth-'.
crushed stems either emit foul stench or erwise, proceeding to the other details if the
raise angry weals on exposed flesh. Worst RANDOM ENCOUNTERS tower is closely investigated.
of all, however, is the pervading fear which (Upper Works only)
seems to hang over the whole area—a The jagged stub of a large tower stands
smothering, clinging, almost tangible Roll ld20 each turn; encounter occurs on up from the razed walls. Two small black
cloud of vileness and horror. Sounds seem a 1. Roll again for type: birds are perched on the tower top,
distorted, either muffled and shrill or about 25 feet up.
unnaturally loud and grating. Roll Result
An illusion on the tower top makes all
Your eyes play tricks. You see darting 1-3 Id6 + 6 bandits (1 Leader 5th level, creatures thereon appear smaller. These
movements out of the corner of your 1 3rd level; others have light birds are, in fact, two of the 16 giant ravens
eye, just at the edge of vision; but when crossbows)* which live here and serve as guards and sen-
you shift your gaze towards such, of tries for the bandits detailed below. Most
course, there is nothing there at all. You 4 1 rock reptile, 5'-8' long ravens are out of sight, roosting on the tim-
cannot help but wonder who or what 5-8 Id8 + 8 giant ravens add occa- bers where the third storey collapsed and
made the maze of narrow paths through broke through the second level. Of course,
the weedy courtyard. What sort of thing sional harassment. (A total of 16 if the party has slain all the birds, they find
would wander here and there around the guard the area; once slain, no none here, only the seemingly deserted
ghastly edifice of Evil without shrieking more appear) tower ruin.
and gibbering and going completely 9-12 20-80 (2d4xlO) giant rats (very
mad? Yet the usual mundane sounds of hungry, but flee if 50% or more are One heavy door can be seen, barred and
your travel are accompanied only by the slain) chained shut from the outside. Arrow slits
chorus of the winds, moaning through 13-20 1 drelb in twilight or darkness; are visible on either side of the door, but
hundreds of Temple apertures built to otherwise no encounter peering in reveals only blackness beyond.
sing like doomed souls given over to the
tender mercies of demonkind, echoed by Statistics The bar is a ruse; it can be disengaged from
macabre croaks from the scattered flap- inside. Unless this is done, however, those out-
ping, hopping, leering ravens. Bandit: AC 7 (leather & shield); MV 12"; side must break the lock, free the chain, and
Level 0 (HD 1-1, leaders HD 1 + ), #AT 1 slide the bar before entering the door.
There is no doubt; you have come to a or 2; D by weapon (longsword, spear,
place of ineffable Evil. Still, it is most cer- light crossbow); AL CE; XP 10 + 1/hp GENERAL NOTES
tainly a place for high adventure and untold (missile firers 14 + 1/hp, leaders extra)
treasures. It is time to ready spells, draw Before you start the following encounter,
weapons, check equipment, and set forth Drelb: AC 2; MV 6"; HD 5 + 3; #AT 1; D 3- be sure you are familiar with the Tower Map
into the maze of peril that awaits you. 12; SA chill, size change, SD magic (Map 4), the occupants, their Defense Strat-
weapon to hit, reflect psionics, AL NE; SZ egy (given below), and the other Combat
EXTERIOR NOTES (for the DM) M; XP 800 + 6/hp (see MM2 page 60) Notes given hereafter.
The thrown down works and razed build- Rat, Giant: AC 7; MV 12"; HD Vi; #AT 1; D Refer to the Tower Map. Four guards are
ings are shown on the map by X marks. All 1-3; SAdisease(5% per bite); XP7 + 1/hp on duty at all times, each peering out of an
ground in and around the place is over- arrow slit. Note that the two slits at ground
grown by weeds, so observation is restricted Raven, giant (16): AC 4; MV 3"/18"; HD level are screened by heavy black felt drap-
to 15 feet in any direction with regards to 3 + 2; #AT 1; D 3-6; AL N(E); SZ M-L (6- eries; anyone trying to peer in from outside
objects of six feet or lesser height, except on 10' wing); XP 60 + 4/hp sees only darkness. Entering by the door,
the remains of the road and path. In these one sees low stone walls, a little over waist
two areas, weed growth is scattered and Rock reptile: AC 3; MV 6"; HD 5 + 5 to height, leading from the exterior wall to
shallower. The pale blue uskfruit growing 5 + 12; #AT 1; D1-4 + I/foot length; SA support columns. These serve to channel
on the trees is small, misshapen, and surprise on 1-3; SD chameleon; AL N; entrants through a passage some eight feet
splotched with angry red patches. One in six SZ M-L (5-12'); XP 00 + 7/hp (S) or 600 wide.
is poison; the consumer grows sick and dies + 9/hp (L)
in 24 hours, the first effects of the poison The tower cannot be entered from above;
being a loss of one point of strength about Note: These bandits work with the brigands the second and third storeys have collapsed,
two hours after eating. An additional point of the Tower (A, below) but are not part of the forming an impassable jumble. The ravens
of strength is lost each hour thereafter, with same group. Do not modify the brigands due which roost above croak a warning to the
zero strength bringing coma. to encounters with these bandits. guards if intruders are sighted.
A. THE BROKEN TOWER The tower interior is lit by a dozen
torches in sconces.
TOWER EXTERIOR
This area lies at the northeast corner of
the Upper Works map. Some general details
can be discerned from a distance, but do not
Syri Nity (order #5099312) J
This tower is the residence of 26 brigands. ments (through invisibility and clairvoy- If the party hesitates, they pick up spears.
ance, for example). If the party enters, they get morning stars.
Raven, giant (16): AC 4; MV 3"/18"; HD If the party's approach is seen by either
3 + 2; #AT 1; D 3-6; AL N(E); SZ M-L (6- guards or ravens, all but two torches are Serjeants either grab extra spears to hurl
10' wing); XP 60 + 4/hp immediately extinguished, and brigands or draw swords. Guard-archers continue
armed with missile weapons move to cover missile fire. Light crossbowmen reload if
Footmen (8): AC 6; Level 0; hp 6 each; #AT the door. The balance of the men form a possible, or drop their crossbows and grab
1; D1-8; front rank (4) in ring mail, with shield and spear wall, two ranks deep, battle axes for melee.
spear & throwing spear; rear rank (4) in about five feet northeast of the entryway.
studded leather & shield, with spear and Behind the missile troops, one first and one Front rank brigands draw swords and
longsword; XP 20 each third level brigand take station on each advance one pace, while rear ranks level
flank. Behind the ranks, the sixth level their second (long) spears and move up. The
leader and one first level brigand stand sixth level leader and his first level Serjeant
Crossbowmen (4): AC 6; Level 0; hp 4 each; ready to move as the need arises (left, right, ready their hurling weapons for fast release,
#AT 1; D 2-5 (bow) or 1-8 (battle axe); or upwards). The two guards on the stair- followed by movement to any threatened
scale mail; XP 18 each way, at their arrow slits, remain in position area.
Archers (4): AC 5; Level 0; hp 5 each; #AT 2 to shoot at targets of opportunity. If the party hurls oil or otherwise attacks
or 1; D 1-6/1-6 (shortbow) or 1-6 As soon as the party attacks the door, the with a serious threat, the leader moves rap-
(shortsword); in chain mail armor; XP 19 remaining torches in the main room are idly to the south-central pillar and releases a
each extinguished. Lanterns in the two interior chain there. This triggers a fall of several
rooms remain alight, not being normally hundredweight of rocks and loose stone.
Guards (5): AC 5; Level 0; hp 5 each; #AT 2 detectable. As soon as the door is opened, Each victim in range (the entry area
or 1; D 1-6/1-6 (shortbow) or 1-6 and invaders (characters) are illuminated or bounded by the door and low walls) takes 1-
(shortsword); in chain mail armor; XP 19 silhouetted, the brigands attack with 12 points of rockfall damage, is stunned for
each arrows, bolts, and spears. If the intruders the following round, and blinded by a chok-
flee, they are fired upon again. If they ing cloud of dust which settles in two
advance, the brigands use flanking fire rounds. Meanwhile, the brigand leader
Sergeants (2):AC 4; Level 1 Fighters; hp 11; while their forward line engages. dashes to his room (area 3), slams and bars
9; #AT 1; D 1-8 (throwing spear or long- Combat Notes the door, and enters the secret trap door.
sword) or 1-4 (dagger); in chain mail &
shield; XP 25; 23 TOWER AREA DESCRIPTIONS
As soon as combat begins, give the bri-
Lieutenants (2): AC 2; Level 3 Fighters, hp gands the following advantages (assuming 1. MAIN ROOM
22; 17; #AT 1; D 2-5 (heavy crossbow) or that the party was observed, and that they
2-8 (morning star) 1-6 (spear) or 1-4 forced entry through the door): There is little in the place other than the
(dagger); plate mail, Dexterity 15; XP rude tables, benches, chairs, and stools.
116; 101 a. Only the intruders (party) can be sur- Heaps of old blankets and brown cloaks lie
prised. by the walls, and several sacks near them
Leader (1): AC 0; Level 6 Fighter; hp 43; b. The brigands automatically gain initia- are filled with foodstuffs. On the tables are
#AT 1; D 3-10 (longsword +1) or 2-7 tive in the first round. bottles of cheap wine (mostly consumed),
(hand axe) or 2-5 (dagger), chain mail c. Attacking illuminated or silhouetted tar- knucklebones, dirty plates and mugs, and
armor, shield + 2; XP 558 gets, the brigands gain a + 2 bonus to all nothing else.
S15 113 W12 D16 Co 15 Ch 17 "to hit" rolls for all missiles (including
arrows, bows, and hand-hurled weap- The brigands obviously live in the place,
ons; each round, this should affect six eating, sleeping and gaming while awaiting
In their coin purses, the brigands have the arrow shots, two heavy crossbow bolts, further raids. If the rafters are examined,
following treasures: four light crossbow bolts, and ten various smoked meats, sausages, and bags
of onions and herbs can be seen. All told,
Leader: 11 gp, 27 pp spears). the provisions here can supply all the bri-
gands for a full week. Under the ascending
Lieutenant (each): 2-12 ep, 2-12 gp, 2-12 pp d. A -1 penalty applies to all the invaders' stone spiral staircase are five large barrels.
Serjeant (each): 1-6 sp, 1-6 ep, 1-6 gp "to hit" rolls until the tower interior is The two largest contain water; the next two,
Guard, archer, crossbowman, footman illuminated, and the brigands gain a cor- beer. The smallest (about 40 gallons) is
(each): responding + 1 bonus for their familiar- nearly full of wine—the same sour, cheap
ity with the dark area. stuff on the tables. A bale of blankets is
1-6 cp, 1-6 sp stuffed under the stairs, evidently loot from
some hapless merchant.
DEFENSE STRATEGY After the initial round of missiles, the par-
ty's actions determine the lieutenants'
The positions noted apply only if the PCs actions:
manage to approach completely undetected If the party flees, they reload crossbows.
and somehow learn of the interior arrange-
37
Syri Nity (order #5099312)
2. NORTH ROOM Large pouch with a leather strap for shoul- woods north of the Temple, towards the
der slinging, containing 50 tiny pearls Velverdyva.)
This place quarters the two lieutenants (base 10 gp each) and a leather bag (con-
and the three sergeants. In addition to the taining 50 pp) Near the tunnel exit are a deserted cottage
five rough beds, the room contains a round and a ramshackle barn. This whole area is
table, three stools, a chest of drawers with a Longbow and quiver with nine arrows +1 screened by surrounding trees. In the barn
lantern atop it (and nothing but old clothes Locked bronze coffer containing three are six light horses, which belong to the bri-
and the like inside), and a padlocked iron- gand leaders. They are fed and exercised
bound oak chest. Inside the latter is a potion potions speed, extra healing, and water each night in most cases.
of healing, a sack of 300 ep, a jeweled dag- breathing)
ger (worth 250 gp), and four bolts of silk Locked iron box, containing 800 gp and 200 ep B. BUILDING RUINS
(worth 10-60 gp each).
The fleeing leader immediately dons or This area lies northwest of the Temple,
3. NORTHEAST ROOM picks up all but the last two items. If time per- concealed by some dense woods to the
mits, he drinks or takes the potion of extra south and southeast.
This is the leader's private chamber. He healing. If he hears pursuit, he probably (75%
has a comfortable bed heaped with quilts chance) drinks the potion of speed. He proba- As with all of the razed works of the
and pillows, a table and two chairs, a small bly (75%) ignores the potion of water breath- Temple, the outlines of this place are dis-
desk and stool, a chest of drawers, and a ing. He then runs down the west passage and cernable even though the whole is tum-
padlocked iron box. out to escape. If successful, he visits Nulb at bled, burned and broken. Broken bricks,
night and then leaves the area on horse, seek- bits of charred beams, and broken plas-
On the table are a few pewter dishes, a ing better things in Dyvers or somewhere ter are heaped in the shell of the lower
bottle (full of good brandy), and some across the Nyr Dyv. storey. Parts of a narrow outside stair-
slightly wrinkled apples. way on the west side can be seen through
4. ESCAPE TUNNEL the rubble. The stairs lead down to a
Inside its fold-down top, the desk holds dark, small opening, through which a
some quills, an inkwell, and several sheets This five-foot-wide passage is hewn from person might crawl.
of parchment. One sheet bears a list of pos- the bedrock underlying the Temple com-
sible victims (including the jeweller at Hom- plex, evidently following a natural fissure in There is no evidence of heavy traffic here;
mlet). The other sheets are blank, but if the the limestone. It bears generally west, no footprints of men or beasts, save a few
correct one is held up to a strong light, a though it has many curves. In places it is not rat tracks. The boxed space on the map indi-
map is revealed, showing the secret tunnel worked at all, and there the width varies cates the stair and hole, where a foolish
out of the tower—and into the third level of from four to eight feet. About 540 feet adventurer might gain access to what
the Temple dungeon, if entry is desired. along, it opens into a small natural cave. remains of the building's cellar. As soon as
The north wall of this 40' oval chamber is anyone crawls down in, 12 giant rats scurry
The chest of drawers conceals a short marked by a three-foot wide opening. (A forth and attack. Note that all shield and
sword with a topaz pommel (total value 500 secret entrance to Dungeon Level Three, dexterity protection is lost here; the area is
gp), a suit and hooded cloak of brown vel- area 335, is concealed in the eastern portion too cramped and cluttered. Rats attack
vet trimmed with fur (200 gp), plus normal of the south wall by a balanced, pivoting crawling victims with a + 4 bonus "to hit." If
clothing and odds and ends. stone slab. The passage concealed is three retreat is immediate, the rats do not follow.
feet wide and leads 600 feet south, slanting Otherwise, additional waves of rats (3-18
The iron chest is trapped with poison nee- downwards rather steeply. At its end is a 10' per wave, with 2 hp each) attack on melee
dles, which project to either side of the lid wide stone passage east, turning south in 30 rounds 3, 7, and 12.
when it is raised. Inside are 384 cp, 556 sp, feet; see the Dungeon Level map and key.) Rats, Giant (12): AC 7; MV12"; HD V2; hp 3
106 ep, 277 gp, and 91 pp.
The narrow north passage leads north each; #AT 1; D1-3; SA disease; XP10 each
One flagstone can be lifted to reveal a and gradually west, ascending slowly over The cellar contains nothing but litter and
bronze ring, set into the floor. The pivot is about 200 feet. It then turns due north again filth. If an old mat in the northeast corner is
undetectable by normal sight, and the flag- for another 100 feet, where the limestone lifted, a trapdoor leading to a hidden wine cel-
stone locks into place. It is mechanically gives way to clay walls shored up by tim- lar is discovered. A short flight of steps leads
linked to the trap door beneath, which is bers for 50 feet. The escape tunnel mouth is to this 20' square room, containing dozens of
counterbalanced to raise and lower with at the side of an abandoned dry well. A barrels and a rack of earthenware flasks. The
ease and but little noise. If the trap door is small heavy door there is set back from the barreled wine is cheap—drinkable but sour.
closed from below, the flagstone also closes side of the shaft and painted dull brown, The 68 stoneware containers all hold very
neatly. The shaft below is about three feet barred from the inside. A short ladder can excellent wine; each is worth 1-6 gp, or 3 gp
square, and bronze rungs lead 30 feet down be set up inside the shaft, enabling the each if the lot is sold off at once. A keg of very
to a small chamber. In this 10'x 15' room escaping party to gain a series of ascending ancient brandy is also hidden here, and will
are the following: ledges which lead to the top. The ladder is fetch the sum of 400 gp in Hommlet or any
inside the tunnel. place other than Nulb.
Small, flat silver box (worth 125 gp) con-
taining a jeweled necklace (2,400 gp) (The position of this exit is indicated by
an X on the large area map, deep in the
Cloak of elvenkind, hanging on a peg by the
entrance of the passage leading to the west
38
Syri Nity (order #5099312)
C. THE TEMPLE 39
FIRST IMPRESSIONS
\ Careful inspection of the structure,
| including a trek around its exterior, reveals
j the following.
i The oddly peaked and gabled roof seems
I to set the viewer's teeth on edge. The grue-
| some visages glaring from the walls are
! everywhere—as projecting ornaments, as
! supports, in bas-relief, etc.
The place is huge. It extends over 450 feet
north and south, and is nearly 450 feet
across at its widest. The walls rise about 30
feet, supported by arched buttresses and
many pilasters. The roof peak is about 20
feet higher than the walls, making the whole
edifice no less than 50 feet tall.
Only three doors are visible, all at the
south end of the Temple. The narrow win-
dows appear to be barred.
SEALED DOORS
Four pairs of huge bronze doors are
located within the Temple areas. The first
pair is the Grand Entrance (Upper Works
area 1), and will be encountered early in the
adventure. Other doors are within the
dungeon at areas 145, 210, and 352.
Each pair of doors is held fast by huge
iron chains, and all cracks are sealed with
soft iron. Graven upon each portal are mag-
ical runes which glow in a silvery radiance.
These portals are the binding forces
which even now confine the demoness Zug-
gtmoy to the dungeon (Level Three). If one
or more pairs of doors are sundered, Zuggt-
moy gains some freedom and additional
powers; see area 353 for detailed notes, as
well as the monster description in Appendix
B. Show diagram 10 to the players when-
ever a character approaches within 10 feet
of any pair of these doors. The intruder
must make a saving throw vs. spells, apply-
ing a -2 penalty to the roll, to resist the pow-
erful permanent antipathy magic
represented by the silvery runes. Failure to
save means that the character cannot
approach within 10 feet of those doors, and
is likewise forever blocked from the other
portals of like dweomer found in the
dungeon. The victim cannot even bear to
look upon the silvery runes.
If the saving throw succeeds, another
must still be made whenever the character
Syri Nity (order #5099312)
again comes within 10 feet of the same por- Strength Chance to Open TEMPLE AREA DESCRIPTIONS
tals, or of like portals elsewhere. Any fail- 20 1-3 on Id6 1. GRAND ENTRANCE
ure to save produces the effect noted above. 21 1-4 on Id6
22 1-4 on Id6 The bronze doors of the entry (23' high,
If the doors are successfully approached, 23 1-5 on Id6 20' wide) are held fast by huge iron
the intruder may try to break them down. 24 1-7 on Id8 chains, and all cracks are sealed with soft
However, this is an impossible task to normal 25 1-9 on ldlO iron. Graven upon these massive valves
strength and most magic. Strength of 20 or are runes. You note that the writing
more might succeed; check the standard If the attempt succeeds, the doors are bro- glows and seems to burn with silvery
chance to open a wizard locked door for a ken asunder and their dweomer ruined. radiance, making your eyes teary.
character or creature of appropriate strength Show diagram called "Entrance Runes,"
(c.f. girdle of giant strength, DMG page 145): 40 to the players. Make a Saving Throw vs.
Spells for each character, applying a -2 pen-
Syri Nity (order #5099312) alty. A major casting of an antipathy spell
has been made permanent upon the portal.
Each creature within 10' is affected unless
the noted saving throw is successful. All
who fail will shun the doors and will not
look upon the runes. If all fail, take back the
players' rune sheet. Read the following
description to those examining other areas.
Those of you not examining the main
entry have noted that the vile stained
glass windows of the place are intact.
You can enter by breaking the main door,
or you can check the smaller bronze-
wood doors around the corners to the
east and west. (Bronzewood is a dense,
very hard wood, tougher than oak.)
Though these side doors are heavy and
thick, both can be broken open. Each is
locked and barred, but 50 points of damage
effects entry. The windows are high and too
narrow to permit passage to a man in
armor. Each is barred and spiked with
bronze.
2. VESTIBULE
The floor of this area is reddish brown
slate-like stone squares, each about 2 feet
square. The walls are plastered and
painted with scenes befitting the nature
of the Temple—disgusting acts, killing,
torture, enslavement, robbery, thievery,
and unspeakable things. The creeds of
the worshippers here are all too evident.
Evil is flaunted and lionized. Dim light
filters through the stained glass win-
dows, casting revolting colors upon the
greenish stones of the floor to the north.
In that direction you can see the nave
of the Temple. The pillars to either hand
J
are of a pinkish mineral, shot through disc is greenish black stone; the upper, tered and useless. The interior of each is
with worm-colored veins. Their arches blackish green. The center of this altar is caked with a dry brown substance.
lead to an unremarkable pair of lesser a depression about eight feet across, Pieces of furniture are also scattered
side aisles. The columns supporting the filled with scummed-over black liquid. about, as are the torn remains of some
archways, as well as the arches themsel- Several pieces of smashed shells are scat- brown garments and three stubs of
ves, are worked in bas relief. As with the tered around the area, along with a bro- brown candles. A flight of stairs
frescoes in the entryway, the scenes here ken bronze knife. descends to the southeast.
are ineffable, vile, filthy. It is probable
that this area was reserved for the lowli- The black liquid is merely dirty water, six Two of the brown robes are a bit frayed
est of worshippers. The area beyond is feet deep. If the pool is dragged, a small and but intact. The candles are normal, each
better lit and more open, though it also delicate skeleton is discovered at the bot- about three inches long. The steps lead
has more of the nauseating pinkish pil- tom, the remains of the last sacrifice. down to Dungeon Level One, southwest
lars supporting the roof high overhead. corner (area 109a).
4a. EAST VESTRY
3. CENTRAL ALTAR 6. SMALL DOOR
This area was apparently a vestry. Bits of
The pillars here are white marble, veined broken altar service are present here This door opens into a small vestry.
with ugly red. The altar block of pinkish also, with a broken trident and pieces of Pieces of broken glass and splinters of
white marble is roughly oval something torn, scorched robes of a moss-green crystal lie scattered within. Someone evi-
over 7 feet long by 5 feet wide. Its top has a hue. Other rubble includes several dently made a fire in the far corner, as
hollowed out portion resembling a human smashed benches, a small broken table, bits of charred wood and cloth lie on the
form, with legs apart and arms away from and a thrown-down wardrobe with one floor, and the rafters overhead are black-
the body. This depression is stained a side kicked in and the doors torn off. A ened with soot. A pile of robes, once
darker color than the rest. Just north of the flight of stairs descends to the southwest. ivory-colored, lie in the center of the
altar is a circular, marble-lined pit—a well room. They are soiled and stained with
of sorts—20 feet in diameter. Shards of Under the wardrobe lie three moss-green excrement.
broken crystal vessels lie about the well, robes, lined with black satin. Each has a
near the altar, and scattered about the cowl. All are soiled but otherwise in good If the party looks carefully overhead, a
floor. A crystal knife with a broken blade condition, but are obviously of little worth. bit of whitish color can be seen amidst the
lies atop the stone block. If the stairs are used, refer to Dungeon Level rafters ten feet above. This is an intact ivory
One, southeast corner (area 109a). robe, with cowl, edged and embroidered
Careful examination of the well reveals a with reddish-pink whorls and lined with
one-foot wide ledge beginning 15 feet from 5. WEST ALTAR pale blue satin.
the mouth of the shaft. It circles the north-
ern face of the well, leading to narrow, steep The supporting pillars in this wing are 7. GRAND STAIRCASE
steps which spiral down clockwise from the sandstone, resting on a red slate floor.
east. The shaft is 85 feet deep. If characters Bits of broken pottery and sharp bits of A flight of steps, 20 feet wide and each
descend here, see Dungeon Level One (area rock cover the floor here, making walk- step broad and tall, delves down to the
131) and Dungeon Level Two (area 210). ing about a risky business. The stump of north. The stone is a dull gray, but flecks
a granite monolith, and chunks of of color—white, blue, red, green, and
4. EAST ALTAR brownish-red rock around its base, indi- black—dot its surface.
cate that the altar was violently assaulted
The thick stone columns here are deep and destroyed. A few links of bronze To the north of the staircase is a stone
green, with blood-red striations. The chain, a twisted manacle, and a bronze- railing, with supports of white, brown,
paving blocks are mossy green, with a wood maul with a snapped haft add to and green stone alternating; its upper
circular dais-like area about 20 feet in the impression that the enemies of the portion is cinnebar. The floor beyond is
diameter in the center part of the wing. Temple w,ho did this must have found the paved with three-foot squares of highly
altar very hateful indeed. polished red granite. The square
Continue only if PCs move in for closer columns of some type of yellowish stone
examination. 5a. WEST VESTRY are carved in bas relief, and painted to
show scenes of fire and suffering with
The dais is two-tiered; each rises about This seems to be a vestry. A broken demonaic creatures leering on.
18 inches, the inner being 14 feet in diam- rhondite bowl and ewer lie in a corner,
eter, thus forming a three feet wide step apparently flung in anger and now shat-
along the rim of the lower tier. The lower
41
Syri Nity (order #5099312)
If PCs proceed down the flight of steps, 9. EAST DOOR THE POWER OF ELEMENTAL DEATH
they come to a 10' landing and a pair of mas- This portal is finely carved, but most of BRINGS MORTALS LOW
sive double doors which exactly duplicate the vile and obscene work has been
those at the entrance (area #1). These are hacked and chopped so as to efface its BUT RAISES THE NAMELESS ONE
sealed with soft iron, chained, padlocked, evil. Beyond is another vestry, a cham- HIGH
and likewise bear the silvery glowing warn- ber nearly 30 feet wide and 60 feet long.
ing glyphs. The permanent antipathy is also It once must have been the scene of The flags upon which the throne sets
here, requiring the same saving throw, debauched revels, for the remains of are ten-foot squares of granite, set in a
again with a -2 penalty. However, those great couches, tables, and padded chairs mosaic pattern:
who failed the saving throw at the entrance are strewn about. Charcoal and several
are not here entitled to another; they auto- broken barrels lie nearby. A stack of res- Sketch or describe the pattern in detail for
matically shun and refuse to look at the inous faggots near the door seem to be the players. If detected, note that the per-
runes. Those who succeeded at first but fail the only things not broken or disarrayed. vading evil is stronger here than elsewhere.
here are always affected by antipathy when- Amidst the litter are several skeletons, A faint dweomer also radiates from the
ever any identical set of runes is confronted. probably human. One wears the tattered entire area.
remains of a scarlet robe.
If the party eventually breaks open these The huge throne is carved of solid stone,
doors, they enter Dungeon Level One, area Behind the lengths of wooden faggots is a immobile, and cannot be destroyed by any-
145. small cupboard, set into the wall. Within it thing but disintegrate or wish. Other spells,
are two silk robes of bright crimson, with including those which affect rock or stone,
8. HIGH ALTAR skulls embroidered in gold thread on the have no effect.
front and back. Each is cowled and lined
A huge bronze vessel chased with copper with lavender silk. The throne can be ordered to sink to the
stands here. Its six legs hold it slightly 10. DAIS AND THRONE Greater Temple (Dungeon Level Three, area
more than a foot above the floorstones. 352). Only a limited wish or greater spell
The basin-like pot is eight feet in diame- The dais extends south into the Temple, can detect this movement capability. The
ter. Its bottom is filled with old charcoal, forming a circular area. The floor, steps, possessor of the Orb of Elemental Death
bits of blackened bone, and undefinable and walls are black basalt, highly pol- (Dungeon Level Three, area 322) knows
lumps. A piece of chain still hangs over ished and gleaming. Four steps lead to how to operate the throne merely by gazing
this altar, and evidently others similar the upper platform, and upon it is a great upon it (magically becoming aware of the
once also hung there, but their bronze throne of purplish basalt, with leering command words to make it lower or rise)
links were broken, and short pieces lie on demon faces and carved grinning skulls. and can control the throne by sitting on it
the floor around the area. The altar's rim Above the throne, the following words while holding the Orb.
is dented and cut, as if struck by many in the common tongue are chiseled into
hard blows. the curving wall: The throne can otherwise be activated by a
wish, or by the following procedure. The user
must step on the four color slabs directly
before the throne, in proper order—brown,
white, green, red—and then speak the name
of Zuggtmoy. The throne thereafter sinks to
area 340 when anyone sits upon it.
42
Syri Nity (order #5099312)
Part 3:
Dungeons of Elemental Evil
The Temple dungeons are a busy place, for the worked many small vents and air shafts into TREASURE
underground is still alive with followers of the the place to assure proper ventilation. Rooms
defeated cult. They are engaged in various are thus usually warmed by braziers. Torch Adventurers may find many coins and gems
struggles amongst themselves, forgetting the smoke does not linger near ceilings, let alone herein, and such will be fairly easy to remove
common enemy Good. A few individuals and at lower levels or in corridor or chamber. and spend. A base value is given for each gem
groups still strive to unite the factious adher- Strange odors and odd noises are borne on found loose; roll ldlO for each gem recovered
ents of Zuggtmoy and Elemental Evil; most, gusts of air. The hollow, echoing underground to check for increase or decrease of worth
however, seek to place themselves at the head ways are rife with musty, damp, feral, foetid, beyond the noted value (DMG, page 26). Jew-
of the conjoined group. Because of this rivalry and more noisome scents. elry should likewise be checked using Id8, as
I and internal strife, adventurers can fairly eas- explained on the same page.
jily penetrate the Temple dungeons, whether MAP NUMBERING
• disguised or not. Note, however, that not all of the treasure
t This is not to say that attacks won't often be Due to the size of the whole complex, the is cash. A typical assortment of potions,
made upon the party, regardless of any dis- encounter areas are coded, rather than num- scrolls, and other magical treasures are
guise! For example, characters wearing the bered sequentially. The first digit indicates the present. Furthermore, many common but
robes of the priests and servants of Elemental Dungeon Level. Area 1 of Level 1 becomes finely crafted accessories—serving sets,
Earth will likely be attacked by the other three 101; area 29 of level 2, 229; and so forth. plates and cups, tapestries, and the like—
elemental groups (if they perceive the party to are quite valuable, though not quite as
be weak) or by other bands dwelling beneath AREA DESCRIPTIONS immediately negotiable. And for the excep-
the Temple. Another benefit of the power strug- tionally industrious, even normal armor
gle is that no concerted effort to free Zuggtmoy All DM notes are arranged in order of their and weapons abound to such a degree that,
has been mounted. All of this will become probable use. Some areas also contain boxed assuming half book value as the resale price,
clearer and more detailed as you read through information to be read to the players. Many nearly 10,000 gp worth of such items can be
the encounter explanations for each level. encounters involve immediate combat, and taken from the Temple's inhabitants!
the area descriptions are then revealed after
STANDARD CORRIDORS the melee. In general, read the full contents of RECRUITING
each encounter before starting it, to be sure
Unless noted otherwise, corridors are of dressed that all the details are properly used and All factions of the Temple are active in this
stone blocks or worked from the natural lime- revealed in their proper sequence. crucial area. Agents roam near and far to
stone (or granite, in the lower depths). Walls bring all sorts of evil humans and human-
and floors are smooth and polished wherever The standard abbreviations of PH, oids into service. River pirates and brigands
possible. The 10' wide corridors have gothic DMG, UA, MM1, MM2, and FF are used are major sources. Humanoids come from
arches, peaking at about 17' height. The 20' (with page numbers) whenever these all quarters. Any group of humans or small
and 30' passages and spaces have roman AD&D game references are needed—the humanoids within the dungeon is able to
arches, about 30' tall. Unless otherwise PLAYERS HANDBOOK, DUNGEON replace its losses (to adventurers) at the rate
described, doors are of oak, hornwood, or MASTERS GUIDE, UNEARTHED of one per day. Larger humanoids (3 + 1 or
bronzewood. Each is about three inches thick, ARCANA, MONSTER MANUAL (1), more Hit Dice) can replace one each three
bound with bronze, and set with a large ring on MONSTER MANUAL II, and FIEND days; monsters can replace their numbers at
each side. Cressets and sconces are along the FOLIO(tm) Tome, respectively. the rate of one per week.
walls, and unlit torches rest in most of the latter.
In 10' wide corridors, sconces are at 10' inter- PRISONERS If the Temple forces are not heavily
vals. Cressets in wider passages are at 30' inter- pressed by the party, they actually grow at
vals. Both are staggered left, right, left, right When human and demi-human prisoners the rates given above. Note, however, that
(etc.), and unlit unless specified. are found and rescued (i.e. taken out of the once the leaders of a group are eliminated,
dungeon), the XP value given for each neither they nor their forces can be repaired.
STAIRS should be applied to the party's total, as if
they were defeated monsters. Conversely, if ZUGGTMOY BOUND
All stairways are steep, with one-foot risers. the prisoners are slain, the characters lose
The large one is of polished stone and specif- triple the XP values given. Deduct the The demoness is imprisoned is a room of
ically detailed (area 148 ef al.). Small ones amounts from the other awards earned. If Dungeon Level Three, and cannot free herself.
are hewn from solid rock. Though not espe- such prisoners are simply turned loose in the Four huge bronze gates exist within the
cially old, the stairs are already worn from dungeon, no XP award is earned, but no dungeon complex, the first found at the Grand
the passing of many feet. deductions apply. Entrance (area 1), the others described in areas
145, 210, and 340. If the lowest pair of valves
VENTILATION Experience point values of other prisoners (340) is destroyed, Zuggtmoy is free to roam
are also given. For monsters of the same general areas 339-353. If the gates at 210 are opened as
Drafts and less noticeable air currents exist alignment as the majority of the party, treat well, she is free to roam the second and third
aplenty in the Temple dungeons. The builders them as above. If otherwise, award no XP if dungeon levels. If the gates of area 145 are fur-
they are slain, and deduct triple the XP value if ther sundered, she can also roam dungeon
they are turned loose in the dungeon. levels one and four. If all the gates are
destroyed, Zuggtmoy is completely freed.
43
Syri Nity (order #5099312)
GOALS well, with a bit of work. I certainly hope The Two united, in the past,
that you and your players find this exten- a Place to build, and spells to cast.
The fourth level of the dungeon is the true sive module an interesting and enjoyable
climax to the whole campaign. The PCs scenario, one which offers challenge and Their power grew, and took the land
must be strong enough to adventure there, opportunity while heightening your own and people round, as they had planned.
and to enter the Elemental Nodes (partial heroic fantasy campaign!
planes). These areas are challenges, of CLUES A key without a lock they made
course, but they are testing grounds of the of gold and gems, and overlaid
fitness of those who seek to slay Zuggtmoy. Try to encourage players to gather knowl-
edge as well as treasure, to maximize the with spells, a tool for men to wield
If the PCs are careless on the fourth level fruits of the adventure. to force the powers of Good to yield.
and bring Iuz to the scene, only the inter-
vention of St. Cuthbert himself will save In area 216, characters may find a scroll But armies came, their weapons bared,
them from certain death and utter destruc- bearing a short and cryptic poem. For your while evil was yet unprepared.
tion. The factions of the Temple— reflecting reference, this note refers to the contents of
the true spirit of Chaotic Evil— should suf- area 334. The recovery of Fragarach can be of The Hart was followed by the Crowns
fice to enable Good characters to win great importance not only to this scenario but and Moon, and people of the towns.
through, to both the Elemental Nodes and to the larger campaign events in progress.
the prison of Zuggtmoy. Power comes in The Two were split; one got away
overthrowing the denizens of the Greater As the key to final success against Zuggt- but She, when came the judgment day,
Temple; the ability to beard Zuggtmoy in moy hinges on the recovery of the Orb of
her lair comes from the magic and weapons Golden Death (described in Appendix D), the did break the key, and sent the rocks
found in the Elemental Nodes. The anticli- following poem should be introduced at a con- to boxes four, with magic locks.
max comes when the party finally reaches venient point. The exact method is left to the
the portion of the third level wherein Zuggt- DM. After any dungeon level is entered, if any In doing so, She fell behind
moy is bound. Neutral player character revisits the Jaroo, the as He escaped. She was confined
Druid of the Grove in Hommlet (for shelter,
As a final note, you might find it interest- advice, etc.), he may bring out an old parch- among Her own; her very lair
ing to have each gem taken from the Throne ment bearing the clue. A Lawful Good charac- became her prison and despair.
of Zuggtmoy allow entry to and exit from ter visiting the Church of St. Cuthbert (in
one plane of the Abyss. This assumes, of Hommlet) for similar reasons can likewise The Place was ruined, torn apart
course, that you desire to develop such receive the poem, by means magical or mun- and left with chains around the heart
areas. (This is a tall order, but it can cer- dane. (Of course, such a character could not
tainly make an interesting campaign. See actually employ the Orb, so this route is not of evil power—but the key
module Q-1 Queen of the Demonweb Pits optimum.) At last resort, if PCs lack the was never found in the debris.
for direction as to what an Abyssal Plane opportunity for such contacts or fail to gather
can be like.) With or without such develop- enough background information, you might He knows not where She dwells today.
ment, it is strongly suggested that you place introduce the clue in a dream, simply reciting She set the minions' path, the way
this campaign within some sort of devel- it to one or more players as you see fit.
oped background — the WORLD OF To lift Her Temple high again
GREYHAWK™ Fantasy World Setting being With tools of flesh, with mortal men.
the natural one, as this work was drawn
from it. Your own can be made to serve as Many now have gone to die
in water, flame, in earth, or sky.
They did not bear the key of old
that must be found—the orb of gold.
Beware, my friend, for you shall fall
unless you have the wherewithall
to find and search the boxes four
and then escape forevermore.
But with the key, you might succeed
in throwing down Her power and greed.
Destroy the key when you are done
and then rejoice, the battle won.
44
Syri Nity (order #5099312)
Dungeon spells except lightning; AL N, SZ M, XP their song and fly around, attacking any
Level One 200 + 5/hp creature that makes a hostile gesture. If
sounds of fighting occur here, the occupants
RANDOM ENCOUNTERS Ogre: AC 4, MV 9", HD 4 + 1, hp 24, #AT of area 104 arrive 1 round later. If there is no
1, D 5-10 (stone-set club, Id6 + 4); AL such turmoil, these creatures arrive five full
Roll d% once per turn and refer to the fol- CE, S Z L ( 9 ' + ) , XP90 + 5/hp rounds after the grate's noisy descent.
lowing chart. (A result of 11 or more means
no encounter.) If Zuggtmoy is free to roam Men-at-Arms (6): AC 4, MV 9 ", Level 0, hp Harpies (2): AC 7, MV 6'715 ", HD 3, hp 16,
this level, she appears if the result is 00. 4 each, #AT 1, D 1-8 (longsword), SA 3 12, #AT 3, D 1-3/1-3/1-6, SA singing +
with javelins (D 1-6, ranges 2 "/4 "/6 "), 3 charm; XP 193, 181
ldlOO Result with light crossbows (D 2-5); AL NE, XP
18 each This 70' x 30' chamber appears deserted.
01-02 Id6 + 6 brigands, with a 2nd level It has probably served as a privy, for the
fighter leader, coming to report on Leader: AC 4, MV 9", Level 3 Fighter, hp 21, place has a foul fecal odor and filth is
outside activity. Each has Id6 gp, #AT 1, D1-8 (longsword), SA 2 javelins (D scattered here and there on the floor. The
3d6 gp for leader. 1-6, ranges 2 "/4"/6"), Strength 17 ( + 1 "to columns which support the ceiling 40'
hit"/ + 1 damage); AL NE, XP 113 overhead are thick, four or five feet in
03-05 Id4 +1 gnolls, entering to take diameter. A few skulls and bones lie
service with the forces of the Earth ROOM KEY around the pillar bases.
Temple; no treasure.
101. ARMORY The secret door in the northern portion of
06-07 Id4 + 1 ghouls, prowling for prey. the west wall cannot be opened from this
Each may (50 %) have 2-12 gp, and This plain chamber is filled with wooden area except by the use of appropriate magic.
might (10%) have a bloodstone racks for various spears, pole arms, and
(base value 50 gp). smaller weapons. The walls have many 104. ROOM, 30' x 20'
pegs indicating where other weapons
08 In 10' corridor, 1 gelatinous cube and shields once hung. All that remains Six ghouls move from here into harpy hall
with normal treasure; otherwise, 1 now are broken weapons, sundered (area 103) if any noise is heard therein, their
gray ooze, no treasure. shields, and ruined coats of mail. Several speed determined by the nature of the
skeletons, both human and gnoll, lie sounds (as described above). These foul
09 1 ogre with indigestion, looking scattered here and there, as well as odd creatures dwell here in harmony with the
for trouble; no treasure. skulls and bones. Cobwebs hang in harpies and other creatures to the north (in
places; if any creatures have been here, areas 105-107). The harpies are allowed the
10 Patrol: 6 men-at-arms plus 1 visits are not frequent. "fun" of killing charmed and other victims,
leader (L3 fighter). May be and get their fair share of the morsels thus
encountered once only; see area A close examination of bones reveals teeth obtained. Most of the corpses are then taken
149 (Guard Room). marks. Many bones are cracked, and the by the ghouls for later feasting.
marrow chewed out. No treasure is here,
11-99 No encounter. nor anything else of value. Ghouls (6): AC 6, MV 9", HD 2, hp 15, 13,
00 Zuggtmoy (if free). 12, 10, 8, 6, #AT 3, D 1-3/1-3/1-6, SA
102. ARMORY touch paralyzes; XP 95, 91, 89, 85, 81, 77
Details
See area 101 for a general description. In the The door to the west of harpy hall leads
Brigands (7-12): AC 8 (leather armor), MV corner to the southwest, under several to this place. No exits are apparent. The
12", Level 0 (HD 1-1), #AT 1 or 2, D by wooden shafts splintered and tossed aside, place reeks of carrion, and filth and
weapon, SA half have shortbows (D 1- is a quiver of 17 usable arrows. bones litter the floor. Heaps of old cloth
6/1-6, range 6 "/12 "18") with 40 arrows; along the walls indicate where the occu-
AL NE-CE, XP 10 + 1/hp or 14 + 1/hp 103. PILLARED HALL pants of the place once nested. Old gar-
ments hang from pegs in the wall.
Gnolls (2-5): AC 5, MV 9 ", HD 2, #AT 1, D One hundred pounds of pressure on the floor
2-8 (bastard sword), SA throwing axes at a point five feet in from the entry triggers a A thorough search reveals 187 cp, 81 sp, 5
(D1-6/1-4, ranges 1 '72 '73 "); AL CE, SZ delayed-action mechanism. The pressure ep, and 61 gp under the bedding. A suit of
L (7' + ), XP 28 + 2/hp point limit is shown by X marks on the map. elf-sized elfin chainmail hangs under an old
One round after this is triggered, a heavy cloak on the south wall. (Elven chain may
Ghouls (2-5): AC 6, MV 9", HD 2, #AT 3, D barred grate drops and seals the doorway. be sold for up to 500 gp, varying by the
1-3/1-3/1-6, SA touch paralyzes; AL place and time of sale. It is not normally
CE, SZ M, XP 65 + 2/hp Two harpies roost atop the two central available for purchase in shops, being
eastern pillars, having special niches cut highly sought and often reserved for elves,
Gelatinous Cube: AC 8, MV 6", HD 4, hp into the eastern faces 34 feet above the floor.
18, #AT 1, D 2-8, SA surprise on 1-3, When the grate crashes down, the harpies
paralysis, SD affected only by blows, start singing. After one round, they cease
fire, or cold, AL N, SZ L, XP 150 + 4/hp
Gray Ooze: AC 8, MV 1", HD 3 + 3, hp 16,
#AT 1, D 2-16, SA corrodes all but wood
and stone, SD immune to heat, cold, all
45
Syri Nity (order #5099312)
nobles, well-known leaders, and political stench 10' radius = save vs. poison or suf- If the wide corridor is taken, refer to area
officials.) fer -2 "to hit" penalty; XP 282, 270 201.
105. ROOM, 30' x 30' From the look of this chamber, it was 109a. STAIRWAY
Four ghouls lair herein, and ignore all noises once the sanctuary of some lesser priest The corridor ends in a stairway which diag-
in area 103, assuming that their associates of the Temple. The walls are plastered onals upward, leading to a vestry in the
will handle whatever occurs. These ghouls and painted with scenes of evil nature, upper temple (area 4 to the east, or area 5 to
attack any humans or demi-humans not featuring the earth principle. The rotting the west).
clad in Temple robes. remains of a large bed, two couches, and 110. STORAGE CHAMBER
Ghouls (4): AC 6, MV 9", HD 2, hp 14, 13, several carved chairs, now broken, tes-
tify that the room was once a comfort- This chamber is obviously no longer in
10, 9, #AT 3, D 1-3/1-3/1-6, SA touch able place. use, for it contains sacks of moldering
paralyzes; XP 93, 91, 85, 83 The whole room reeks horribly. Bones grain, barrels of rotting flour, and heaps
This place is another room abandoned to are tossed here and there, and a partially of broken containers and spilled contents
new tenants. The noisome place is lit- eaten ore carcass lies on the floor near in a jumbled mess.
tered with rags and bones. A broken the south wall. No exits are visible, save Nothing of any use or value remains here.
chest stands in the northwest corner. A the normal door to the north. 111. STORAGE CHAMBER
door to the west is in the west wall near If the bed is moved, a section of stonework From the stale reek in this room, you can
the south corner. with plaster missing is noteworthy. Behind a determine that much beer, wine, and ale
The chest contains old clothing—bits and loose block is a large gold cup (worth 450 was poured out here. The floor is cov-
pieces of brown and tan garments. Under gp) which contains 112 gp and 3 onyx gems ered with a dark residue, and broken
them are 108 cp, 92 sp, 37 gp, and 7 pp. (each worth 50 gp). tuns, barrels, casks, and kegs are strewn
106. ROOM, 10' x 20' 108. GARBAGE ROOM everywhere.
This inner room was evidently the ante- The former use of this area cannot be Careful inspection reveals one small barrel
chamber of some minor functionary, for determined, but it is now filled with with contents intact. It is vinegary wine,
its walls are plastered and covered with trash, waste, bones, and the like. It is however, now so bad that anyone sampling
obscene painting. The remains of uphol- very odoriferous. Nothing of value is it loses 1-4 points of strength for 2-12 turns,
stered furnishings—a couch and four apparent, nor are any exits. due to nausea.
chairs—are still in the room. Some old If the party persists in disturbing the trash, 112. ARMORY
and battered pewter dishes are heaped they arouse the 20 giants rats, which attack Refer to area 101 for a general description.
upon a small table. Normal doors are hungrily. If more than ten of the rats are Anything of value seems to have been
placed in the south and east walls. slain, the rest probably retreat (50% smashed or removed. A usable mace
The only items of any value here are the chance, check each round). remains, but is found only if a full turn is
four "pewter" (actually tarnished silver) Rats, giant (20): AC 7, MV 12 "//6", HD spent searching the place.
plates, each worth 30 gp. V2, hp 3 each, #AT 1, D 1-3; XP 10 each 113. ARMORY
107. ROOM, 20' x 20' 109. FRESCOED CORRIDOR Refer to area 101 for a general description.
Two ghasts have chosen this spot as their This passage is evidently one of impor- This place has been thoroughly vandalized.
lair. From it, they direct the ghouls and have tance, for it is plastered and painted with On a small ledge of one of the supporting
grown accustomed to leading an easy exist- the evil scenes typical of the Temple. arches, ten feet above the floor, lies a cross-
ence. If wounded and hard-pressed, the pair The east-west 10' wide passage leading to bow bolt + 3. A detect magic spell easily
tries to escape via the secret door in the east this area slopes gradually downward to it. reveals its location, but without this
wall, heading to area 115 for safety. The This 20' wide corridor in turn gently dweomer, even a thorough search provides
secret exit works by raising a wall sconce, descends towards Dungeon Level Two. only a 5% chance of finding it. However, if
which causes a five-foot-wide wall section These gradients are such that only dwarves any character manages to reach a height of
to pivot. This cannot be worked except or gnomes easily notice them (75% and more than nine feet above the chamber
from inside the ghast's chamber (i.e. being a 80% chance, respectively). Others do not floor, its discovery is 75% likely.
one-way secret door). do so unless the group is spread out over
Ghasts (2): AC 4, MV 15", HD 4, hp 23, 20, more than 40 feet, in which case a 10%
#AT 3, D 1^/1-4/1-8, SA touch paralyzes, chance exists per ten feet of spread length.
46
Syri Nity (order #5099312)
114. SECURED DOOR The south wall of this chamber bears a 117. ROOM, 20' x 20'
bas relief of a hideous head—a human-
The closures of this portal indicate that it is like face with squashed features, the face Two ghasts live in this room. They tend to
used with relative frequency. A door lock low upon a mushroom-shaped cranium. flee from a lost cause or join a winning fight,
and padlock are present, the latter securing Various humanoids, monsters, and as they perceive the situation. When fleeing,
a chain. Unless the locks can be picked, demoniac creatures prance and jape in they head for area 107 (via areas 103-106).
only force can remove the obstacle. the background. The remains of a sand-
stone altar lie in fragments before this Ghasts (2): AC 4, MV 15", HD 4, hp 19, 16,
The door breaks only after 50 points of sculpture. All furnishings are gone, but #AT 3, D1-4/1-4/1-8, SA touch paralyzes,
damage are applied. Attackers may make six heaps of old clothing, rags and what- stench 10' radius = save vs. poison or suf-
two hits per round; consider the door as not remain, indicating that something fer -2 "to hit" penalty; XP 266, 254
Large size. The noise of such an attack yet dwells herein. A wooden box is near
draws all the occupants from area 115 in the the north door. The west door has a peep A ten-foot alcove is in the northeast cor-
next round. hole, usable from inside the room. ner of the room. Its walls were once plas-
tered and painted, but where the
This dark, filthy chamber is the prison in The box contains an old cloak of no value, covering still remains, some sort of mold
which captives are held, for eventual sacrifice 263 cp, and a 6 inch tall finely carved ivory or similar growth has discolored it suffi-
at the Earth Temple (area 145) or for feasting statuette (worth 85 gp). ciently to make the colors and subject
of ghouls and ghasts (areas 115-118). Eleven matter undistinguishable. Bones are
human prisoners are currently here; all are These creatures, like their fellows in areas heaped in a pile in the alcove, and a dis-
naked, and the males are chained to the wall. free run of this sector of the Temple's upper gusting odor lingers about the place.
All are from the Nulb area. dungeon to serve as a first line of defense. (It is Torn cloth and old cushions are piled to
also hoped that a sufficient force of ghouls and form two tangled nests of bedding near
The two females are the wife and servant ghasts can be built to be later formed into a the south door. A large iron-bound chest
of a merchant. The males are as follows: contingent of the Temple hordes when they re- with a heavy padlock stands in the
emerge to war upon the forces of Good.) southeast corner.
2 merchants (XP 13 each)
3 servants (XP 12 each) 116. ROOM, 30' x 20' The chest is not trapped, but is padlocked (as
1 river sailor (Level 0, hp 6, XP 16) described). It contains 611 sp, a brooch with a
4 men-at-arms (Level 0, hp 4 each, Six ghouls residing herein move to aid their carnelian stone with a cameo coat of arms
fellows as needed. If necessary, one goes to (Veluna, quartered by the Knights of the Hart)
XP 14 each) room 117 to summon more aid, while the worth 800 gp, and a scroll of protection from
other five attack enemies. If intruders undead in a silver tube worth 35 gp.
The prisoners have nothing of value, and approach from the north, the one alerts
know nothing of the Temple. They tell of those in area 115, of course, while the others 118. HALL, 10' x 30'
being captured by raiding ghouls, except for aid their masters.
the sailor, who was brought here by Dick The two ghasts dwelling herein are the lead-
Rentsch and his men as punishment for Ghouls (6): AC 6, MV 9", HD 2, hp 14, 10, ers of this complex and the one to the south-
making a pass at Dala. The merchants, 9, 8, 7, 7, #AT 3, D 1-3/1-3/1-6, SA east (areas 113-117). They are large and
wife, and servants can offer no ransom, and touch paralyzes; XP93, 85, 83, 81, 79, 79 lazy, and bully the weaker ghasts and
if freed ask only to be shown how to get out ghouls, getting the best of the food and loot.
and away, quickly. The sailor and men-at- The stench of ghouls lies heavily here, as The larger of this pair gains a + 1 bonus to
arms will most certainly serve with loyalty, well. Parts of rotting tapestries still adorn all "to hit" and damage rolls; it wears a gold
if supplied with clothing, armor and arms. the east and west walls. A battered table chain. Neither ghast retreats as do the oth-
If treated fairly and paid normally, they and two stools occupy the center of the ers. Unless forced away by a cleric or magic,
remain 100% loyal while in the employ of room. Mounds of cloth line the walls, both stay and fight to the death; they love
their liberators. apparently beds for the occupants. A their life of ease and know that it is lost if
water barrel is near the south door, and a they show weakness.
115. ROOM, 20' x 30' full sack rests near the north door.
Ghasts (2): AC 4, MV 15", HD 4, hp 29, 24,
Six ghouls dwell in this area. They pass The water barrel is placed over a hole in the #AT 3, D1-4/1-4/1-8, SA touch paralyzes,
through the eastern door to investigate any floor, wherein 192 sp and 47 ep are kept. stench 10' radius = save vs. poison or suf-
noise coming from the corridor, as noted in The sack contains the clothing taken from fer -2 "to hit" penalty; XP 306, 286
area 114. If intruders are discovered, five the current captives (in area 114) and three
attack while one hastens to alert those in others as well, now deceased. However, no This area is plastered and wainscoated in
area 116. weapons are here. some (now ruined) wood. It was evi-
dently some form of trophy or museum
Ghouls (6): AC 6, MV 9", HD 2, hp 13, 12,
11, 10, 9, 8, #AT 3, D 1-3/1-3/1-6, SA
touch paralyzes; XP91, 89, 87, 85, 83, 81
47
Syri Nity (order #5099312)
room, and several broken cases are shoved fireplace dwells a giant poisonous snake. It way, and the last watches the others, taking
against the walls. A serviceable but moldy is coiled and may strike by surprise (50% a position in the northwest corner. A thin
shield hangs on the west wall. Two great chance). It has not eaten for a long time, and rope hangs down in that corner, connected
heaps of old cloth and pillows and like is very hungry. It can strike to 8 foot range, to a weighted rope net. If any enemies enter,
materials are formed to serve as beds. half its length, and attacks any creature the gnolls give way to the northwest corner
coming within that range. and grab spears, appearing to be grouping
The larger ghast wears a gold chain worth for a stand; then the rope is jerked, and the
7,000 gp, set with three small rubies worth Snake: AC 5, MV 15", HD 4 + 2, hp 21, #AT net falls.
1,000 gp each. The smaller has a ruby ring 1, D1-3 + poison, SA bite = save vs. poi-
(worth 4,000 gp) so encrusted with dirt and son; take 3d6 damage if made, die if failed; The gnolls hurl their spears at entrapped
filth that it goes unnoticed unless the mon- attack range = 8' V2 length); XP 495 opponents, grab oil from the shelf and add
ster's left hand is carefully and specifically them to the fray, and then uncover a small
examined. Near the ogre skeleton is a usable fire box with smouldering punk. This bursts
shortsword (its "dagger") and a leather sack aflame when the box is opened, and the
The shield on the west wall is a shield + 1, containing 84 gp. These are hidden under a gnoll hurls it into the oil to ignite it.
long forgotten by the remaining Temple small pile of nondescript debris.
authorities. The only other treasure is worn Though these gnolls have no orders to
by the room's inhabitants. The ten-foot-square rooms were used for alert others, those in areas 121 and 123
crockery storage and food storage, respec- probably (90% chance, checked for each)
119. BANQUET HALL tively for the south and west areas. Their respond to the sounds of battle.
contents are broken and smashed; food-
This huge place is over 100' long and 30' stuffs are spoiled. Gnolls (4): AC 5, MV 9", HD 2, hp 13, 11,
wide in the main portion. The litter of 9, 7, #AT 1, D 2-8 (morning star), SA
tables, trestles, benches, chairs, and 121. ROOM, 20' x 20' thrown spears (D 1-6/1-8, ranges 1'72 "/
stools scattered and heaped about the 3 "), net trap; XP 54, 50, 46, 42
place show that great revelries of Evil Four gnolls remain here as sentries. One is
were one conducted here. Bits of tapes- posted at the spy hole at all times, while the The walls of this place are of plain stone.
tries and drapes still hang here and there other three take their ease. If any intruder is Doors to the north and west are normal.
from the walls. Bones and whole skele- seen, two join the watcher at the door to Four heaps of bedding — rags, torn tap-
tons can be seen on the floor and under ambush anyone entering, while one alerts estries, rugs, etc. — lie by the south wall.
the heaped broken furniture. A skirmish those in area 122. If all party members are Two stools stand near the entrance to the
in the greater battle for the Temple was wearing the brown robes of the Earth Temple, southeast passage. Opposite this
surely fought in this place! the gnolls do not attack. They behave simi- entrance, along the wall, is a crude shelf,
larly towards those wearing other robes, if supporting several samples of pottery —
A careful search reveals one usable shield they appear strong and do not attack first. The bottles and mugs. Under it, in the north-
and weapon each turn, to a maximum of gnolls are smart enough to use water or dirt west corner, stand four spears.
four of each. Roll Id4 to determine what against fire. Each gnoll has 2-12 ep.
weapon is discovered: 1 = longsword, 2 = If the gnolls herein have not already used
shortsword, 3 = battle axe, 4 = spear. Gnolls (4): AC 5, MV 9", HD 2, hp 10, 7, 7, them as weapons, five flasks of oil are on the ;
Nothing else here is of value, unless kindling 6, #AT 1, D 2-8 (bastard sword), SA shelf, by two mugs. Four bottles are empty,
wood is desired.... throwing axes (D 1-6/1-4, ranges 1 '72 "/ and one contains wine. The largest gnoll
3");XP48, 42, 42, 40 wears a silver chain with a roughly polished
120. KITCHEN carnelian (worth 125 gp). Each gnoll carries >
The bare stone walls of this place have 1-4 sp, 1-4 ep, and 1-4 gp.
This place is 20' x 30', with three doors only a peg or two here and there, and three
in the southern portion — east, south in brackets with unlit torches in them. The 123. ROOM WITH ALCOVE
the west corner, and west, A high, broad floor likewise is plain stone blocks. A rude
fireplace with numerous side ovens dom- wooden table is against the east wall, just Five gnolls dwell here with two renegade \
inates the north wall. The fireplace is south of the eastern door, with three stools hobgoblins. The latter are meaner and more •
large enough to roast a whole ox. The nearby. A small keg full of water stands in bloodthirsty than the gnolls! The gnolls are \
room is littered with broken containers the northwest corner, and next to it is a "off duty" members of a reforming com- ]
and dishes, trash of an unidentifiable mound of ordinary looking dirt. The south pany which the Earth Temple hopes to field. •
sort, and pieces of wooden tables, door has a spy hole, openable only from (See also 124 and 126-128.) If they hear
counter tops, and the like. Several skele- inside the room. sounds of fighting, 1-4 of these inhabitants ;
tons are visible, including one which probably (90% chance) go to investigate ;
appears to be that of an ogre. 122. CHAMBER, 20' x 20' and join in the fun. The secret door, a pivot- ?
ing wall section which is also concealed — ;
Within the darkest recesses of the unused Four gnolls are on guard duty here. One hidden by a tattered carpet — is only used in i
watches each door, one checks the passage- dire emergencies; the ogres of area 124 are :
greatly feared.
48 J
Syri Nity (order #5099312)
Gnolls (5): AC 5, MV 9", HD 2, hp 11, 9, 9, Each ogre has a belt pouch containing 5-30 sp 50, 48, 46, 44, 42
8, 7, #AT 1, D 2-8 (morning star), SA and 5-30 gp. The wine barrel contains sour, Ten man-turns of searching the corridor
throwing axes (D 1-6, ranges 1 '72 '73 "); thin wine. The chest is unlocked, and holds 2 reveals the following intact items: 15
XP 50, 46, 46, 44, 42 maces, 5 hand axes, 1 battle axe, 6 morning arrows, 4 silver arrows, 5 morning stars, 3
stars, 2 shortswords, and 1 broadsword. longswords, 2 shortswords, 3 shields, 1 ring
Hobgoblins (2): AC 5, MV 9", HD 1 +1, hp mail, 2 chain mail, and 1 plate mail.
8, 6, #AT 1, D 1-8 (longsword), SA long The stone slab under the spear barrel is 126. ROOM, 20' x 20'
composite bows with 15 arrows each (D loose and can be lifted by anyone with 18 Herein dwells an ogre, the chief of the entire
1-6); XP 36, 32 Strength, or two persons with a combined ogre force. He reports to the clerics in area
Strength of 30. Underneath is a cavity with 137 from time to time. If he hears a commo-
Carpets and tapestries cover the plain 870 sp and a silver bracelet (170 gp) adorned tion in the corridor or nearby rooms, he
stone walls of this room, and a few rugs are with six azurites worth 10 gp each. probably (90%) ignores it, trusting his flun-
on the floor as well. From the appearance 125. CORRIDOR OF BONES kies to handle the minor matters. He
of all this, the room was once the quarters responds to any direct call for help at his
of some fairly important person — an For at least 100 feet of its length, this 20' door, of course.
underpriest of the Earth Temple, from the wide corridor is covered with bones. Ogre leader: AC 3, MV 9 ", HD 4 + 1, hp 26,
scenes depicted on several tapestries. Skeletons of humans and humanoids are
Whatever furniture was once here is now mixed in a terrible jumble. Many skulls #AT 1, D 5-12 (Id8 + 4, with battle axe);
gone. Heaps of cloth lie near the walls, and loose bones seem gnawed. The com- XP220
showing where the inhabitants sleep. A plete skeletons, though, still wear sun- This place appears to have been another
small brazier stands in the northeast cor- dered armor, dented caps, or sprawl by visitors' chamber, but the plastered walls
ner. A small keg of cheap beer is in the cen- broken shields. Bent and broken weap- are broken and smoke-stained from the
ter of the room. The only exit is the door in ons likewise testify to a great melee hav- struggles of the past. Several couches
the south wall of the alcove. ing taken place here; a hundred, two, have been shoved together to form a
perhaps more... all met death here. Fur- huge bed in the northeast corner. Several
Each of the seven humanoids herein has 1-4 ther progress along the corridor requires empty sacks lie on the floor, and a nearly
sp, 1-4 ep, and 1-4 gp. Under the dead coals carefully picking a path between these full barrel of ale is near the west door. A
of the brazier are 27 pp. grim remains of the Temple hordes. large table and rude chair are in the
124. ROOM, 20' x 20' Nothing of value is discernable. northwest corner; a big, yellowish
The two ogres here are in charge of the cheese and several hard sausages lie atop
gnolls and hobgoblins to the southwest. If the party enters the corridor area shaded the table, beside an empty gallon jug.
Each wears a brown leather jack, set with on the map, they spring a trap. When they Under the table is an iron chest. Nine
thin bronze plates (giving AC 4). Unless get to the central area (just south of the spears, 3 morning stars, and 2 long-
they are summoned, they ignore sounds secret door to area 131), the following swords lie piled by the south door.
from areas 121-123, concentrating their events occur:
attention on possible victims in area 125. The ogre wears a copper belt worth 35 gp,
However, their chief is in area 126, and they a. Ten human skeletons spring up from upon which hangs his purse, containing 11
investigate unusual noises from that place. the west end of the shaded area, charging sp, 19 ep, and 38 gp.
Ogres (2): AC 4, MV 9", HD 4 + 1, hp 22, east to the attack;
b. Six gnoll skeletons spring up at the east The iron chest is locked but not trapped,
20, #AT 1, D 5-10 (stone-set club, end of the shaded area, moving west to and contains 311 gp and 2 huge and remark-
Id6 + 4); XP 200, 190 surround the intruders. ably perfect agates (worth 100 gp and 500
This place is plastered and the floor paved In addition, the two ogres (area 124) watch- gp, respectively). The lock can be picked or
with polished brown granite slabs. It is ing for trouble join the fray if the intruders broken open by 30 points of damage.
now dirty and cluttered, but must once (PCs) are nearly slain, or if the party 127. L-SHAPED ROOM
have been a plush guest chamber. Many retreats into the southern 20' wide corridor Three gnolls are quartered here. They are
cushions and pillows are piled so as to leading to their door. If the latter, the ogres reasonably alert, and if called rush to help,
make beds in the northeast and northwest probably (75%) gain 1-4 surprise segments hurrying more to serve the ogre (area 126),
corners of the room. A half-empty wine unless their door is being carefully watched. of course, than for their fellows with the
barrel and a like container with a few Skeletons, human (10): AC 7, MV 12", HD bugbear (area 128). If opportunity presents,
salted fish stand along the south wall. 1, hp 8, 6, 5, 5, 5, 5, 4, 4, 4, 3; #AT 1, D the one gnoll armed with a bow uses it until
Another barrel there holds seven long 1-6; XP 22, 20, 19 (x4), 18 (x3), 17 opponents close. Each gnoll has 1-4 sp, 1-4
spears. Pegs on the wall hold one shortbow Skeletons, gnoll (6): AC 7, MV 9 ", HD 2, hp ep, and 1-4 gp.
and three quivers, each containing 20 12, 11, 10, 9, 8, 7; #AT 1, D 2-7; XP 52,
arrows. Beside the barrels is a chest.
49
Syri Nity (order #5099312)