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TIE TEIPLE er ELEIEITIL EYIL

Full credits for the original edition ofThe Temple of Elemental Evil can be found in
its respective section ofthis book, where it is scanned verbatim from a prior printing.
1he credits that follow are for the 5E portion ofthis work.
Original Writers Gary Gygax with Frank Mentzer
SE Conversion Design and Writing Chris Doyle and Rick Maffei
SE Edition Editing and Additional Support T im Wadzinski
Additional Writing Steve Chenault, James Floyd Kelly, Brendan
J. LaSalle, James Maliszewski, Jon Peterson,
Harley Stroh, Jason Vey
Special Thanks Chris Arneson, Clyde Caldwell, Jeff Easley,
Matthew Koder, Tracy Wadzinski
SE Edition Playtesters Alec Doyle, Lisa Doyle, Devin McCullen
Cover Design Lester B. Portly
Cover Artwork Keith Parkinson, Dave Trampier
Endsheets Artwork Doug Kovacs
Interior Layout and Art Direction Matt Hildebrand
Interior Art Chris Arneson, Tom Galombos, Doug Ko­
vacs, Cliff Kurowski, W illiam McAusland,
Brad McDevitt, Erol Otus, Stefan Poag,
Chad Sergesketter
Cartography W illiam McAusland
Scans and Restoration Steve Crompton
Publisher Joseph Goodman

This volume is produced under permission from Wizards of the Coast. Dungeons & Dragons is a trademark of Wizards of the Coast. Good­
man Games and the Goodman Games logos are trademarks of Goodman Games LLC. Contents ©2021 Wizards of the Coast LLC, PO Box
707, Renton, WA 98057-0707, USA. Wizards of the Coast, D&D, their respective logos, and all adventure tides are trademarks of Wizards
of the Coast LLC in the USA and other countries, and are used with permission. First Printing. Printed in China.

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0NGiIIAL ADVEIITV�S REiIICAR.._IIA'fED • THE TEJll:PLE 0F ELEJll:EilTAL EVIL


TABLE OF CONTENTS

- SECTION ONE: ORIGINAL PUBLICATIONS -

CHAPTER I: INTRODUCTION ................................................................................ 4

CHAPTER 2: Tr-4: THE TEMPLE OF ELEMENTAL EvIL - ORIGINAL PUBLICATION .... 41

- SECTION TWO: CONVERSION AND NE W MATERIAL -

CHAPTER 3: OVERVIEW OF THE ADVENTURE ........................................................ 225

CHAPTER 4: THE V ILLAGE OF HoMMLET .............................................................. 239

CHAPTER 5: THE RUINED MOATHOUSE & DUNGEONS .......................................... 27 5

CHAPTER 6: WANDERING AND WILDERNESS ENCOUNTERS ................................... 293

CHAPTER 7: THE V ILLAGE OF NuLB ..................................................................... 318

CHAPTER 8: RUINS OF ELEMENTAL EVIL .............................................................. 336

APPENDIX F-r: MAPS FOR VOLUME !.................................................................... 358

CHAPTER 9: THE TEMPLE OF ELEMENTAL EVIL - DUNGEON LEVEL I .. .


. ... .. .... . ....... 384

CHAPTER IO: THE TEMPLE OF ELEMENTAL EVIL - DUNGEON LEVEL 2................... 410

CHAPTER I I: THE TEMPLE OF ELEMENTAL EVIL - DUNGEON LEVEL 3................... 443

CHAPTER I 2: THE TEMPLE OF ELEMENTAL EVIL - DUNGEON LEVEL 4 .................. 476

CHAPTER 13: INTRODUCTION TO THE NoDES OF ELEMENTAL EvIL ...................... 506

CHAPTER 14: THE AIR NODE ............................................................................... 520

CHAPTER I 5: THE EARTH NODE .......................................................................... 536

CHAPTER 16: THE FIRE NODE ............................................................................. 55 I

CHAPTER 17: THE WATER NODE ......................................................................... 568

APPENDIX A: DEITIES, DEMIGODS, & DEMONESSES .. . .. ..


. . .
.. . . .. .. .
.. . . . . . ... .. .
.. . . . .. . . .
.. . 5 84

APPENDIX B: CHARACTERS .................................................................................. 592

APPENDIX C: NEW MONSTERS ............................................................................ 636

APPENDIX D: NEW ITEMS & MAGIC ..................................................................... 684

APPENDIX E: HANDOUTS ..................................................................................... 699

APPENDIX F-2: MAPS FOR VOLUME 2.................................................................... 713

APPENDIX G: GLOSSARY ............ . . .................. ....................................................... 72 3

0R,jGiIIAL A.DVEIITV�S REiIICARJIATED • THE TElhPLE 0F ELElhEilTA.L EVIL


CHAPTER ONE

Gru111py Old D&..D and


the Trip to Ho11111I1 et
by Brendan J. LaSalle

0 ne of the best Dungeons & Dragons battles I ever


adjudicated took place right there in the Moathouse,
That felt like coming home.

Soon after one of my all-time favorite Dungeons & Drag­


kicking off my return to the Temple of Elemental
ons battles took place, there at the Moathouse when my
Evil in unforgettable style.
guys fell prey to Utreshimon, the blue dragon.
My buddies and I played 7he Village ofHommlet when we
Later on, we would say that that dragon had absolutely no
were kids, making up new characters for the occasion. The
place at that dungeon, that it was much too powerful for
inscrutable Michael Dion, my first truly great DM, ran the
starting characters.
adventure, making the tiny town feel like a place full of spies
and secrets. We fought bad guys in the Welcome Wench, I saw a lot of abilities on display for the first time in that
bought equipment that never existed in our D&D world game. The blue dragon opened up with a lightning bolt
before (I recall that suddenly everyone owned a length of attack against the thief-who saved, and wound up tak­
chain and had nothing to do with it), and spent a lot of ing zero damage. A first-edition thief would have died no
time trying to figure out what was really going on. doubt. I remember thinking how cinematic it was-I could
see the thief falling into a split and dodging the lightning
I remember the wonderful moment when we came back
bolt, which would go on to scorch the inner wall of the
from the Moathouse loaded with loot, so excited about how
Moathouse.
the formerly aloof Burne and Rufus would have to give us
a little respect now. I mean, I had backstabbed Lareth the Then I got to watch as my old gaming friend I adversary
Beautiful and come home wearing an elven cloak. A5 we Don charged up for what would have been the first ever
used to say back then, after our victory you couldn't tell me smite attack I had ever seen ...if he hadn't fumbled.
nothing. "Oh, that's pathetic," howled Don at the guilty die. Don
Our foray into Hommlet wound up kicking off a long se­ was famous for his uncanny dice luck.
ries of adventures with those characters, that (as I recall) I ruled that the paladin had fallen, and on the dragon's next
ended halfway through White Plume Mountain, when my action he put a giant claw on the paladin and just held
family moved to Texas. I picked up 7he Temple ofElemental him there, fighting the others with his bite and claws. The
Evil soon after we moved and scoured its pages but mostly ranger went down, got healed, and then went down again.
used it for ideas, because at that point I was running noth­ Everyone looked around the table-was the whole party
ing but homebrew in my D&D game (mostly using ideas going to die here? It was very, very possible that the second
stolen from 7he Savage Sword of Conan and the Lankhmar night of our campaign would be its last.
books, naturally).
But two rounds later the paladin made an amazing Strength
I didn't go back to the Moathouse until my return to Dun­ check and freed himself He got back in the fight, scoring
geons & Dragons in 2000, when the third edition lured me a big hit. Later that round the sorcerer hit the dragon with
back into the fold. I was so excited when Return to the Tem­ her last magic missile, also scoring big damage. Sensing the
ple ofElemental Evil came out. I wore that book out with turning of the tide, the dragon tried to flee but the monk
a highlighter and declared that it would be the first cam­ struck an extremely lucky attack of opportunity with his
paign I meant to run after my return to Georgia. I had six quarterstaff. Endgame, and the dragon falls.
fairly consistent players-remember when you could get six
I remember the palpable relief when the dragon finally went
folks at the table at the same time for year's worth of adven­
down, high fives and that wonderful laughter.
tures?-and we started with that walk through Hommlet.

0zjGiIIAL ADVEIITV�S REiIICAR.._IIATED • THE TEJhPLE 0F ELElhEIITAL EVIL


Tim Wadzinski (right; with his mom) circa 1983,
sporting his prized AD&D lizardman jersey that
was purchased for him by his grandmother. He is
clearly thinking he'd rather be elsewhere, perhaps
even behind a DM screen.

Chris Doyle (center) is the Dungeon Master for a game


run in a basement (of course) circa 1987. Devin Mc­
cullen (right) just did something exciting, while Craig
Rura (left) looks on. The split in the DM screens was so
that Chris could easily access the cheese doodles (not
pictured) and Coca-Cola, both staples at the game
table in the mid-198os.

Bloody, bedraggled, out of spells and resources, the PCs That's my kind of gaming.
had survived to fight another day. That's how a fight with a
It is my sincere hope that this new edition becomes the
dragon should go.
home campaign for new generations of young gamers, now
I ran that adventure every week for more than a year, but by innocent of all the horror and wonder that hides around
the time we had reached the Inner Fane schedules changed every corner of Hommlet and the Temple. I want them to
and we had to move locations and nights, and we took a learn their gamer skills here, and to bring them along on a
break. We said we would pick the adventure up again-I thousand new adventures.
mean, we had made it to the Inner Fane!-but soon after
Watch out for that dragon, friends.
that Xcrawl became my life and we never revisited the ad­
venture.
Brendan J LaSalle is a writer, game designer, and odd-job
Looking back on The Temple ofElemental Evil, I see a prime man who had the goodfortune to discover his true calling in
example of Gygaxian design, a style that I sometimes, per­ 1977 when he was introduced to AD&D. He is the author
haps wrongly, call "grumpy old D&D." The Temple is a
of several DCC adventures and supplements for Goodman
true crawl, where you had best check for traps, search for
Games, Fat Dragon, Savage Mojo, Hand Made Games, Pan­
secret doors, and occasionally run from enemies that are
dahead Publishing, Troll Lords Games, and others. He is best
simply too strong to be defeated head-on, or you will per­
known as the creator ofXcrawl, the dungeon-adventure-cum­
ish. You have to crawl smart, but you also have to be smart
alternative-modern-death-sport he has published since 2012.
about how you deal with Hommlet and your new allies as
He lives in Kennesaw, GA, with his wife, cat, and puggle.
well, because some of your "friends" are undoubtably serv­
ants of the Temple. You have to be a good dungeoneer and
role-player to survive.

0RJGiilAL ADVEil'fV�S REiilCAR_IlA'fED • THE TE.lb:PLE 0F ELE.lb:EilTAL EVIL


Memories of Hornrnlet and the
Temple-That-Never-Was
by James Maliszewski

absolutely adore The Village ofHommlet.

I There are a lot of reasons why this is so, but I think,


more than anything, it is the module's ominous,
brooding character. Unlike, say, the titular Keep from
The Keep on the Borderlands, Hommlet genuinely feels
like it's a community that sits on the precipice of dis­
aster. Though the forces of Good carried the day and
defeated the hordes of Elemental Evil a decade ago,
the victory was not total and everyone in Hommlet
knows it-even if they dare not speak the truth. The
ruins of the Moathouse are stirring again and agents
of Elemental Evil have infiltrated the village. Everyone
understands it's only a matter of time before Evil will
again rear its ugly head; it's simply a question of when
and whether Hommlet will emerge from the coming
battle intact.

There's something powerful about this set-up, some­


thing that strikes me as the perfect starting point for a
new campaign. I share with Tolkien the conception of
It_ s

··+·
history as a "long defeat" and The Village of Hommlet
touches on that theme obliquely-the notion that each /sf Le.ve.I D'" 101

generation must stare Evil in the face and bar the way
of its advance, even though it's at best just a holding
action, for Evil can never truly be defeated in this life. • •
Obviously, I'm reading more into this module than The author's own sequel to T1, designed before T2 was pub-
lished.
Gary Gygax likely intended, but that's part of the point
• •
of this essay: module Tl (as it was known when I first
lead-in to DUNGEON MODULE T2, T HE T EM-
encountered it) inspired in me a lot of thoughts and
PLE OF ELEMENTAL EVIL." T2, as originally con­
feelings that I find incredibly useful in kicking off a new
ceived, never appeared and I regret that. When we fi­
fantasy role-playing game campaign.
nally did get The Temple of Elemental Evil, it was very
I cannot recall precisely when I first laid eyes on The different from the module I had expected it to be and,
Village ofHommlet. At the earliest, it would have been in my opinion, not much like the module Gygax would
1981, since that's the publication date of the later print­ have written had he done so in 1979, as planned.
ing of the module with the green cover. Regardless of
The long gap between the publication of Tl and its
the date, I bought and used the module with great suc­
eventual sequel gave me plenty of time to come up with
cess and looked forward to its sequel. The cover of the
my own conception of the Temple of Elemental Evil,
module proclaimed that The Village of Hommlet is "a
a conception that bore little resemblance to what we

0R.iGinAL ADVEil'f'V�S REinCAR_IlA'f'ED • THE TEJhPLE 0F ELEJhEllTAL EVIL


finally saw in 1985. To come up with my own version, Armed with these paltry details, I set out to make my
I scoured the pages of The Village of Hommlet for any own version of the Temple of Elemental Evil to use in
details I could find about the nature of the Temple and my home campaign. I pulled out a piece of graph paper
its inhabitants, no matter how small-which is pretty and went to work, producing the first of several im­
much all anyone could do, since Tl provides little in agined levels. That first level, a reproduction of which
the way of concrete information. We learn, for exam­ accompanies this essay, is quite small, as you can see,
ple, that the Temple's minions wore ochre-colored robes consisting of only 28 numbered areas. Though the key
and that, in the final battle against the forces of Good, associated with it has long since vanished, I can still
they employed "a terrible demon." However, the iden­ remember a few of them, most notably area 7, which is
tities of the Temple's leadership are not mentioned at filled with magical pools a la module Bl: In Search of
all, nor is the precise nature of "elemental evil," which the Unknown (the first dungeon module I owned and
only piqued my interest more. The Master of the Moat­ whose design has influenced me ever since). There's also
house, Lareth the Beautiful, is stated to have some kind the very odd compass rose, which places south at the
of connection to the demoness Lolth, but whether that top rather than north. The level has two entrances (IA
means she was involved with the Temple of Elemental and lB), both of which are accessed by means of stairs
Evil or not is left to the imagination. from the surface, which reminds me that I'd imagined
thoroughly destroyed surface ruins resting atop the
Rather than frustrate me, the lack of explicit details
dungeons I was mapping.
about the Temple within the pages of Tl inspired me.
I began to consider alternative ways to understand the I spent a lot of time imagining what the Temple of
paltry hints Gygax gave us in The Village of Hommlet. Elemental Evil might be like, mapping out (I think)
There were so many possibilities that I found it difficult three subterranean levels, and beginning to key them. I
to settle on a single one. The key to my making sense eventually stopped, after events in my home campaign
of it was seeing the original monochrome cover of the shifted away from Hommlet and its surrounds, but I
module for the first time, which happened several years held on to the work I'd already done, hoping that I'd
after I'd purchased my own copy. Drawn by the late, one day have the chance to use it. Regardless, I'd had
great Dave Trampier, the cover depicts wnat I assume a great deal of fun thinking about the Temple, based
are the bandits from the Moathouse, as well as Lareth largely on the snippets The Village ofHommlet provided,
the Beautiful, wielding his mace and staff of striking. which probably explains yet another reason why I hold
The armor of both Lareth and the bandits is embla­ that adventure module in such high regard. For me, the
zoned with a flaming eye symbol. Was this the symbol value of a module isn't simply in the information and
of the Temple of Elemental Evil? If it were, what did ideas it contains, but in the way that the information
this suggest about the Temple? and ideas inspire me to come up with my own. By that
measure, Tl is one of the greatest modules ever written.
Immersed as I was in Dungeons & Dragons and its
lore at the time, the eye symbol immediately reminded
me of the manifestation of the Elder Elemental God James Maliszewski started role-playing in the late Fall
in Gygax's earlier module, Hall of the Fire Giant King. of 1979, when he opened up a copy of the Dungeons &
Unsurprisingly, there are no details about the Elder El­ Dragons Basic Set edited by Dr. J Eric Holmes originally
emental God beyond the fact that the draw worship purchased for his father. More than 40 years later, he's still
it, a fact reinforced (and complicated) in Vault of the playing. James is known for his blog Grognardia, which
Drow, where it is stated that the Elder Elemental God was the focal point ofthe OSR movement in its early days.
is a rival of Lolth among the dark elves. While I was still
His memories and musings about role-playing games and
uncertain about all the specifics, it now seemed obvious
related nonsense, as well as articles about the history ofthe
to me that the Elder Elemental God had some connec­
hobby from its earliest beginnings to the present day, re­
tion to the Temple of Elemental Evil (though I was still
main ofinterest to readers to this day
baffled, given the mention of Lolth in Lareth's entry in
Tl). So many mysteries!

0NGiIIAL ADVEII'tV�S REiIICARJIAfED • THE TEJl:rPLE 0F ELEJl:rEIITAL EVIL


GaryGygax,TSR,and the
Temple of Elemental Evil
by Jon Peterson

he story of The Temple ofElemental Evil is, in many emental Evil was finally published in 1985, so it was

T respects, the story of the first decade of Dungeons


& Dragons itself. Gary Gygax conceived of the
Temple when D&D was still a small hobby, at a time
reprinted almost verbatim on the right-hand column
of page 27.

Adjacent to the Temple was an unfortunate town


when no one yet sold adventure modules. Later, its
called Hommlet, which lived ever under the threat that
name was teased in products just as D&D became a
the evil of the Temple would rise again. Many of the
mainstream phenomenon, from which point Gygax
townspeople were non-player characters, but others
had so many demands on his time that work on it stag­
were played by the core team that worked out of 723
nated until he enlisted Frank Mentzer to see the thing
Williams Street. Gygax mostly insisted that his players
finished-which it was, but just weeks before Gygax
take on new characters, rather than the ones they had
himself would be ousted from TSR. Its development
previously played in Greyhawk.
cycle practically mirrors Gygax's career at TSR.
So Dragon editor T im Kask played the village priest, a
In the spring of 1976, TSR had only just turned from a
druid who was originally known simply as "Tim, the
hobby into a career. The company had newly occupied
Lusty Druid." Dave Arneson played the trader who
a building, at 723 Williams Street in Lake Geneva,
lived to the northwest of Hommlet, on the road to Ver­
Wisconsin. Just the previous October had Gygax and
bobonc. Arneson developed lists of his stock and sup­
his partner Brian Blume begun to bring on full-time
plies, and drew up a map of the trader's establishment,
staff, the likes of T im Kask and Terry Kuntz, and then
which was adapted into Map 4 in the 1985 edition of
Dave Arneson, Mike Carr, and Dave Megarry. With
the Temple-as well as an illustration of what players
all of these gamers on hand, there were going to be
would see when they walked in the door. Rob Kuntz
games around the office. They played Napoleonic min­
was the exception to the rule, bringing his Greyhawk
iature wargames, they played Fight in the Skies, and, as
character Robilar to the Temple, and ultimately laying
Gygax would write in a note on April 19, "I am ready­
waste to it.
ing a small fantasy campaign."
The town of Hommlet had its share of intrigue, as
Gygax's new campaign was set in the fictional world
agents of good and evil schemed to their advantages,
we would later call the World of Greyhawk-the first
but the main event was the Temple itself. The 1976
references to Oerth began to appear in Dragon this
area map of the upper works shows the putatively aban­
year-which contained Dave Arneson's Blackmoor and
doned Temple among a cluster of buildings in various
Gygax's own City of Greyhawk. Its earliest maps always
states of disrepair. A ruined refectory to the northeast
show Nyr Dyv, the "Lake of Bottomless Depths," and
of the tower then contained a trapdoor, a way down
this new campaign would be set near its shores where
into the dungeons below. But originally, there was no
"a cult of chaotic evil flourished." Chaotic evil, inciden­
fixed underworld beneath the Temple. Gygax would
tally, was a fairly new idea at the time, as Gygax's four­
later note, "I used some random dungeon generation
fold-model of alignment had only just been unveiled
methods as a test of the systems when I put the design
in the February 1976 issue of 1he Strategic Review. This together." The very first issue of TSR's Strategic Review
cult had occupied a " Lost Temple of Elemental Evil,"
magazine described a method for dynamically rolling
and its 1976 description was among the few original
up dungeon layouts on demand, an idea he was then
artifacts that were still on hand when 1he Temple ofEl- refining.

0zjGiilAL ADVEilTV�S REiilCAR_IlATED • THE TEJhPLE 0F ELEJhEilTAL EVIL


�o� e pe iod of nany yeb-s a cu t of chaotic evil
flourishc' somevhe�e on �he shores of the .yr Dyu.
lthough :he location of the Lemple is lost, these
facts re er ing it, and ts followers, are known.

�he cult was based on the premise that t!'le elementr€!.


forces of the universe are chaotic and opposed to .
mankind, i.e. evil. �he tereple of the cul�sought to
destroy all wor�s of good and disrupt order. Its
r.:embers were thieves, assassains, ·o!'igand s, and the
like. Fire was regarded as the first elemental evil,
and its perchant for chaotic occurrance fitted in
with tbe precise of the cult. Likewise, water was
worshipped as an even �ore powerful force of chaotic
evil, wate r in the form of floods, storms, and raging
seas beating upon the land and sinking ships. The
epitone of chaotic evil, however, was regarded as a
combination of air and earth -- represented by black
and corresponding with the Demonic Abyss. !his com­
bination was regarded as a complete negation of oatter.

The cult grew powerful and rich, attracting followers


of the worst sort, and offering safety to them within
the walls of its temple stronghold. From this fortress
these followers would ride forth to rob, pillage, and
lay waste the lands thereabout, tithing the cult with
the spoils of this brigandage. Captives from these
raids were brought back to the temple to serve as human
sacrifices (children to the fire, men to the water,
women to the blackest evil) or to slave their lives
away in bondage. Besides the extens ive upper works of
the temple a deep labyrinth beneath the place was
constructed, but virtually nothing is now known about
these dungeons other than that they were inhabited by
creatures serving chaos and evil. It is rumored that
a demon took un abode in the deeoest level in order
to better rece i ve the
-
j
acrifices to him.

Eventually the neighbors of this temple grew tired of


t!1ese depradations. 1All good, lawful and chaotic,
banded together to form a mighty host. Their army
marched to the temp re, f::ghting two battles on the way.
The first was inconclusive, although the forces of
good held the field afterwards, so that they gained
the reputation of victory, and their ranks were swelled
by many men from the area. The second battle saw a
great slaughter of kobolds, goblins, ores, hobgoBlins,
evil men, and the like. The temple was thereafter
besieged, fell, and all of its inhabitants were put to
the sword. It is reported by some sources that the
toop e and its precincts resisted complete destruc�ion,
but the majority sta�e that the whole was razed so that
the cult could never em rge again nor any find where
it had once flourished.

Gygax's original 1976 write-up of the Temple ofElemental Evil setting.

0NGiIIAL ADVEIITVR,!OS REiIICAR..IIATED • THE TEJb:PLE 0F ELEJb:EIITAL EVIL


""
'/1"(.. ' . . , :•/I'

. Hor. Le Tr
Gygax's drawing of the town of Hommlet was a bit more condensed than the version published in T1.

0:ajGiIIAL ADVEIITVRJ:S REiIICAR_IIATED • THE TEJh:PLE 0F ELEJh:EIITAL EVIL


OJ
fTI
0

TAG LE

flJ G L�

,1[
Arneson's overhead map of the Traders' Establishment in Hommlet.

0NGiilAL A-DVEilTV�S REiilCAR_IlATED • THE TEJb:PLE 0F ELEJb:EllTA-L EVIL


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Gygax's 1976 map of the surroundings and entrance to the Temple.

0RiGirrn.L ADVEIITVR!OS REiIICARJIATED • THE TEJhPLE 0F ELEJhEIITAL EVIL


It was only in 1976 that the first products resembling 'T ZGY,'" which is "a pass in an area of the Temple of
D&D modules and campaign settings became availa­ Elemental Evil."
ble: like the Wee Warriors'
Palace ofthe Vampire Queen, The Village of Hommlet was released for Gen Con X II
and the Judges Guild's Guide to the City State. TSR itself
in 1979, along with the Dungeons Masters Guide and
would not get into the business of producing modules
the module White Plume Mountain. It turned out to
until 1978, when it turned its Origins and Gen Con
be a pivotal moment for the history of Dungeons &
tournaments of the year into the seminal G1-3 Giants
Dragons: shortly after Gen Con, the disappearance of
modules and Dl-3 Drow modules. Once the demand
1 6-year-old college student James Dallas Egbert III dra­
for modules became apparent, many other past tourna­
matically catapulted the game into mainstream noto­
ments would be republished as modules-including an
riety. Suddenly D&D product flew off the shelves of
introductory installment of the setting of the 1976 TSR
hobby stores, and the modest town of Hommlet found
office campaign, Tl: The Village of Hommlet. Its cover
itself in the hands of many more eager gamers than any­
informs us that it is the "first of 2 modules" and that it
one could have expected.
serves as "a lead-in to Dungeon Module T 2, The Tem­
ple of Elemental Evil." Given how heavily it was promoted in Tl, T 2 became
one of TSR's most hotly anticipated products. When
Hommlet had grown since Gygax drew the original
the World of Greyhawk folio came out for Gen Con in
1976 town map on a single 8.5'' x 11" sheet. As more
1980, it delivered a few tantalizing hints of what would
people joined TSR, they too adventured in Hommlet:
await. Its "Gazetteer" situates the village of Hommlet,
for example, T im Jones, who came on staff in 1977,
and the Temple, in the Viscounty of Verbobonc, and
would play the cleric Terjon. The original map had no
names the great historical conflict that razed the Temple
church to Saint Cuthbert, no brewer, no stonemason,
the " Battle of Emridy Meadows." It also helps us de­
and certainly not the guard tower and castle begun by
code the curious black scarab marked "T ZGY " in Tl,
Burne and Rufus, who were played by Ernie Gygax and
explaining that after the fall of the Temple (spoiler alert)
Skip Williams, respectively. The "Lusty Druid" played
"the demoness Tsuggtmoy (or Zuggtmoy) was impris­
by Tim Kask has been renamed Jaroo Ashstaff in Tl.
oned in the ruins of the place, with special wards to
Another thing that had changed since 1976 was that
prevent her escape." She, it would transpire, was the
Dave Arneson no longer worked for TSR, and had
great evil lurking in the heart of the Temple.
recently sued the company. The trader in the 1979
Hommlet module, Rannos Davi, has a name that un­ In 1980, Gygax had generated around 100 pages of
scrambled into Arneson, and his assistant, Gremag, has draft material for T 2. The environs of Verbobonc grew
a name suspiciously similar to that of Megarry, who re­ over that time, as now a town called Nulb acted as a
mained a close ally of Arneson's. They are portrayed in buffer between the somewhat stable community of
Tl as evil agents of the Temple, but the traders do hold Hommlet and the evil of the Temple. In place of the
an important clue, one that hints of the future direction randomly generated dungeons he used back in 1976,
of the Temple: "a small black scarab with the glyphs Gygax now had begun working on four levels of a dun­
geon: the "Interdicted Prison of the Demoness Zuggt­
moy" was sealed into the third level. The key to enter­
ing the prison lay in a variety of mystical wards, as well
as with four elemental "nodes" accessible through the
Temple, which were originally called the Air Cavern,
the Earth Burrows, the Fire Pits, and the Water Maze.

But when could Gygax find the time to finish it? He


now was the president of a thriving medium-sized busi­
ness, with revenues doubling or even quadrupling each
year. It was a time when Gygax wrestled with whether
• •
Arneson's perspective map of the Traders' Establishment. he really wanted to be a game designer or a business
• • executive, and most of the time, the demands of the

0R,jGiIIAL ADVEII'fV�S REiIICAR.._IIATED • THE TElb:PLE 0F ELElb:EIITAL EVIL


business took precedence. He would promise in the Gen Con XVIII, in late August 1985. They called it a
November 1981 Dragon, "Yes, Virginia, I am work­ "supermodule" because of its sprawling length-TSR
ing on it, and T2 will be out no later than Gen Con bundled it with a reprint of The Village ofHommlet, as
XV "-which would be the summer of 1982. And yes, the Hommlet setting was so crucial to the game. The
the original specification of Zuggtmoy as the "Demo­ whole project would be coded as modules Tl-4, with
ness Lady of Fungi" (which would appear in the 1985 the intent of providing a sandbox where starting adven­
Temple on page 123) is dated as a "rev. 11 /81," evidence turers could advance to 8th level. Mentzer himself ran a
of his continuing efforts to get it over the finish line. hastily assembled tournament version of it at Gen Con,
and his name appears on the cover of the module after
Early in 1983, Gygax could inform Dragon magazine
Gygax:'s.
that he only needed about five more weeks of work on
the Temple project, which was "formerly designated as Sadly, the release of the Temple marked the end of an era
module T2 but which will be released as WG 2, part 1 at TSR: just eight weeks later, Gary Gygax left the com­
and 2." The "WG" series stood for the World of Grey­ pany in a dramatic boardroom showdown. He retained
hawk, but the original modules slated to be released enough control over the World of Greyhawk to at least
in the series never appeared: WG4 would be the first. publish fiction related to it, and his "Gord the Rogue"
However, finding those five weeks simply was not in the series would feature Zuggtmoy as a major figure in nov­
cards for Gygax:, as the spring of 1983 would mark a els like Artifact of Evil (1986). But even after Gygax
major shift for TSR: the company underwent a signifi­ could no longer work with TSR, the Temple lived on.
cant reorganization, which led to Gygax: refocusing his
After TSR was purchased by Wizards of the Coast, they
effort on media opportunities out in California.
frequently revisited it, as in the Return to the Temple
Gygax: had long been grooming Frank Mentzer to take of Elemental Evil (2001). Atari published a computer
over responsibility for the design of D&D going for­ game version of the original module in 2003. Today,
ward-Mentzer's revised Basic Rules released in 1983 D&D continues to tap into the concepts of "Elemental
demonstrate him helming TSR's flagship product. So in Evil" in adventures like Princes of the Apocalypse; Zug­
the autumn of 1984, we should not be surprised when gtmoy can be found in Out of the Abyss and Morden­
Gygax reported, "Frank also has the 300 or so pages kainen's Tome of Foes. And in this volume, you can see
of the manuscript for module T2 (Temple of Elemen­ both the original, Advanced D&D-era Temple, as well
tal Evil)-a bequeathal of guess who." Mentzer had the as experiencing a version updated for today. You will be
difficult job of updating much of the early work on the treading a path walked by the originators of Dungeons
Temple for the contemporary D&D system (Unearthed & Dragons, a rare intersection that nearly everyone re­
Arcana would come out before it, say), but his job was sponsible for the original game touched in some way.
not merely a clerical one: he filled in a number of gaps W hether that cult of elemental evil will rise again is
and added several key elements to the Temple. To give now in your hands.
just one example, the due poem given of page 44 of the
1985 Temple was one of Mentzer's contributions.
Jon Peterson is the author ofPlaying at the World.
Thanks to Mentzer's efforts, and Gygax's willingness to
delegate, The Temple ofElemental Evil finally arrived for

0RjGiirn.L ADVEfftV�S REiilCAR__IlATED • THE TEJllPLE 0F ELEJllEilTAL EVIL


Building in the Shado'W of the
Temple of Elemental Evil
by Harley Stroh
he Temple ofElemental Evil casts a long shadow. The form moving in the mists ahead of a gathering storm.

T adventure captures a milestone in D&D's evolution:


the birth of the TSR "supermodule" and precursor
of the adventure path, even as Gary Gygax handed the
Arguably the finest cover of its era, it beggars any au­
thor's attempt to match it with mere words, and lays
truth to the maxim that it is art that drives RPGs. How
reins of the iconic adventure to Frank Mentzer. The re­ often has a designer, musing on the cover of Temple,
sult was nothing short of a triumph, a mega-dungeon yearned to write a passage that conveys one tenth of
fully worthy of the tide. the malevolence and mystery promised in Parkinson's
painting? We've all fallen short.
As a young gamer (innocent enough to convince my­
self that the Savant-Sage and Pluffet Smedger the El­ In my own contributions to the collective body of role­
der were real!) I devoured the richness of the Temple's playing games, it is difficult to overstate the influence
history. The wealth of bizarre names and intersecting of Temple. The keep of chaos in DCC RPG #67: Sail­
backstories set the standard for how I imagined settings ors on the Starless Sea was designed to evoke memories
should be designed. It would rake me decades to con­ • •
sider that perhaps PCs' own actions could drive that
backstory-adventures becoming history, and history
THE LOST TSR Jh:ODVLE!
informing adventures-rather than requiring a com­ THE Jh:OATHOVSE
pleted setting, neatly orchestrated by the judge.

Later, as a DM, Temple was something of a (un)holy The cover to TSR 's 1984 release ACS: Player Character Re­
grail, a massive undertaking worthy of the tide of Ad­ cord Sheets bears a striking resemblance to a scene from

vanced Dungeons & Dragons. There was no mistaking The Temple of Elemental Evil. Was it in fact an illustration

this massive delve for the readily segmented Caves of that was originally intended for other purposes-per­

Chaos. Instead, Temple's hundreds of rooms offered a haps even as the cover to a never-released adventure
Tz?
seemingly endless series of encounters to thwart and
harry adventurers. The mere act of exploring the dun­ In an effort to find out, we asked legendary TSR artist
geon threatened to release the fell demoness from her Clyde Caldwell, who painted the image. "This painting
eternal prison. The seven factions, each vying for su­ was the first painting I did after coming on staff at TSR,"
premacy within the Temple, set the stage for internecine Clyde told us. "If memory serves, it was supposed to be
conflict far beyond my 12-year-old ability to apprehend used as the cover of a module called The Moathouse. So
nuance in the battle of Good versus Evil. Taken as a that was the title I kept for the painting. For whatever

whole, it isn't surprising that the adventure's scope ex­ reason the painting wasn't used for quite a while. I don't

ceeded my youthful enthusiasm, or that most of our know if the module was canceled, or if it appeared with

delving involved quickly scanning the treasure totals a different cover, or if the module's name was changed.
No one ever told me. It was later used on the Player
of the next encounter to determine whether or not the
Character Record Sheets."
pending encounter was worth the reward.
TSR's art director at that time, Jim Roslof, has unfortu­
Finally, as a writer, Temple has always beckoned, like
nately passed away. We were unable to verify any more
the demons atop the posts in Keith Parkinson's brilliant
information about The Moathouse. It's a tantalizing bit
cover illustration. It speaks to Parkison's talent and skill
of history regarding a TSR adventure that never came
that-devoid of any adventurers or foes-the illustra­
to be.
tion "simply" depicts the Temple, and a single, robed
• •

0R,jGiI1.A.L ADVEI1TV�S REiI1C.A.R..I1.A.TED • THE TEJllPLE 0F ELEJllEllTAL EVIL


Was this painting originally intended to be the cover art to T2: The Moathouse
before TSR repurposed it for ACS: Player Character Records�

0zjGiIIAL ADVEIITVRJ:S REiIICAR...IIATED • THE TElhPLE 0F ELElhEilTAL EVIL


O p ening scene from Dungeon Crawl Classics #67: Sailors on the Starless Sea, designed to evoke memories of the Moathouse.

0 R.iGiIIAL A.DVE II'fVRJ;S RE i II C A RJIATED • TH E TE Jll: PLE 0F E L EJll: E nTA.L EVI L


of the Moathouse. The dungeon levels depart radically So how does one write an element-themed adventure in
(conjuring, instead, Erol Otus's illustration in the Ba­ the footsteps of Temple, the fourth greatest adventure
sic D&D rulebook) but the surface layout resembles of all time?
the Tl fortification if it had been rotted out from the For DCC #1 00, the path was clear. Eschewing Temple's
inside, collapsing under its own weight and the raw ma­
hordes of vying factions, Spheres instead stakes its flag
levolence of chaos. firmly on the fringes of occult spiritual science without
The homage is so palpable that Clyde Caldwell's draft troubling itselfovermuch with alchemy's extensive history.
cover of T l (ultimately used as the cover for TSR's AC (The tru e adventure delving into the alchymical wed­
5: Player Character Record Sh eets) would serve as an ad­ ding of science and art is yet to be written, hopefully by
mirable cover for Sa ilors, or even an iteration of Stefan a better scholar than th is passing apprentice.)
Poag's iconic frontispiece. Here T l 's giant frogs can be
easily reimagined as anuran beastmen, and the thorns And in lieu of multiple levels of sprawling dungeons,
and sickly vines as the vine horrors in Sailors. Spheres marches its spinning elemental wheels through
Aereth's zodiac, transforming the challenges (and the
Each illustration sounds the same clarion call: fallen PCs' powers) up and down the DCC RPG dice chain.
grandeur jealously guarding mysteries of a bygone age; So rather than a massive dungeon offering multiple lev­
an overgrowth of sickly vines and thorny branches, that els of challenges, Spheres does its work on the PCs, im­
conceal death and decay; the certitude that whatever proving and diminishing each class in turn.
lurks inside the ruins is surely beyond mortal ken. Tem ­
ple delivers on these promises, and if Sa ilors-my first Can Spheres hope to deliver on the promises of its spirit­
adventure written for the DCC RPG-succeeds in do­ ual antecedent? That final analysis will only be decided
ing the same perhaps I can be forgiven for the homage. by the judges and gamers daring enough to run DCC
# 1 00 at their table. But whether Spheres succeeds or
Fitting then, that DCC RPG #100: Th e Music of th e fails, it can stand proudly in the ambitious tradition of
Spheres (is Chaos) should also owe a debt to Th e Temple its ancestor and trailblazer: Th e Temple ofElem ental Evil.
of Elem ental Evil. Astute readers are sure to note key
parallels: cultists dedicated to the annihilation of Good;
a terrible foe, progressively empowered by reckless PCs Harley Stroh has b een writingfor Goodman Gam es since
exploring the dungeon; and a maddeningly challeng­ DCC #17: Legacy of the Savage Kings, yet he still gets
ing dungeon sure to thwart all but the most careful of n ervous wh en ever he is about to run a gam e. He lives in
cartographers; and most obviously, the elemental nodes th e mountains of Colorado with his wife, two children,
and their masters. and a small but vicious dog.

0 N Gi ilAL ADVE ilTVIQOS RE i il CA R_IlATED • THE TEDI PLE 0 F E LE DI E ilTAL EVI L


The Chenaults Explore
The Temple of Elemental Evil
by Steve Chenault

first wandered into the village of Hommlet back in much attention to what he bought as most of it was

I 1 979. I remember the dusty street, the first farm­


houses, the people working in their gardens and
fields. After a short walk, I passed the leatherworker's
DM's stuff, so he didn't want me looking at it anyway.
(In an aside, we were living at Fort Campb ell, Kentucky,
in those days and bought our comics and gam es mostly at a
shop and came to the Inn of the Welcome Wench. The small shop in som eguy's basem ent, complete with old musty
rich details were plain to see, in the main building, sm elling walls and lamps hangingfrom th e ceilin g.)
the barn, and then the people inside. I was soon en­
sconced in the inn with a room (for me and my NPCs) For that reason, I do not remember Tl: The Village of
and down in the common hall picking up rumors of a Hommlet coming into the house. But I do remember
Moathouse and something evil that lurked beyond the when my characters rambled down its dirty streets.
confines of the little village. I made fresh 1 st-level characters (my own and a few
NPCs) and entered the town ready for mayhem and
That was my introduction to Hommlet and to the ad­ dungeon crawling. We were fresh from the Giant series
venture that would eventually become The Temple of and had plunged into D 1 , too (I think, it's been a few
Elem ental Evil. turns in the road since then), and those were slaughter­
Back in 1 975 or '76 my brother, Davis Chenault, ac­ houses, filled with giants and monsters at every turn. It
quired the little brown D&D books for his birthday. was with those two adventures in mind that I entered
One of my father's soldiers had given them to my the little village, ready for some monster to attack at any
mother as something her children might enjoy (he was moment.
headed off on a hardship tour and couldn't keep them) . But of course, nothing attacked my little band. I first
"Don't let them play too much" was the warning as she met some farmers working in their gardens, then a
took the books. I don't remember him saying that, but leatherworker. Then came to the Inn of the Welcome
I do remember the moment he gave me those books. It Wench. Upon entering I encountered a host of people,
was all very odd to me. Davis plunged into the game with personalities and backstories. There were details
and started playing immediately, or trying to. He played
here, details about common people that I hadn't quite
hell getting his friends on board, so eventually, about a encountered before. I didn't know it then, but that
year later, he convinced me to sit down and make some changed everything for me and the game we played.
characters. Once I started rolling those dice, I never The game left the contested fields of wargames and sud­
stopped and still do, regularly on Thursday nights. denly was real. It was a half-told story. I had to meet
In those days Davis had enough money in pocket (from people, who had names and backgrounds and whose
babysitting I think) that allowed him to scoop up just stories mattered to some overarching theme with an
about any TSR product that came out. I spent my mea­ elemental evil that was haunting the lands. It was all
ger earnings on comic books (about Green Lantern and quite . . . nebulous. To be sure, we had already been run­
the Warlord most of all), almost never on the game. I ning games with NPCs, and that involved role-playing
didn't really have to, because he did, and did so with a and the like. That was natural. But with Tl, a published
gusto. He got the AD&D Monster & Treasure Assort­ adventure from TSR, it was confirmation that this game
m ent at Sears, I remember that. He got the AD&D was so much more than any other game out there.
Players Handbook at some point and the AD&D Dun­ The village map was so very real with trees, a lake, a mill
geon Masters Guide for some Christmas. He was always on the stream, hills, and castles under construction. The
coming home with something or the other. I didn't pay inn was delivered to us in 3D; you could see the chairs

0 N Gi IIAL A-DVE II'fVRJ; S RE i II CA RJI A'fED • T H E TEJb:PLE 0 F E L E Jb: E llTA-L EVI L


A young Steve Chenault runs a D&D game, c i rca early 1 980s. This might have even been a session of Hommlet!

and tables, the beds in the rooms. This was like nothing simple people. It is all very real. Descriptions of goblin
I had encountered before. In the Hill Giant Steading, raids for food are so simple, yet so electrifying.
I could see the giant. He was right there. He needed to
Tl is so much more than that. It unleashed the DM
die. Here in Hommlet, I met with a prosperous farmer like few adventures before or really after it. Here were
and his family: Robert, Mandl, Taior, Matilda, and the all these people, some with backgrounds, others not so
granny Florence. This was altogether different.
much. They didn't have names (a few did) and were
(Those are the names, written in the margi.ns ofthefirst Tl only loosely placed in the larger story. The DM could,
Davis bought and ran me through. We still have it, sitting if they chose, flesh it all out. It followed a style estab­
here on my desk as I write this. ) lished in Bl: In Search of the Unknown (my second fa­
The Village ofHommlet has a certain elegance to it. Gary vorite adventure) where the DM could take the pub­
Gygax: wrote this short module with a clear adventure lished adventure and flesh it out. In that dungeon, the
story in mind, created a host of NPCs, people, that rooms were described and written up, but no monsters
lived within the confines of the story and were active or or treasures were added. That was up to the DM to do,
inactive participants in it. The story is simple, but the to go in and make the dungeon their own. Hommlet
setting is vibrant and seems to exist wholly apart from was very much like that. Gary Gygax: managed, in one
the characters. Something is going on here that involves simple swoop, to create a setting so vibrant it drew the
all the people of this village and your characters are DM, and by consequence the players, into the village
only one small part of it. In a few short paragraphs, we and its story, but at the same time showed the DM a
are introduced to the political regions of central Grey­ path of creation. The DM could do anything with it.
hawk, made to understand it is a feudal realm, placed in In many ways, Tl was a teaching moment for gam­
the rolling-though not peaceful-farmlands of these ers. I'm not sure if that's how Gary meant it when he

0 N Gi IIA L ADVEII1'V�S RE i II CA RJI A1'ED • THE TEJtc PLE 0 F E L E Jtc E llTAL EVI L
wrote it, but it's how it played out. It showed DMs and the whole grand struggle, unfolding before me and my
players that you could, if you chose, add all manner of players. (I never returned to the full Temple with Da­
depth to your games. The sky is the limit. It opened up vis.) The adventure unfolded in multiple levels and was
worlds of adventure, like nothing before or after. That's pure Gygax.
at least how it felt for me.
In later years, when I came to work with Gary (Troll
It has something else, too. The art that came with Tl Lord Games was Gary's primary publisher from 200 1 -
was nothing short of amazing. The opening shot of the 2008) I learned more about him, his gaming, and his
village, the keep, and the Moathouse to name a few. writing style. There was a deep sense of historical con­
All of these grounded the game. Suddenly we were in text infused in the way he saw fantasy worlds and their
a world where everything was real. It wasn't just a fan­ creation. He, and with him, Frank Mentzer, brought
tastic place like a Michael Moorcock novel. It was real. this to Th e Temple of Elem ental Evil, making it one of
And we were in it. the most amazing adventure publications created for
We need to take a moment and give credit to the artist role-playing games. It has an almost perfect balance to
of the Moathouse. That simple drawing fueled count­ it. There is enough here to flesh out any campaign, but
not so much that it bogs the DM down with too much
less imaginations, making the adventure ever more real,
information. You can take the Temple and run with it,
grounding it further in a world of sweat and tears.
fuse it to your world, or play in Greyhawk.
We plunged into Tl and played the living hell out of it.
I As I noted before, there is an elegance to its conception,
\ More than once we wandered those dusty streets. And
design, and writing. It's an elegance that makes the first
a few years later, when we moved to Heidelberg, Ger­
Tl: Th e Village ofHommlet and later Tl-4: Th e Temple
many, Davis formed his own group and I put together
ofElem ental Evil one of the greatest, if not the greatest,
another. Tl was the first adventure I ran them through.
published adventure modules in the history of our il­
Since those early days, I have played Tl countless times,
with countless adventuring parties. I change people up, lustrious hobby.
give them different names, different motivations, even Steve Chenault
the backstory changes. The written module itself is Written in the Plague Year, 2020
timeless.
There was no completed, published Temple in the early Born in Monticello, Arkansas in 1967, Steph en Ch enault
days of course (the complete series came out in 1 985),
sp ent th e early years as an Army brat. Steph en startedplay­
but there was more than enough to go on and Davis, ing Dungeons & Dragons in and around 1977 After re­
and later myself, fleshed it out wherever we needed. Th e ceiving h is undergraduate degree in History, hejo in ed th e
Temple of Elem ental Evil was a part of our Greyhawk
Army serving during (but not at) Desert Storm. After leav­
long before the actual published mega-adventure hit ing th e service he received his master's degree in Histo ry.
the stands. Everything you needed was right there, in Steph en settled in Little Rock, Arkansas, in 1996. Soon
those opening paragraphs. The world was yours and the after, in 1999, he founded Troll Lord Gam es with Mac
Temple an enemy both real and imagined. Golden and Davis Chenault. Stephen took over sole man­
I don't remember pining for the rest of the adventure. agem ent ofth e company in 2003. TLG has publish ed hun­
I just assumed this was it and the creators in their lofty dreds ofRPG books, working with such industryfounders
towers of Lake Geneva never intended to finish it. But as Ga ry Gygax and Jam es M Ward. He has created and
when they did release it, in 1 985, and I managed to written a score ofadventures, Codex of Aihrde, and Ad­
score a copy of it, it amazed me, for despite all the time venturers Backpack, and has written fiction ; he continu es
that had passed it stood up to the original. Here was to b e a major design er and writerfor Castles & Crusades.

0 N Gi ilAL A.D VE ilTV�S RE i il CARJI ATED • TH E TElb:PLE 0 F E LElb:E ilTA.L EVI L


An Interview 'With Jeff Easley
Interview conducted by Chris Arneson

T
he year was 1985, and Tl-4: The Temple of El­
emental Evil was in full swing/or its Fall release. At
that time, TSR staffartistJeffEasley had been with
the company for a little over three years. Widely known
for his covers of the orange-spined first edition Advanced
Dungeons & Dragons boo ks, countless module covers, un­
forgettable Dragonlance imagery, and so much more, Jeff
was assigned to work on The Temple of Elemental Evil.
Jeff would go on to work for TSRfrom 1982-1997 and
continue working for Wizards of the Coast {WotC) until
2003. In this interview, conducted on August 17th, 2020
at hisfriend Chris Arneson s home, Jeffsat down to tell us
Longtime friends Jeff Easley (left) and Chris Arneson (right) af­
about his time at TSR, what inspired him, and why hes ter eating way too much at The Vi l l age Squire with good friend
so amazing. Ben ny Hsieh (not pictured). Tem ple ofElemental Evil s h irt photo­
s hopped by Chris for brownie points.
Chris Arneson: Please raise your right hand and state
• •
your full name, date of birth, social security number,
JE: Well, I was pretty much unfamiliar with TSR. I had
favorite candy, and how much my monthly payments
probably heard of Dungeons & Dragons. I had met
have been in order to be your friend. Or, just state your
Larry Elmore a few years earlier through a good friend
name, I guess.
of ours, Greg Harper. Greg mentioned to me that Larry
Jeff Easley: [Laughs] had taken a job with TSR. I was pretty desperate to find
CA: Make that note: Jeff Easley raised one finger. anything other than the popcorn factory. I knew Larry
[Laughs] Okay, it's my understanding that you started just well enough to call and ask him about the prospects
at TSR in March of 1 982. How did they manage to at TSR. He told me that they were growing by leaps and
pull you away from your previous job at the popcorn bounds at that point in 1 982, and I had a really good
factory? Feel free to share a story or two from your time shot if l got a portfolio together and sent it in. So I did,
there. and that's what set me on their trail.

JE: The popcorn factory? Well, one story that pops to CA: Was there any negotiating? Or did they call you
. back, you went in, they liked your portfolio, gave you
mind is the time that I'd just started running the pop­
corn lines in the morning, which sprayed the cheese on an offer, and they hired you?
the popcorn through a large rotating cylinder. Nobody JE: Well, they flew me out there. It was not a fun trip.
told me that they would fill the lines up with soapy wa­ This was in the middle of winter, from Massachusetts to
ter the night before to keep the pipes cleaned out, and Wisconsin, but they flew me out to look at my stuff and
that I had to drain that soapy water out in the morning talk to me. They probably made up their mind before­
when I got there. So for a couple days, I was spraying hand that they were going to offer me the job. I doubt
bags of popcorn with soapy water rather than cheese they would have bothered to have flown me in if they
muck. That's the way it goes. You get what you pay for. were on the fence.
CA: How did you go from the popcorn factory to TSR? They did that, I talked to them, and they made an of­
How did they get you over there? fer. I would have accepted just about anything at that
point. So, yeah, that was what got the ball rolling.

0 N Gi II A L ADVE IITV R}OS REi II CARJIATE D • TH E TEJh:PLE 0 F E L E Jh: E llTAL EVI L


CA: You picked up your family and moved, you and
your wife? Did you have kids at the time?
JE: Just one at the time, but, yeah, we didn't have a
huge amount of stuff at that point. We arranged for a
mover to come and pick up our stuff. We flew from
Massachusetts out to Wisconsin.
CA: Did you find a house right away, or did you start in
an apartment somewhere?
JE: We got a condo over on Main Street in Lake Gene­
va. Several other TSR people lived in the same condo.
CA: Nice. Since I've been doing some research about
you, I was thrilled to find some older work of yours I'd
never seen. Had you done much professional fanzine
work prior to TSR?
JE: Well, most fanzine work is not actually professional.
Most of them don't pay anything, but a few of them
did. I had really been into fantasy and that sort of stuff
when I was younger, but I got out of it through high
school and college, because it wasn't really serious art.
About halfway through college, I kind of jumped back
into fantasy. I had become disenchanted with the whole
Chacal-v1 #1, Wi nter 1 976: cover by Jeff Easley college art thing, the studio kind of stuff, and I just real­
ized how much I enjoyed doing the fantasy stuff. So I
just jumped back into it.
At the time, fanzines were pretty big. I think a lot of
them advertised in various magazines like The Monster
Tim es and so forth. I would sometimes send some sam­
ples in, and occasionally, they would use some stuff.
CA: You said that was just kind of like pro bono fanzine
work. You were just trying to get your work in there?
JE: Some of it was. Some of the nicer ones paid, you
know, a little bit like $30 or $40 a page or whatever.
CA: While I was looking stuff up, I found a couple that
were covers for Chacal.
JE: Yeah, it was a nicely done magazine. They actually
paid a little bit. I forget what it was for doing a cover.
CA: Those are pretty nice. You did some other fanzines
like Fantasy Crosswinds and The Diversifier. Now, when
I was digging into your stuff, I saw that you had done
some work for Marvel's Savage Sword o f Conan and Bi­
zarre Adventures?
JE: Well, at one point when I was still in college, I
managed to make a trip out to New York. I had been
Chacaf-vi #2, Spring1976: cover by Jeff Easley

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• •
Jeff h ad three appearances in Curtis/Marvel's The Savage Sword
ofConan i n 1 978; issues 27. 30, 33. He also had three appearances
in the Marvel Magazine Group's The Savage Sword of Conan i n
1 982 & 1 983; issues 76. 83. 8 5 . Pictured are h is o n e cover for issue
#83 and an i nterior portfolio page for issue #27.

Bizarre Adventures #30. February 1 982: cover by Jeff Easley


• •
corresponding with a fellow in Lexington, Kentucky-
Roger McKenzie-who became a well-known comic
artist. He invited me to come out there. He was in the
process of moving to New York, so he invited me to
come out for a week, show me around, help me con­
nect, and maybe get my foot in the door.
I did that. It was the first time I'd ever flown anywhere
or anything else, so it was quite an ordeal. I went out
there, and he had been working for most of the big
companies. I managed to do a couple little pieces for
Marvel, a story for one of the Warren Publishing maga­
zines, and a few things like that just to get my foot in
the door. So it was worth the time and effort.
CA: Would the Warren magazines include your Creepy
covers? You did two Creepy covers?

0 RJ G i il A L ADVEil'fV�S RE i il CARJIA'fED • TH E TE Jh: PLE 0 F E L E Jh: E ilTAL EVI L


Jeff did some work for Warren's Creepy and Vam pire/la l i nes be­ Mars books and a few of the Conan books, which were
fore worki n g at TSR. Pictured are h i s two covers for Creepy; is­ mostly short stories. I read what I could get hold of.
sues 1 29 & 1 33 from 1 981 .
CA: Had you read much Tolkien at that time?
• •
JE: Well, yeah, they basically bought it out of my port- JE: I remember I read The Ho bbit when I was like in
folio. It wasn't necessarily a commission, but I had al­ the fifth grade. I read Th e Lord of th e Rings when I was
ready done those, and they bought them to use. in college.
CA: I've seen the originals. They're pretty awesome. CA: Did those inspire you at all? I don't know if you
JE: Thanks. bought those for their covers, because if I remember,
the covers on the Tolkien books way back when weren't
CA: What I didn't know is, you had some stuff in Vampirella? necessarily anything special.
JE: As far as I can remember, it was just inking a couple JE: Yeah, I just bought and read them because of the
stories. word of mouth and, you know, the buzz.
CA: Nice. Jumping back to TSR, there's a lot of talk CA: As an artist myself, I'm inspired by the work of
about Gary Gygax having an Appendix N of inspira­ other artists. While your work has been a big inspira­
tional reading in the Dungeon Masters Guide. Some of tion to me, what artists were big inspirations for you?
the authors listed were Robert E. Howard, Tolkien, and Do I dare guess Frazetta? [Laughs]
Edgar Rice Burroughs. Did any of these authors inspire
or influence you much? JE: Yeah, he's certainly the main one. I think you're
influenced a little bit by everything that you see that
JE: I don't think they influenced me, but I basically read you consider to be better than what you could do. I'm
some of them, mainly because I bought the books with always looking to study other people's approaches, how
the Frazetta covers on them and I thought I may as well they do leaves or rocks, down to the details like that.
try them out. I read a few of Edgar Rice Burroughs's

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Frazetta... I don't know to what extent I had that much
exposure to some of the more mainstream or illustrator­
type artists. I probably sought them out more after I
was in college or afterwards even at a time when I could
have been more influenced by them during my more
developmental phase.
CA: Yeah, back in the Stone Age, there weren't too
many places to find this stuff.
JE: There was certainly no Internet.
CA: Advertisements in the back of comic books?
JE: There weren't that many books, really. I think the
fantasy art book craze actually started with the Frazetta
books back in the mid- 1 970s. And then all of a sud­
den, everybody was having books, magazines, and more
well-produced material come out.
CA: I assume you're familiar with Hal Foster and Alex
Raymond, some of the comic strip masters. Were you
familiar with them as a kid or in college?
JE: I remember probably one of the first examples of
Frazetta's work that I saw were the early Warren maga­
zines, like Creepy and Eerie. At that point, Al William­
• •
son was actually doing work for them. He's one of the Jeff's amaz i n g ful l-page i mage of Drelnza from one of h is earli-
EC Comics alumni that had come up and was working est assign ments at TS R, 54: The Lost Cavern s ofTsojocanth.
for Warren at the time. So I was aware of his work. • •
Honestly, I felt like it was just so far beyond my ability they handed me this thing. "We need these jewels done
I didn't even consider that I could emulate it or aspire for the spines. Larry has been doing these covers for this
to it, you know? Endless Qu est book series." I thought, "Well, all right.
Whatever you need." So it was the first thing I did after
CA: What about Hal Foster? Did he do Prince Valiant?
I took my coat off. I sat down and painted some jewels
JE: Yeah, well, he did Tarzan early on and Prince Val­ for a few of the Endless Qu est book covers.
iant. He had kind of a big revival in the 1 9 70s, too.
CA: If you recall, did they have paints and everything
There was kind of, like I say, a renaissance of fantasy
set up for you? Or did you have to bring in your own?
art and old comic art and so forth. I had never been
exposed to it, maybe it was around before then, but JE: I think I might have brought my own paint with
I started buying this Comics Buyer's Guide. Everybody me, because I had it there anyway. Eventually, they
advertised in that kind of book, and reprints of all that probably had me put in an order and replaced it, but I
stuff were coming out then. So it was almost a little bit still have some of the paint. There was a lady at Murray
too late for me to be totally influenced by it. I could [State University in Kentucky- Editor] who had taken
certainly admire it and aspire to it to some degree. an oil painting class and didn't like it, I guess, so she
gave me all her paint. [Laughs] I probably still have half
CA: You started at TSR in March of 1 982. Do you re­
that paint up there in my studio.
member what your first assignment was? Somewhere
along the lines of the jewels on the spines of the Endless CA: Along the lines of your beginning work, I've heard
Qu est books, maybe? you talk about the AD&D module Th e Lost Caverns o f
Tso jcanth as your first big assignment. Were you excited
JE: Yeah, that was it. I literally went there, and I was
to work on it?
standing there my first day with my coat still on, and

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JE: Well, I didn't know anything about it. It was just
like, "This is what you're gonna do." I can't remember if
I did the Tso jcanth illustrations before I did the painting
for the Star Frontiers module cover. I thought I did the
painting first, but I could be wrong.
CA: It sounds like you hadn't played a game at the
time. Did you understand what the game modules were
essentially like or anything? Did they just give you,
"Here's a description of a scene," and then you did the
illustration for it? I'm speaking of Tso jcanth.
JE: Yeah, I had no idea what this game stuff was, so they
just told me what they wanted in the illustration. Most
of them were little quarter-page spots anyway. And I
wasn't familiar with a lot of the monsters and so forth,
so I had to sit there and rely on the Monster Manual or
whatever reference I could find to see if they had been
drawn before. They told me what they wanted, and I
put it down there.
CA: One of your illustrations that really stands out to
everybody is your amazing image of Drelnza, the sleep­
ing warrior vampire. Did the art description inspire you
more on that one or did you just have more time? That
one really stands out. It's a nice big full-page piece. • •
Jeff's fi rst cover p ainting for TS R. As the woman's red suit was
JE: Well, that's the thing. It was the only full-page piece deemed too p rovocative Jeff p ainted a glaze of blue over it to a p­
p ease the p owers that be and the cleaning lady.
in there, so I thought, "Well, I can put a little bit more
• •
into this one." Nobody was on my back for deadlines or
mean, I was working at a popcorn factory. I would have
anything, so I just thought, "I'll do this one up."
moved over there to empty the trash cans if they'd asked
CA: Nice. Well done, amazing piece. me. [Laughs] So I was a little surprised when I found
JE: Thanks. out that everybody else is actually doing covers also. So
fine.
CA: You covered it a bit already, but how long was it
before you got to do your first cover painting, and what CA: Was there something about the woman's figure, or
was it? her suit, that you had to change?

JE: For the Star Frontiers game, it was the one with the JE: Yes, I originally had painted her with a red jumpsuit
squid guy on the dinosaur thing. I forget the names of which was vaguely form-fitting. It was kind of a typical
them. [ Volturnus, Plan et o fMystery.] 1 950s- or 1 960s-style space girl suit-but it was red.
They brought in one of the ladies who cleaned the office
CA: I do know what you're talking about. I might have and had her critique it for me. [Laughs] They asked her
seen the original. if she would let her son buy this module, and I think
JE: It was around for a good while. she was swayed more than anything by the fact that
they asked her if she thought it was fishy or not, and she
CA: It's a neat piece.
said, "Oh, no, I wouldn't let my son buy this."
Were you excited to do that first cover piece for them?
I was not trying to be provocative at all. Typically, in
JE: Yeah. When I took the job at TSR, I didn't know fantasy art, both male and female figures are idealized.
if I was going to be doing any covers or not. I thought You don't paint, you know, your dumpy neighbors or use
maybe I was just going to be doing black and whites. I them as the models in your fantasy art. So anyway, the

0 Rj G i ilAL ADVE ilTVR,!:S REi ncA �IlATED • THE TE Jll PLE 0 F E L E Jll E llTAL EVI L
compromise that was reached was that I'd glaze the suit
over with blue to turn it purple. I guess purple was less
inflammatory to young adolescent eyes than they figured
red was. That was enough to get it by. I didn't change the
figure at all. I just altered the color of the suit.
CA: Really, just the color of the suit. That's interesting.
JE: Stupid is what it is.
CA: [Laughs] That, too. I don't remember if I heard
that part of the story, but that's cool. They actually
asked-nothing against cleaning ladies-but they just
pulled someone aside. I guess it makes sense, "Would
you let your kid buy this?"
Since we're talking about the covers, how long did TSR
generally give you to do a cover? Did you have plenty of
time in most cases?
JE: When I did the first Dragonlance calendar, they
gave us all the time we needed, because they were going
to reuse the art for the modules. I guess the schedule
was such that it was not pressing. I might have taken a
month on a painting like that. But the worst thing I can
remember was when I did those little Amazing Stories
paperbacks. For some reason, I think I had to do four
of those in a week or something like that.
CA: Holy cow!
JE: I don't think it was even a week. I was going to
say three days, but that doesn't sound right. Maybe it
was three covers in four days, because they wanted this
airbrushed background. I was not familiar with an air­
brush, so it took me an entire day to figure out how to
do the airbrushed backgrounds. Then, I think I did the
covers, like, one a day.
CA: You've become very well known for your amazing
dragons. I've noticed a major shift between your early
• •
dragons, like for the cover of the orange-spined AD&D Some ofJeff's earliest TSR dragons, before they evolved into the
Monster Manual, as compared to your much more mus­ amazing, muscularly menacing beasts he's so well known for.
cular and menacing dragons for Dragonlance. Had you • •
drawn any dragons before TSR, and what was your first For TSR, I suspect the first time I drew a dragon was
dragon you drew for them, if you recall? for the Tso jcanth interiors. There are a couple dragons in
there, so those are my first attempts.
JE: Well, the only drawing of a dragon I ever recall hav­
ing done before TSR was for the aforementioned Cha­ CA: The other black and white one I remember was, I
cal magazine. I did a portfolio with five or six pen and guess, for an early Gen Con advertisement with a num­
inks from Th e Hobbit, and one of those was Smaug at­ ber of PCs battling a dragon in pen and ink, one ofyour
tacking the city. So that was the first time I ever did a earlier ones. It was also, if l recall, printed on the inside
dragon. of the French version of the B/X basic set.

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• •
One of Jeff's favorite dragon
paintings done for The New Easy
to Master Dungeons & Dragons
Came boxed starter set, 1991.
• •
ground, they kind of explode.
Of course, they're magic, so
take what you will. But, yeah,
they get a little bit more "bull­
dog" when they hit the ground
there for whatever reason. That
j ust looks neat.
CA: Do you have a favorite
dragon painting that you've
done? Any one that maybe
comes to mind that you really
were pretty extra pleased with
how the dragon turned out?
JE: Well, the big red dragon
painting on the [ 1 99 1 ] begin­
How did you go from drawing your first dragons to
ner's box set. I know I had to do that kind of quickly.
switching to the more muscular, more menacing type of
I think I did that in 1 0 days, which is kind of quick. It
dragon? Did they somehow come out that way or did
was a 30" x 40" painting, and I was kind of under pres­
Dragonlance describe them more menacingly?
sure to get that done. Luckily, it landed correctly right
JE: I'm not 1 00% sure. I think that it was kind of a where I wanted it. I was pleased with it from the start,
r
natural evolution. At one point, I realized that a lot of and the company was very pleased with it, too. So that
times it almost seems like human anatomy on the up­ worked out.
per arms and so forth, and the body of a dragon. Of
CA: Are there any particular paintings or projects that
course, you can't really do that on the legs. I don't know
stand out as favorites in general? Anything you look
where I picked that up. Thinking about it, I remember
back on like, ''Ah, I really liked that project or that
that I had this science fiction book club book that Boris
painting," or maybe it's j ust that red dragon you were
[Vallejo] did the cover for called The Dragon and th e
talking about.
George. It seemed like Boris does kind of the same thing
with human-like hands and arms and stuff on dragons. JE: Well, that's one of them. A lot of times you look
Of course, he was very big at the time, up-and-coming; back on paintings you've done before and, like any art­
he was the next big star after Frazetta kind of retired, to ist has done, look at the piece with fresh eyes and just
some degree. immediately see a list of things you would correct or
would have done differently if you had the chance. But
Maybe I kind of picked up on that from the Dragon and
that's one I probably don't have too much of a com­
th e George painting. I can't say for sure. I certainly want
plaint about. And the cover for The Magister, you
to give credit where credit's due, if there's credit.
know, I liked the way that one came out.
CA: It seemed like your earlier ones, even the Monster
Most of them I don't know the names or have names for
Manual cover with the dragon fighting the pegasi, were
them, so it's a little hard to name them off, but there's
more fairytale-ish, more regular, and then these j ust
a handful of them in there. Probably 80% of the paint­
took a leap 0£ ..
ings I did, I would never have done, otherwise. Unless
JE: Well, I think I tend to do one thing. When I do a they were a cover or described as they were, I would not
flying dragon, I do them leaner and more aerodynamic have painted them anyway.
than I do a dragon on the ground. When they hit the

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CA: Talking about Dragonlance, was that a really cool
project to do with their descriptions? You said you had
a little more time to work on them?
JE: They'd done calendars for the few years before that.
The year before, they had Tim Hildebrandt do it, and
he was, you know, one of the super big names at the
time. Unfortunately, he's no longer with us, but they
had him do the paintings. When we got the chance to
do the paintings and the cover of the calendar the next
year, we were all like, "Okay, we got to really step up
our game here if we're going to have a chance of com­
peting with the Tim Hildebrandt stuff." We put every­
thing we had into it, you know. We were psyched. We
were young and dumb and full of ambition.
CA: Other than dragons, you're also well known for your
undead skeletons, like the Magister cover for the Forgot­
ten Realms product line. Did you always love drawing
undead, and did you have any inspiration for them?
JE: I was always intrigued by skulls and skeletons and
the like. Even when I was a little kid, like at Hallow­
een, I'd always gravitate towards skeletons. I remember,
when I was very young, my dad bought a plaster skull
from a guy. It was, like, an anatomical model. It was a
cast plaster skull on a base that students in the 1 940s
probably would have set up and drawn from. FR4: The Magister for AD&D's Forgotten Realms is a prime exam­
ple of)eff's incredi ble talent for bringing the undead to l ife. A
My dad gave me that, and it was just the greatest thing
l ittle-known fun fact is that the door-size poster of this artwork
I ever had. It was my favorite thing at the time. At one can be seen in Ken ny's room in the 1991 movie "Don't Tell Mom
point, I remember carrying it somewhere, and it just the Babysitter's Dead."
slipped out of my hands. I dropped it, and it smashed • •
into a million pieces. I picked up all the little pieces, CA: Now, his were always j ust clean bone skeletons,
intending to try and glue it all back together. Of course, but you added all kinds of rotting flesh and torn, old,
it was impossible. That was devastating. rotting clothes.

When I first got back into fantasy art, I started picking JE: Well, the decayed body thing is the Wrightson in­
up some of the Warren magazines and stuff again, and fluence or part of it right there, you know. And, Har­
only then did I come across Bernie Wrightson's work. ryhausen, too-I think I'm correct that, oftentimes, he
That was right up his alley, so I'm sure I saw some of would kind of furrow the brows on skulls so they'd have
his work that was probably something of a direct influ­ a scary scowl on their face. It's normal, if you have a
ence. I can't really think of that many people who had skull. Usually, it's laughing or smiling with no flesh on
a direct influence on me, but I suspect that might have it, but he would actually furrow the brow so . . .
been one of them. CA: . . . so that they can show emotion.
CA: And Ray Harryhausen obviously had his famous JE: A skull with a scowl. [Laughs]
skeletons.
CA: I know you paint in oils, and I've heard a story
JE: Thar's true. Yeah, I loved that movie, "Jason and the about you baking a painting once to try and help it dry
Argonauts." At least, it showed on TV back in the early faster. Is there a fun story or truth to this rumor?
1 960s, and I would not miss that.

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Since this interview is being included in 1he Temple o f
Elem ental Evil from Goodman Games and you have
done a fair amount of work in it, I've got to ask you
why all your illustrations and some others are signed
"Jack Fred," "J Fred," "Jack F," or "JF?" I know you and
Larry have told the story many times, but please tell us
the tale about dear old Jack Fred.
JE: That was something Larry had come up with. I think
they used to do this at Fort Knox. He used to tell his
kids stories when they were little about a character Jack
Fred or something like that. At one point, I think he was
• • doing a job that he had to really rush out and couldn't
While freelancing the cover painting for Monogram's Rambo do a very good job on it, so he signed it "Jack Fred."
Combat Chopper model kit, Jeff decided to use a painter's trick
for drying oils by putting it in the oven. Needless to say, there He told us the story at some point or another. On oc­
was a mishap and Jeff's painting bubb led. Fortunately, he was casion, we had to crank out something really quickly
able to salvage it. to get it out the door. So I guess we used Jack Fred's
• •
persona as a cover. I don't think it worked very well, but
JE: Interestingly enough, before I even did this, I'd read
it is kind of a funny thing.
that Bernie Wrightson had done that one time. He put
a painting in the oven and left it too long, and it bub­ CA: A number of these Temple illustrations are signed
bled up. So I was aware of the phenomenon even then, "Jack Fred." They're not bad, though. Was it just maybe
you know. I was doing a painting for another company. a fun thing or a little bit of, ''Ah, this j ust doesn't seem
It was a Sunday, and I was going to bake it dry and do very good" in some cases?
some more tweaks. At that time, I think I had to ship it. JE: The ones I think that you're talking about, they
There was no scanning or anything like that. didn't seem that bad. I don't know if we just decided,
I put it in the oven, and it stuck out ofthe oven, and I had "Okay, maybe we all have to contribute to the thing or
it on a metal rack. I guess the heat came up under the edge something. So let's do 'Jack Fred' on this one." I guess
of the rack and concentrated right on a corner, because if you're going along even a fast drawing can sometimes
it had a bubble like five inches tall on it. So I spent the be a good one. You don't have to heap huge amounts of
whole rest of that afternoon running around trying to fig­ time on it. I guess a few of them, you know, just slipped
ure out how to deflate the bubble and save it. I ended up through the cracks. [Laughs]
having to cut around it, put glue under it, mash it down, CA: Now, what did Larry have in the book? I found
and roll it and everything else. So, yep, guilty. one of his drawings in there, but I didn't see it signed at
CA: Were you able to salvage it and send it off on time? all, either as "Jack Fred" or "Larry Elmore." There were
a number of yours, and they were signed "Jack Fred"
JE: Yep.
or "JF." I found other one that I think might have been
CA: Nice. That actually happened to me one time, too. Jeff Butler's; it was a real simplified, orb-shaped skull.
Actually, rather than preheating the oven and then put­ I think that might have been Jeff Butler's, because he's
ting it in there, I was in a rush because I was going to listed in the credits and I couldn't find anything else
go to lunch with my dad. I turned the oven on before that might have been his.
he got there, and I put the painting in right away. So I
Otherwise, you're the main perpetrator. Keith Parkin­
had the quick heat instead of it already preheated. Just
son had one image in there, a full-page storage area,
before we went to lunch, I pulled it out, and there were
that he signed "Jack Fred." I don't know if it was a "just
bubbles all over. Needless to say, I had to start that all
because" or if he was like, "It's j ust a storage area; there's
over, and I went digitally with it because of time. But,
nothing fun or exciting about it," or you guys were just
yeah, that kind of happened to me, too.
going along with something.

0NGi ilAL .A.DVE il'f'VR]:S RE i il CARJI A'f'ED • THE TEJb:PLE 0F E L E Jb: E ilT.A.L EVI L
• •

WHO WAS T ACl(_FRJ;D?

. G:

As Jeff Easley explains in this interview, many TSR artists signed


their work "Jack Fred." If you examine the illustrations in the
original TSR publication ofThe Temple of Elemental Evil, you'll see
that virtually every illustration in the book is signed "Jack Fred"
or a variation on that name-even though the module's credits
clearly list several famous artists as contributors. Based on con-
versations with Jeff and our own best guesses, here are what we
believe to be the true credits for these illustrations. Of course,
we might be wrong-if any TSR alumni can provide documen-
tation, we welcome it!

Page29: Elmore Page84: Parkinson


Page31: Parkinson Page116: Easley

Page33: Easley Page121: Easley

Page39: Easley Page122: Easley

Page40: Easley Page124: Easley

Page44: Easley Page125: Easley

Page54: Parkinson Page128: Butler

Page 75: Easley

• •
And then, I see Clyde Caldwell had some character
drawings in there which still had his signature Cald­
well symbol. I don't think Clyde ever participated in the
Jack Fred phenomenon, did he?

JE: He might not have. We didn't do it very often, may­


be just two or three times that I can recall. Don't get me
wrong. He might not have gone along with it, I don't
know. [Laughs] Clyde usually refused to turn anything
out half-baked.

CA: Clyde could be particular. He put out extraordi­


nary work as well.

I know that oftentimes artists don't actually play the


games they create art for. However, I have heard a story
of you playing D&D briefly in your early days of TSR.

JE: Yeah, early on, several of us had never played


the game before, so we decided, well, we should
kind of get our toe wet on this. At the time,
Jim Roslof was there. He was well versed in the
game, so we started doing a D&D campaign
at lunchtime. We all rolled up characters. I was


Some of Jeff's artwork for Th e Temple of Elemental Evil. In the in­
terview he explains why many of the images were signed "J.F." or
''Jack Fred" as seen here in the crops of St. Cuthbert and Zuggtmoy.
• •

eR.iGiilAL ADVEil'fV�S REinCARJIATED • THE TEJhPLE 0F ELEJhEilTAL EVIL


Kragmar from the Land Beyond the Mountains, an el­ hard for me to remember where they overlap.
ven magic-user. I was lucky enough to roll up a pseu­
CA: Having known you for years, I know you have
dodragon familiar, which was highly coveted by some
a great wit and sense of humor. I also know that art­
of the rest of the group. [Laughs]
ists sometimes like to sneak little Easter eggs into their
After about a year or so-I had been playing for a work. I recently had one brought to my attention that
while-I think I finally reached 6th level, and I ac­ is on page 83 of the Un earth ed Arcana book where you
quired my fireball spell. So I was itching to use that illustrated an open grimoire. Amongst the gibberish
sucker, you know. At one point, we were in a situation type, you snuck in some phrases such as "Help me,"
where it seemed like a good idea. I think Jim had left as "Send me money," etc. Just what were you thinking,
DM, and Keith Parkinson had taken over DMing. and can you think of any other times you snuck in an
So Keith said, "Are you sure? Did you read the instruc­ Easter egg or a hidden meaning or reference?
tions and the parameters and so forth?" I said, "Yeah, JE: Well, I just thought it'd be fun to do that to break up
I'm going to throw the fireball." And he kept ... [Laughs] the gibberish type, as you put it. I remember one time,
He almost begged me not to throw that fireball, but I actually, in one of my Warren stories. My aforementioned
threw it anyway. Yeah, it pretty much fried everybody, friend, Greg Harper, was a big comic book fan. At the time
and since I was an elf, I couldn't be resurrected or some­ I was inking this comic book work, there was a jungle scene
thing like that. So I really fried myself I think I also or something like that, so like down in the underbrush, I
fried my pseudodragon and everything else. Yeah, that put, "Hi, Greg,'' and alerted him after it was published to
was a miscalculation. We limped along for a little while look for it. [Laughs] He got a kick out of that, I think.
after that, but it wasn't quite the same. I would do that every now and then if something crossed
CA: Do you remember who was playing in that campaign? my mind. One main thing I remember is the time I :was
JE: Larry and Keith. I can't remember if Tim Truman
supposed to do some kind of a black pudding, or some­
was there at the time. I think Clyde was actually play­ thing like that. I forget what it was. It was just kind of
ing, too. Keith was DMing. I can't remember . . . Maybe an amorphous blob shape. So I did a silhouette of Bull­
Steve Sullivan. There have been so many people who winkle the Moose upside down and used that for the
have come and gone during my tenure there that it's character drawing. I didn't think anybody would spot it
until three or four of the designers trooped down and
confronted me with it. They got a kick out of it, I think.
CA: Did it make it to print?
JE: Yeah, I think it did.
CA: Nice.
JE: Unless your name is Hanna or Barbera, then it did
not get to print, of course.
CA: Since this is a Goodman Games book, I must point
out that you've done some great, fun work for them,
too. I have a couple of favorite pieces in mind. Do you
have a favorite or two that you did for Goodman?
JE: I'm not sure if I can remember everything I did.
Probably, one of my favorites that I can remember is the
trap illustration [in The Dungeon Alpha bet] . It's a skel­
eton reaching out and picking up a gold coin with a lit­
I n this i m a ge of a gri moi re for page 83 of Unearthed Arcan a, Jeff, tle chain. As he was pulling, he set off the trap, and he's
with his great capacity fo r wit and h umor, decided to hide a few
impaled on a couple of dozen spikes. Obviously, this
fun messages such as "Help me," "Send me money," "Give me a
break," etc.
happened some time ago, because he's a skeleton now. I
• •

0 N Gi II.A. L ADVE IITV�S REi II C .A.RJI .A.TED • TH E TEJl'c PLE 0 F E L E Jl'c E llTAL EVI L
Did you do much other sculpting for TSR or anywhere
else over the years, and do you have any information on
the ones I listed?
JE: When I was growing up, I enjoyed modeling with
typical Plasticine modeling clay. I did probably just as
much sculpting as I did drawing. Building stuff was a
part of it-something I always enjoyed doing. I just
have never really had any reason to do it, which is why I
don't do it very often. Of course, there's no foreshorten­
ing or anything like that, but sculpting has its own set
of problems and solutions, different than drawing.
CA: Your Andy Gump sculpture is still standing in
Lake Geneva?
JE: Yeah, luckily, he was not a Confederate soldier or
anything. So, yeah, he's still up there for now. One rea­
son I had to do it was that it was originally sculpted,
I think, back in the 1 920s and presented to [Sidney
Smith,] the fellow who drew Andy Gump. But, yeah,
it was just a plaster statue he donated to Lake Geneva.
They put it up, and it basically dissolved in the weather.
So they had it redone numerous times over the years.
Of course, you get up into the 1 960s and so forth, and
One of )eff's favorite ill ustrations for Goodman Games was "T is people were starting to vandalize it.
for Traps" for the incredi bly fun Dungeon Alphabet.
When I got involved, someone had actually stolen the
• •
whole statue, so there was nothing there. A fellow had
think that was one of the first things I did for them, and started a base, but he passed away before he got to finish
it hit me immediately what to do. I didn't have to sit it. Somehow, they got my name. I'm not sure how I was
there and think about it. Ir's what immediately popped associated with it, but I figured I could do it, you know.
into my head for "trap." I just had to get like 350 pounds of oil-based modeling
CA: That's nice when an idea just pops into your head. clay, which took forever to unwrap on epound at a tim e.
That's a great perspective on that illustration, too. It's kind I did about 90% of it. I was kind of dragging my feet,
of from the perspective of the coin on the floor, almost. because I did it for nothing. I didn't feel too pressed to
JE: Yeah. Luckily, sometimes something like that pops get it done. [Laughs] The city brought in another fel­
in your head and by the time you draw it, you've totally low, Jerry Sawyer, who's a sculptor. He put his hand in.
changed it or missed the impact that you had in your He tightened up some of the sculpting, but I did about
head. But with that one, the perspective, angle, and eve­ 90% of it. And he was, like, the model maker. He did
rything was right on. I was pleased with that one. the mold for it. They sent it up to a place in Wiscon­
sin which did miniature golf-type statues and stuff, and
CA: Yeah, it's one of my favorites. Most people know they cast it in fiberglass. That's how that got done.
you as a pretty good fantasy artist, but they may not
know what an incredible sculptor you are. I've seen CA: To go back to your Verminaard helmet and Dark
many amazing sculpts by you over the years. I under­ Sun box alien, how did it come about that you got to
stand that you sculpted the Andy Gump statue in Flat do those?
Iron Park in Lake Geneva. You also sculpted a life-size JE: That was just in-house. I forget who I did it for. Roy
Verminaard helmet for the Dragonlance board game Parker might have been involved in one or two, maybe
and an alien skull for the back of the Dark Sun box. both of them, but whoever contacted me or asked me

0 N Gi IT A L ADVE ilTV�S RE i IT CA R._Il ATE D • THE TEDI PLE 0 F E LE DI E llTAL EVI L


W h i l e most people know Jeff for h is amazing paintings, they
may not know he's an incredi ble scul ptor as wel l . T h e interview
discusses h i s sti l l-standing Andy Gump scul pture in Flat I ron
Park in Lake Geneva, Wisconsin. Pictured here are Jeff's Andy
Gump statue, an early sculpt of a giant, and two projects scul pt­
ed for TS R's Dragon lance and Dark Sun box backs.

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0 R.i Gi IIAL ADVE II'tv�s RE i II CA1'_II ATED • THE TEllr PLE 0 F E L E llr E IITAL EVI L
knew that I was able to do it. So I said, "Yeah, I'll do it." JE: One story that comes to mind and has been told
The helmet was just made out of plaster, and the skull before happened early on at Gen Con when I think it
was plaster and Sculpey. It was fun to do, but I basically was still held over at Parkside, the college, in Wiscon­
did it in-house. sin. TSR was going through kind of a tight spell with
CA: You used to do a lot of sculpting in sets for the local
money, and they didn't want to pay for our hotel rooms
YMCA, if l'm not mistaken. to stay at Gen Con. So I think it was me, Clyde, Larry,
and Keith. I believe Larry had borrowed a big tent from
JE: The YMCA, I used to help them out. They'd have a neighbor, and we set it up in the Jellystone Camp­
a dinner every year. It was always a themed fundraiser. ground near Parkside there. We camped out in a tent on
One year, they did "The Wizard of Oz." So I sculpted the nights we were at Gen Con that year.
or built a witch's hourglass for them to use up on the
podium. We did the backgrounds; we did a big wizard One night, I think Larry ran us all out with his snor­
head, machinery, some Styrofoam Emerald City towers, ing. Clyde and I went home, and when we got back
and all this kind of stuff. It was always a lot of fun to do. the next morning, Keith was sleeping in the truck. He
couldn't stand to sleep in the tent when Larry was snor­
At one point, the Fire Department was doing a haunted ing. [Laughs] That's an old one.
house every year, so I got involved in that. For four or
CA: Any other interesting stories from your time at
five years, I did something for them. I did a full-size
Tyrannosaurus head one year, and then a crashed space­ TSR? Any fun in the art room?
ship, and several things like that. It was always fun to do. JE: Well, another story that we've told numerous times
CA: I saw a set you were working on once. You were
is about the dart games we used to get up to there. Larry
had done this at Fort Knox, again. I think Larry is the
building a full-blown set. I can't remember what it was
called, but you had tombstones and ... only one who had ever worked for any length of time in
an art department, so he had a lot of traditions that he
JE: Oh, it was like a graveyard, maybe. I think they did carried through.
a mausoleum. Was that the same thing? I did do a lot
of tombstones for them one year. I built an ''Alien" suit We got a dartboard and started throwing darts at lunch­
and, like, an ''Alien" corridor with machinery and stuff time. None of us were very good, but some had gotten
in it. better quicker, you know. We all went over to the local
store that actually sold darts, and we each got our own
CA: You like building with your hands and sculpting, darts, custom flights, that kind of stuff. It was fun to
and you're incredibly talented in that aspect, not just do that.
painting. I just thought it'd be neat to share.
We would knock off a little early on weekdays, about
JE: Well, I enjoy doing it. It's certainly a change of pace 4:30, and we'd start a few games of darts before we left.
from all the painting. One day, we were sitting there throwing darts. Behind
CA: You worked on staff at TSR from 1 982 until it was us, there was a little window that went into the produc­
bought by Wizards of the Coast back in 1 997? tion room. One of us turned around and noticed that
Lorraine Williams, the head of the company, was stand­
JE: Well, yeah, but I continued on with WotC until
ing there watching us throw darts. [Laughs] So we just
about 2003. I think I made it just over the 20-year
kind of froze there, and then baby-stepped our way back
mark when they pretty much let everybody go.
to our chairs. Nothing was ever said about it, but we
CA: Well, tell us a little or a lot about your time there, were all a little caught with our hands in the cookie jar.
some favorite memories with other artists, or the game.
CA: Your deadlines didn't get shorter after that? [Laughs]
JE: The whole 20 years in general or just with WotC?
JE: They were probably short enough.
CA: Your whole time there, if you've got any fun sto­
CA: I seem to recall a story about a rubber band fight
ries or your favorite memories with other guys working that was had while you were out of the room. I'm sure
there. I've heard stories where it sounds like you guys there were ones you participated in.
had a lot of fun.

e zj Gi IIA L A.DVE IITV � S RE i II CAR!IATED • TH E TEJb: PLE 0F E LE Jb: E ilTA.L EVI L


at Gen Con. We had a number of people who we ad­
mired, thought we could get, and so forth like the afore­
mentioned Tim Hildebrandt. Who all did we have? At
one point, it had kind of left our hands; the Gen Con
people themselves were inviting the artists. We had Mi­
chael Whelan. That was a big one, and a comic artist,
Mike Grell. Steve Hickman, he was a really nice guy. I
think we actually got Boris there one year.
CA: Do you remember how that came about?
JE: Well, since you want to hear the story . . . [Laughs]
I think they'd been in contact with Boris, and they had
[Gerald] Brom. So Brom got tagged to be, like, the li­
aison between Boris and Gen Con or, at the very least,
he was the one who was supposed to contact Boris and
talk to him and see if he could convince him to come
to Gen Con.
Anyway, Boris was supposed to call Brom, I guess. Let's
see if I can get this right. Brom was kind of on pins and
needles at the prospect of talking to Boris to negotiate
• •
with him. I went down and talked to Diesel [Laforce] ,
Clyde Caldwe l l , Larry E l more (knee l i n g) , Jeff Easley, and Keith and said, "Why don't you call upstairs and impersonate
Parkinson pose for one of T S R 's calendars. Jeff is seen in his Boris?" [Laughs]
"goofy" set of cardboard armor.
• • CA: So it was your idea!
JE: That must have been the one where they skipped a JE: Yeah, yeah. So he went, "Oh, okay." A half an hour
rubber band across my wet painting, and somebody sat later, the phone rings. "Brom, Boris is on the phone!"
there and doodled with it to fix it. I didn't know it hap­ Brom's eyes got big, and he sat down. Then, he talked to
pened until somebody told me about it later. I heard him for, you know, 20 minutes, negotiating hotels and
about it later, but I don't think I ever noticed it. everything else. He got off the phone. "Everything's all
CA: Fun stuff. set up."
JE: At one point, we made blowguns. You take an alu­ I expected Diesel to let him in on the prank while they
minum arrow shaft, cut off the ends, and then use that were on the phone rather than afterwards. Well, Die­
as the tube. We would get those upholstery needles with sel comes upstairs and says to Brom, "Was that Boris
those little balls on the end. I don't even know what on the phone?" Brom answered, "Yeah." "What was he
the needles are for, but you can stick them in the arrow asking?" "This, this, and this." "Did he ask you this?"
shaft to make great blowgun darts. "Yeah."
So we were shooting blowgun darts at the dartboard. Somehow or another Diesel managed to relay the infor­
At one point, I found out that one of the other artists mation that it was him impersonating Boris. I thought
I won't name skipped a blowgun dart off the floor and it might have been funnier if he'd just said something
stuck it in one of my paintings. I think even to this day like, "Where do you want to go for lunch? I'll be right
there's a little blowgun dart hole in one of my paintings. up," or something like that. But it was funny. [Laughs]
CA: While you were at TSR, did you get to meet or CA: Nice. I know Diesel can expound on that since he
work with any other high-profile celebrity artists that made the phone call. He has been talking about every­
you were a fan of or whose work you admired? thing he told Brom, all the requirements that "Boris"
wanted in order to get him to go to Gen Con. That's
JE: For a pretty good stretch there, we had guest artists
pretty funny.

0 N Gi ITAL ADVE ilTVJU;S RE i ITCAR._Il ATED • TH E TElhPLE 0 F E L E lh E llTAL EVI L


Do you have any favorite memories of living in Lake painted with some acrylic paintings that I happened to
Geneva? I know a lot of the fans of TSR and Gen Con have on site. And I made a little piece on there that I
just love Lake Geneva and the area. think I actually glued to my head. I brought that into
JE: Well, it was a really nice place to live, but, of course, work the next day and put it on in the bathroom, you
during the summer, it's so crowded, and I'd avoid it. I'd know. I didn't have any proper makeup stuff so I actually
avoid downtown like the plague. But, yeah, it's a beauti­ glued it to my head with Elmer's glue. I also didn't have
ful lake and so forth. At this point, the main attraction any kind of blood stuff, but in the cupboard I found
as far as I'm concerned is actually Gary Con, which is a a package of strawberry Jell-0. I mixed the strawberry
convention they have every year. Gary Gygax's children Jell-0 up into a slurry and kind of piled that around
started it up after his death. It's grown in popularity and where it was going in. It was dripping down my face.
scope every year. Unfortunately, this year was canceled, So, yeah, it was something of a hit. We artists were still
but hopefully, they'll be back next year. It's something I over in the old hotel, and Jim Roslof decided that I
always look forward to. needed to go over to the office, with this thing on my
CA: Did the TSR gang have any favorite meet-ups,
head, and have a drawing approved in person. He just
wanted me to go over to the main building. Somebody
hangouts, or favorite restaurants in town that you fre­
drove me over there to get an approval on my drawing
quented?
with an axe in my head.
JE: Su Wings here in town is a Chinese restaurant. It's
Another year, I built a big Transformers suit out of card­
been here longer than I have, so that was always a popu­
board boxes. I don't even have photos of these things. I
lar TSR lunchtime destination. Also, we went to the
think I had one photo of it, and I did something with
Next Door Pub fairly often; it's right where the old TSR
it. I think I actually have a photo somewhere with the
building was, right across the highway. And, if you go
out the back door of the old building and go across the axe in my head, too. I did the "Alien" chest-burster one
lot, there used to be a Pick 'n Save. That's what we usu­ year, too.
ally had for lunch. We'd walk over there, get some stuff CA: Wasn't there a picture of you guys where you're
from the deli, and bring it back to sit and eat there in wearing the Transformers costume or a knight's helmet?
the break room. JE: One year, I just made this big goofy set of armor
CA: Exciting. [Laughs] How long was Next Door Pub out of cardboard and construction paper. We had man­
there? Has that been around since you guys were there? nequins and stuff in the art department, and I just had
JE: Yeah, that's been there as long as I can remember. this big, old, oversized helmet sitting up in my cabinet
there.
CA: I can only imagine how fun Halloween parties with
a bunch of talented artists like yourselves would have At one point, they wanted us to dress up for a picture
been. Would you care to share any Halloween party sto­ on the back of the calendar. Some of the guys had ar­
ries, or talk about costumes you made over the years? mor and swords and stuff. Well, I just put on my big
goofy-looking cardboard helmet, just for the back of
JE: [Laughs] I was a lot more energetic back in the day this cover. It looked pretty ridiculous. I had a big axe
than I am now. Occasionally, I would get inspired to do and stuff. It was fun.
something. At one point, when I first got there, they'd
CA: Do you have any fun stories about Halloween par­
have a Halloween parade. People came in costume,
almost like in grade school. They'd line up and walk ties with these guys?
around the building and stuff, you know, so people JE: Well, Diesel got to the point where he would throw
could see your costumes. a Halloween party every year. I think he and Dawn
The first year I was there, I'd only been there a few Murin kind of collaborated on it toward the end. It was
months, but others had said people occasionally do stuff always a lot of fun.
for Halloween. I was living in an apartment with basi­ CA: Did any of the artists ever dress up like other artists
cally no supplies, but I had some cardboard and scissors at Halloween parties?
and stuff. So I cut out and pieced together a hatchet

0 N G i il A L ADVE ilTVRJ: S RE i il CAR.._Il ATED • THE TEJb: PLE 0 F E L E Jb: E ilTAL EVI L
JE: Oh, I know what you're look­
ing for. [Laughs] One year, Brom
decided he was going to dress up as
me. He borrowed some of my clothes
and stuff and, like, a bald wig and so
forth. [Laughs] To be honest, I didn't
realize it was supposed to be me un­
til somebody told me. "Yeah, funny."
Thar was funny. I wish I'd known so
I could have had retaliation in mind
before he went.
CA: Before I get you into too much
trouble with all these questions and
without getting too teary-eyed, can
you sum up your time, friendships,
experienc�, and �elin� about your �������•
time at TSR? Thar's a big one. One of Jeff's largest and most revered pieces is the 4' x 6' painting "Siege of Lord Eyrie's
Crag," commissioned for a private col lector.
JE: �ll, I cert�nly met a lot of peo- ��������•
ple at TSR by way of just working at
you've got the best one left in you, you know. Hopefully
TSR. I worked with a lot of people. I was there for 20
it's not going to be totally downhill from here. Like I
years. I don't think anybody else was in the art depart­
say, there are a handful of my favorite paintings. I did
ment that long. A lot of people came, a lot of people
one as a commission years ago. It was a 4' x 6' paint­
went, you know, and I still have contact with many to
ing, which is one of the largest ones I've ever done. The
some degree and certainly consider them friends. It was
"Siege of Lord Eyrie's Crag" painting. That was proba­
certainly one of the best times of my life, you know. I
bly one of the most impressive paintings I've ever done.
never enjoyed going into work more than I did then.
CA: So it was probably a good experience getting to
work there. There were no other environments really
like that, were there? Ar FASA, maybe?
JE: Well, that's true. I don't know of any other... Of
course, I don't know about all of them, but there are
certainly no art departments now where everybody sits
there and works traditionally, non-digitally, all day eve­
ry day. We certainly fed off one another, you know. Of
course, we were all young and ambitious . . .
CA: You weren't ruined by the world.
JE: Yeah, that was later. But, yeah, it was a friendly
competition. We all wanted to shine in the group so
we all tried and usually put forth our best effort. Some­
times, it just didn't happen, but for the most part, it was
very inspirational, very motivational.
CA: Well, as an artist, some people have a magnum
opus, their last hurrah. Have you done your magnum
opus yet? Do you have a peak to end on? • •
Jeff's only a l bum cover was done for the Ita l ian symphon ic pow-
JE: Well, as far as a painting, you always like to think er metal band Rhapsody of Fire.

0 Rj Gi ilAL ADVE ilTV�S RE i il CAR.._IlATE D • TH E TEJll: PLE 0 F E L E lh E ilTAL EVIL


CA: That was actually just sup­ CA: What would the 1 0-year-old you
posed to be a commission, not be thinking of the work you've done?
particularly for TSR, but they did You've been published in all kinds of
buy the rights later? books and magazines, done covers ...
JE: Yeah, I did it for a commission, JE: Well, I certainly had long
but, yeah, I did sell them certain stretches of time when I thought
rights. They used it several times, that would never happen. At one
maybe a DM screen and, at least, point right out of college, I was all
one Dragon magazine cover. ready to start taking classes in TV re­
pair, get a trailer in Bowling Green,
CA: Have you done many heavy
Kentucky, and make the best of it.
metal album covers?
But, luckily, one way or the other,
JE: If you mean that. . . the fates intervened and pulled me
CA: Rhapsody of Fire? into the wilds of Wisconsin.
JE: Correct, Rhapsody of Fire. CA: I was going to say it's never too
Yeah, I guess, were they German? ·•----• late, but I don't think anyone does
Italian, Italian. They were an Italian The Art ofthe Dra9011/a11 ce Sa9 a TV repair anymore, so maybe it is
band. Yeah, they contacted me some • • too late. [Laughs]
years ago and had me do a cover [for 2006's Triumph or JE: Yeah, I know. [Laughs]
Agony] . That was fun. Nothing else ever came of it, but it
CA: All right. Well, thanks a lot for your interview, in­
was fun to do the one.
sight, and wisdom, Jeff.
CA: Anything else on your artistic bucket list that you
JE: Sure! Okay.
desperately need to do?
JE: If I were left to my own devices, I would probably
build stuff, at least for a while. I spent so many years Chris Arn eson grew up in Wisconsin just 3 0 short minutes
just painting, and I do have an interest in building and from TSR, though it wasn't until attending college at UW­
sculpting stuff. If it were for enjoyment, I would prob­ Whitewater that the closeproximity sank in. By that tim e,
ably lean into something like that before I got back into he had long sincefallen in love with Dungeons & Dragons
painting again, unless something came up that I really and its art. He was hooked after getting th e Ero! Otus Basic
felt like I had to do. box set and th e Endless Quest book Dungeon of Dread.
The Art of the Dragonlance Saga put Chris on his path
o f trying to becom e a fantasy artist. Since Chris was local
he was incredibly lucky to hook up with gam e design ers
Jim Ward, Lester Smith, and Tim Brown after TSR closed
to do som e freelance art for their company, Fast Forward
Entertainm ent. Soon after, Chris did work for th e Legend
o fthe Five Rings, Wh eel o f Tim e, and Rifts CCGs, among
others. Currently Chris is relishing in th e work he gets to
do for Joseph Goodman o f Goodman Gam es. You can find
his illustrations in this very book!

0 RJ G i II A L ADVE IITV � S RE i II CARJIATED • TH E TEJll PLE 0 F E LE Jll E ilTAL EVI L


CHAPTER TWO

T 1 -4: The Temple of Elemental Evi l


Original Publ ication

T
1: 1he Village o f Hommlet was first published in CORRECTIONS TO ORIGINAL TEXT
1 979, with a monochrome cover. The second and When converting a classic late '70s or early '80s module
third printings also featured a monochrome cov­ into the latest Original Adventures Reincarnated book,
er, with the only changes depicted on the covers. The we often uncover minor mistakes, missed edits, and in­
fourth printing occurred in 1 98 1 and featured full art consistencies. This was certainly true for both OAR #3:
on the cover and back with a light green cover, along Expedition to the Barrier Peaks and OAR #4 : 1he Lost
with the new TSR logo. The fourth through seventh City. But in converting Tl-4: 1he Temple o f Elemental
printings were virtually the same, although the map on Evil, we discovered many of these "oddities," so our
the last page was inverted from the sixth to the seventh crack editor Tim started a list to track them all, includ­
printings. ing how we resolved them (or not) . Although these in­
The sequel, T2, was hinted at, but was delayed six consistencies lend to the charm and mystique of such
years! It was finally released as the supermodule Tl-4: a classic book, over the years it has led to frustration,
1he Temple o f Elemental Evil. Rumor has it the mod­ especially to those Dungeon Masters interested in run­
ule codes WG 1 and WG2 were set aside for 1he Village ning this module for the next generation of gamer.
o f Hommlet and 1he Temple o fElemental Evil but were How does this occur in such a beloved book which is
never used. considered a legacy in the storied history of Dungeons
Tl-4: 1he Temple ofElemental Evil had seven printings, & Dragons? We postulate several reasons. Back in the
a testament to its popularity. Some editions were even late '70s, TSR did not have access to modern comput­
reprinted years following the release of the second edi­ ers and software such as Word and Excel with handy
tion of Advanced Dungeons & Dragons in 1 989. The features like Find and Replace, Track Changes, spelling
first printing was August 1 985 (as listed on the tide and grammar checks, etc. Don't underestimate the lack
page) . The second printing corrected some of the textu­ of a spreadsheet to track and manage all the moving
al errors in the book. The third through fifth printings parts of such a massive product. And it was massive;
were very similar except for minor changes to the cov­ clocking in at 1 28 pages, it is considered one of the first
ers. The fourth printing was in 1 987. The sixth ( 1 99 1 ) mega-dungeons and was called a "supermodule." Fur­
and seventh ( 1 992) printings featured the updated gold ther, Tl: 1he Village o fHommlet was released in 1 979,
TSR logo. while T l -4 did not come along until 1 985, SIX years
later. Urban legend has it that Gary Gygax turned over
Interestingly, three of the popular supermodules were
his extensive notes on the dungeons below the Tem­
edited to form a single epic campaign arc. T 1 -4 was
ple to Frank Mentzer to organize and further develop.
designed to lead into Al -4: Scourge o fthe Slavelords and
Anyone who has worked on a project team knows how
then into GDQJ-7: Queen o f the Spiders. The content
that goes. The credits page lists FIVE editors on the
of Al-4 was revised slightly to suit 7th- to 1 1 th-level
manuscript. Invariably, mistakes were going to creep in
characters to bridge the gap between the other two.
with that many "designers and editors in the dungeon."
Information of these printings was summarized from
Did we catch all of them? Probably not, but our goal
The Acaeum, an online site for D&D collectors. For
was to make the adventure and the story as approacha-
more information, visit www.acaeum. com.

0 Jtj Gi IIAL ADVE II1'V�S RE i II CAR.._IIA1'E D • T H E TEJhPLE 0 F E L E Jh E IITAL EVI L


ble as possible, without taking a heavy-handed approach on the map by X marks." Yet, there aren't any "X" marks
to re-writes. What follows is a list of many of the incon­ on the map. We didn't bother fixing this and just elimi­
sistencies we uncovered, what we did about them, and nated the "by X marks" phrase, assuming the DM can fig­
sometimes the "why." ure it out on their own. Regarding the Broken Tower, the
In area I 1 3 of the Inn of the Welcome Wench in escape tunnel "bears generally west" but the map shows
Hommlet, "Furnok's funds consist of a small hoard of it exiting the tower to the northeast. For this conversion,
37 gems worth 50 gp each (three bloodstones, eight car­ we altered the text and added a sharp curve in the tunnel's
nelians, four chalcedon, four citrines, six onyx, and nine path, in a separate map. We also fully detailed the aban­
zircons) , and 1 2 sp and 1 2 gp for gambling." That is doned farmhouse and the well where the escape tunnel
only 34 gems, so we adjusted it accordingly. exits.

The map of the Guard Tower in Hommlet had several The description of the Upper Temple says it is 450 feet
issues, particularly areas G 1 0 to G 1 2. First, the label across at its widest point but if you look at the map you
for area G 1 0 is on the wrong floor; it should be on the can see the structure is only 360 feet wide ( 1 2 squares
parapet level in the large space with the ''A" markings at 30 feet per square). Area 1 0 of the Upper Temple had
surrounding areas GS and G9. Areas G 1 1 and G 1 2 were a few issues. First, the original states the throne sinks
to area 3 52, but really it sinks to area 340. It also re­
labeled G 1 0 and G 1 1 , respectively; thus, G 1 2 wasn't on
fers to the Orb o f Golden Death as the Orb o fElem ental
the map but was described in the text. These are now
correctly labeled, and we added "S" markings for the Death. This is confusing in part because this artifact has
two scorpions on the roof (area G 1 2). many names, including the Yellowskull, the Goldenskull,
and the Death Orb. These four names are all used inter­
I n the Moathouse Dungeons, we had a few minor issues. changeably, but Orb o fElem ental Death is not one of the
Area 26A was not labeled; instead there were two area names. This was an easy fix, but for continuity to the
26s on the map. In area 27, the bugbears know that La­ original, we kept all the other names intact. There was
reth is "to the north" but his quarters are clearly south of no need for a fifth name. It also states the Orb's location
the bugbears' location. And finally, the area 34 descrip­ is area 322 but that should be area 338.
tion says there is an extra room in the northeast corner,
but that should be the southwest corner. All these issues Confused yet? Just imagine if you were a teen-aged DM
were addressed. One thing we did not change was Lar­ in 1 986 trying to figure all this out!
eth's deity. The text states he serves Lolth, but the Spi­ Although Dungeon Level 1 didn't have any glaring
der Queen is not mentioned anywhere in the Temple of inconsistencies, the same can't be stated for Dungeon
Elemental Evil. This does seem to be inconsistent, with Level 2. In area 209, we have a few minor descriptions
Zuggtmoy or Iuz being his likely deity as they are the snafus. First, the doors are described as brass, but later
main players at the Temple. It's possible Lareth was an room descriptions describe them as bronze. We went
agent for the Spider Queen, there to monitor her ene­ with bronze, as it seemed more consistent in other doors
mies, so we kept it as originally written. [Author's Note: throughout. Second, the descriptions of the pictured
This was how the character was treated in the official priests are incorrect. The original refers to "a square on
novelization ( The Temple o f Elem ental Evil by Thomas a figure wearing silvery gray robes" and "a circle on a
M. Reid, 200 1 ) , which I was quite fond of. - Chris.] green-robed cleric." The elemental symbols should be a
In the Interlude: Hommlet to Nulb section, there were circle on the silvery gray robes and a square on the green
several different distances described in various parts in robes.
the module and they did not all align with the overland We'll be honest, area 2 1 0 is a mess. The original de­
map. We settled on "about a two days' journey afoot" scription says the stairs in area 145 descend to here but
for this in our chapter 6 and adjusted our new overland in reality, they ascend to the ground level; the stairs in
map accordingly. area 148 are the ones that actually descend to area 2 1 0.
The material that became chapter 8 had a few parts that The overall room description is hard to understand as
needed to be adjusted. The Exterior Notes section says, written, so after lengthy debate, we made some deci­
"The thrown down works and razed buildings are shown sions. We decided the "great pierced square of bronze"
is the point from where the alarm emanates. We're not

0 Rj Gi IIAL ADVE II'f'VRJ;S RE i II CA R._II A'f'ED • TH E TE lll: PLE 0F ELE lll: E IITAL EVI L
sure what that pierced square is supposed to be, as the • Area 339: "Now, however, the demoness is prevented
correct symbol for the Air Temple is a circle. There is a from entering this hall until all four of the sealed por­
circle on the map but that could possibly be depicting tals are broken."
the shaft in the ceiling up to area 1 3 1 . Which is not
• Area 340: "Zuggtmoy cannot enter this Audience
properly aligned, by the way. (Count the squares-we
Hall unless three gates have been sundered: the Grand
did!) This misalignment was discovered late in the lay­
Entrance (above ground, area 1 ) , Earth Temple (area
out process, so we did not alter the maps as that would 1 45), and Octagonal Chamber (2 1 0)."
have distorted the Dungeon Level 2 map. And, we still
are not clear what or where the dome is in this room. • Area 353: "If the lowest gate (340) is sundered, Zug­
gtmoy is no longer imprisoned in area 353 (A and B),
Two more minor things regarding area 2 1 0, which were but is freed to roam the entire north dungeon (areas
easily addressed. The original text said items placed in 339-353)."
the pit are teleported to area 526 in the Air Node, but
the Air Node was never fully developed and did not We felt the need to clarify and simplify this to "If the
use that numbering system. For OAR #6, we changed lowest gate (see area 340) is sundered, Zuggtmoy is no
the destination to be area 1 in the Air Node. Area 2 1 Oa longer imprisoned in areas 353a and 3 53b, and is free
mentions the drelb as being a new monster in an ap­ to roam the entire north dungeon (areas 339 through
pendix, but it isn't described fully in the appendix or 353) ."
anywhere else in the book, so we decided to convert the Most of the confusing issues we discovered on Dun­
entry in the AD&D Monster Manual II. geon Level 4 were directly related to the maps. For ex­
We had a few more confusing Air Symbol issues on ample, several fireplaces mentioned in the text were not
Dungeon Level 2. In area 223, the bugbears aligned present on the map (areas 4 1 4, 4 1 5, and 4 1 7). In area
with the Air Temple have gray cloaks adorned with "a 4 1 9, the discussion on the "Ceremonial Activity" seems
large black square." We changed that to a circle, as that to be backwards. It said the creatures summoned from
is the symbol for the Air Temple. Area 225 has an Air the Plane of Fire emerge in area 427, but that area has
Temple robe that is "worked with crystal beads and jet a gate to the Fire Node, not the Plane of Fire. It then
to form black squares with shining centers." Again, to goes on to say they proceed to area 426, but that's just
match the Air Symbol, we switched the shapes to circles. a hallway. We presume the original intent was for them
to proceed to area 427, which has the gate to the Fire
Dungeon Level 3 wasn't too bad. Area 307 mentions Node. Area 428 says it is identical to "area 428," when
a "branched staff" described in area 427, but that area
this obviously should refer to area 427.
describes no such item. Perhaps that should have been
area 4 1 7? (A reference to Hedrack's room, and his mace The text in area 434 refers the DM to read area 429's
of smiting?) For OAR #6, we changed it to where the description if the pillar is touched, but the pillar section
leucrotta won't attack anyone obviously attached to the is actually in area 435. Similarly, area 435 refers back to
Greater Temple or carrying a black scarab. the Great Hall at area 364 but the Great Hall is actually
area 353.
In area 334, Prince Thrommel is a paladin but his
unique sword Fragarach is listed as a sentient chaotic The Nodes in the original module were not fully devel­
good sword, which is unusual since paladins in AD&D oped, so there were few errors here. In the Introduc­
were traditionally lawful good. After going back and tion section, it says each gate in the dungeon can send
forth, for OAR we made Thrommel and Fragarach both "up to eight human-sized beings," but the actual gate
lawful good despite paladins not being restricted to that descriptions say 1 0. We went with 1 0 and switched it
alignment in fifth edition. to Medium-sized creatures to align with modern con­
ventions. The Transportation section refers back to area
In area 353b a niche appears to be in the south wall 35 1 (twice!) but that area doesn't have a portal or gate.
according to the map. However, the text indicates the We fixed that to refer to area 339 in both instances. In
niche is in the west wall. That was an easy fix. the Water Node, there was a mix-up with the compass
Regarding Zuggtmoy's imprisonment on Dungeon Lev­ direction descriptions of a few of the seas. Area 5 was
el 3, there were several contradictions. These include: labeled "Northwest sea," but it is in the northeast car-

0 RJ Gi IIAL ADVE IITV�S RE i II CAR_IIATED • T H E TEJh:PLE 0F E L E Jh: E IITAL EVI L


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Digital scans of the origi nal player character sheet for Kobort from the campaign run by Ch ris Doyle. This m isguided N PC appeared i n the origi nal T7: The Village of (.!)
Hamm/et (area 114), along with a nefarious mon k. They clashed agai nst our heroes, but after defeating the monk, the outnum bered fighter surrendered. For a half ·2
0
share of treasure (and XP), he joi ned the party for their assault on the Rui ned Moathouse, and eventual ly the Tem ple of Elemental Evi l (unti l we got bored with the
encounters) . He stayed with the party as a loyal henchman for years, going up against the Slave Lords and eventual ly Agai nst the Giants! Even though he now wields
a vorpal longsword, he sti l l carries his signature battleaxe! Despite gai n i ng only half XP (+1 0%!), we worked h i m up to 9th level (no sma l l feat in i E D&D) before
reti ring the character. Kebort would later become the inspiration for Lord Koborth i n OCC#57: Castle Whiterock.
ner of the Node. Area 8 was labeled "West sea, north • •
branch," but clearly it should be the East Sea. Same with S C A il S O F o Ri G i n A L TS R__
area 1 1 . PV B L i CATi o n s
I'll admit that is quite a list. Does it make the original
module unplayable? No, and if anything, it even adds What fo l l ows are scans of the original TS R publica­
to the charm of the original work and its storied path tions. T1 : The Village of Hamm/et went through at least
seven printi ngs. The fi rst th ree pri nti ngs featured
to get to publication. In the perfect world, Mr. Gygax
monoch rome cover art by legend Dave Trampier. The
would have had the time to focus on the manuscript,
next four pri nti ngs featured color art by Jeff Dee. What
meeting its original publication date, but the pressures
follows is a complete scan of the t h i rd (monoch rome)
of running a successful company booming in a fledgling
pri nti ng, and a cover scan of the seventh (color cover)
industry conspired to delay the project several times. The pri nti ng. After that is a complete scan of T1 -4: The Tem­
solution was to bring Mr. Mentzer into the fold to push ple ofElemental Evil, which is a third pri nti ng.
this supermodule across the finish line. Based on the
history of what happened to Mr. Gygax and TSR a few • •
weeks following its publication, we should be thankful
the original design team made this a priority for the fans.
Otherwise, the tale might have ended in the Moathouse
Dungeons.

Chris Doyle & Tim Wadzinski

tt / llllJCD
/ HHltll l IUHll-

__ ,.
... .... .. �

TA B LE O F C O N T E N T S

- S E C T I O N O N E : T H E V I L LA G E O F H O M M L E T -

ORIGINAL PRINTING (WITH MONOCHROME COVER) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

FULL CoLOR COVER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72

- S E C T I O N TWO : THE T E M P L E OF E L E M E N TAL EVI L -

ORIGINAL PRINTING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78

0 N G i ilAL ADVEil'fV�S RE i il CARJIA'fED • T H E T E lh P L E 0 F E L E lh E llTAL EVI L


IBlllCEB
BUIGIGIS l BBIGGIS�

Dungeon Module T1
The Village of Hommlet
by Gary Gygax

INTRODUCTORY TO NOVICE llVEL


The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became
embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily for
its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits
and strange monsters . . .

This module contains a map of the village and lands around, a large scale map of the inn, church, trading post, and guard tower
(main floor, upper rooms and cellars), an informational key regarding the inhabitants, and a map and exploration key for a
destroyed moat house, a former outpost of the Temple of Elemental Evil. The whole provides a complete, ready-to-play scenario,
and is a lead-in to DUNGEON MODULE T2, THE TEMPLE OF ELEMENTAL EVIL.

©1 979, TSR Gomes

TSR Games
POB 756
LAKE GENEVA, WI 53147

ISBN 0-935696- 1 1 ·3 PRINTED IN U.SA 9026

0 R,j Gi II A L ADVEIITV�S RE i II CAR._II ATED • TH E TEJll PLE 0 F ELE Jll E llTAL EVI L
IDllleEB
DUIGEOIS 6 DBIGGIS™

Dungeon Module T1
The Village of Homm let
by Gary Gygax
INTRODUCTORY TO NOVICE LEVEL

The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became
embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. L uckily for
its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet s till suffers from incursions of bandits
and strange monsters . . .

This module contains a map of the village and lands around, a large scale map of the inn, church, trading post, and guard tower
(main floor, upper rooms and cellars), an informational key regarding the inhabitants, and a map and exploration key for a
destroyed moat house, a former outpost of the Temple of Elemental Evil. The whole provides a complete, ready-to-play scenario,
and is a lead-in to DUNGEON MODULE T2, THE TEMPLE OF ELEMENTAL E VIL.

Distributed to the book trade in the United States by Random House, Inc. and i n Canada by Random House of Canada. Lid .

©1 979, TSR Games

TSRGames
POB 756
LAKE GENEVA. WI 53147
ISBN 0-935696-1 1 -3 PRI NTED I N U.SA

0 IU G i ilAL ADVE ilTV�S RE i il C AR...Il. ATED • THE TEJll: PLE 0 F ELE Jll: E ilTAL EVI L
Advanced Dungeons • Dragons by powerful blessings and magic. life quickly returned to a
semblance of what It had been before the rise of the temple, and
Dungeon Module #T1 in the decade since, the village and surrounding countryside
have In fact become more rich and prosperous than ever before.
The VIiiage of Hommlet A monstrous troll which plagued the place for a time was hunted
down by a body of passing adventurers. With its ashes, these
Background: The Village of Hommlet-Hommlet as It is com­ fellows returned a goodly fortune as well. leaving a portion With
monly called-is situated in the central part of the Flanaess, that the villagers to repay them for their losses before going elsewhere
portion of eastern Oerik Continent which is known and "civilized". to seek their fortunes. Other adventurers, knowing of the evil that
The village (actually hamlet-sized, though local parlance had once resided In the area, came to seek out similar caches,
distinguishes It with the term "village") Is located some 10 or so and not a few did locate remote lairs and find wealth-just as
leagues southeast of the town ofVerbobonc, on the fringe of the some never returned at all. Afler some five years, adventurers
territory controlled by its noble Lord, the Viscount ofVerbobonc. It stopped coming to the area, as it seemed that no monsters were
is at a crossroads. To the north is the mighty Velverdyva River, left to slay, no evil existed here to be stamped out. For four years
along whose south bank runs the Lowroad. Many days' travel to thereafter, this seemed true, but then bondits began to ride the
the east, on the shores of the Lake of Unknown Depths (Nyr Dyv) is roads again-not frequently, but to some effect. This seemed all
the great walled city of Dyvers, the village of Sobanwych about too familiar somehow to the good folk of Hommtet, so they sent
halfway along the route. Below that to the southeast and east are word to the Viscount that wicked forces might still lurk there
miles and miles of forest, the Gnar1ey, beyond which is the Wlld abouts. This Information has been spread throughout the
Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a countryside, and the news has attracted outsiders to the village
league or so beyond the little community, one meandering olf once again. Who and what these men are, no one can be quite
towards the Wlld Coast, the other rolling through the lower Kron sure. although all claim to be bent on slaying monsters and
Hills to the village of Ostverk and then eventually turning bringing peace and security to Hommlet, for deeds speak more
southwards again Into the elven Kingdom of Celene. The western loudly than words, and lies cloak true purposes ofthe malevolent.
Start: Your party is now approaching the Village of Hommlet.
route leads into the very heart of the gnomish highlands, passing
through Greenway Valley about a day's travel distant and going
having ridden up from lands of the Wlld Coast. You are poorty
onwards to the Lortmil Mountains far beyond.
mounted, badly equipped, and have no large sums of cash. In
Hommlet grew from a farm or two, a rest house. and a smithy. The fact, all you have is what you wear and what you ride, plus the few
roads brought a sufficient number of travellers and merchant coins that are hidden in purses and pockets. What you do
wagons to attract tradesmen and artisans to serve those passing possess in quantity, though, Is daring and a desire to become
through. The rest house became a thriving inn, a wheel and wain­ wealthy and famous. Thus your group comes to Hommletto learn
wright settled in the thorp, and more farmers and herdsmen if this is indeed a place for adventurers to seek their fortunes. You
followed, for grain was needed for the passing animals, and meat all hope, of course. to gain riches and make names for
was in demand for the lnnfolk. Prosperity was great, for the lord of yourselves. What the outcome of this will be is uncertain, but your
the district was mild and taxed but little. Trade was good, and the skill and daring, along with a good measure of luck. will be the
land was untroubled by war or outlaws or ravaging beasts. The main ingredients of what follows, be It for weal or woe.
area was too free, too beautiful, too bountiful, at least in the eyes The small community at the crossroads is a completely unknown
of some. Whether the evil came west from Dyvers as Is claimed by quantity. What is there, who will be encountered, where to go?
one faction, or crept up out of the forestlands bordering the Wlld These are your first explorations and encounters, so chance may
Coast as others assert, come It did. At first it was only a few thieves dictate as much as Intelligence does. Wlll outsiders be shunned?
and an odd group of bandits molesting the merchant caravans. Are reports of the whole community engaging in evil practices
Then came small bands of humanolds-kobolds or gobllns­ true? Are the folk here bumpkins, easily duped? Does a curse lay
raidlng the flocks and herds. Local militia and foresters of the upon those who dare to venture into the lands which were once
Waldgraf of Ostverk apprarently checked, but not stopped, the the Temple's? All of these questions will soon be answered.
spread of outlawry and evil.
The dusty, rutted road is lined with closely-grown hedges of
A collection of hovels and their slovenly inhabitants formed the brambles and shrubs. Here and there it cuts through a copse or
nucleus for the troubles which were to Increase. A wicked cleric crosses a rivulet. To either hand forest and meadow have given
established a small chapel at this point. The folk of Hommlet way to field and orchard. A small herd of kine graze nearby, and a
tended to ignore Nulb, even though It was but six miles distant. distant hill is dotted with the white of a flock of sheep. Ahead are
The out-of-the-way position was ideal for the fell purposes planned thatched roofs and stone chimneys with thin plumes of blue
for this settlement, as was its position on a small river flowing into smoke rising from them. A road angles west Into the hill country
the Velverdyva. The thickets and marshes around Nulb became there, and to either side of the road ahead are barns and
the lair and hiding place for bondits, brigands, and all sorts of evil bulldings-Hommlet at lastt The adventure begins . . .
Notes for the Dungeon Master only
men and monsters alike. The chapel grew Into a stone temple as
its faithful brought in their ill-gotten tithes. Good folk were robbed,
pillaged, enslaved, or worse. In but three years a grim and This module is designed for beginning play. This is not to say that
foreboding fortress surrounded the evil place, and swarms of experienced players can not play and enjoy the scenario, but
creatures worshipped and worked their wickedness there. The they should start new, 1 st level, characters to do so. If you happen
servants of the Temple of Elemental Evil made Hommlet and the to have a group which is quite new to the game, there is no sense
lands for leagues around a mockery of freedom and beauty. in requiring that they begin the whole thing over once more.
Commerce ceased, crops withered, pestilence was abroad. But Experienced 1 st, 2nd, and even 3rd level characters can begin in
the leaders of this cancer were full of hubris, and in their Hommlet. You must modify the material in the START portion, of
overweening pride sought to overthrow the good realms to the course, and It Is a good idea to sharply limit the amount of
north who were coming to the rescue of the land being crushed material they can bring to the village, as you will understand
under the tyranny wrought by the evil temple. A great bottle was when you read the KEY to the place. If your group of players has
fought to the east, and when villagers saw streams of ochre-robed had exceptional luck, simply engineer a minor encounter or two
men and humanoids fleeing south and west through their along the way-leprechauns, a thief, or perhaps some brigands.
community, there was great rejoicing, for they knew that the Each numbered building area has Its general information flrst.
murderous oppressors had been defeated and driven from the Immediately following this Is material which you should not reveal
field In panic and rout. to the players. As a matter of course throughout this module, all
So great was the slaughter. so complete the victory of good, that insertlonal material which is foryour information is in bold face or
the waited stronghold of the Temple of Elemental Evil fell within a enclosed by parentheses. As you read aloud, skip those sections.
fortnight, despite the aid of a terrible demon. The place was Of course, if you are so thoroughly familiar with the module that
ruined and seated against a further return of such abominations you can simply glance at the nu mber key and then put

0 Rj Gi II A L ADVE IITV�S RE i IICARJIATED • TH E TEJh: PLE 0 F E L E Jh: E llTAL EVI L


everything in your own words, so much the better. You should be
con�ersant with the whole before beginning play, and your KEY TO THE �UAGE OF HOMMLET
players will reflect the degree of skill you have in presenting the
material herein dramatically, as if it were your own. 1 . PROSPEROUS FARM COITAGE AND LARGE BARN: The wood
In fact, the whole is only general, and while some characteristics and plaster house is well-kept, and the born beyond is
of the non-player characters (hereafter referred to as NPCs) are bulging with hay, groin, etc. Several lot animals ore about. A
given, there is sumclent latitude for you to completely personalize large goodwife, rosy-cheeked and friendly, greets all who
the module to lit your style of play and satisfy your players. Follow coll, while four children look on. Inside o young girl and on
the guidelines given, but round them out so as to make each old granny do various chores. Two large formdogs (AC 7; HD
encounter unique. The persons met at the inn, along the road, 1 +1 , HP; 7, 5; 1 attack for 1 -4 h.p. damage) bark loudly ot the
and so forth, are you; for the Dungeon Master is all-monsters, approach of strangers. The head of the house and two full­
NPCs, the gods, everything. Play it to the hilt. Do it with nair and wit. grown sons work in the fields. There is nothing to interest
Be fair both to the characters and to yourself. Be deceitful, clever, adventurers here, and outside of feed groin or hay, the former
and thoroughly dishonest when acting the part of a thief. Be does not have anything to sell or trade. The three men are
cunning but just when in the role of o wording ranger. Actually mllllla, 0 level; the elder has a blll-gulsarme and a ring mall
think of it as if the part you ore toking is that of o chorocteryou ore Jack, whlle his sons have leather armor and shield and
playing, and act accordingly, but temper actions with disinterest wield a ftall and a battle axe respectively. Each has a
in the eventual outcome and only from the viewpoint of that dagger at all times. HP: 6, 5, 4. They take arms only In seH·
particular role. Wearing two, three, or o half dozen or more defense or when called up by the village elder. The farmer
different hots is cha l lenging, but that is port of being on has 5 7 p.p. hidden In his mattress and a 500 g.p. gem
outstanding OM. secured In his pouch against hard times. The lintel over the
front door Is carved with acorns and oak leaves, and If
The area here, os well os that of the Temple (contained in o politely asked, they will state that they are of druldlcal
separate module), was developed In orderto smoothly integrate persuasion.
players with and without experience in the Greyhowk Campaign
into o scenario related to the "old timers" only by relative 2. MODEST FARMHOUSE AND BARN: Clean but slightly rundown
proximity. All hod new characters, although the experienced buildings indicate that this form is not too prosperous. How­
players were assigned characters with levels above 1 st or 2nd. The ever, the stock around looks quite healthy and plump. An
whole attempt turned out quite well, and many of the NPCs In the elderty couple ore master and mistress, while on active lad of
module ore the characters and henchmen developed through 1 2 or so, o servant, does chores. There is nothing of particular
play. The situation and the surroundings have been altered interest to be seen, and these folks have nothing to trade.
because of the actual experiences of these participants, They say that their son Elmo would be interested in talking with
although the "clock" hos been turned bock to give you and your strangers - he's at the inn having a jock of ale. Their other
group of players on opportunity to make "history" on your own. son, Otis, they go on sadly shaking their heads, took service
While I om strongly tempted to relate the events ofthe campaign with some gentlemen and is away seeking his fortune. Elmo is
we played, I believe that it is inappropriate to the module­ strong, but not too quick, and he is overfond of brew. . . The
perhops sometime in on article in THE DRAGON . . . elderly farmer Is a retired tighter (515, 112, W16, D12, C16,
Ch1 1 ) still equal to 4th level; HP: 16. He has a suit of scale
Only certain of the villagers ore no med. Please norre the others to mall and shield, sword and crossbow In a chest In the front
suit your campaign. Similorty, most of the buildings do not have room . He Is captain of the mllllla, but he will say nothing of
noor plans, so you should do them for any of these where you It. Underneath some rusty nalls In a keg In the back shed
pion actio n . C ha n ge the m o p of Hommlet os the game are 20 p.p., 51 g.p., and 1 72 e.p. A cupboard In the house
progresses. Note any places which ore destroyed, odd new ones holds a silver service worth 1 ,300 g.p.
for any persons you have moved into the place. If o general bottle
Elmo Is a 4th level ranger (5 1 8/43, 1 1 5, W 16, D 1 6, C 1 7, Ch
seems likely, you con list the village militia and fight it out on the
1 1 ) ; 5HD, 41 hit points. He has the following Items hidden In
tabletop. In short, the scenario hos been left os open as possible
a lead-lined oaken chest burled In the dirt floor of the barn:
for indMduolization. Have fun!
+1 chain mall, +2 shield, +1 battleaxe, 6 1 00 g.p. gems, 10
As o final note, remember that the NPCs who ore given os agents p.p., 50 g.p. and 100 s.p. He carries a +2 dagger at all times.
of various powers will send o continual stream of Information to ("My brudder Olis gave It to me!" he will proclaim proudly If
their superiors. They will be cautious in all that they do and unlikely asked.) Elmo's speech Is slow and halting. He often
to be duped or maneuvered. If they participate In any adven­ appears tipsy and jovial, but he Is not. Elmo Is an agent of
tures, or if they ore imprisoned or badly treated, their "masters" will the Viscount of Verbobonc, and he frequents the Welcome
be very unhappy upon hearing the bod news, and each Wench Inn In order to observe all newcomers and Insinuate
c o n c erned p a rty will absol utely seek to redress m atters hlmseH In their expeditions; thus Elmo will be Interested In
according to their alignment. personality, and ultimate goals. getting MONEY!? (to be used for later ale purchases
There ore wheels within wheels in Hommlet and the lands around, obviously) for being a man-at.arms, and he will gladly go
and behind each character there is another, the circles growing with any who ask providing they will fumlsh him with armor
wider and the figures shadowy but very powerful. and a "BIG axe". If so employed, he will wear his own mall In

0 N Gi ilA L ADVE ilTVRJ:S RE i il C A R._Il ATED • TH E TEDIPLE 0 F E L E Jb: E ilTAL EVI L


place of, or under, that purchased and use his magic axe bellows In the shed show that this Is the local smithy. The
as well. If anything untoward befalls Elmo, his brother Olis smith Is short but brawny (3rd level druld-5 1 7, I 9, W 1 3, D 1 0,
will eventualtv hear of It and seek redress. Olis ls a 1 0th level C 1 5, Ch 1 5-HP: 1 9; leather armor, quarter staff, hammer)
ranger away on a quest with Y'dey, the Canoness of the and is obviously hardworking, forthright, and likable. He Is
local church, and an elven accomplice named Murftes, a able to do all sorts of metalwork-even fashion Iron and
fighter/thief of 1st/2nd level. (For further Information see steel weapon heads, caps, and shield work, although he will
THE TEMPI.! OF El!MENTAL ML) readily admit he is not capable of fine armoring. "Brother
Smyth" Is the assistant fo the Druid of the Grove, although
3. COTIAGE: This rustic abode houses the local woodcutter
he will never work up very high because of his occupation,
(0 level mllltlaman, leather armor, battleaxe, crossbow; 6 hit
and he Is a devoted cleric. In the absence of the druldlcal
points), his wife, and 3 young children. He has nothing of
head, he will assume the role of religious advisor fo the
interest to adventurers and Is not Interested In adventuring. He
Is of druldlcal rellglon, and he reports anything unusual fo
faithful. He has a small chest ftlled with 28 s.p. and 82 c.p.
The rest of his wealth heglvesfothe goodworkforthe needy.
the Druid of the Grove (24., below). In a pouch under the
In no event will he leave his fireside fo go adventuring.
floorboards of his cottage are 9 g.p., 13 e.p., 1 7 s.p., and
38 c.p. 9. NEW BUILDING: Th ere is no one within. The doors are
unlocked, and a few benches and stools are against the
4. WELL-KEPT FARM : The house and barn show that this farmer Is
bare walls; a large, plain table Is at the far end. A tapestry
doing well, and the stock In the fenced-In yard are very fine­
on the back wall shows a green field with two acorns above
looklng. A widow and her two grown sons (0 level militiamen,
a sheaf of grain (the banner of Hommlet). This Is the village
hall recenttv constructed for feasts and councils by Burne
leather armor, spears, hand axe, club; 4 hit points each),
their wives, and 8 children dwell here. They are Interested In
and Rufus (see 31., below).
neither trade nor adventuring.
1 0. WELL-KEPT DWELLING WITH A WOODEN SIGN SHOWING A
As are most tolks In the village, these people are followers BAG OF WOOL AND A LOOM: Here dwells the elderty weaver
of druidism. The two sons have a large Iron pof burled and his wife, their daug hter and her husband ( 0 level
beneath the tree In the back yard; It holds 97 g.p. and militiaman, padded armor, shield, spear, dagger; 3 hit
421 s.p. points). There ore also four young apprentice weavers,
5. PROSPEROUS FARMHOUSE: This farmer Is a widower (0 level as business Is very good. There are bolts of woolen and
militiaman, leather armor, shield, sword; 3 h it points) of flaxen cloth here, but nothing else of possible Interest.
middle age, with 5 children, the eldest being two daughters, These folk are lawful neutral followers of St. Cuthbert ( ...
and a manservant laborer (0 level militiaman, no armor, 1 9., below). They have moved fo the area ontv two years
voulge, club; 6 hit points). He is the brother of the farmer to the ago. The weaver has a cache of 7 small gold Ingots (24 g.p.
south (1 ., above). and quite distant and taciturn. He turns each) and a gold pin with an amethyst valued at 300 g.p.
folks away unless they have farm business. Inside a crock in behind a loose stone In the fireplace.
the manure plle are hidden 3 50 g.p. gems, 37 p.p., and 55 1 1 . COTTAGE: I nside lives a small and mlld tailor, o bachelor of
g.p. He carries 8 p.p., 15 g.p., 22 s.p. and 8 coppers In his thirty years or so. He Is an expert at making or repairing
purse. garments. This lndtvldual Is not In the village mllHla, but
6. HOUSE WITH LEATHER HIDE TACKED TO THE FRONT DOOR: This Is he Is expert at throwing a knife and shooting a crossbow,
the home and business of the village leatherworker (0 level both of which he has, using them at 7lh fighter level and
militiaman, leather armor, shield, sling, hand axe; 4 hit causing +2 damage when a hit Is scored. He has 2 hit
points). With him live his wite, her brother (a simpleton who points ontv, and although he just moved fo the village also,
does not bear arms). and 3 children of whom the eldest Is a he has not been asked fojolnthe HommletCompanyduefo
1 2 year old boy (0 level militiaman, leather jack, buckler, his puniness. He has ontv 19 s.p. In a false bottom of his
sling, dagger; 2 hit points). The leather-worker is a jack·of-all­ thread box. The tailor Is a follower of St. Cuthbert.
trades. being shoe and bootmaker, cobbler, saddler,
1 2. AVE RAGE FAR M BUILDING: This place is the home of a
harnessmoker, and even fashioning leather garments and
stropping farmer (0 level mllltloman- 1 6 stre n gth -with
armor, the latter requiring some time and a number of fittings
leather armor, shield, and flail; 7 hit points), and equally large
and bolling. He is not Interested in any sort of adventuring.
son (some as above, but carries a morning star), the farmer's
Sewn Info an old horse collar are 27 g.p. and 40 e.p. as well wife, and six daughters-one of whom has a small child. They
as a silver necklace worth 400 g.p. are friendly but have nothing of Interest to adventurers. These
7. LARGE WALLED BUILDING WITH A SQUARE WOODEN SIGN folk are druldlcal and have lived here all of their lives. A
SHOWING A BUXOM AND SMILING GIRL HOLDING A FLAGON clay pof ftlled with dried flowers hides 36 g.p. and a gold
OF BEER: This is the Inn of the Welcome Wench, a place ring worth 1 50 g.p.
renowned for Its good food and excellent drink. Passing 1 3. WOODEN BUILDING WITH SHUTIERS AND MANY WINDOWS:
merchants make a point of stopping, as do many other sorts Outside the door a shield and lantern are suspended from
of wayfarers, and the place is always filled with patrons. chains; the shield Is pointed to show a sword and a cheese.
(The three levels of this place are shown on a separate map This Is the local trader, a merchant providing the needs of
done in 1 square = 1 O' scale.) A young stableboy and o
villagers, travellers, and adventurers alike. It Is run by Rannos
groom (0 level militiaman, shield, spear, club; 3 hit points) Davi ( 1 0th level thief-5 8, 1 1 4, W 9, D 1 8, C 1 5, Ch 7-+1 magic
handle the draft and riding animals, and themselves llve In leather armor, +1 dagger, +1 ring of protection,- +2 short
the stables. There will be the Innkeeper, Ostler Gundigoot sword under the counter. medallion vs crystal! balls and ESP
(2nd level fighter-5 1 6, 1 1 0, W 1 3, D 1 0, C 1 8, Ch 1 7-the under his jerkin, 4B hit points); who Is best described as slow,
sergeant of the militia; HP: 1 7; ring mall, shield, sword), his fat, clumsy, and placid. His partner Is Gremag (7th level
goodwife, their two daughters, a serving wench or two, and a assossln-S 1 5, I 1 2, w 7, D 1 6, C 1 6, Ch 1 4-+2 chain shirt,
pair of potboy apprentices bustling about. Several customers dagger of venom, disappearance dust sufficient for 3 uses
(4·16) will be In the main room. The host talks freetv but In pouch; 39 hit points), a toll and thin individual, with sharp
says llHle. He has a sharp eye and a good sense for Judging features and protruding eyes. Gremog tends to dither and
character. He serves all comers, and will rent a room fo fuss at Rannos Davi and customers alike. The whole front
anyone who Is not causing trouble. The first polboy Is an building is filled with various goods, and the barn has
aspirin{; druid, and he setVes as the courier fo the Druid animals, saddles, and the like available to anywllllng to pay
of the Grove, bearing messages of Interesting data fo him. the price. (The place is covered on a separate map as is the
See the aPPdded map and key ofthe Inn for more details. inn). Both traders clalm disinterest In all allgnmenls, pro·
8. OPEN SHED AND HOUSE BEYOND: There Is a post with a claiming that they happlfVdeal with anyone who Is a paying
horseshoe nailed to three of Its faces. and a forge and customer. Rannos Davi Is chaotic evil and hlghtv suspl-

0 Ri Gi IIAL ADVEIITVR,J:S RE i II CARJIATED • TH E TE))JPLE 0 F E L E rn E nTAL EVI L


clous. Gremag 11 as evil and even more chaotic. lolh are 100 g.p. each. IE SURE TO KEEP TRACK OF TRANSACTIONS
SelVGnts of the Temple of Elemental Evll, report activity In MADE SO THE STOCK IN TRADE IS CORRECT-for example,
Hommletto a brigand courier, and aid any and all olherevll gems cannot be obtained when Nlra has exhausted his
creatures who come In Temple service. supply, although he can purchase more twery 7-12 days
I n the rear bam there are various animals for sale- mules,
from paulng merchants at market value.
dran horses, riding horses (light). ponies. and 1 medium war 1 6. SMALL HOUSE WITH NICELY PAINTED SIGN SHOWING A PAINTED
horse. (There are 2-5 of each type; these can be restocked SHIELD AND A CHEST OF DRAWERS: The building Is the shop
in 7-1 2 days from passing dealers. If war horses are desired, it and home of the local cabinet maker (0 level militiaman, ring
will take from 7-30 days to obtain 1 -2 heavy or 1-3 medium or mall and shield, spear, momlng star; 6 hit points). his wife, and
light steeds, with a maximum of 4 such animals obtainable In two young children. He has an apprentice (0 level militiaman,
any 30 day period.) A groom (0 level militiaman, leather padded armor, shield, spear, club; 3 hit points) who does
armor and shield, spear. sword; 4 hit paints-chaotic evil most of the rough work, while the proprietor does the fine work
bandit who will serve with the villagers to keep track of their and the limning. He Is quite adept at shield designs and sign
actMty) and a man-at-arms with longbow and sword ( 1 st work and can fashion almost any sort of furniture. The
level ftghter-S 1 4, 1 1 0, W 8, D 1 0, C 1 2, Ch 6) will hire out on cabinet maker will happily do commissioned work of any
orders from the traders, buttheywill require that they be paid 2 sort, but he is not interested In adventuring, of course, nor Is his
g.p. per day and that the adventurers purchase a chain mail assistant. The folk here are druldlcal. A small cache of 1 8
suit of armor for them. Naturally, they are desirous of having p.p., 2 1 g.p., and 30 e.p. ts kept under a rock near the back
their agent accompany the party. If the group does not hire door.
their agent, the traders will keep close track of their activities 1 7. MODEST COTTAGE: A potter Is busily engaged In the manufac­
by any means possible, Including following them personal­ ture of various sorts of dishes and vessels, although most of
ly If the situation wanants It, I.e. If they know that the party
has been particularly successful. For such mlutons the
his work goes to passing merchants or the trader. He has a
variety of earthenware bottles and flasks available for sale.
stock of magical devices hidden away will be brought out. The potter (0 level militiaman, padded armor, shield, glaive;
The traders will gladly buy any items which the adventurers 3 hit points), his wife, and four children (two boys are O level
happen upon, they say, and pay a fair price for such tool militiamen, padded armor, crossbow, spear; 4 and 2 hit
The sum paid for any Item In good condlHon Is 40% to 70% points respectively) all work In the business. A crock In the
of setting price stated In the book, just as they sell at 1 1 0% well holds 27 g.p., 40 s.p., and 6 10 g.p. gems. They are of
of book value, minimum price, asking more first. the faithful of St. Cuthbert.

14. WEATHERBEATEN BUILDING AND BARN: A wooden sign shows a 1 8. TYPICAL COTTAGE AND I MPOSING STONE BUILDING WITH A
cart and horse. Indicating that this Is the domicile and BARREL HANGING FROM CHAINS: The house is the home of
quarters of the local carter. This teamster (0 level militiaman, the local braumeister (0 level militiaman, scale mail, shield.
scale mall, fauchard fork, sword; 5 hit points), his wife, a grown spear, mace; 6 hit points) and his wife and young child. A
son (0 level militiaman, ring mail, shield, spear, club; 6 hit nephew (0 level militiaman, ring mall, shield, spear, sword;
points), and five other children live In the house. The attached 5 hit points) and his wife have recently come to help run the
bam has two wagons and two carts below. and two drivers (0 alralr, as it ls very successful. These people are druldlcal. They
level militiamen, leather jacks, crossbows, clubs; 4 and 3 hit have sterling silver dinner service pieces worth 6,000 g.p.
points respectively) live In the Ion. The smallish bam to the rear and a gold decanter worth 1 ,250 g.p. A small Iron coffer
houses a dozen mules. This fellow and his associates are hidden In an upper closet contains 73 p.p., 3 500 g.p. gems
dour, but will gladly accept hire. Another newcomer and and 3 pieces of Jewelry (500 g.p., 1 ,000 g.p., and 1 ,800
advocate of St. Cuthbert, the teamster Is very honest. He g.p.). A. large dog runs free In the house atnlght-A.C 6, HD 2
dlsllkes the traders, but Ian, sure why, and will take time to +2, 12 hit points, 1 attack for 2-8 hit points.
speak of It If the questioner Is careful and a customer.
Having lost a wagon and team lately, the fellow has only 1 9 The brew house has an aging caller, several vats are on the
1.p. hidden under a loose noor board. main floor, the side sheds hold Ingredients, and above dwell
three apprentice brewers (0 level militiamen, no armor, spear,
1 5. STURDY NEW BUILDING WITH A SIGN SHOWING THREE YELLOW momlngstar, club; 4, 3, and 3 hit points). These three are
BALLS: This Is the moneychanger's shop. There is a guard near basically good folk, two being druldlcal, one a follower of
the door (3rd level flghter-S 1 3, I 9, W 1 o. D 1 5, C 1 5, Ch 8-1 7 St. Cuthbert. They have only a few coppers b9lween them .
hit points) wearing chalnmall and carrying a crossbow and They brew the various ates and beers under the direction of
sword. Two large (War) dogs (2 +2 HD, HP: 1 6, 1 3; 1 attack for 2- the braumelster, and they can drtnk almost anyone except
8 hit points damage each) are always nearby. The proprietor the master or his nephew under the table.
is Niro Melubb (3rd level thief, non-active, 1 2 hit points-S 9,
1 9. MODEST COTTAGE: Three dogs (AC 7, HD 1 + 1 , 7, 5, and 4 hit
1 1 6, W 1 3. D 1 5, C 9, Ch 1 0). He will happily exchange coins or
points, 1 attack for 1 -4 hit points damage) guard the home
metal for other exchange media, charging only 1 01. of the
value. Niro also deals In gems and jewelry (paying from 501. and flock of Black Jay, a grizzled herdsman (2nd level fighter
to 801. of actual value), buying, selling (1 02% to 1 201. above -S 1 7, 1 1 3, W 1 2, D 1 5, C 1 1 , Ch 1 0-HP: 1 1 ; chalnmall and
actual value), and even making it (cost is materials' value shield, longbow and 1 O +1 arrows, sword and dagger, elven
doubled, which Is the new value of the jewelry also). He asks cloak and boots) who does not like company or strangers
no questions and is always obliging and polite. Melubb Is and says so to any who come onto his property. This retired
truly neutral. He has no Interest In what happens, although wanlor Is friendly with the elves to the northwest, but he will
the rise of evil 11 not desired by him, for It would hurt not become engaged In any adventuring, for his wife and
business. He has a +1 dagger In his boat, and a +1 sword children were stain when he was away In the wars. Other
under the counter. His cash box holds 200 each c.p., s.p., than his gear noted, Black Jay has only a few coins In his
e.p., and g.p. A. small Iron box nearby contains 50 p.p., 1 2 purse-4 p.p., 11 g.p., 8 e.p., 19 s.p., and 20 c.p.-and an
old Jar In his cupboard.
5 g.p. gems, and 6 5 0 g.p. gems. In the living quarters of the
establishment there I s a n oaken chest with a poisoned 20. CHURCH OF ST. CUTHBERT: This newly built edifice was raised
needle trap In the lock, and Ifthe top Is opened, acid sprays by the Viscount In honor of the aid rendered to him by the
out In front to a 1 0' distance, lnfllctlng 5-20 hit points of Archclerlc ofVeluna In the war against the Temple of Elemen­
damage on all there The back has a trick catch which
. tal Evil. A somewhat distant cleric and his assistant omclate
allows entry, and Inside are 1 ,000 each of c.p., s.p., and during services and otherwise serve their flock. In general,
e.p., 500 g.p., 200 p.p., 9 100 g.p. gems, 2 500 g.p. gems, anyone coming to the church In other times wlil have to deal
1 1 ,000 g.p. gem, and 7 pieces of Jewelry (valued at 900, with the lesser cleric, the Priest, Calmert (3rd level-S 8, 1 1 0,
1 , 1 00, 1 ,600, 2,000, 2,500, 4,000, and 6,000 respectively) . W 1 6, D 1 5, C 9, Ch 1 1 -HP: 1 4; plate mall and shield, +1 mace;
The bottom of the chest llfls, revealing 50 gold Ingots worth all spells typical are listed hereaner), for holy water can be
5

0 N Gi IIAL ADVE IITV�S RE i II CA.RJIATED • THE TEJh: PLE 0 F E L E Jh: E llTAL EVI L
obtained only at this location or from the trader (who purveys 24. THE GROVE: This Is obviously a place of worship. The trees are
plain water as holy water . . .). Calmert is known for his zeal in neatly pruned, and the grass Is well-tended. A carefully
obtaining contributions. (This honest man Is anxious to give a placed line of bluish stones sets off the path leading to a rock
sum to the builders of the fortress under construction, and cairn where flowers, nuts, berries. and garlands of leaves are
although it should seem otherwise, most of the miscellan­ placed. A small path leads beyond the shrine to a low-roofed
eous money he collects for "the church" from characters will wooden building placed under the great boughs of the
go towards building the castle!) central oaks of the copse. A call will bring forth the druid
The Canon Terjon (6th level cleric-$ 1 1 , 1 1 0, W 1 6, D 1 2, C 1 6, Jaroo Ashstaff ( 7th level druid-$ 1 1 . I 1 1 , W 1 8. D 9, C 1 5,
Ch 8-chain mail, shield +1 , mace; 41 hit points; lnvlslblllty Ch 1 5- HP: 44; padded armor, cloak of protection +2, staff of
and mammal control rings; typical spells noted hereafter) the snake, +1 scimitar, ring of lnvlslblllty; s pells given
recently became the chief cleric of the church, taking over below). All comers to the Grove are expected to make
from the Canoness Y'dey who left unexpectedly and has not offering-then and there, and the druid wlll so state. If the
returned. The villagers say that Terjon is not particularly visitors are not druidical, they are expected to give several
friendly and his sternness is a cause of some speculation. gold pieces to Jaroo as donations towards the needy of
Actually, this cleric Is not a bad fellow at all, but he Is rather Hommlet. The druid will listen to requests for assistance from
displeased at being called to care tor the church white those who contribute. Jaroo Is an agent of the Druids of
Y'dey Is on a quest, tor Terjon Is desirous of being off adven­ Gnartey Wood, sent to Hommlet to see If the Temple of
turing himself, and ONLY the request of the Archcleric of Elemental Evil Is totally destroyed, and to help repress any
Veluna keeps him on station. rise of evll ot ,thls sort. He will give aid by spells but nof
accompany a'1>arty. If the group Is a suspicious one, Jaroo
Detailed Information of the 6th level cleric, Y'dey, Is given In will follow at a �stanc;e to see what goes on. He has a huge
ADVANCED DUNGEONS Ir DRAGONS MODULE T2, THE black bear (AC � HD 3 +3, HP: 25; 3 attacks for 1·3/1·3/1-6
TEMPLE OF ELEMENTAL ML For more Information on the plus hug for 2-8 on a paw hlf of 1 8) whlch ls atwaya nearby
church, see the appended key and floorplan. The spells but out of sight 95% of the time. Hidden In his coftage are:
usual to these two clerics when doing everyday affairs are: a scroll wlfh a weather summoning spell, a potion of
Calmert Terjon lnwlnerablllty, and a decanter of endless water; also there
are 14 1 ,000, 3 500, 3 1 00, 9 50, and 1 3 1 0 g.p. gems-all
First level: Bless Bless
stored In a stone box beneath the floor of the root cellar and
Command (x2)
all FIRETRAPPED ! Refer to PLAYERS HANDBOOK tor druldlcal
Command
Detect Evil Cure U. Wounds
ablllfles. His spells are:
Detect Magic Detect Magic
Sanctuary First Level: Detect Magic, Entangle, Faerie Fire,
Second level: Chant Hold Person (x2) lnvlslblllty to Animals, Pass without Trace,
Know Alignment Know Alignment Speak with Animals
Siience 1 5' R. Siience 1 5' R. Second Level: Barkskln, Charm Person or Mammal,
Slow Poison Cure Ught Wounds, Heat Metal, Trip,
Third level: Cure Disease Warp Wood
Dispel Magic Third Level: Cure Disease, Neutralize Poison,
Summon Insects, Tree
21 . COTTAGE AND LARGE BARN: These well-kept buildings are
obviously those of a cowherd. and a particular odor Is quite Fourth Level: Cure Serious Wounds, Plant Door
noticeable in the area. The farmer (0 level militiaman, leather
armor, military fork, hand axe; 5 hit points), his aged mother, 25. LARGE BARN AND CONNECTED HOME: The place is obviously
wlfe, and seven children (three sons are militiamen of O level that of a herdsman (0 level militiaman, leather armor,
-leather armor, two bear shields, guisarme, morning star, fauchard, hand axe; 4 hit points). His wife Is dead, but a full­
club, sling; 6, 4, and 3 hit points) have a dairy and make grown son (0 level militiaman, leather armor, short bow. club;
cheese, the trader and the inn taking what does not sell to 4 hit points) and his wife care for the five children. A cousin (0
passing merchants, so very little Is available to individual level militiaman, no armor, shield, spear; 2 hit points) helps to
purchasers. This family Is part of the congregation of st. tend their flocks, and he has brought his two dogs along
Cuthbert. They have a sack with 42 s.p. and 1 89 c.p. under (AC 7; HD 1 +1 ; HP: 5, 4, 1 attack for 1 -4 hit points of damage).
the floor of the cheese storage shed. These folk are friendly, but they are not interested in adventure
and have little interest in the way of goods. The herdsman
22. MILL AND ATTACHED HOME: Here dwell Mytch (0 level militia­ has managed to save only 9 g.p. and 33 c.p. which he
man, scale mail, shield, spear, sword; 4 hit points), his wife, 3 stored away In a small wooden box hidden In the rafters of
children, and 2 servants (one of whom is a O level militiaman, the upper main room. He and the Druid of the Grove are
leather armor, longbow, battleaxe; 5 hit points). They grind good friends.
grain into flour, of course, and goodwife miller also does
some bread baking for the village. These folk are druldlcal, 26. BARN-LIKE HOUSE WITH A WHEEL NAILED TO A POST: This is the
plllars of the community, and tend to be cool toward residence and shop of the local wheel and wainwright. The
strangers-suspicious with good cause. A large dog (AC 7; main part of the structure Is a barn where he builds and
HD 2, hlf points 1 O; 1 attack tor 2·5 hlf points) Is Inside the repairs carts and wagons. The artisan (0 level militiaman,
mlllhouse. Mytch has a store of 10 gems of 1 00 g.p. value leather armor and shield, battleaxe; 6 hit points). two helpers
each hidden Inside an old mlll stone. (0 level militiamen. padded armor, spear. spear; 3 and 2 hit
points respectively) and a small child live in the side apart­
23. COTTAGE AND SMALL BARN: A somewhat reclusive farmer (0 ment. His wife is dead. and his helpers are nephews. These
level militiaman, padded armor, fauchard-fork; 3 hit points), folk are followers of st. Cuthbert. The elder tends to drink too
his spinster daughter (1st level fighter equivalent, no armor, much, but Is good-hearted. He has 140 s.p. set aside for
sling, dagger; 8 hit points) and son (0 level militiaman, his Intl• daughter's dowry, the sum being kept In a pouch
padded armor. sling, statr; 5 hit points) dwell here. They are hanging In a back closet.
not particularly successful at farming, but they are excellent
fishers, trappers, and hunters. The villagers are not particularly 27. WALLED MANOR HOUSE: This place has an 8' high stone wall
fond of these folks. The spinster daughter Is only In her and a heavy gate. It Is the residence of the village elder, his
twenties, and Is handsome but bossy. These people do not wife, and four grown sons (0 level militiamen, scale mall and
follow any religious persuasion, so they are excluded from shield, spears, swords; 5, 4, 4, and 3 hit points respectively).
most village functions. They have saved 73 s.p. In a hollow Two of these sons are married and their wives and three
of the tree to the north. children live here also. The elder is a retired farmer, and his
6

0 R.i Gi ITAL A.DVEITTV� S RE i IT C A 1'_Il ATED • TH E TEJh: PLE 0 F E L E Jh: E llTA.L EVI L
sons now care for the fields and livestock. All of his sons have Including the defeat of a large bandit force which had
horses, and are verv proud of their status. There are two plagued Verbobonc, and it is rumored that they gained
servant girls and a hired farmhand (0 level militiaman, considerable treasure in killing a green dragon which preyed
padded armor, crossbow, hand axe: 2 hit points) quartered in the Kron Hills to the west. It is well known that these two men
In the loft of the stable. The elder and his family and servitors are tough and very cautious but willing to give some aid to
are all druldlcal. In time of attack, villagers nearby seek adventurers for a price. Rufus leads a squad of men-at-arms
safety In his compound. He ls greatly respected and quite and has been appointed as the overall commander of the
wiM. He has a councll composed ofthe Druid ofthe Grove, village troops as well. These men are friends of all of the
the chief cleric of the church, the captain of the militia, the important folk in the village.
Innkeeper, the miller, and recently the maglo-user Bume Details of the tower are given In the appended maps and
and his auoclate- Rufus (31., hereafter) . Once each new keys.
moon he holds a village meeting to hear Ideas and com­
plaints, as he Is also the justice of the peace. A secret Burne: "His Most Worshipful Mage of Hommlet": 8th level
compartment In his bedroom contains an Iron box wHh 4 maglo-user; HP: 30; S 15, 1 1 7, W 1 1 , D 10, C 15, Ch 1 2; +2
pieces of jewelry (400, 900, 2,000, and 5,000 g.p. value), ring of profeclion, chime of opening, magic missile wand
100 p.p., and 428 g.p. He has silver dinnerware valued at (49 charges), +1 dagger. This NPC Is clever and a frlfle on
3, 750 g.p. and several gold dishes worth 2,300. He the greedy side. All services rendered will be paid tor
personally canies the equivalent of 1 O g.p. In his purse, as handsomely! He Is a follower of St. Cuthbelt, and very
do his sons. conscious of his duly to profect the village and to watch tor
evil, so any adventuring will be calculated to accomplish
28. LARGE BUILDING WITH A SIGN SHOWING A SAW AND HAMMER:
those ends and pay him a third of the treasure gained as
This newly constructed building is the shop and home of the
well. He Is not likely to risk his lite or be duped. Bume Is on
local carpenter (0 level militiaman, studded leather armor, the young side for a maglo-user, average In appearance
shield, battleaxe; 4 hit points), his wife, and a younger brother and dress, and will often frequent the Welcome Wench.
(0 level militiaman, padded armor, spetum, hand axe; 3 hit
points). He also does work for some of the other tradesmen in Burne's spells are:
town and Is currently at work on barrel staves. As typical, he is First Level: Bumlng Hands, Detect Magic, Feather
too busy to think of adventuring. Having come to the village Fall, Jump (Comprehend Languages,
about two years ago, this family Is considered as •outside" Ught, Read Magic)
folk, and will be until their beards grow gray They are
..••

followers of St. Cuthbert. His wife owns a silver chain wHh 1 2 Second Level: Levitate, Mirror Image, Scare (Darkness
silver colns-25 g.p. tota l value. 15' r., Detect lnvlslbllHy, Strength)
29. NEW HOUSE SET OFF FROM ROAD BY LOW STONE WALL: Another Third Level: Dispel Magic, Fireball, Tongues (<Just
of the newcomers to Hommlet recently built this stone home. of Wind, lntravtslon)
The stonemason (0 level militiaman, chain mall, shield, Fourth Level: Fumble, Wall of Fire, (Dimension Door,
military pick; 6 hit points), his wife, two children and three Plant Growth)
apprentices (0 level militiamen, no armor, hammer, club, Spells In parentheses are others known and available tor
club; 5, 3, and 2 hit points respectively) are at work on the new his UM If need be.
castle being constructed on the low hillocks to the southeast
(31 . area). He is well-regarded In the village. These folks are Rufus: 6th level fighter; HP: 32; S 15, I 10, W 10, D 1 2; C 1 2; Ch
dnlldlcal, andthe master mason has offered to helpwHh the 14; +1 chain and shield; +1 axe (battle) ; camellan scarab
working of several large monoliths tor the Grove after the which confers +2 on all saves versus poison, 1 2 pinches of
castle Is finished. He has 20 gold Ingots (50 g.p. value dust of appearance. Rufus II also lawful good, and when he
each) hidden away In a secret hollow under the atone wall reaches 8th level he has been Instructed to return to
In front. He has become quite friendly wHh the maglo-user, Verbobonc tor special service In the Vlscounrs behaH. He
lurne. will not risk his life nor become Involved In foollsh
30. DOUBLE FIELDSTONE WALLS FILLED WITH EARTH: Here are the adventures. If he renders service to a parly, he will require
beginnings of a smallish castle, being built around a new not less than 20% of the total treasure gained.
tower atop the low mound. Workers have dug deep trench Virtually all sorts of standard equipment are stored In the
lines about 1 O' wide and as deep, down to a hard clay, and It keep, and both Burne and Rufus have odd poHona and
con be seen that they ore In the process of mortaring the scrolls as well, as Indicated on the tower key.
foundations of the wall which they wlll build above. Work hos
barely begun, but the outlines of bastions, towers, a
gatehouse and a keep can be noted. The keep is atop the
( second hillock, and considerable excavation hos token
place, the earth from this digging going to use in the walls
around the whole. Some dressed stone blocks are visible,
evidently having been carted in from elsewhere, as they are
not similar to local stone. The whole ls being financed bythe
Viscount and the Archcleric ofVeluna, tor favors done bythe
owners of the tower, (31.), which they built as well. The
maglo-user and fighter will, In retum, H1Ve the Viscount by
holding the area safe for him and reporting on any
unloward happenings.
31 . TWO-STORIED TOWER: This structure Is some 55' high, a smaller
tower rising inside the greater at about 35' above the ground.
Its entrance Is accessible only by going up a curving night of
stone stairs which terminate in a landing about 1 O' above the
ground. The outer door of the tower lowers to form a bridge to
the stone landing. There ore numbers of arrow slits around the
tower, and It has a splay around the base to about 6' height.
The lower and upper battlements ore machfcoloted, the
merlons being pierced for archery as well. Two men-at-arms
watch from Its roof. Inside dwell Rufus the fighter, and Burne
the magic-user. Both come to Hommlet some three years
ago, had some considerable success in adventuring,
7

0 N Gi ilAL ADVE il'fV�S RE i il CA R._Il ATED • TH E TE Dl PLE 0 F E L E Dl E llTAL EVI L


32. TENTS AND WAmE HUTS: Some dozen temporary shelters are The upper rooms are very clean, and all except the common
along the edge of the copse ot trees here. They house 1 O dormitory are heated. Each hos a fine bed, many covers, wash
peasant laborers and associated train-women, children, stand, chamber pot, towel, pegs for garments, and several chairs
stray dogs, etc. They are the workers constructing the new and stools. The larger rooms have arm choirs, tables, footstools,
castle. Whenever a load of materials is sent from Verbobonc, bed warmers, curtained beds, and good rugs on the floor and
there will be a halt-dozen new laborers with it, and a like wall hangings as well. The cost of each is shown in the key to the
number will return to the town with the empty wagons. A few second floor.
villagers also work on the project from time to time, and all First Floor:
put In half a day's labor once per week. One of the laborers
Is an evil 2nd level flghler-S 1 7, 1 1 2, W 7, D 1 2, C 1 6, Ch 1 . COMMON ROOM: This large place Is bright and cheerful. It
1 1 -HP: 14; club, +1 dagger who has been assigned to spy contains many rough-hewn tables and chairs, boards and
out this actlvtly and then report to service wHh the traders benches. Natural tree trunk pillars support the ceillng
when ti Is completed, meanwhile secretly "'8911ng wHh overhead, all dark with smoke and age. From 4-1 6 customers
them and Informing of anything of note. will be In the place, and these will be travellers of various
sorts-merchants, tinkers, and peddlers-and local folk in an
33. OVERGROWN TRACK: This leads off into the rugged hills and even mix. In the evening, there will always be more people, so
tangled scrub above the town. About two or three miles away double the number rolled. in addition to the normal patrons,
there is a ruined moat house, a warning post of the destroyed
Temple. (See appended maps and keys.)
there will be a 50'1. chance thatthe NPCs who hove chambers
above (Upper Floor: 1 ., 5., 8., and 9., hereafter) will be in the
APPENDED MAPS FOR VIUAGE LOCATIONS common room. Roll tor each, once per hour. Several
barmaids and potboys will circulate, bringing viands and
7. INN OF THE WELCOME WENCH
drink, taking away the empty platters and flagons, stoking the
1 3. TRADERS' ESTABLISHMENT fires if the day Is chill, etc.
20. CHURCH OF ST. CUTHBERT IN HOMMLET 2. PRIVATE ROOM: This chamber Is for visiting noblemen, rich
31 . GUARD TOWER merchants, and so forth. It has a long table and comfortable
side choirs. Those wishing to hove a private meal use this
MAP AND ENCOUNTER KEY FOR ADVENTURING place. It Is nicely furnished and has tapestries and paintings
IN THE RUINED MOATHOUSE on the walls.
33. OVERGROWN TRACK-leads through thickets and bogs for 1 3. PRIVATE ROOM: This place is generally kept aside by Ostler
league to this location. Gundlgoot for those of his patrons who wish privacy-to
game or confer or whatever, as it is In a dark and Incon­
INN OF THE WELCOME WENCH spicuous comer. A secret door, a press and slide upwards
panel, gives to a narrow stone staircase which leads to a
Food and drink at the Welcome Wench are higher than usual secret room In the cellar. This place was used extensively
because it is the only inn for many miles, the place is renowned during the time of trouble with the Temple of Elemental Evil,
and its food better than average, and the area is prosperous. but it Is disused now, and most of the village folk know nothing
Choice venison, mutton, poached salmon, trout stuffed with about It.
specially prepared mixtures, goose roasted to a golden brown,
pork, steaming sausages, steak and kidney pie with mushrooms 4. BAR: This Is the proprietor's usual station. He sees to the fllling of
or trumes, squab stuffed pheasant, and boiled crayfish in drawn jacks of ale, tankards of beer, and flagons of wine. Bolled
butter are just a few of the epicurlan delights which are expected eggs, cheeses, and hard biscuits or crackers are often atop
and served here. The locally brewed ale and beer is supple­ the trestle. Serving girls carry the food trom here to the
mented by brews from other places, and wine, mead and brandy common room. There are great barrels of ale and beer, tuns
from all over the Flanaess make their way to the boards of the of wine, and a cask of brandy with spigots ready torthe hosrs
Welcome Wench. Prices are: hand. A box under the bar holds 1 1 p.p., 47 g.p., 1 7 e.p., 33
Breakfast, plain 5 c.p. s.p., and 61 c.p. In separate compartments. This ready money
Breakfast, elaborate 2 s.p. Is taken upstairs each night. Gundlgoot keeps about 1 00
g.p. equivalent In his apron pockets.
Dinner, plain 5 s.p.
Dinner, elaborate 1 e.p. 5. KITCHEN: The huge flreplace usually has various pats and
Dinner, 7 course 2 g.p. kettles within, a roast turning, and several fowl kept worm in its
Supper, plain side places. Goodwife Gundigoot is In charge here, keeping
3 s.p.
cook and scullions hopping. At the west end are the steps
Supper, elaborate 7 s.p.
leading down to the cellar and up to the private apartment
Beer, small, pint 5 c.p. of the owner.
Beer, heavy, pint 1 s.p.
Ale, pint 2 s.p.
Ale, speclal, pint 1 e.p. Upper Floor:
Mead, pint 1 e.p. 1 . PRIVATE ROOM: This chamber is rented by Zert, a chaotic evil
Mead, special brew, pint 1 5 s.p. flghter-S 1 6, 1 1 3, W 9, D 1 5, C 1 1 , Ch 1 0: 2nd level, 1 2 hit polnts.
Wine, table, pint 1 e.p. He is ostensibly waiting tor the return of a caravan from the
Wine, Keoish golden, pint 1 5 s.p. south, but he Is actually a spy for the Temple. He can drink
Wine, Umst white, pint 1 g.p. great quantities without becoming drunk (200'J. normal
Wine, Celene ruby, pint capacity). He has a suit of scale mall, shield, sword, and
2 g.p.
dagger. He carries 20 g.p. in his purse, and he has 1 O 1 00 g.p.
Wine, Sundlsh Iliac, pint 5 e.p.
gems, 1 00 p.p., and 265 g.p. hidden in a locked coffer under
Wine, Furyondlan emerald pole, pint 4 g.p. some of his clothing. Saddlebags on a small table hold other
Wine, Velunan flreamber, pint 1 p.p. garments, and a small leather pouch In plain view contains
Brandy, local, gill 1 e.p. 40 g.p., 1 2 e.p., and 27 s.p. His medium warhorse and lance
Brandy, Keoish, gill 1 g.p. are In the stable. He will happily go with adventurers tor an
Brandy, Umst, aged special, gill 3 g.p. equal share of treasure, and he will as readily betray them,
Ulek Elixir liqueur, half gill 5 g.p. help to slay them, and then take their goods. He Is not aware
Meals are served on pottery or pewter or copper services that the traders are also evil minions of the Temple, although
according to the order. Various leather jacks, pottery mugs, they know who and what Zert is.
wooden tankards, pewter steins, glass flagons, crystal goblets, or 2. PRIVATE SUITE: The noble or wealthy rent this suite at 5 g.p. per
silver chalices are used for potables. night, breakfast furnished. The outer room Is a sitting room
8

0 Rj G i il A L A.DVEilTV�S REi il CAR!IATED • T H E TElhPLE 0 F E L E lh E ilTA.L EVI L


with table and choirs, while the Inner hos a huge feather bed, 1 2. SERVING WENCHES ROOM: Two wenches currently shore this
choirs, and a closet. chamber, although there ore cots for four, and when the
3. PRIVATE ROOM: 2 g.p. per night. season arrives, there will be one or two likely losses hired on.

4. PRIVATE ROOM: With extra table and choirs, 2112 g.p. 1 3. GUNDIGOOfS CHILDREN$' ROOM: The two young daughters
ore quartered here, under the watchful eye of Goodwtfe
5. PRIVATE ROOM: This place Is currently the lodgings of one Gundlgoot.
Spugnoir, a 2nd level magic-user-$ 1 1 , 1 1 5, W 1 1 , D 1 5, C 14,
Ch 7; 4 hit points. This chop come Into the village with a 1 4. GUNDIGOOTS' CHAMBER: In addition to bed, dresser, and
merchant wagon, and he is staying In hopes of gathering armoire, Ostler Gundlgoot and his wife hove a small side
spells, for he knows only detect magic, read magic, and room where accounts ore kept and the riches stored. A
sleep. He wears a dagger, and a large trunk holds his small secret comportment in the north wall holds a locked
magical porophemollo, clothing, and a fair assortment of iron box. I nside ore 6 pieces of jewelry ( 1 ,000 x 2, 2,000, 3,000,
dungeon exploration materials (you decide what), for he 4,000 and 5,000), a sock of 1 00 p.p., and a sock of 400 g.p. A
plans to q uietly search the ruined moot house, having ladder leads to the loft over the small portion of the place,
learned that a warlock was housed there. His dress is non­ and a concealed door from there leads to the attic otthe Inn
descript as he does not wish to attract attention or be proper. I f there Is anyone of highly suspicious nature,
recognized as a magic-user. Spugnolr Is a chaotic neutral. Gundigoot will get the Druid of the Grove and spy upon the
His funds currently amount to 1 1 p.p., 9 g.p., and 7 s.p. in his room concerned by means of small sliding ceiling panels.
wallet, and 3 50 g.p. gems he hos secreted In the hem of his 1 5. PARLOR: This Is the IMng and dining area for the family of
cloak. If approached and offered oil scrolls found, he will go Ostler Gu ndigoot. It hos heavy furniture, polished brass
with a party. Otherwise, he will attempt to shadow the group pieces (candlesticks, et al.), tapestries, and so forth, which
and get what he con. show comfortable amuence.
6. PRIVATE ROOM: With extra table and choirs, 2112 g.p. Cellar:
7. PRIVATE ROOM: 1 g.p. per night. 1 . STORAGE AREA: There ore socks of various stuffs for the
kitchens, boxes, barrels of flour. etc. There ore herbs and other
8. PRIVATE ROOM: The comfortable room Is the quarters of one
Items hung from the beams overhead. This section of the
Fumok of Ferd, a 4th level thlef-5 8, I 1 4, W 1 0, D 1 8, C 1 5, Ch
basement Is kept worm and dry from the actMty in area 2.
1 3; 1 8 hit points. This fellow loves to gamble, and he hos
loaded knuclclebones and knows how to nick cords (this 2. SUMMER KITCHEN: In very hot weather cooking which can not
gives him a 75% probability of winning at dice, 60% of winning be handled on a fire outside is done here, and in winter
at cords. Furnok hos leather armor, a ring of lnvlslblllly, a additional cooking Is also done here, so the area is dry and
scroll of protection from magic, and a short sword. His funds wormer than the remainder of the cellar. Scullions and
consist of a small hoard of gems (37 50 g.p. each) and 1 2 menials sometimes sleep here. Various foodstuffs are stored
each of s.p. and g.p. for gambling. He Is careful to ploy so as in cupboards, as are extra plates, platters, etc.
to not be caught cheating, and he makes a modest IMng 3. LOCKED STORAGE: A well and heavy stone walls keep this
thus, mostly skinning passing merchants. If offered a chance room cool, and here perishable cheeses, butter, meats, and
to adventure, Fumok will be willing to go along for on equal so on ore kept. Smaller barrels of ale, beer, mead, and table
shore-plus all he con surreptltlously lift (particularly magic wine ore also In this room.
Items which he covets). To show his good faith, however, he
will put up his scroll, hoping to parlay It into for more. If the 4. LOCKED STORAGE: This is the wine cellar, and the rarest wines
worst should come, he hos a +1 dagger hidden In his boot. and brandies In butts and tuns are along the walls, while
sheMng In the center holds small casks and potteryjars of the
9. PRIVATE ROOM: This place houses a strange pair, a hulking some.
fighter of 2nd level-5 1 8/1 0, I 6, W 8, D 1 7, C 1 6, Ch 1 1 ; 20 hit
points; splint moll and shield, sword, dagger (lance flail, axe, 5. MAIN CELLAR: Various old furniture and unused Items are
and heavy warhorse in stobles) -Kobort by name; and his stored here and there, along with empty crates, hogsheads
associate, a small and thin monk of 3rd level-5 1 5, I 9, W 1 5, and borrels, rusty tools, on old wheelbarrow, and so forth.
D 1 5, C 1 1 , Ch 5; 1 1 hit points; two daggers, quarter stolf­ A large supply of cordwood is stocked to either hand just at
colled Turuko, a Bokluni from unknown ports. Kebort was the entry so as to assure plenty of dry fuel for the many fire­
passing through and fell in with the monk, and Turuko places of the hostel.
convinced the huge fellow that he could make them wealthy 6. HUGE CASKS: In addition to a number of empty kegs, barrels,
and famous. The fighter is neutral (for he Isn't bright enough to hogsheads, pipes, butts, and tuns, there ore three great casks
be any alignment), while Turuko is lawful evil. The monk here. Two hove some dregs of wine In them, but the third Is
believes himself to be highly clever, and his pion Is to waylay empty. A portion of the side swings up to allow entry Into the
and rob adventurers returning from a successful expedition Interior, and a hidden catch allows the for end to swing
to the ruined moot house, for he knows that there ore Inward where yet another secret door In the wall con be
monsters and treasurethere. The poirwlll accompany a small pushed Inwards If triggered by Insertion of a dagger blade In
party, hong bock in fights, and then slay the expedition when the proper crock in the fieldstone wall.
It Is weak. Otherwise, they will spy on a large group, and
7. ASHPIT: The sweepings from the fireplace above ore dumped
attack only if It is reduced by death and wounds. They
down here from a chute above. They ore gathered period­
currently hove only 1 2 g.p., 5 s.p., and 40 c.p. between them,
ically for use In soap making orforfertlllzer. Usually, ashes from
and something must be done soon, soys Turuko. . . .
the other fireplaces In the Inn ore stored here too, as there Is a
1 0. DOR M ITORY SLEEPI N G ROOM: Here most of the lesser grinder and separator mechanism here-as well as no fire
travellers con spend a worm and safe night for a mere silver hazard since the place Is entirely of stone or iron. (This area Is
noble (1 s.p.). There ore a dozen or so pallets, and In the included because curious player characters will hove one
morning the table In the center Is loaded with hot tea and hell of a time trying to find something worthwhile here).
fresh loaves at no extra cost. Even these folks receive worm
8. DISUSED SECRET ROOM: When evil held sway in the terrttory,
water and clean towels for morning ablutions, such Is the
this place served as the meeting room and headquarters of
quality of the Welcome Wench Inn! There ore always 2-1 2 (or
the folk opposed to the Temple. It still contains many bunks
morel) sleeping here.
built along the walls, several tables and benches, stools, and
1 1 . SPARE ROOM: If the Inn is exceptionally crowded, this place carefully stored arms, with metal greased against rust- 1 2
will be rented, but It normally quarters the potboys and long swords, 1 2 s h ort swords, 1 2 daggers, 3 maces, 7
scullions, for Ostler Gundlgoot Is a very kind master, and on bottleoxes, 3 hand oxes, 20 javelins, 8 spears, 1 30 crossbow
cold nights he will hove a fire in the room, tool bolts, 7 crossbows, 1 bordlche, 3 gloive-gulsormes, 2 bill-

0 Rj Gi ilAL ADVE il'f'VRJ;S RE i il CA 1'_Il ATE D • TH E TEJh: PLE 0 F E L E Jh: E ilTAL EVI L
guisarmes, 4 partisans, 2 momlngstars-held against future case of caveat emptor or that the dog Is absolutely another
bad times. Food and clothing and bedding are easily moved which resembles the one purchased only superficially,
to the place from the inn. Some 1 0 bucklers and 1 7 shields are perhaps adding a spot of dye to alter its appearance.)
hung on the walls. Helmets and several (1 2 of each) leather
jacks are kept in a great wooden chest. The ceiling of this
room is very low compared with the overhead space CHURCH OF ST. CUTHBERT IN HOMMLET
elsewhere In the cellar, for a false basement crawl space
exists between it and the inn noor above, the crawlspace
Main Floor:
being nagged with stones and a layer of earth. Thus, this room
is nearly soundproof. 1 . HALL: This is where the faithful come to hear the sermon given
on Godsday eve. The place Is floored In well-polished wood,
with wooden pillars and a celllng extending all the wayto the
TRADERS' ESTABLISHMENT roof high overhead. The walls ore painted In pastoral scenes,
and tinted gloss mosaic windows of many shades of color
allow light Into the hall. There ore no benches, pews or stools.
2. PROCESSIONAL: Worshippers (OS well OS those to be con­
Virtually all sorts of saleable goods are olTered here, and if it Isn't
listed below, include any item which seems likely to be In use by
firmed, married, and so forth) are allowed to enter this way,
villagers or demanded commonly by dungeon explorers. Rare or
led by the cleric or clerics concerned, the latter robed and
unusual items can be obtained at a price and In time (and will
with thurlble and ceremonial billet of bronzewood. The floor
often be spurious or faulty!). Magic items are NOT sold here EVER!
here Is of lighter wood, and the walls ore deep blue, sprinkled
Limit all quantities according to the stock normal for a small
with storbursts In silver leaf.
village.
3. ALTAR AND SANCTUARY: The circular chamber Is screened by a
1 . CLOTHING AND PACKS-peasant equipment is about 9°" of
drape of deep green velvet. Inside is a life-sized statue of St.
list price, rounded down; dungeoneering items are 1 1 0%
Cuthbert, smiling, great cudgel held high with one hand,
rounded up.
while the left hand beckons to the doubter and the faithful
2. FOOTWEAR, GLOVES, BELTS- prices to adventurers will be 1 25% alike. Growing fems and other plants are behind this statue,
of list, 80% to villagers. while to either side are tree stumps for the clerics to omclate
3. HAND TOOLS-hammers, adzes, planes, nails, saws, etc. A Hie from, while on altar Is carved from a single piece of
sells for 1 s.p. and up; saws cost about the same as a hand bronzewood, carved with billets, star bursts, and the sacred
axe or hatchet. sign of the crumpled hat. The walls ore wainscoted with
carved panels, and a bond of holy sayings runs above this
4. LIGHTING EQUIPMENT: Tinderboxes, candles, oil, lamps, wicks, woodwork and the pointed walls which show various marvels
lanterns, etc. 1 1 0% of list, round up. performed by St. Cuth bert. If one of the faithful needs
5. FOOD AND HERBS: Rations packed to go are 1 20% of list, and guidance or advice, small sticks ore tossed upon the altar,
herbs are at 1 50% of cost. and their conformation enables the cleric to select which
6. ROPES, CHAINS, AND DUNGEONEERING GEAR INCLUDING holy saying or combination thereof applies. Examples ore:
WRITING MATERIALS AND RELIGIOUS ITEMS: 1 1 0% of list. SQUARE CORNERS CAN BE POUNDED SMOOTH
7. POLE ARMS AND SHIELDS: 1 1 0% of list. THICK HEADS ARE NOT MADE OF GLASS
SALVATION IS BETTER THAN SMART ANSWERS
8. OTHER WEAPONS, MISSILES, AND ASSOCIATED GEAR: 1 20% of SOME GOOD FOLK CAN UNDERSTAND ONLY ONE THING
list. ENLIGHTENMENT CAN PENETRATE EVEN THE HELM OF IRON
9. ARMOR AND HELMETS: Padded, leather, and studded leather EVIL WHICH CANNOT BE REMOVED MUST BE ELIMINATED
are in stock. There will be a 70% chance that a ring mail jack is FOOLISHNESS CAN BE BEATEN
available, 50% for a suit of scale mail, 30% for chain mail, and LAWFUL CORRECTION LIES IN A STOUT BILLET
1 0% for a set of banded mail. These are at 1 5°" of list. Orders CAPRICIOUS BEHAVIOR BRINGS KNOTS TO THE HEADS
will be 200% of list, half in advance, waiting time 1 3-30 days, OF THOSE LACKING WISDOM
flt not guaranteed (use d6, 1 too small, 6 too large, others flt). PREACH QUIETLY BUT HAVE A LARGE CUDGEL HANDY
1 0. TACK, HARNESS, WHEELBARROWS, DUNGEON CARTS: List price, 4. STUDY AND AUDIENCE CHAMBER: On non-holidays, those
dungeon carts at 75% of list, one to a customer! entering the church must come through this room. The lesser
1 1 . TRADERS QUARTERS: This room is adequately furnished with cleric of the place will bid them to be seated (on hard
two comfortable bunks, table and chairs, wall shelves and benches near the door, not on the padded choirs near the
pegs, a chest of drawers, and a pair of lockers for personal fireplace) and peruse the religious tracts and scrolls on a
gear. A small, locked colTer holds 1 50 p.p., 300 g.p., 50 1 00 nearby table, indicate the location of the poor box (emptied
g.p. gems, 2 potions of lnvlslblllty, a speed potion, and a ofter each visitor), and step out for 2-1 2 minutes. Upon
small black scarab with the glyphs "TZGY". The latter item is a returning, he or she will inquire as to the business of the visitors,
pass in an area of the Temple of Elemental Evil, but there is and if it Is with the chief cleric, nothing further will be sold until a
only a 20% chance that even a sage would recognize it as contribution forthe needy Is given (about 1 -1 O g.p. per level of
such. A portion of the outer wall ls triggered to swing out from the strongest character In the party Is right). Sometimes (5°")
the bottom if a small board Is slipped sideways. the person desired will be unavailable, and the petitioners
must return at a later time (and go through the some routine).
1 2. BARN AND STABLES: Various horses, ponies, and mules are
I njured or sick or needy folk are not subjected to this
stabled here (see the foregoing section on village location
treatment, but oil aid given is always for a return according
1 3. for details). Various small animals are also available
to the reciplenfs ability.
here-mice, doves, chickens, etc. All livestock prices are 1 1 0%
of list, warhorses 1 20%. 5. VESTRY: This private chamber Is for the rest and relaxation of
the clerics, as well as for their use In dressing for services. The
1 3. BARNYARD: There will be 2-5 swaybacked, potbellied,
steps lead to the upper floor.
spavined old plugs out In the yard, as well as a like number
of vicious, cowardly mongrel dogs. These are for sale at 7°" Lower Floor: This is a high basement area, but noored.
of list price (draft horse, hunting dog). The horses are 50% 6. CHURCH KITCHEN: A serving woman and her husband
likely to stop every tum to rest, and if pushed by hard riding or prepare meals and core for the churchmen's needs here.
heavy load 5°" likely to die (check every tum). The dogs will All normal meals are taken here.
bite and snap at handlers at every opportunity, and they will
certainly run away (and return to the traders) as soon as they 7. MEDITATION ROOM.
are not tied fast. (Naturally, the traders will claim that it is a 8. EXERCISE ROOM: Club practice Is conducted here dolly.
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9. SACRED TROPHIES GALLERY: Here are displayed copies of for their needs. Normally, only the steeds of Burne and Rufus
dented helmets, maces, clubs, and knobbed cudgels of (light and heavy warhorses respectively) ore kept here at
fame. night. There ore four cells along the southeast wall for prisoner
1 0. CELLS: Needy laity, acolytes, or criminals and offenders retention. Each is closed by an oaken door. barred, locked,
against the faith can be houSed/conflned In the small rooms and chained. There are also fetters and chains in each cell.
(cells) here. Each has only a peg, pallet, and pall. The tiny The secret door leads to a small natural cave with a spring.
window Is barred, and the heavy, Iron bound door of each 4. HALL AND LADDERWAY: The upper levels of the tower con be
cubicle can be bolted fast from the outside. reached from this point by a steep set of retractable wooden
Upper Floor: stairs about 3' wide, very similar to a ladder. A guard (2nd
level fighter, HP: 1 1 , AC 5, armed with long sword and shield)
1 1 . CHURCH LIBRARY: There ore many religious and legal works Is on duty at the foot of the ladderway.
here-tomes, librams, scrolls, volumes, etc. Hidden In a thick
book entitled LEGAL AFFAIRS IN VE LUNA 21 3 to 31 2 CY Is a scroll 5. RUFUS' CHAMBER: This Is a well-furnished room with large bed,
of 7 clerical spells (one spell of each level) and an amulet of chest, chest of drawers, armolre, and wardrobe. A large chair,
llfe protection . table, and stool complete the furniture. There are rugs and
skins on the floor. tapestries on the wall, and a longbow and
1 2. UPPER HALL: Here visiting clerics can sit In large upholstered quiver of arrows hanging near the bed. The quiver contains
chairs and couches during sermons. 1 4 sliver-tipped arrows and 6 +2 magic arrows. Under a loose
1 3. ASSISTANT CLERIC'S CHAMBERS: Here Calmert and any other stone In the fireplace Is an Iron box with 1 0 500 g.p. gems, 1 00
underprlests find quarters. The room Is large, and well enough p.p., and 200 g.p.
furnished, but many cords and ropes with colored wooden 6. BURNE'S CHAMBER: This room Is quite similar to that of Rufus,
beads of appropriate size attached to the ends hang from although It Is more spartan, and a workbench occupies so
the center. Above, where the tower extends yet another 30' or much space that a narrow pallet Instead of a comfortable
so beyond the celling overhead, are a collection of bells, bed serves the magic-user. Various Items of use to magical
chimes, and gongs which must be sounded at certain times research-alembics, beakers, jars, flasks, and the like-filled
of the day (dawn, noon, dusk) and during Godsday services with strange substances-line shelves. A clutter of parchment
In certain melodies and patterns. and Calmert must see to sheets, scrolls, and a few books are spread on a table/desk.
this. There are two cots In the room, a brazier, and various Clumps of dried vegetable matter, bunches of herbs, bones,
miscellaneous furnishings. One of the large black beads Is skulls, and bottles of fluids 1111 a wall case, hang from the
actually a lump of platinum of 10 g.p. welght-Calmert's celling, etc. Robes, cloaks, and capes of various sort and
total cache. color are hanging from pegs near the entry, and a large
1 4. CHIEF PRIESfS CHAMBER: This Is a comfortably furnished, well­ block staff leans against the wall there (It Is just a staff, not
appointed room. The mantle of the fireplace lifts up to reveal magical at all, except that a Nysturs Magic Aura was cast
compartments which hold: a bronze neck chain set with 6 upon It). A box under the pallet holds three daggers and a
1 ,000 g.p. rubles and an amber cudgel worth 2,500 g.p. score of darts plus various and sundry dungeoneertng equip­
depending from the chain-total value, 1 0,000 g.p., a +1 ment items including six vials of holy water, a sliver holy
mace, and a scroll of protection from demons. Only Yd&( symbol, a wand with a continua! llght spell cast upon it (kept
knows this cache exists. Terjon keeps the churci1 funds ( 1 6 in a Ivory tube lined with black velvet), and a sliver knife. A flat
p.p., 1 02 g.p., 8 8 e.p., 31 7 s.p., and 546 c.p.) I n a locked Iron chest fastened amidst the rafters to appear to be part of the
coffer beneath his bed. All contributions received go here flooring overhead holds the magic-user's wealth: 5 1 ,000 g.p.
after taking out 20'X. for Terjon and 1 0'X. for Calmert (usual gems, 1 7 500 g.p. gems, and 1 00 1 0 g.p. gems. A locked Iron
salary amounts. reduce In cases of large grants and gifts). coffer holds 200 g.p., a ring set with an emerald (3,000 g.p.
value) and a scroll of seven spells which Burne Is debating
1 5. BALCONY: From this spot, about 1 5' above the floor below, the
chief cleric of the church delivers his weekly and special
whether to use to expand his spell book or to save for an
emergency. The scroll contains: mirror Image, pyrotechnics,
addresses and sermons.
web, read languages, suggestion, Ice storm, and rock to
mud. His spell book is camouflaged to appear as the seat of
the only armchair in the room.
GUARD TOWER
7. HALL: The ladderwayfrom below exits here, where an Iron door
leads to the parapet surmounting the lower tower. Another
1 . MAIN HALL: Entry to the tower Is on this level. The drawbridge Is
lodderway extends to the upper level of the turret. A barrel of
1 ' thick oak planking bound with Iron and operated by
20 Javelins Is beside the door.
windlass. The small entryway Is closed off by a stone wall and
an Inner door of iron. A guard (2nd level fighter, HP: 1 2, AC 5, PARAPET: As noted previously, the battlement Is machi·
armed with long sword and shield) is on duty here. This door Is colated, the merlons pierced for archers, and at positions
flanked by shuttered arrow slits, and there are two murder marked A. there are light catapults-one at each-with
holes In the celling. Two fireplaces flank the Inner portal, and smooth boulders and small rocks stacked around the base
here most of the cooking is done by servants (two to three) . of the turret and near the engines as well. Two guards are on
The lords of the place sit In judgment or at table In the curved duty here.
alcove. Trestle tables can be extended down and across to 8. MERCENARY CAPTAIN'S ROOM. This chamber Is sparsely
accommodate about 40 people when a feast or revel Is held. furnished, with a score of arrows and 1 00 crossbow bolts
Several comfortable chairs are placed along the walls, and stored near the door. A small coffer holds 1 73 p.p. and 2 1 ,000
these walls are hung with tapestries and decorated with g.p. gems. See below for statistics of the individual.
shields and arms and hunting trophles - 1 2 shields, 4 long
swords, 2 broad swords, 4 spears, 2 battleaxes, various heads 9. MERCENARY LIEUTENANTS ROOM: This room Is much the same
and horns. Ramps curving upwards and downwards lead to as the captain's quarters, except that there are 8 quivers full of
other levels. arrows here and no bolts. He has a purse with 1 5 1 00 g.p.
gems, and 50 g.p. in It.
2. LOWER LEVEL: This Is the ground level (where the outer batter
(splay) thickens the wall). Here are kept all sorts ofsupplles­ 1 o. TOP LEVEL OF TURRET: The place Is filled with racked pallets for
food, ale, beer, wine, oil and so forth. The place Is not pierced the men-at-arms, who generally sleep here but are otherwise
with slit or window. Romps lead up and down to other levels of elsewhere.
the tower. 1 1 . TURRET ROOF: This position Is reached by ladder from below.
3. DUNGEON OR CELLAR LEVEL: Horses ore sometimes stabled The battlement machicolated, with pierced merlons. There
here, and there ore heaps of straw, hay, and oats to provide are two scorpions here, along with a long box which holds 30

11

0 Ri Gi IIAL ADVEIITV�S RE i IIC AR!IATED • TH E TEJh:PLE 0 F E LE Jh: E IITAL EVI L


MEN-AT-ARMS:
Armor Mlsslle or Olher Hft
Weapon Polnls
heavy spears which they fire. Another chest contains rags and
No. Armor Type Shield Class Main Weapon
pots of oil for the fashioning of naming missiles to discharge
from the scorpions. There Is usually a guard here also. 1 scale no 6 fork sword 6
2c leather yes 7 sword hand axe 4
3s rtng no 7 short bow mace 3
Mercenary Troops: These men are all neutral chaotic or pure 4 leather yes 7 spear sword 3
neutrals In alignment. They were brigands for a time, but they 5 leather no 8 crossbow sword 4
decided that there was better pay and less risk serving Burne and 6c leather yes 7 spear sword 6
Rufus, who took them prisoner and then spared them. Loyalty Is 7 leather no 8 longbow sword 5
8s chain no 5 crossbow sword 3
8
good, and morale Is high. They have had some action against sword 4
9 leather no spetum
other marauders, get top money, and spend an ample amount 1 0C leather yes 7 sword mace 3
of otl-duty time drinking and carousing at the Inn. There ore two 11 ring yes 6 spear sword 4
leaders and 16 men-at-arms. 12 leather no 8 shortbow sword 5
1 3c leather yes 7 momlngstar sword 3
CAPTAIN: 5th level fighter: HP: 31 ; splint moll, +2 shield, +1 sword, 14 leather no 8 crossbow sword 6
crossbow, dogger-S 1 3, 1 1 1 , W 1 3, D 1 4, C 1 1 , Ch 14. 15 ring yes 6 spear battleaxe 5
16 studded leather no 7 crossbow sword 4
LIEUTENANT: 4th level fighter: HP: 28; chain moll, +1 shleld, flail,
crossbow, dagger-5 1 6, I 9, W 1 0, D 1 2, C 1 5, Ch 1 0. Numbers followed by a c Indicate the Individual Is adept at
Both of these leaders llke the village, and they have no desire to operation of a catapult, s Indicates oblllty to operate a scorpion;
leave It or their current employment. and all of these men-at-arms are capable of winding and
loading these devices.

THE RUINS OF THE MOATHOUSE

This place was once the outpost of the Temple of Elemental Evil, its Here and there It Is washed out, I n other places a mire. Evidently
watchtower and advance base for raids, looting, and destruc­ some game still follow the pathway, however, for alter a mile or so
tion. From this area, seivants of the Temple were to bring the faint pathways con be seen. Even considering this, going Is slow,
Village of Hommlet and all the lands around It Into subjection. The and It takes over an hour to reach the place on horseback, two to
subjugated folk were then to be used as slaves to construct yet trudge along on foot, and considerable hacking and clearing Is
another fortress further west, as the evil power of the Temple necessary to make the way passable the first time, so double the
spread In ever-growing rings to encompass all of the land round time Is required. Alter two miles of distance, the land begins to sink
Its base. In fact, this outpost was Ignored In the destruction ofthe and become baggy, as the track turns more northerty, and toll
Temple, for the army of good which came against the wicked marsh plants grow thickly where cattails and tamaracks do not.
hordes was so strong as to be totally Immune to any pinpricking Off to the left can be seen the jagged silhouette ot the
from the garrison of the moathouse. Only after the battle which moathouse.
destroyed the main armies of the Temple of Elemental Evil had
The track continues past the ruins for many miles-seven leagues,
ended was attention turned to this place. Then, a detachment of
In fact-until the temple area Is reached. A side path, banked
horse and foot with a small siege train came to the marshlands to
high to cross over the wet land to either side, juts north to the
lay the castle low. The common folk for miles came to help, and
entrance of the ruined place. The track here Is only about 1 5' or so
the moathouse was surrounded, cut off, and battered Into
wide, with crumbling enbankments making travel near the edge
extinction. The place Is now shunned by the people of Hommlet,
dangerous. The bogs here stink, and the vegetation appears
who hate Its former evil and the memory of the terror brought to
dense and prolific, but somehow sickly and unhealthy, creepers
them by the black lord of the fortress, a vile cleric of damnation,
and vines throwing their strongllng loops over the skeletons of
and his evil men and humanoid troops.
dead saplings and living bushes alike. The rushes and cattails
A scrub of thorns, thistles, weeds, and shrubs grows thickly along rustle and bend even when only a slight zephyr blows over the
the edge of the track which leads to the ruins, and even the track marsh, and weird bird calls, croaklngs, and other unwholesome
ls mostly overgrown and cluttered with fallen branches and trees. sounds come faintly across the fen.
12

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Encounter Key to the Upper Level: former lord of the castle. The heavy door hos been repaired
by these outlaws, and It can be barred as well as bolted as It
RANDOM ENCOUNTERS ON THE UPPER LEVEL:
usually is. The brigands are:
Encounter occurs 1 In 12, check each tum:
Armor Hit
1. 2-8 giant rots (see #13., below) Number ArmorType Weapons Class Points
2. scraping noise (materials above shi1ting) leader chain & shield sword, spear 4 17
3. giant tick overhead (see #16. below) 2 ring moll & shield flail, sword 6 6
3 leather crossbow, club 8 4
4. squeaking and rustling (rats in the floor below) 4 leather & shield spear, hand axe 7 5
5. 2-5 brigands (reinforcements for # 7., below) 5 leather crossbow, mace 8 3
6 studded leather halberd 7 6
6. footsteps (trick of echoes-party's own)
7 leather crossbow, sword 8 5
Note that all monsters encountered are In addition to those 8 podded & shield sword, 3 javelins 7 3
Indicated on the key hereafter. Reference is given to encounter 9 leather voulge 8 4
areas only to aid handling of the type.
A pair of brigands Is 50'1. likely to have been at location 3., thus
1. 6 GIANT FROGS (H.P.: 13, 10, 7, 6, 4, 4): AC 7; HD 2 (x2), 1 (x4); seeing the party approach and having given a warning to
Move 3"//9"; 1 attack for 1-6 (x2) or 1-3 (x4) hit points of the group. Another watcher always peers out the escape
damage. These nasty things will leap from their lurking places route, the ruined wall and the stepping stones across the
In the tall weed s near the edge of the pool, attacking madly, moat in the southeast comer of the chamber. If the party
for they are voraciously hungry at all times. They will surprise appears weak, the brigands will hide in the clutter of wrecked
the party 1 through 4 on d6. If mounted, check to see If the furniture In the room, and toke the entrants by surprise 1
horses ponlc and throw their riders or plunge into the marsh through 5 In 6. If the party looks reasonably capable, theywill
and become mired. The two larger frogs weigh over 150 lock their door and leave if it is battered, toking their petty loot
pounds each, and If their prey Is over 5' from them, they will only and leaving the rest safely hidden. If the adventurers
employ their tongues to wrap and draw the victim to their appear overwhelming, they will sneak out as soon as the
mouth. The others merely attempt to bite their prey to death. party enters the moathouse, taking all of their loot with them
The largest frog has a 100 g.p. gem inside, while the others and heading for greener postures.
have nothing.
Each brigand has from 3-18 s.p. with him, and number 2 has 2-
2. ROTTING DRAWBRIDGE: When the moothouse was taken, part 8 g.p. and 3-12 e.p. as well. The leader has �20 p.p., 1-2 50 g.p.
of the drawbridge was battered through, and men crossed gems, and a gold chain worth 200 g.p. They hove a chest
on planks to gain access to the Inner gates. The chains of the buried under the rubble where the wall collapsed. It holds
drawbridge were broken, and It fell. It has remained thus 2,000 c.p., 2 bolts of fine cloth worth 60 g.p. each, a crystal
since. It is strong enough to bear a man, but there is a 50°k flagon and four goblets worth 80 g.p., an Inlaid wooden box
chance that any horse crossing it will break through and with ivory handles and decorations worth 45 g.p., and 4 +1
injure a leg (30'1. for mules and 20'J. for ponies). magic arrows. Three turns of digging ore required to uncover
3. BliOKEN GATES: One door is hanging open on one great the chest of loot. The chamber is floored in block flagstones,
hinge, the other is splintered and holed but still in position, has ebon-colored wall hangings-burnt and tattered now
wedged and shored closed from Inside. A careful examina­ -and the jumbled wreckage noted. The brigands pitch
tion of the ground here will reveal that there ore boot prints in bedrolls in odd comers, and the remains offlres can be noted
the ground heading for the building steps at location 5. in the northern fireplace. They are totally unaware of the
secret door and staircase down to the dungeons.
4. TOWER WITH UPPER PORTION COLLAPSED: The inside is too
dark to determine what is there If an arrow slit is peered 8. STAIRWAY UP: Alter a few steps the risers are covered with dust,
through, and even infravislon will reveal nothing, for its crushed stone, broken wood, and burnt heaps of cloth. At the
occupant lurks above: landing half way up they are completely choked with rubble,
and It is Impossible to clear the loose stone and huge wall
HUGE SPIDER (H.P.:14):AC 6; Move 18"; HD 2+2; 1 attackfor1-
section so as to allow passage. (The entire upper floor Is
6 hit points of damage, plus save vs. poison at +1. Surprises on
collapsed and ruined in any case.)
1 through 5 in 6. This great wolf spider is crouched on the
remains of an upper floor some15' overhead, and as soon as 9. LITTERED ROOM:This place is empty, and Its dirt and wreckage
anyone steps into the tower it will leap and bite! A scattering show no signs of any recent occupant, although a small rat
of husks and a few bones on the floor of the place might give or two will be seen scurrying away. It was once a conference
the characters a warning, although the gleam of coins might chamber. There is nothing of any value within except a very
tempt investigation, for there ore 38 s.p. and 71 c.p. amidst fine broadsword wedged behind a splintered wall case,
the rubbish, as well as an ivory box about the size of a large whose contents ore long gone.
book which Is easily worth 50 g.p. or more to the right buyer. 10. EMPTY BED CHAMBER: Once the quarters of a castle troop
5. LITTERED STEPS TO THE HOUSE PORTION OF THE FORTRESS: leader or some other petty omclol, the place Is now a total
Again, a careful examination of these steps will show that wreck, the bed chopped to pieces, the funlture smashed or
some tratnc (human, animal, and perhaps otherwise) comes gone.
this way. The doors at the head of the stairs ore broken-one
11. SALON: This room was once very opulent, obviously a place
flat on the floor, the other sundered.
where many expensive furnishings were, for the bits and
6. GREAT HALL: Destroyed furniture, tattered banners and tatters that remain still look rich (although there Is nothing of
tapestries on the walls, and heaps of rotting cloth thrown into value felt). If the party seeks to investigate the room, scores of
comers show that this was once a great audience chamber, bats will angrily flutter around, and In the confusion It Is 759k
richly appointed, which hos been thoroughly searched, likely that whatever is held for a llght source will be dropped
socked, and despoiled. Leaves and dirt cover the floor, and and be extinguished. If anyone is striking at these bots when
cobwebs hong from walls and the ceiling above. Looking up, the lights go out, It is 50°k likely that he or she will strike a party
the party will see that pieces of beams and chunks of stone member-the one nearest. If a hit is scored, normal damage
poke through, Indicating that the upper stories of the place from the weapon accrues to the unfortunate victim.
ore totally destroyed and likely to be impassable to any
12. GIANT SNAKE (H.P.: 23):AC 5; HD 4 + 2; Move15";1 attockfor1-
creature larger than a rot.
3 hit points of damage, plus saving throw versus polson­
7. BRIGANDS: There ore 8 normal men and a 2nd level fighter sove equals 1-3 additional hit points, failure equals 2-8 hit
leader holed up In the "Block Chamber", the quarters of the points damage. This huge odder Is over12' long. It crawled

13

0NGiilAL ADVEilTV�S REiilCARJIATED • THE TEJhPLE 0F ELEllIEilTAL EVIL


up the rubble spilled into the moat, and It found a nice safe cautious approach, either looking u p or moving along the
lair where It could hole up after hunting. (The brigands give walls, will avoid this; but then anyone passing through the
this whole corridor a wide berth after one of their number was northern portion of the 1 0' square will run the same ( 75°b) risk
killed by the reptile some weeks ago.) In the litter of Its nesting of being attacked. There Is no treasure.
place Is a jewelled dagger worth 850 g.p. A few tom sacks, broken barrels, and shattered weapons
1 3. STOREROOM AND STAIRWAY TO DUNGEON: Some rustling and racks show that this large area was once a storage place
squeaking will betray the presence of a hungry horde of: 1 3 and armory for the fortress. There are great heaps of worthless
GIANT RATS (H.P.: 4x4, 2x3, 3x2, 4x1 ):AC 7; HD �; Move 1 26//66; rubble and broken containers and furniture at the western
1 attack for 1-3 hit points; 5°b chance per bite of lnftlctlng end of the room-all obviously junk (but hiding the two doors
disease. These rodents lair on the shelves along the walls, and to rooms 2 and 3).
some lurk around the staircase. They are hungry and will 2. LOCKED DOOR: Obviously, the loct< is new and well-oiled. The
attack without fear. Although they have no treasure, an upper door will have to be chopped/smashed down by axe and/or
shelf of the storage area hos on overlooked jug of oil hammer, taking 50 points to splinter and open. I nside are 30
(equivalent of 1 O ftasks), and on the fifth stair down Is a gold shields, 1 2 suits of leather armor, and barrels of salted meat
ring worth 40 g.p. (but unless the party is searching the area, (behind which are two 5 gallon kegs of brandy worth 80 g.p.
there is only a 5°b chance per person using the stairs that it will each).
be seen -check for each).
3. LOCKED DOOR: Same as 2.. above. Behind this portal are 50
1 4. EMPTY TROPHY ROOM: Only a few mangy pelts, stuffed heads, spears, 1 O glaives, 6 guisarmes, 3 battleaxes, 70 black capes
and shattered antlers indicate the former status of the with a yellow eye of fire sewed on them, more containers of
chamber. All worthwhile Items ore looted. It is possible to provisions, and two crates holding 1 20 arrows and 200
spend considerable time searching the litter here, but crossbow bolts respectively.
nothing of value will be found.
4. CORRIDOR LINED WITH CELLS: Anyone entering this area will
1 5. EMPTY ROOM: The place was the domicile ofthe major-domo be attacked by the monsters lurking In pairs In these cubicles:
of the castle, but It Is stripped of everything save broken and 1 2 ZOMBIES (H.P.: 1 5, 1 4, 1 3, 1 2, 3x1 0, 9, 8, 6, 5, 4): AC 8; HD 2;
ruined furnishings now. One wall cresset remains near the Move 66; 1 attack for 1-8 hit points of damage; always strike
outer wall, and its torch stub is actually a silver baton worth last, but piercing weapon hits cause only 1 hit point of
30 g.p. in its present condition. damage.
1 6. DESERTED KITCHEN: The remains of moldering foodstuffs and The zombies will come shumlng forth Immediately upon the
kitchen work tables ore visible. A wooden cask near the entry of any character, so the engagement will be with but a
fireplace on the north wall looks inviting, but if anyone pair initially, another pair coming Into combat on each
approaches It he or she will be attacked by a GIANT TICK successive melee round. They will try to drive the intruders Into
(H.P.: 1 9) : AC 3; HD 3; Move JN; 1 attockfor 1-4 hlt polnts plus 1- area 5. Although there is no treasure with these monsters. a
6 hit points of blood drain thereafter. This horror came in 500 g.p. gem was long ago hidden behind a loose stone in
through the chimney. it has no treasure. the last cell, and if the party searches this cell, It Is 50°b likely
1 7. PARTIALLY COLLAPSED CHAMBER: Remains of cots and plain per searcher per round that the loose piece In the wall will be
wooden chests indicate that this was once a barracks room detected.
for some of the castle guards-undoubtedly the human sort. 5. TORTURE CHAMBER: At first glance this place will seem long
If the overhead rubble Is forcefully moved there is a 50°b abandoned, for dust, dirt, and cobwebs abound. A careful
chance per round that it will fall further, causing 1 -6 hit points perusal will show that several of the skeletons In the place are
of damage to each character in the place-check each recently dead, and some of the Instruments and mech­
round that anyone shoves or levers it. Near the south end of nlsms have been used very recently Indeed. Some drops of
the room is an intact chest, and a monster as well: GIANT blood can be noticed trolling south IF MINUTE CARE IS TAKEN
LIZARD (H.P.: 1 6): AC 5; HD 3 +1 ; Move 1 5'; 1 attack for 1-8 hit IN INSPECTING THE FLOOR. Without such a lead It is 90°b
points of damage; dou ble damage on a score of 20 unlikely that the secret door in the pillar will be discovered
(snapped both jaws on prey). Inside the creature is a +1 (check only once for each lndMdual looking, but roll dice as
if normal checks were being made). lfthe blood troll (from a
shield. The intact chest holds 33 c.p., a scale mail tunic, a light
crossbow, and a case of 24 crossbow bolts. sloppy ghoul) Is noted, the chances of locating the secret
Encounter Key to Dungeon Level: door mechanism are normal-in this case 1 In 6 for non-elven
characters, 2 in 6 for elven. Inside the column Is a shaft some
RANDOM DUNGEON ENCOUNTERS: 30' deep, with iron rungs set Into the stonework for descent.
Encounter occurs 1 In 6, check each tum. They are obviously used.
1 . ogre (small, 1 3 hit points; see 7., below)
2. 3-1 2 giant rats (see 1 3.. above)
3. thumping (lizard above out hunting or passing critter)
4. 2-8 zombies (see 4., below)
5. 1-2 bugbears (patrol, see 1 0.. below)
6. moaning (wind blowing through some cracks and crevasses)
7. distant rattling (could be anything)
8. 2-5 gnolls (patrol, see 1 2.. below)
Note that all monsters encountered are in addition to those
Indicated on the key hereafter. Reference Is given to encounter
areas only to aid handling of the type.
1. GREEN SLIME: (H.P.: 1 0, 7):AC 7; HD 2; Move O (drops); contact
with exposed ftesh turns victim to green slime in 1-4 rounds.
These two nauseous blobs of matter have been carefully
placed and fed In a position over the central arch of the
stairway. Any person coming down the stairs and stepping olf
Into the dungeon ftoor Is 75'1. likely to cause one of the two
'slimes to dislodge itself and fall squaretyupon thevlctlm.Any
14

0 RJ G i il A L A.DVEilTV�S RE i il CARJI AT E D • T H E TEJh: PLE 0 F E L E Jh: E ilTA.L EVI L


6. LITTERED STOREROOM: The mess of filth and broken junk Is that there are human guards. The gnolls will then proceed
completely unremarkable. If the party Is cautious, however, east to the exit and never come back. Remember that
they will be 50% likely to note grease on the door hinges if they conversation with these creatures must be In gnoll, bugbear
examine the door once it is opened. (Note that It opens on a or ogre speech.
1 - 4 for an average strength person, and it makes no noise
when so doing). 1 3. GIANT CRAYFISH IN POOL (H.P.: 27): AC 4; HD 4 +4; Move
6" //1 2"; 2 attacks for 2-1 2 hit points each. When the
7. OGRE (H.P.: 21 ): AC 5; HD 5 +1 ; Move 9"; 1 attack using dungeons were dug a natural pool of water was found, and
bardlche for 2-8 +5 (7-13) hit points of damage. This creature as it was considerably below floor level, the area was dug
has been lured Into seivtce by the promise of gauds and fresh lower and the entrance to the pool enlarged. Evidently, some
meat-plenty of It being human flesh, of course. He has been connection to on underground stream exists, for some time
instructed to guard the room against any creatures who do ago, this monster took the pool as its own, and It now disputes
not wear the symbol of the new master (the yellow eye offire) with any creatures entering, hoping to make a meal In the
and/or know the proper secret sign (crossed arms before the bargain. (It Is held at bay by the men-at-arms from area 1 6.,
face). Any porty entering will not be Instantly attacked, but If below, by pole arms and prodding; all others take their
they do not make the secret sign, even If property dressed, chances.) The monster has been fairly successful, and there
Lubash (the ogre) will attck. He will devour any killed at the are bones and litter around and in the pool, although the
first opportunity, and toss wounded and prisoners Into room central section is very deep. If badly wounded, the crayfish
8. He will pursue a fleeing party, but only as far as the stairs up retreats Into the deep water of the pool and does not return
( 1 ., above). Lubash has a heap of old clothing and skins for a for at least a day. There ore 1 9 g.p., 30 s.p., and 1 7 c.p. and a
bed, and a large wooden chest with his treasures-worthless sword near the back (southwest) pool edge. In the water on
glass beads, brass candlesticks and other trash, 823 c.p., 46 a ledge Is a platinum pin set with a ruby (2,000 g.p. value)
s.p., and 3 g.p. However, by some trick of fate, a small-sized and a bone tube. The pin is under a skull (human) and the
elven cloak is intermixed with the old carpeting and rags of tube under some bones. Unless searchers use their hands,
his nest. there is a 50% chance that either or both treasures will slip otf
8. HEAVILY BARRED OAK DOOR: This is Lubash's pantry. The grisly the ledge and be lost below. The tube Is water-tight and
larder c urrently contains a pair of humans who have contains a scroll of magic-user spells (push, stinking
undergone only mild torture, and a badly beaten gnome cloud, fly).
whom Lubash Intended to dine upon soon-a mere snack, 1 4. BURIAL CRYPTS: The builders planned for a long tenancy,
and tough, but a nice change nonetheless. The humans will although expectations were not met. Most of the niches are
admit to being merchants, and bath will promise large re· empty, although a few contain splintered comns. wrappings,
wards for their release, vowing to send the monies to and gnawed and split bones (a sure sign that all ls not quite
Hommlet as soon as they return to Dyvers. Four weeks after well. . .). Squatting in the south end of the room are:
their release a passing caravan will deliver 1 00 s.p. per
4 GHOULS (H.P.: 1 2, 1 0, 8, 7): AC 6; HD 2; 3 attacks for 1-4/1-4/1-
merchant to the rescuers . . . The gnome was caught spying
8 hit points per attack (claw/claw/bite). Any human or deml­
by some gnolls, and he too will ask to be freed, giving a plain
Iron ring to whomever first so agrees. This ring is recognized human creature struck by a ghoul must save versus
paralyzation or become lmmoblle for 3-1 2 turns. These
7� of the time by gnomes within 1 00 miles of the areas as a
sign that the bearer Is an ally, thus making It 25% more creatures get corpses to eat from the "Master" -sometimes
probable that they will be friendly and helpful. even prey not dead so that these horrible creatures can have
some "sport" (area 5., above) before dining. They will attack
9. TRAP AND TRAP RELEASE AREAS: The party will not notice that a immediately upon seeing the party.
huge iron grate falls from above at this point, forthe underside A The back of a crypt Is broken out and there Is an earth
Is even with the tunnel ceillng 1 5' above, and painted a tunnel, foul and damp and only about 5' high. It leads to a
grayish brown to blend with the stone. The secret door leads noisome den (A) where a heap of bones and skulls Is
to a winch which hauls the grate back up. The trap Is triggered made where the ghouls nest. In this mess Is the following
at locations 1 1 .. below. treasure: 800 s.p., 7 vials of holy water, a potion of undead
1 0. 6 BUGBEARS (H.P.: 1 7, 1 4, 1 2, 2x1 1 , 9): AC 5; HD 3 + 1 ; Move 9"; control, and a scroll of protection from undead. A trail of
1 attack for 2-8 hit points damage each. These creatures have gold pieces ( 1 -4 per 1 O' of tunnel) begins at area B.
recently been recruited by the New Master (see 1 8., below), B. A warren of small (3' diameter and smaller) burrows
and each has 1 2 g.p. The leader ( 1 7 hit points) has a silver starts here. Mapping is not possible. After about 30' the
necklace set with 5 chrysoprase gems (4 x 50, 1 x 1 00 g.p. gold can no longer be found, and If the party continues
value) worth 450 g.p. which he wears as a bracelet. If any past the portion shown on the map, simply allow them to
lights are shown In the chamber to the south, these creatures proceed for another hundred or so feet, and then tell them
will pad down to investigate . . . They surprise opponents 5� they are hopelessly lost.
of the time and will attack. They know only that the "Master"
is quartered somewhere to the south. 1 5. The passage here begins to slant gradually upwards, and a
slight breeze can be felt after 1 00 feet beyond the edge of the
1 1 . FALSE DOOR: When this door is pulled open, a bare stone wall map. At 400' beyond the edge the tunnel exits In a narrow
is revealed behind. At the same time a distant clangor will opening amidst rocks and thick briars and brambles.
sound-the grate falling.
1 2. 9 GNOLLS (H.P.: 1 4, 1 2, 3x1 0, 3x9; 7): AC 5; HD 2; Move 9"; 1 1 6. 6 GUARDSMEN AND 1 SERGEANT (H.P.: 7, 6, 2x5, 2x4, 1 5) : AC
attack for 2-8 hit points damage, 2 gnolls are armed with great 6x5, 1 x4; HD: 6x1 (d6+1 ), 1 x 2 (+4); Move 9"; 1 attack by
longbows In addition to battleaxes. Originally there weie 14 weapon type (as shown below). These men are the alert and
of these humanoids recruited to raid and pillage, but fearless guards of the "New Master", garbed all In black, with
activities to the east and south have taken their toll. Each gold eyes of fire embroidered upon their tunics and cloaks.
gnoll has 3-1 8 s.p. and a like number of coppers as well. The Each of these guards Is In an "X" position, and the sergeant Is
leader has a 1 0 g.p. gem and 1 1 g.p. as well. These monsters at location 1 6. They are armed as follows:
are not pleased with their loot nor with the greater status guardsmen: crossbow, 30 bolts, sword, dagger
accorded to the bugbears newly joined. They will fight
fiercely, even to the death, but If a parley otter Is made they sergeant: shield, mornlngstar, hammer, dagger
will be 75% Inclined to stop and listen; and If they are offered When attacked they send up a low hooting sound while
6 or more gold pieces each, with three or more times that engaging opponents. This brings the balance of their fellows,
amount for the leader, they will desert. If double the above Is as well as reinforcements from 1 7. (3 rounds to ready, 1 round
Initially offered and paid, they will lead the party to the north to reach chamber 1 6., and another to get 1 O' to 60' Into the
passage going to where "Master" Is, and even tell the party south passageway). If they are being defeated, guardsmen
15

0 zj Gi IIAL ADVE IITVRJ:S RE i II CAR.._II ATED • TH E TEJhPLE 0 F E L E Jh E IITAL EVI L


will begin howling, and the balance of the guards from 1 7., recruits of any sort, and will gladly accept adventurers Into
and "Master'' as well, will then proceed to the fray-3 rounds the ranks, but he will test and try them continually. Those who
to reach 1 6., etc. Each guardsman has 1 -4 p.p., 2-5 g.p., and arouse suspicion will be quietly murdered In their sleep; those
2-8 s.p. The sergeant wears a gold neckchaln of omce worth with too much promise will be likewise dealt with, for Lareth
50 g.p., and he has double the amount of each coin wonts no potential usurpers or threats to his domination.
indicated above in his purse. His room Is lavishly furnished with thick rugs, wall hangings,
1 7. GUARDS BARRACKS CHAMBER: Quartered here are 1 2 guards soft chairs and couch, cushions, wines and liquors, dishes of
and 2 sergeants (exactly as above, just double the numbers sweetmeats. A brazier continually bums to warm the place
for each). Half of these men ore armed with spears instead of and send a fragrant incense Into the air. While he carries but
crossbows, and these 6 and their sergeant will come to rein­ 9 p.p. and a 1 ,000 g.p. gem with him, Loreth hos In plain sight
force the watchers at 1 6. If fighting occurs. With them Is the silver serving pieces and goblets worth 4,000 g.p. and on
"Master's" lieutenant, a 4th level fighter-S 1 5, 1 1 2, W 1 0, D 1 5, alabaster bax full of unguent whose total value Is 800 g.p.
C 1 7, Ch 7-H.P.: 31 ; AC 1 (plate, shield, +1 for dexterity); move These, and a string of matched fire opals ( 1 0,000 g.p. value In
6"; 1 attack by weapon. He hos sword, hand axe, and 1 O stones, plus gold settings with diamond chips and gold
dagger. He stays near his liege lord always, and will chain for a total worth of 1 5,000 g.p.), hew111 offer as a ransom
accompany him wherever he goes. Besides a few coins for his life. Bound around Lareth's left arm Is a phylactery of
(3-1 2 g.p.), the lieutenant hos 29 1 00 g.p. gems In his purse. action, a clerical magic Item which makes the wearer
His chain hos a 500 g.p. topaz and is worth 1 ,000 g.p. Impervious to poralyzation of any sort, Including a hold spell
In the 20' x 40' room below are supplies for the guords­ of any kind.
salted meat, weak wine In a barrel, water, hard biscuits, dried Loreth's spells ore:
fruit, etc. There ore also mounds offresh rushes and gross-for First Level: Command, Cure Ught Wounds (x2),
bedding and the two horses (light war-horses) stabled at the Protection from Good, Sanctuary
end of the place. Saddles, tock, and a lance are nearby.
Second Level: Hold Person (x2), Know Alignment,
1 8. CHAMBER OF THE NEW MASTER: 5th level cleric-$ 1 8, I 9, W 1 8, Resist Fire, Siience 1 5' Radius
D 1 7, c 1 6, Ch 1 8- H.P.: 44; AC -1 (+1 plate with +3 for Third Level: Cause Blindness, Continual Darkness
dexterity); move 1 2"; staff of striking (20 charges) and mace.
Lareth the Beautiful is the dark hope of chaotic evil: young, Note: If Loreth Is slain, there will be Inquiries In Hommlet­
handsome, well endowed In abilities and aptitudes, thor­ cautlous and discreet inqulries-butthe servants of evil
oughly wicked, depraved, and capricious. Whomever harms there will make every attempt to find out what
Lareth hod better not brag of it in the presence of one who will happened, and if any of the possessions of this cleric
inform the Demoness Lolth! He has been sent into this area to tum up, the slayers will be known, and on assassin of
rebuild a force of men and humanoid fighters to gather loot 1 Oth level who con speak the alignment language of
and restore the Temple of Elemental Evil to Its former glory. the major character of the group will come to the
Of course, Loreth is but one of many so charged, but he is village within 3 weeks and proceed to attempt to
looked upon with special favor and expectation. He and his eliminate the offenders. As OM, you must handle this as
minions hove been careful to raid far from this area, never you see flt. The cleric Terjon and the Druid of the Grove
nearer than three or four leagues, traveling on foot or being will certainly old the persons so attacked. If the
carried In wagons of the traders from Hommlet. None of the assassin Is killed, nothing further will be attempted.
victims are ever lelt alive to tell the tale, and mysterious
disappearances are all that can be remarked upon, for no
trace of men, mounts, goods, wagons or draft animals Is ever CREDITS:
found. Layout & Editing: Timothy Jones
Editorial Assistance: Mike Carr & Al Hammack
Evil to the core, Lareth is cunning, and if the situation appears Art & Maps: Dove Trampler & Dave Sutherland
In doubt, he will use bribery and honeyed words to sway the
balance to his favor. He Is not at all adverse to gaining new

�L -.
�� � • \W 4 AMERICA'S PREMIER GAME CONVENTION
& TRADE SHOW
'I
If you're a gamer of any type, there's an annual event you should know about no
matter what your particular area of interest is. The event is GenCon, America's
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held in August of every year at a location in southeastern Wisconsin. over two
thousand enthusiasts gather annually for this gaming extravaganza which runs
four days in its entirety (Thursday through Sunday), featuring a potpourri of
events and features dealing with all facets of the hobby: tournaments, general
gam i n g , e x h i b i t s , auct i o n s , seminars, movies, m i n iatu res , boardgames ,
role-playing events - • plus special celebrity guests, prizes, and trophies. It all
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1st by writing to:

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GenCon
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'< '· Lake Geneva, WI 53147

16

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• •
WHY i s T H i s PAG E B LA II K.'.?
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I n the original publication of The Village ofHommlet, sev­


eral pages were pri nted blank. The booklet was perfo­
rated so the OM could pull out maps, and the opposite
sides of those pul l-out pages were blank. This is one
such page. You will see a few other blank pages i n th is
section of original scans. These aren't a mistake - we
are reprinti ng the origi nal publication exactly as it fi rst
appeared .

• •

0 Rj Gi ilA L A.DVEilTV�S RE i il CARJIATE D • TH E TEJh PLE 0 F E L E Jh E llTA.L EVI L


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• •
WHY i s T H i s PA GE B LA IT K.? •

I n the original publication of The Village ofHommlet, sev­


eral pages were printed blan k. The booklet was perfo­
rated so the DM could pul l out maps, and the opposite
sides of those pul l-out pages were blank. This is one
such page. You wi l l see a few other blank pages i n th is
section of original scans. These aren't a mistake - we
are repri nti ng the original publ ication exactly as it fi rst
appeared .

• •

0 zj G i IIAL ADVE IITV�S RE i II CA R_II ATED • TH E TEJh: PLE 0 F E L E Jh: E IITAL EVI L
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Guard Tower

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0 N Gi IIAL ADVEIITVRFS RE i II CA R.._II ATED • TH E TE lll: PLE 0 F E L E lll: E ilTAL EVI L


• •
WHY i s TH i S PA GE B LA II K?
+

I n the original publ ication of The Village ofHommlet, sev­


eral pages were pri nted blank. The booklet was perfo­
rated so the DM could pull out maps, and the opposite
sides of those pul l-out pages were blan k. This is one
such page. You wi l l see a few other blank pages in this
section of original scans. These aren't a mistake - we
are reprinting the original publ ication exactly as it fi rst
appeared .

• •

0 R.i G i il A L ADVE ilTV�S RE i il CA R_Il ATE D • TH E TE Jll: PLE 0 F ELE Jll: EilTAL EVI L
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This Item Is only one of the many popular playing aids for ADVANCED DUNGEONS &: DRAGONS produced byTSR Hobbles, Inc.
Other playing aids for AD &: D currently available Include:

The World of Greyhawk (fantasy world setting for AD &: D)

AD &: D Dungeon Masters Screen (combat and saving throws reference)

Dungeon Module G1 (Steading of the Hiii Giant Chief)


Dungeon Module G2 (Glacial Rift of the Frost Giant Jori)
Dungeon Module G3 (Hall of the Fire Giant King)

Dungeon Module D1 (Descent Into the Depths of the Earth)


Dungeon Module D2 (Shrine of the Kuo-Toa)
Dungeon Module D3 (Vault of the Drow)

Dungeon Module S1 (Tomb of Horrors)


Dungeon Module S2 (White Plume Mountain)

Dungeon Module T1 (VIiiage of Hommlet)

In addition, other playing aids currently available tor use with DUNGEONS &: DRAGONS Include:

Dungeon Geomorphs, Set One (Basic Dungeon)


Dungeon Geomorphs, Set Two (Caves &: Caverns)
Dungeon Geomorphs, Set Three (Lower Dungeon)

Outdoor Geomorphs, Set One (Walled City)

Dungeon Module 81 (In Search of the Unknown)

Monster &: Treasure Assortment, Set One (Levels One to Three)


Monster &: Treasure Assortment, Set Two (Levels Four to Six)
Monster &: Treasure Assortment, Set Three (Levels Seven to Nine)

D & D Character Record Sheets Pad

Other releases of addlllonal Items relating to AD & D are planned for the future. TSR Hobbles publishes a complete line of
fantasy, science nctlon. and historical games and rules which are available from better hobby, game, and department stores
nationwide. II you desire a complete catalog and/or the name of your nearest outlet, write to: TSR Hobbies, POB 756, Lake
Geneva, WI 53147.

0 N Girrn. L A.DVE ITTVRJ; S RE i IT CAR._Il ATED • TH E TE ltc PLE 0 F E L E ltc E ilTA.L EVI L
0 N Gi il A L ADVE il'fV�S RE i il CAR._Il ATED • TH E TElh PLE 0F E L E lb: E llTAL EVI L
FLIP
OPEN FOR
GATEFOLD
MAP
0 Jtj Gi ITAL ADVE ITTVRJ3S RE i IT C A R_IlATED • T H E T E lb: PLE 0F E L E lb: E llTAL EVI L
0 N Gi II A L A.DVE IITVR,t:S RE i II CAR.._IIATE D • THE TE Jll PLE 0 F ELE Jll EilTA.L EVI L
Adv
Dungeon
�ragons®
d
'J&
OFFICIAL GAME ADVENTURE

TSR Inc. TSR OK Ltd.


POB 756 The Mill, Rathmore Road
Lake Geneva, W I Cambridge CB 1 4AD
53 1 47 United Kingdom
TSR, Inc.
PRODUCTS OF YOUll IMAQINATION'"

ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the
TSR logo are trademarks owned by TSR Inc.

0 Rj G i ITAL ADVE ilTV�S RE i IT CAR._Il ATE D • THE TEJlc PLE 0F E L E Jlc E ilTAL EVI L
Table
of Contents
Introduction • . . . . . . . . . . • . . • . . . . . . . . . . . . . . • . . • . . . . 4
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Players' Background . . . . . . . . . . . . . . . . . . . . . . . . 4
Notes for the Dungeon Master . . . . . . . . . . . . . . . . 5
Other Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Part I: The Village of Hommlet . . . . . . . . . . . . . . . . . . • . . 7


Players' Description . . . . . . . . . . . . . . . . . . . . . . . . . 7
Key to the Village . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Detailed Buildings . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 .

Area 7. The Inn of the Welcome Wench . . . . . . . 14


Area 13. Trading Post . . . . . . . . . . . . . . . . . . . . . . . 17
Area 20 . Church of St . Cuthbert . . . . . . . . . . . . . . 18
Area 3 1 . Guard Tower . . . . . . . . . . . . . . . . . . . . . . . 19
The Ruins of the Moathouse . . . . . . . . . . . . . . . . . . . . . 21
Upper Level Random Encounters . . . . . . . . . . . . . . 21
Upper Level Encounter Key . . . . . . . . . . . . . . . . . . 21
Dungeon Level Random Encounters . . . . . . . . . . . 23
Dungeon Level Encounter Key . . . . . . . . . . . . . . . . 24

Editing: Ed Carmien, Bruce Heard, Harold Johnson, Thad Russell, Interlude: Hommlet to Nulb . . • . . . . . . . . . . . . . . . . . . . . 27
Steve Winter Players' Background . . . . . . . . . . . . . . . . . . . . . . . . 27
Cover: Keith Parkinson Players' Historical Notes . . . . . . . . . . . . . . . . . . . . . 27
Interior Art: Jeff Butler, Clyde Caldwell, Jeff Easley, Larry Elmore,
Notes for the Dungeon Master . . . . . . . . . . . . . . . . 28
Keith Parkinson, Dave Trampier
WORLD OF GREYHAWK™ Setting . . . . . . . . . . . 28
Typography: Betty Elmore, Kim Lindau
Keyline: Dennis Kauth, Bruce Knutson
Secret History of the Temple . . . . . . . . . . . . . . . . . . 28
Cartography: Dave Sutherland
Part 2: Nulb and the Ruins . . . . . . . . . . . . . . . . . . . . . . . . . 30
The Village of Nulb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Distributed to the book trade in the United States by Random House Outdoor Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Inc . , and in Canada by Random House of Canada, Ltd. Distributed to
Random Encounters (Outdoors) . . . . . . . . . . . . 30
. .
the toy and hobby trade by regional distributors. Distributed in the
United Kingdom by TSR UK Ltd.
Nulb Militia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Coordinated Efforts . . . . . . . . . . . . . . . . . . . . . . . . . 31
CC:opyright 1985 TSR Inc. All Rights Reserved. Mercenaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Assistance and Training . . . . . . . . . . . . . . . . . . . . . . 31
Nulb Encounter Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
This adventure is protected under the copyright laws of the United
States of America. Any reproduction or other unauthorized use of the
material or artwork contained herein is prohibited without the express Ruins of Elemental Evil . . . . . . . . . . . . . . . . . . . . . . . . . . 35
written permisson of TSR Inc. Players' Description . . . . . . . . . . . . . . . . . . . . . . . . . 35
Exterior Notes (for the OM) . . . . . . . . . . . . . . . . . . 36
First Printing August 1985
Random Encounters (Upper Works) . . . . . . . . . . . 36

Printed in the U.S.A.


The Broken Tower . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

0 N Gi IIAL ADVE IITV�S RE i II CA1'_II ATE D • THE TE Jll PLE 0F ELE Jll E llTAL EVI L
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 10
Building Ruins . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . 38 Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . 111
The Temple . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . 39 Ashrem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
First Impressions . . . . . . . . . . . . . . . . . . . . . . . . . . . 39 Darley . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Sealed Doors . . . . . . . . . . . . . . . . , . . . . . . . . . . . . . 39 Sargen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 14
Temple Area Descriptions . . . . . . . . . . . . . . . . . . . 40 Taki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Air Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Part 3: Dungeons of Elemental Evil . . . . . . . . . . . . . . . . . 43 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Standard Corridors . . . . . . . . . . . . . . . . . . . . . . . . 43 Brief Area Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 114 .

Stairs . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 43 Residents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Ventilation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Earth Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 .

Map Numbering . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115


Area Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Brief Area Notes . . . . . . . . . . . . . . . . . . . . . . . . . . 115
.

Prisoners . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 43 Residents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Treasure . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 43 Fire Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Recruiting . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . 43 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Zuggtmoy Bound . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Brief Area Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Dungeon Level One . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Residents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . 45 Water Node . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Room Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Description . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Dungeon Level Two . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58 Brief Area Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . 58 Re�dents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Room Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Dungeon Level Three . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Appendices . . . . . . .. . . . . . . . . . . . . . . . . . . . . ..... . . . . 120
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . 75 Appendix A . Deities & Demigods . . . . . . . . . . . . . . . . 120
Room Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 Standard Divine Abilities . . . . . . . . . . . . . . . . . . . 120
Dungeon Level Four . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 Iuz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Character Actions . . . . . . . . . . . . . . . . . . . . . . . . . 95 St. Cuthbert . . . . . . . . . . . . . . . . . . . . . . . 122
. . . . . . .

Iuz and St. Cuthbert . . . . . . . . . . . . . . . . . . . . . . . 95 Appendix B: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . 123


Troops and Sentries . . . . . . . . . . . . . . . . . . . . . . . . 95 Zuggtmoy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Tactical Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 Zuggtmoy's Beloved . . . . . . . . . . . . . . . . . . . . . . . . 124
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . 96 Juggernaut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Room Key . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Appendix C: Magic Items . . . . . . . . . . . . . . . . . . . . . . . 126
Gargoyle Cloak . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Part 4: Nodes of Elemental Evil . . . . . . . . . . . . . . . . . . . . 107 Ichor of Intoxication . . . . . . . . . . . . . . . . . . . . . . . 126
Transportation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Leomund's Labile Locker . . . . . . . . . . . . . . . . . . . . 126
Environmental Damage . . . . . . . . . . . . . . . . . . . . . 107 Pouch of Holding . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107 Wand of a Wonder . . . . . . . . . . . . . . . . . . . . . . . . . 126
Modifications to Magic . . . . . . . . . . . . . . . . . . . . . 108 Fragarach . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Spell Variations . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Other Swords of Answering . . . . . . . . . . . . . . . . . 127
Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Lens of Transformation . . . . . . . . . . . . . . . . . . . . . 127
Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 The Orb of Golden Death . . . . . . . . . . . . . . . . . . . 127

0 N G i ilAL ADVE ilTV�S RE i il C AR...IlATED • THE TEJh: PLE 0F E L E Jh: E ilTAL EVI L
Introduction

Welcome to the exciting WORLD OF one of each of the four major classes) . The Verbobonc. It is at a crossroads.
GREYHAWK'" fantasy setting. It is a world D u ngeon Master needs the AD&D® To the north is the mighty Velverdyva
rich in history, intrigue, and magic . . . a place DUNGEON MASTERS GUIDE, scrap River, along whose south bank runs the
of opportunity, and of danger as wel l . paper, and dice. The three books of AD&D® Lowroad. Many days' travel to the east, on
This story unfolds i n a small part o f that game monsters can also help greatly. Also the shores of the Lake of Unknown Depths
world, a very small part indeed . But this before the game, the DM should read and (Nyr Oyv), is the great walled city of Dyvers.
place, at the foot of the Kron Hills not far become roughly familiar with the entire The village of Sobanwych lies about halfway
north of the great Azure Sea, could breed dan­ adventure. Skip minor detail, concentrating along the route. Below that to the southeast
gers to threaten the nearby greater realms with on the overall themes and their connections and east are miles and miles of forest (the
the fine-sounding names-the Archclericy of in the different locales. If an encounter Gnarley), beyond which is the Wild Coast,
Veluna, and the kingdoms of Celene and includes special notes which will apply Woolly Bay, and the Sea of Gearnat. The road
Furyondy. Hommlet and Nulb are two small before a party can react, highlight or mark south forks a league or so beyond the little
villages, which squat in the vales between such passages as a reminder, so you are sure communi ty, one branch meandering off
these great powers like two dark and tiny of properly including each detail. 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
Players, you should each have a character Hommlet itself. Then read at least enough in wards again into the elven kingdom of Celene.
of first or second level of experience. Your advance to keep ahead of the players. The western route leads into the very heart of
young novices are about to set forth on the Appendix A gives a list of deities found in the gnomish highlands, passing through
path to adventure. The road may seem clear at the WORLD OF GREYHAWK'" setting. Greenway Valley about a day's travel distant
first, but many twists and turns await you-in The DM should review those notes with the and going onwards to the Lortmil Mountains
the near future, and in the far as well. players either before starting or at some far beyond .
Dungeon Master, your tasks are many. time early in the characters' careers. Hommlet grew from a farm or two, a rest
You must portray two entire villages, person Now have one player read the following house, and a smithy. The roads brought a
by person. Scoundrels lurk in shadows, Players' Background to the rest, supplying sufficient number of travelers and merchant
monsters prowl the nearby ruins, and all Map #1 for their reference. The background wagons to attract tradesmen and artisans to
play their parts in the game. But the chal­ is a bit lengthy-but the road ahead is a long serve those passing through. The resthouse
lenges, situations, or amusements they one, as well. became a thriving inn, and a wheel and
present are only as good as your skills. wainwright settled in the thorp. More
Start at the beginning, and stop when you PLAYER'S BACKGROUND farmers and herdsmen followed, for grain
feel the pinch of time. Resume your adven­ was needed for the passing animals, and
tures whenever you like; such is a role play­ The Village of Hommlett-or merely meat was in demand for the innfolk.
i ng game . Tu rn now t o 'G ETTING "Hommlett;' as it is commonly called-is situ­ Prosperity was great , for the lord of the
STARTED' and prepare to set forth! ated in the central part of the Flanaess, that district was mild and taxed but little. Trade
portion of western Oerik Continent which is was good, and the land was untroubled by
GETTING STARTED known and 'civilized'. The hamlet-sized village war, outlaws, or ravaging beasts. The area
(local parlance having distinguished it with the was free, beautiful, and bountifu l - too
Before starting the adven ture, each greater term) is located some 30 leagues south­ much so, in the eyes of some.
Player should have the AD&D® PLAYERS east of the town of Verbobonc, or there­ Whether the evil came west from Dyvers
HANDBOOK, a set of dice, and a 1st or 2nd abouts, on the fringe of the territory (as is claimed by one faction) or crept up out
level character (the group including at least controlled by the noble Lord the Viscount of of the forestlands bordering the Wild Coast

0 Rj G i il A L ADVEil'fV�S RE i il CARJIATED • T H E TE Jh PLE 0F E L E Jh E ilTAL EVI L


(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
A collection of hovels <1.nd their slovenly resided in the area, came to seek out similar ter. You should be conversant with the whole
inhabitants formed the nucleus for the trou­ caches, and several did find remote lairs and before beginning play. Your players will, in
bles which were to increase. A wicked cleric wealth-just as some never returned at all. tum, reflect and be inspired by your skill in
established a small chapel at this point. The After a time, adventurers stopped coming presenting the material herein.
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 Homrnlet continued its quiet actions.
thickets and marshes around Nulb became existence for four years more. The whole is quite general, in fact, and
the lair and hiding place for bandits, bri­ But then, a year ago, the bandits began to while some characteristics of the non-player
gands, and all sorts of evil men and mon­ ride the roads again-not frequently, but to characters (hereafter referred to as NPCs)
sters alike. The chapel grew into a stone some effect. To the good folk of Homrnlet, this are given, there is sufficient latitude for you
temple as its faithful brought in their ill­ seemed all too familiar, so they sent word to to completely personalize the adventure to
gotten tithes. Good folk were robbed, pil­ the Viscount that wicked forces might still lurk fit your style of play and satisfy your play­
laged, enslaved, and worse. 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 The persons that are met at the inn, along
of creatures worshipped and worked their once again. Who and what these men are, no the road, and so forth, are you; for the
wickedness therein. The servants of the Tem­ one can be quite sure. All claim to be bent on Dungeon Master is all-monsters, NPCs,
ple of Elemental Evil made Hommlet and the slaying monsters and bringing peace and secu­ and all else but player characters. Play it to
lands for leagues around a mockery of free­ rity to Hommlet; but deeds speak more loudly the hilt. Do it with flair and wit. Be fair both
dom and beauty. Commerce ceased, crops than words, and lies cloak the true purposes of to the characters and to yourself. Be cun­
withered; pestilence was abroad. the malevolent. ning but just and honest when in the role of
But the leaders of this cancer were full of a warding ranger. Be deceitful, clever, and
hubris and, in their overweaning pride, sought NOTES FOR THE DUNGEON MASTER thoroughly dishonest when acting the part
to overthrow the good realms to the north, of a thief. Think of the parts you take as
who were coming to the rescue of the land This module is designed for beginning­ those of characters you are playing, and act
being crushed under the tyranny wrought by level play. Experienced players can also accordingly. But temper your actions with
the evil temple. A great battle was fought. enjoy the scenario, but they should start disinterest in the eventual outcome, and
When the good people of Hommlet saw new 1st level characters to do so. If you hap­ keep only the viewpoint of that particular
streams of ochre-robed men and humanoids pen to have a group which is new to the role. Wearing two, three, or a dozen differ­
fleeing south and west through their commu­ game, allow them to bring their existing ent hats is challenging, but that is part of
nity, there was great rejoicing, for they knew characters; there is no sense in requiring being an outstanding DM.
that the murderous oppressors had been that they begin the business all over again. The area of Hommlet, as well as that of the
defeated and driven from the field in panic and Experienced 1st, 2nd, and even 3rd level Temple, was developed in order to smoothly
rout. So great was the slaughter, so complete characters can easily begin in Hommlet. If integrate players in the GREYHAWK cam­
the victory of good, that the walled strong­ characters are higher than level one, modify paign (both experienced and otherwise) into a
hold of the Temple of Elemental Evil fell within the material in the 'Getting Started' portion, scenario related to the 'old timers' only by rel­
a fortnight, despite the aid of a terrible demon. of course. You should sharply limit the ative proximity. All had new characters,
The place was ruined and sealed against a fur­ amount of gear and treasure they can bring although experienced players were assigned
ther return of such abominations by powerful to the village (as you will understand when characters with levels above 1st or 2nd. The
blessings and magic. you read the adventure) . If your group of whole attempt turned out quite well, and
Life in Hommlet quickly returned to a players has had exceptional luck, simply many of the NPCs in the adventure are the
semblance of its former self, before the rise engineer a minor encounter or two along the characters and henchmen developed through
of the temple. For five years afterward, the way-light-fingered leprechauns, a thief or play. The situation and the surroundings have
village and the surrounding countryside two, or perhaps some brigands-to rid them been altered because of the actual experiences
have become richer and more prosperous of a few of those cumbersome gems, coins, of these participants, although the clock has
than ever before. A monstrous troll which and magical items. been turned back to give you and your group

0 N Gi ilAL A.DVE ilTVRJ:S RE i IT CAR._Il ATED • T H E TElh PLE 0 F E L E lh E llTA.L EVI L


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
Only some of the villagers are named . ment as needed or desired . nature. Large-scale escalation is unlikely at
Please name the others to suit your cam­ Hommlet and Nulb: If you develop the lat­ this point in the Temple's recovery, but the
paign. Most of the local folk are of the Old ter village in the manner given for the former, appearances and effects of such develop­
Faith-the druidical-and consider the many natural developments will suggest ments might seem otherwise . . . .
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
Floor plans for most of the buildings are own ideas for adventure, and may assemble a as in the overthrow of the Temple a decade
not given, so you should design them for rival party which the PCs may encounter now ago. The enclaves and territories of the
areas in which you expect action to occur. and again in their explorations. And of course, gnomes should not be invaded, but other
Change the map of Hommlet as the game few are what they seem , and some may be caves and ruins aplenty lie scattered in the
progresses. Note any places destroyed, and quite powerful. region. This is a natural setting for some other
add new ones for persons you move into the Think of the day-to-day life in these small small dungeon of your own design, which can
place. If a general battle seems likely, you villages, and imagine the needs of the local be tailored to challenge the party's resources
can list the village militia and fight it out on folk. A new mill or winery would not find while remaining within their capabilities.
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
As a final note, remember that the NPCs ing off business, for Elmo and/or Otis to Veluna, past Verbobonc and quite near Nulb
who are noted as agents of various powers become a bit more active in their secret (fed by the Imeryds Run), and continuing
will send a continuous stream of informa­ tasks. A new butcher, candlemaker, dairy­ through the Gnarley Forest into the great
tion to their superiors. All will be cautious man, fisherman, glassblower, hunter, milli­ Nyr Dyv, Lake of Unknown Depths. One of
in their actions, and are unlikely to be ner, and/or potter might arrive and prosper its sources is in the far northern Burneal For­
duped or maneuvered. If they participate in in either village, perhaps bringing news, est, in the land of Blackmoor itself! And
any adventures, or if they are imprisoned or hidden professional skills, or other develop­ where the water flows, creatures follow.
badly treated, their masters will be very ments to the campaign. 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
There are wheels within wheels in the Vil­ interlude accordingly. It need not fit any to some extent, but those of level 5 and up
lage of Hommlet and the lands around. greater campaign purpose, but should be might perhaps find other arms of the powers
Behind each person lurks another, the cir­ logical to the setting. The random encounter of Chaos and Evil lurking in the waters
cles growing wider and the figures shadowy charts for the Hommlet and Nulb areas nearby. And who knows what things-or
but very powerful. should stimulate a few ideas. even kingdoms-lurk in the depths
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 As this is a city of 11,600 and the capital of
in the course of this adventure, and events ruined moat-house, assuming that PCs end the Viscounty (total pop. 35,000) , considera­
will not always proceed as planned. As OM, his promising career). And as greater chal­ ble design time is required for full details.
you should gauge the progress of the players lenge, evil elemental forces could be sent Small portions-the palace of Viscount
and characters alike. If they need more sea­ forth from the dungeons to test the speed Wilfrick, City Hall and the Mayor's residence,
soning before continuing to the greater chal­ and severity of the reactions of the forces of Guild halls, strongholds of the nearby gnomes
lenges, you may-and should-design and Good-a small and simple probe in the and elves, etc.-may suffice, if accompanied
develop other adventures in the area. The broader tactics of Zuggtmoy, luz, and the by general street descriptions and a broad
details of such 'side jaunts' are left entirely rest. The King of Furyondy, one of the selection of random encounters.

0 R,j Gi ilAL ADVE il'fVRJ: S RE i il CAR__Il A'fE D • T H E TEJh PLE 0 F E L E Jh E ilTAL EVI L
Part 1 :
The Village of Hommlet
PLAYERS' DESCRIPTION overfond of brew.
bark at your approach, and a rosy-cheeked
Your party is now approaching the Village goodwife appears at the doorway. The elderly farmer is a retired fighter still
of Hommlet, having ridden up from lands somewhat in practice, equivalent to level 4 .
of the Wild Coast. You are poorly The large goodwife is friendly, greeting all H e owns a suit o f scale mail, a shield, long­
mounted, badly equipped, and have no who call, while her four children look on. sword, and a light crossbow, all kept in a
large sums of cash. In fact, all you have is Inside, a young girl and her old granny do var­ chest in the front room. He is, in fact, cap­
what you wear and what you ride, plus the ious chores. The lintel over the front door is tain of the local militia, though he will say
few coins that are hidden in purses and carved with acorns and oak leaves. If politely nothing of it.
pockets. What you do possess in quantity, asked, any adult in the family will state that
though, is daring and desire to become the family is of the Old Faith (i.e. druidicai). Fanner: 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 I 12 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 O; hp 4 ; #AT l;
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
The small community at the crossroads two farm dogs will attack intruders if their cupboard in the house holds a silver service
is a completely unknown quantity. What is master or his family are attacked or even worth 1,300 gp.
there? Who will be encountered? Where visibly threatened.
should you go7 These are your first explo­ Elmo may (50% chance) return while the
rations and encounters, so chance may dic­ Farm dogs (2): AC 7; HD 1 + 1; hp 7; S; #AT party is here, and may otherwise (25 % ) be
tate as much as intelligence. Will outsiders 1 ; D 1-4; XP 34; 30 encountered on the road after the characters
be shunned? Are the reports true-is the depart. He will otherwise be encountered at
whole community engaged in evil prac­ Farmer: AC 7; Level O; hp 6; #AT l; D 2-8; the Inn.
tices? Are the folk here bumpkins, easily XP 16 Elmo will reveal his status (man-at-arms)
duped? Does a curse lay upon those who to any who ask. While in town 'carousing',
dare to venture into the lands which were Sons (2): AC 7; Level O; hp 5; 4; #AT l ; D 1- he is unarmored but carries (as always) his
once the Temple's? All of these questions 8 (flail) or 1-4 (axe); XP 15; 14 dagger + 2. If asked about it, he proudly
will soon be answered. proclaims "My brudder Otis gave it to me!"
The dusty, rutted road is lined with There is nothing here of interest to the Elmo's speech is slow and halting. He
closely-grown hedges of brambles and adventurers. Other than feed grain or hay, often appears tipsy and jovial, frequenting
shrubs. Here and there it cuts through a the farmer has nothing to sell or trade. the Inn of the Welcome Wench much of the
copse or crosses a rivulet. To either hand, The farmer has 57 pp hidden in his mat­ time. He will state his interest-money
forest and meadow have given way to tress and a blue spine) (worth 500 gp) (obviously to be used for ale purchases)­
field and orchard. A small herd of kine secured in his pouch, saved for hard times. and will work as a hireling, gladly accompa­
graze nearby, and a distant hill is dotted nying any who ask providing they furnish
with the wand stone chimneys with thin 2. MODEST FARMHOUSE AND BARN him with "chain armor and a BIG axe:·
plumes of blue smoke rising from them. Elmo only pretends his inebriation; he is a
A road angles west into the hill country, 4th level ranger, and an agent of the Viscount
Clean but slightly run-down buildings
and to either side of the road ahead are of Verbobonc. His town visits are for the pur­
indicate that this farm is not very pros­
barns and buildings-Hommlet at last! pose of observing newcomers, to insinuate
perous. However, the stock appears
The adventure begins . . . himself in their expeditions. If employed, he
quite healthy and plump. An active lad
dons his own mail (see below) in place of that
of 12 or so is doing chores. Nothing
given (or under a lighter type), and uses his
appears of particular interest .
Key t o t h e Village own magical battle axe as well.
Elmo's valuables are hidden in a lead­
An elderly couple herein are master and
1 . PROSPEROUS FARM COTTAGE AND lined oaken chest buried in the dirt floor of
the barn : chain mail + 1, shield + 2, battle
mistress; the boy is a servant. These folks
LARGE BARN
axe + 1, 100 sp, 50 gp, 10 pp, and and small
have nothing to trade. The elders say that
their son Elmo would be interested in talk­
pearls worth 100 gp each. The lead will foil
This wood and plaster house is well­ ing with strangers-he's at the inn having a
all attempts at magical detection. He also
kept, and the barn beyond is bulging jack of ale. Their other son, Otis (they sadly
owns a longbow with two score arrows,
with hay, grain, and so forth . Several fat shake their heads), took service with some
half of them silver-tipped, though he does
animals are about. Two large farm dogs gentlemen and is away seeking his fortune.
not bring this weapon on adventures.
Elmo is strong, but not loo quick, and is

0 RJ G i II AL ADVE IITVRJ:S REi IICAR..IIATED • TH E TE JlI PLE 0 F E L E JlI E llTAL EVI L


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 l; 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 Inside a crock in the manure pile are hid­ apprentices. Several customers (4-16) are in
strength bonuses); XP 375 den 55 gp, 37 pp, and three zircons worth 50 the main room most of the time.
S 18/43 I 15 W 16 D 16 Co 17 Ch 11 gp each. The farmer carries 8 cp, 22 sp, 15 The host talks freely but says little. He
gp, and 8 pp in his purse. has a sharp eye and a good sense for judging
If anything untoward befalls Elmo, his character. He serves all comers, and will
brother Otis will eventually hear of it and Farmer: AC 7 (if prepared); Level O; hp 3; rent a room to anyone who is not causing
seek redress. See area 2 in the Nulb #AT l; D 1-8 (sword); XP 13 trouble.
encounter key for details. Ostler is the sergeant of the militia, and
Manservant: AC 10; Level O; hp 6; #AT l; D the stableboy and groom are also members.
3. COTIAGE 2-8 (voulge); XP 16 The first potboy is an aspiring druid, and he
serves as the courier to the druid of the
This rustic abode houses the local wood­ 6. HOUSE WITH LEATHER HIDE grove, bearing messages of interesting data
cutter, who is a member of the local militia. TACKED TO FRONT DOOR to him.
He lives with his wife and three young chil­
dren. He has nothing of interest to charac­ This is the home and business of the vil­ Ostler the Innkeeper: AC 6; Level 2 Fighter;
ters, and is not interested in adventuring. lage leatherworker and his wife, her brother hp 17; #AT l; D 2-9 (sword); XP 62
He keeps his leather armor, battle axe, and (a simpleton who does not bear arms), and S 16 I 10 W 13 D 10 Co 18 Ch 17
heavy crossbow (with 30 quarrels) in a chest three children, the eldest of whom is a 12-
in the bedroom. year-old boy. The leatherworker is a 'jack of Stablemen (2, stableboy and groom): AC 9;
He is of the Old Faith, and will report all trades', being shoemaker, bootmaker, Level O; hp 3 each; #AT l; D l-6 (spear or
anything unusual to the druid (area 24). In a cobbler, saddler, harnessmaker, and even club); XP 16
pouch under the floorboards of his cottage fashioner of leather garments and armor,
are 38 cp, 17 sp, 13 ep, and 9 gp. the latter requiring some time and a number 8. OPEN SHED AND HOUSE BEHIND
of fittings and boiling. He is not i nterested in
Woodcutter: AC 8 (leather); Level O; hp 6; any sort of adventuring, but is a militiaman, Horseshoes are nailed to three faces of
#AT l; D 1-8 (battle axe) or 2-5 (cross­ as is the boy. Sewn into an old horse collar the post in front of this shed, and within
bow, ranges 8 " / 16 "/24 "); XP 20 are 27 gp, 40 ep, and a silver necklace worth sit a forge and bellows. This is obviously
400 gp. the smithy. A short but brawny man is
4. WELL-KEPT FARM vigorously pounding away at a piece of
Leatherworker: AC 7 (leather & shield); red-hot iron.
The house and barn show that this Level 0, hp 2; #AT 1, D 1-4 (sling) or 1-6
farmer is doing well, and the stock in the (axe); XP 16 The smith is obviously hard-working,
fenced-in yard are very fine-looking. You forthright, and likeable. He is able to do all
see a fetching feminine face in a window. Eldest son: AC 8 (leather jack); Level O; hp sorts of metalwork, even fashioning iron
2; #AT l ; D 1-4 (sling or dagger); XP 16 and steel weapon heads, helmets, and
A widow and her two grown sons (mem­ shields. He will readily admit that he is not
bers of the Militia) dwell here, the latter 7. LARGE BUILDING WITH SIGN capable of fine armoring.
with their wives and eight children. They 'Brother Smyth' is the assistant to the
are interested in neither trade nor adventur­ The square wooden sign shows a buxom druid of the grove. Though he will never
ing. These folk are all of the Old Faith. and smiling girl holding a flagon of beer. work up very high because of his occupa­
In a large iron pot buried beneath the tree This must be the Inn of the Welcome tion, he will assume the role of religious
in the back yard are 421 sp and 97 gp. Wench, a place renowned for its good advisor to the faithful. He has a small chest
food and excellent drink! Passing mer­ filled with 82 cp and 28 sp. The rest of his
Sons (2): AC 8; Level O; hp 4 each; #AT l; D chants make a point of stopping, as do wealth he gives to the good work for the
1-6 (hand axe or club); XP 14 each many other sorts of wayfarers, and it is needy. In no event will he leave his fireside
said that the place is always filled with to go adventuring.
s. PROSPEROUS FARMHOUSE patrons.
Smith: AC 8; Level 3 Druid; hp 19; #AT l ;
This farmer is a widower of middle age The three levels of this place are shown on D 1-6 (staff) o r 1-4 (hammer) o r b y spell;
with the trying task of raising five children, Map 3, and the building is described in XP 177
the two eldest being teen-aged daughters. A detail under 'The Inn of the Welcome S 17 I 9 W 13 D 10 Co 15 Ch 15
manservant laborer helps with the chores. Wench:' Spells: any (4 Ll, 2 L2, 1 L3, including
The farmer is the brother of the farmer to A young stableboy and a groom handle the wisdom bonus)
the south (area 1) and is quite distant and draft and riding animals, and themselves live
taciturn. He turns folk away unless they in the stables. The innkeeper is Ostler Gundi­
have farm business. He keeps his leather goot, always found bustling about the place

0 1\i Gi ilAL ADVE ilTV R!O S RE i il CARJIATE D • TH E TElhPLE 0 F E LE lh E llTAL EVI L


9. NEW BUILDING Tailor: AC 10; Level O; hp 2; #AT l; D 3-6 If war horses are desired, it will take 7-30
(knife, ranges l "/2 • /3 •, or light cross­ days to obtain 1-2 heavy or 1-3 medium or
There is no one here. The doors are bow, ranges 6 "/12 "/18 "); XP 24 light steeds, with a maximum of four such
unlocked, and a few benches and stools animals obtainable in any 30 day period.
stand by the bare walls, with a large, 12. AVERAGE FARM BUILDING These nefarious traders sell all items at a
plain table at the far end of the room. A minimum of 110% of the price given in the
tapestry on the back wall shows a green This place is the home of a strapping book asking more first. For an item brought
field with two acorns above a sheaf of farmer and his equally large son, the in, if in good condition, they offer 25 % of
grain-the banner of Hommlet. farmer's wife, and six daughters-one of its worth, but can be bartered up to 40-70 % .
whom has a small child. They are friendly A groom and a man-at-arms working
This is the village hall recently con­ but have nothing of interest to adventurers. here will hire out, at the rate of 2 gp per day
structed for feasts and councils by Burne These folk are of the Old Faith and have and only if the characters buy chain mail
and Rufus (q. v. area 31). lived here all of their lives. The farmer and armor here, for their use (and only if one of
his son are both militiamen. A clay pot filled the traders specifically approves. ) Both men
IO. WELL-KEPT DWELLING WITH A with dried flowers hides 36 gp and a gold serve in the militia, spying for the shop­
SIGN ring worth 150 gp. keepers.
Ramos and Gremag are naturally desir­
The wooden sign depicts a bag of wool Farmer and son: AC 7 (leather & shield); ous of having their agent accompany the
and a loo m . Herein dwells the elderly Level O; hp 7 each; #AT l; D 1-8 (flail) or party. If the group does not hire one, the
weaver and his wife, their daughter, and her 2-8 (morning star); S 16 (each); other traders will keep close track of their activi­
husband. Four young apprentices are also ability scores average; XP 21 each ties by any means possible, including fol­
here, as business is very good. There are lowing them personally if the situation
bolts of woolen and flaxen cloth here, but 13. WOODEN BUILDING WITH SHUT­ warrants it (i.e. if they know that the party
nothing else of possible interest. TERED WINDOWS (Trading Post) has been particularly successful). For such
These folk are Lawful Neutral followers missions, a stock of magical devices hidden
of St. Cuthbert (see area 20). They moved to Outside the door, a shield and lantern are away will be brought out for use.
the area only two years ago. The weaver has suspended from chains. The shield is Rannos Davi is chaotic, evil, and highly
a cache of 7 small gold ingots (24 gp each) painted, showing a sword and a cheese. suspicious. Gremag is as evil and even more
and a gold pin (200 gp) with an amethyst This is the local trading post, wherein a chaotic. Both are servants of the Temple of
(100 gp) behind a loose stone in the fire­ merchant apparently provides for the Elemental Evil, who report activity in Hom­
place. needs of villagers, travellers and adven­ mlet to a brigand courier. They aid any and
turers alike. all other evil creatures who come in Temple
Son-in-law: AC 8(padded armor & shield); service.
Level O; hp 3; #AT l; D 1-4 (dagger) or Refer to Map 4 for a floor plan. See Area
1-6 (spear); XP 13 13 for a detailed room key. Rannos Davi: AC 2 (leather armor); Level
The shop is run by one Rannos Davi, who 10 Thief; hp 48; #AT 1; D 2-5 (dagger);
Apprentices (4): AC 10; Level O; hp 2 each; is best described as slow, fat, clumsy and XP 3522. Wears leather armor + 1, ring
#AT 1; D 1-2 (awl); XP 12 each placid. His partner Gremag is tall and thin, of protection + 1, medallion vs. crystal
with sharp features and protruding eyes. balls and ESP(under his jerkin); carries a
11. COITAGE Gremag tends to dither and fuss at cus­ dagger + 1, and keeps a shortsword + 1
tomers, and at Rannos as well. under the counter.
Here lives a small and mild tailor, a bach­ S 8 I 14 W 9 D 18 Co 15 Ch 7
elor of thirty years or so. He is an expert at
Gremag: AC -1 (chain mail); Level 7 Assas­
The whole front building is filled with
making or repairing garments.
sin; hp 39; #AT 1; D 1-4 (dagger of
various goods. The barn has animals,
saddles, and the like available to any
He has just moved to the village, but has venom) + poison (3 doses left); XP 1087.
Wears shirt of chain mail + 3 under 3
willing to pay the price.
not been invited to join the militia due to his Both traders claim disinterest in all
small size. He has thus practiced at weapons pinches of dust of disappearance.
alignments, proclaiming that they hap­
to prove himself useful . He has become S 15 1 12 W 7 D 18 Co 15 Ch 7
pily deal with anyone who is a paying
expert at throwing a knife and shooting a customer. Furthermore, they say, they
crossbow, attacking with either as if a 7th Groom: AC 7 (leather & shield); Level O; hp
will gladly buy any items which you
level fighter and gaining a + 2 damage 4; #AT 1; D 1-8 (longsword) or 1-6
happen upon, and pay a fair price too!
bonus. He also knows the dwarven, elven, (spear); XP 14
and halfling tongues, in addition to Com­ In the rear barn are various animals for
mon. Man-at-arms: AC 8 (leather armor); Level 1
sale-mules, draft horses, light riding horses,
The tailor has only 19 sp in a false bottom Fighter; hp 8; #AT 1 or 2; D 1-8 (long­
ponies (2-5 of -each type), and one medium
of his thread box. He is a follower of St. sword) or 1-611-6 (longbow, ranges 7 "/
war horse . Small mounts sold can be
Cuthbert. 14 "121 "); XP 22
restocked in 7-12 days from passing dealers.

0 N Gi ilAL A.DVE il1'V�S RE i il CA R._Il A1'E D • T H E TED:rPLE 0 F E L E D:r E llTA.L EVI L


14. WEATHERBEATEN BUILDING AND small iron box nearby contains SO pp, 12 cabinet maker and his apprentice are both
BARN pieces of lovely but clear quartz (worth S 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 SO door.
indicating that this is the domicile and quar­ gp each).
ters of the local carter. This teamster, his In the living quarters of the establishment Cabinet maker: AC 6 (ring mail & shield);
wife, a grown son, and five other children is an oaken chest. A poisoned needle trap is Level O; hp 6; #AT 1; D 1-6 (spear) or 2-8
live in the house. The attached barn has two in the lock; furthermore, if the top is (morning star); XP 16
wagons and two carts below, and two driv­ opened, acid sprays out in front (10 foot
ers live in the loft. The smallish barn to the range), inflicting S-20 points of damage to Apprentice: AC 7 (padded armor & shield);
rear houses a dozen mules. This fellow and each victim in the area (save for 1 12 dam­ Level O; hp 3; #AT 1; D 1-6 (spear or
his associates are dour, but will gladly age, but save for items as well). A trick club); XP 13
accept hire. catch on the back of the chest allows safe
The teamster, his son, and the two drivers entry. Inside are 1,000 cp, 1,000 sp, 1,000 1 7. MODEST COTTAGE
are all militiamen. ep, SOO gp, 200 pp, nine amethysts (100 gp
Another newcomer and advocate of St. each), two large pearls (SOO gp each), one A potter is busily engaged in the manu­
Cuthbert, the teamster is -very honest. He slightly flawed diamond (1,000 gp), and facture of various sorts of dishes and ves­
dislikes the traders, but isn't sure why, and seven pieces of jewelry (valued at 900, 1100, sels, although most of his work goes to
will take time to speak of it if the questioner 1600, 2000 , 2SOO, 4000, and 6000 gp each). passing merchants or the trader. He has a
is careful and also a customer. Having lost a The bottom of the chest lifts, revealing SO variety of earthenware bottles and flasks
wagon and team lately, the fellow has only gold ingots worth 100 gp each. available for sale. The potter, his wife, and
19 sp hidden under a loose floor board . Be sure to keep track of all transactions four children all work in the business.
made. The stock in trade must be correct; The potter and his two eldest sons are
Carter: AC 6 (scale); Level O; hp S; #AT l; D for example, gems cannot be obtained when militiamen. A crock hidden in the well holds
1-8 (sword or fauchard-fork); XP lS Nira has exhausted his supply. He can pur­ 40 sp, 27 gp, and six agates (three banded
chase more from merchants, at market and three mossy) worth 10 gp each. The
Son: AC 6 (ring mail & shield); Level O; hp value, every 7-12 days. family is of the congregation of S t .
6; #AT 1; D 1-6 (spear or club); XP 16 Cuthbert.
Guard: AC 4; Level 3 Fighter; hp 17; #AT 1;
Drivers (2): AC 8 (leather); Level O; hp 4; 3; D 1-8 (longsword) or 1-4 (light cross­ Potter: AC 7 (padded armor & shield);
#AT l; D 1-6 (club) or 1-4 (light cross­ bow, ranges 6 "/12 "/18 "); XP 101 Level O; hp 3; #AT 1; D 1-6 (glaive); XP
bow, ranges 6 " 112 " /18 "); XP 17 each S 13 I 9 W 10 D lS Co lS CH 8 13

15. STURDY NEW BUILDING WITH A War dogs (2): AC 6; HD 2 + 2; hp 16, 13, Sons (2): AC 8 (padded armor); Level 0, hp
SIGN #AT 1; D 2-8; XP 83, 74 4, 2, #AT 1; D 1-6 (spear) or 1-4 (light
crossbow, ranges 6 "112 "/18 "); XP 18,
The sign displays three yellow balls; this Melubb the Moneychanger: AC 4; Level 3 16
must be the moneychanger's. A guard in Thief; hp 12; #AT 1; D 2-S (dagger + 1)
chain mail stands by the door, wearing a or 2-9 (longsword + l); XP 116 18. TYPICAL COTTAGE AND IMPOS­
sword and cradling a light crossbow in S 9 I 16 W 13 D lS Co 9 CH 10 ING STONE BUILDING WITH A
his arms, with a quarrel ready. Two large BARREL HANDING FROM CHAINS
dogs are sniffing in your direction. 16. SMALL HOUSE WITH SIGN
This house is the home of the local
The proprietor is Nira Melubb. He will The nicely painted sign shows a painted braumeister and his wife and young child. A
happily exchange coins and metal for other shield and a chest of drawers. nephew and his wife have recently come to
media, charging only 10% of the value. help run the affair, as it is very successful .
Nira also deals inpaying S0-80 % of actual This building is the shop and home of the A t night, a large dog runs free i n the house.
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 The family members are all of the Old
Melubb is truly neutral . Though the rise can make almost any sort of furniture. The Faith, as are two of the apprentices. The
of evil is not desired by him (as it would hurt cabinet maker will happily do commis­ third is a recent convert to the faith of St.
business), he has no other interest in events. sioned work of any sort, but he is not inter­ Cuthbert.
He keeps a dagger + 1 in his boot and a ested in adventuring, of course, nor is his The apprentices brew the various ales and
sword + 1 under the counter. His cash box apprentice. beers under the direction of the Braumeister,
holds 200 cp, 200 sp, 200 ep, and 200 gp. A The folk here follow the Old Faith. The and can drink almost anyone (except the

10

0 N Girrn. L A.DVE ilTV � S RE i il CA R_Il ATED • TH E TEJh: PLE 0 F E L E Jh: E ilTA.L EVI L
master and his nephew) under the table. The somewhat distant cleric and his assistant The farmer and his three eldest sons are
apprentices, the braumeister, and his officiate during services and otherwise serve militiamen. The family is part of the congre­
nephew are all militiamen. their flock. Other than at services, anyone gation of St. Cuthbert. Under the floor of
The family owns a dinner service of ster­ coming to the church must deal with the the cheese storage shed is a sack containing
ling silver (worth 6,000 gp) and a gold lesser cleric, the priest Calmert. Holy water 189 cp and 42 sp.
decanter (worth 1 , 250 gp). A small iron cof­ can only be obtained here or from the trader
fer hidden in an upper closet contains 73 pp, (area 13, who purveys plain water as holy). Farmer: AC 8 (leather); Level O; hp 5; #AT
three huge white pearls (500 gp each), and The honest Calmert is known for his zeal 1; D 1-6 (hand axe) or 1-8 (military fork),
three pieces of jewelry (500, 1000 , and 1800 in obtaining contributions. He is anxious to XP 15
gp). The apprentices own only a few cop­ give a sum to the builders of the fortress
Eldest Son: AC 8 (leather); Level 0; hp 6;
pers among them. under construction. Though it should seem
#AT l ; D 2-8 (morning star) or 1-6
otherwise, most of the miscellaneous money
(club); XP 16
Braumeister: AC 5 (scale & shield); Level O; he collects 'for the church' will go towards
hp 6; #AT l; D 1-6 (spear) or 2-7 (mace); building the castle! Younger Sons (2): AC 7 (leather & shield);
The Canon Terjon (who owns rings of Level O; hp 4, 3, #AT l; D 2-8 (guisarme)
Nephew: AC 6 (ring mail & shield); Level O; invisibility and mammal contra[) recently or 1-4 (sling stone); XP 18, 17
hp 5; #AT 1; D 1-6 (spear or became the chief cleric of the church, taking
shortsword); XP 15 over from the Canoness Y'dey, who left 22. MILL AND ATTACHED HOME
unexpectedly and has not returned. The vil­
Apprentices (3): AC 10; Level O; hp 4, 3, 3, Here dwell Mytch, his wife, three chil­
lagers say that Terjon is not particularly
#AT l ; D 1-6 (spear or club) or 2-8 dren, and two servants. They grind grain
friendly and his stern demeanor is a cause of
(morning star); XP 14, 13, 13 into flour, of course, and goodwife miller
some speculation.
also does some bread baking for the village.
Detailed information on the Canoness
A large dog is kept inside the millhouse.
Dog: AC 6; HD 2 + 2; hp 12; #AT l ; D 2-8; Y'dey is given in the Nulb encounter key
These folk are of the Old Faith, pillars of
XP 71 (Area 3). For more information on the
the community, and tend to be cool toward
church, see Map 5 and the detailed room
strangers-suspicious with good cause.
19. MODEST COTTAGE key of Area 20.
Mytch and one of the servants are militia­
men. The miller has saved a store of gems
Three dogs guard this, the home of the Calmer: AC 2 (plate & shield); Level 3
Cleric; hp 14; #AT l; D 3-8 (mace + l);
(two chrysoberls, two spinels, five garnets
grizzled herdsman Black Jay, and his flock.
and a tourmaline, each worth 100 gp), and
The herdsman does not like company or XP 215
keeps them in a hidden niche within an old
strangers, and says so to any who come S 8 I 10 W 16 D 15 Co 9 Ch 11
millstone.
onto his property. Spells usually carried:
This retired warrior is friendly with the First level: bless, command, detect evil,
Miller: AC 5 (scale & shield); Level O; hp 4;
elves to the northwest, but will not partake detect magic
#AT l; D 1-6 (spear or shortsword); XP
of any adventuring. His house was raided, Second level : chant, know alignment,
silence 15' radius
14
and his wife and children slain, when he was
away in the wars. His possessions are few; Servant: ACS (leather); Level O; hp 5; #AT 2
he has only his armor and weapons, a few Terjon: AC 4; Level 6 Cleric; hp 41; #AT l ; or l; D 1-6/1-6 (arrows) or 1-8 (battle
coins in his purse (20 cp, 19 sp, 8 ep, 11 gp, D 3-8 (mace + 1); X P 796 axe); XP 19
and 4 pp), an old jar in his cupboard, and a S 11 I 10 W 16 D 12 Co 16 Ch 8
Dog: AC 7; HD 2; hp 10; #AT l; D 2-5; XP
few magic items-10 arrows + 1, elven Spells usually carried:
40
boots, and an elven cloak. First level: bless, command, cure light
wounds, detect magic, sanctuary
23. COTTAGE AND SMALL BARN
Dogs (3): AC 7; HD 1 + l; hp 7, 5, 4, #AT 1; Second level: hold person (x2). know align­
D 1-4; XP 34, 30, 28 ment, silence 15 ' radius, slow poison A somewhat reclusive farmer, his spinster
Third level: cure disease, dispel magic daughter and son dwell here. They are not
Herdsman: AC 4 (chain & shield); Level 2
particularly successful at farming, but are
Fighter; hp 11; #AT 1 or 2; D 2-9 (long­
21. COTTAGE AND LARGE BARN excellent fishers, trappers and hunters. The
sword or 1-6/1-6 (longbow, ranges 7 "/
villagers are not particularly fond of these
14"/21 "); XP 58
These well-kept buildings are obviously folk.
S 17 1 13 W 12 D 15 Co 11 Ch 10
those of a cowherd, and a particular odor is The farmer and his son are militiamen.
quite noticeable in the area. The farmer, his The spinster daughter is only in her twen­
20. CHURCH Of ST. CUTHBERT
wife, his aged mother, and seven children ties, and is handsome but bossy. These peo­
have a dairy, making and selling cheese. The ple do not follow any religious persuasion,
This newly built edifice was raised by the
trader and the inn take what does not sell to so they are excluded from most village func­
viscount, in honor of the aid rendered to
passing merchants, so very little is available tions. They have saved 73 sp in a hollow of
him by the Archcleric of Veluna during the
to individual purchasers. a tree to the north.
war against the Temple of Elemental Evil. A

11

0 N Gi ilAL ADVE ilTVRJ:S RE i il CA R_Il ATED • TH E TEltc PLE 0F E L E ltc E llTAL EVI L
Farmer: AC 8 (padded armor); Level O; hp Jaroo Ashstaff: AC 6 (padded armor); Level 26. BARN-LIKE HOUSE WITH A WHEEL
3; #AT 1; D 1-8 (fauchard-fork); XP 13 7 Druid; hp 44; #AT 1; D by weapon or NAILED TO A POST
spell; XP 1427; cloak of protection + 2,
Daughter: AC 10; Level 1 Fighter; hp 8; #AT ring of invisibility, staff of the serpent This is the residence and shop of the local
l ; D 1-4 (dagger) or 2-5 (sling bullet); XP 22 (python), scimitar + 1 wheel and wainwright . The main part of the
S 11 I 11 W 18 D 9 Co 15 Ch 15 structure is a barn where he builds and
Son: AC 8 (padded armor); Level O; hp 5; Standard druid abilities: identifyplant type, repairs carts and wagons. The artisan, his
#AT l ; D 1-6 (staff) or 2-5 (sling bullet); animal type, pure water; pass without small child, and two helpers live in the side
XP 19 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 All the men are in the militia. These folk
Handbook page 21. are followers of St. Cuthbert . The elder
This is obviously a place of worship. The Spells normally memorized: tends to drink too much, but is good­
trees are neatly pruned, and the grass is First level : detect magic, entangle, Faerie hearted. He has 140 sp set aside for his little
well tended. A carefully placed line of Fire, in visibility to animals, pass without daughter's dowry, the sum being kept in a
bluish stones sets off the path leading to a trace, speak with animals pouch hanging in a back closet.
rock cairn where flowers, nuts, berries, Second level: barkskin, charm person or
and garlands of leaves are placed. A mammal, cure light wounds, heat metal, Wainwright: AC 7 (leather & shield); Level
small path leads beyond the shrine to a trip, warp wood O; hp 6; #AT 1; D 1-8 (battle axe); XP 16
low-roofed wooden building placed Third level: cure disease, neutralize poison,
under the great boughs of the central summon insects, tree Nephews (2): AC 8 (padded armor); Level O;
oaks of the copse. Fourth level : cure serious wound, plant hp 3, 2; #AT 1; D 1-0 (spear); XP 13, 12
door
A call will bring forth the druid, Jaroo 2 7. WALLED MANOR HOUSE
Ashstaff. All comers to the Grove are Black bear: AC 7; HD 3 + 3; hp 25; #AT 3; D
expected to make an offering here and there 1-3/1-3/1-6; SA Hug (if paw hit 18 + ) This place has an eight foot high stone
(and the druid will remind them, if neces­ Dmg 2-8; XP 185 wall and a heavy gate. It is obviously the
sary). If the visitors are not of the Old Faith, residence of some well-to-do folk, and
they are expected to give several gold pieces 25. LARGE BARN AND CONNECTED easily defensible in times of trouble.
to Jaroo as donations towards the needy of HOME
Hommlet. The druid will listen to requests This is the home of the village elder, his
for assistance from those who contribute. This place is obviously that of a herds­ wife, and their four grown sons. Two of the
man. His wife is dead, but a full grown son sons are married, and their wives and three
Jaroo is an agent of the druids of Gnarley and his wife care for the five children. A children live here also. The elder is a retired
Wood, sent to Hommlet to see if the Temple cousin helps to tend the flocks, and he has farmer, and his sons now care for the fields
of Elemental Evil is totally destroyed, and to brought two dogs along. These folk are and livestock. All of his sons have horses,
help repress any rise of evil of that sort. He friendly, but are not interested in adventure and are very proud of their status. Two ser­
will give aid by spells, but will not accom­ and have little interest in the way of goods. vant girls and a hired farmhand are quar­
pany a party. If the visitors are suspicious They all follow the Old Faith. tered in the stable loft.
sorts, Jaroo will follow at a distance to see The herdsman, his son, and his cousin are All the inhabitants are of the Old Faith.
what goes on . He has a huge black bear, all militiamen. The herdsman has managed The four sons and the hired hand are mem­
which is always nearby but out of sight 95 % to save 33 cp and 9 gp, which he has stored bers of the militia. In the event of attack vil­
of the time. away in a small wooden box hidden in the lagers nearby seek safety in this compound.
Hidden in his cottage are a scroll of 1 spell rafters of the upper main room. He and the The elder is quite wise and grea tly
(weather summoning), a potion of invulner­ druid of the Grove are good friends. respected. He heads a council whose other
ability, and a decanter of endless water. members (in order of seniority) are-
Stored in a stone box beneath the floor of Herdsman: AC 8 (padded armor); Level O;
the root cellar are 42 gems worth a total of hp 4; AT l; D 1-6 (hand axe or fauchard); Jaroo, the druid of the Grove (24)
16,380 gp (seven moss agates, one ame­ XP 14 Terjon, chief cleric of the church (20)
thyst, three bloodstones, two carnelians, Son: AC 8 (leather); Level O; hp 4; #AT 1 or Elmo's father, Captain of the militia (2)
two citrines, five black opals, three blue 2; D 1-6 (spear) or 1-6/ 1-6 (shortbow, Ostler, the Innkeeper (7)
opals, two fire opals, two black pearls, two ranges 5 • 110 "115 "); XP 18 Mytch, the Miller (22)
white pearls, four sapphires, one topaz, six Burne, the magic-user (31)
turquoise, and two zircons) . The box is fire Cousin: AC 9 (shield); Level O; hp 2; #AT 1; Rufus, Burne's associate (31 )
trapped (D ld4 + 7, 112 normal chances of D 1-6 (spear); XP 12
detection; q. v. Players Handbook pg. 77).
Dogs (2): AC 7; HD 1 + l; hp 5, 4, #AT l; D
1-4; XP 30, 28

12

0 N Gi il A L A.DVE il'fV�S RE i il CA RJI A'fED • T H E TEJh:PLE 0F E L E Jh: E ilTA.L EVI L


The latter two are new arrivals to the The stonemason, another of the
council. recent newcomers to Hommlet,
The elder is also the Justice of the Peace. built this home. His wife and two
Once each new moon, he holds a village children are here, but he and his
meeting to hear ideas and complaints. three apprentices are at work
In a secret compartment in the bedroom is building the new castle on the low
an iron box which contains 428 gp, 100 pp, hillocks to the southeast (area 31).
and four pieces of jewelry (worth 400, 900, These folks are of the Old Faith.
2000, and 5000 gp). His silver dinnerware is The mason and his apprentices are
valued at 3 , 750 gp, and the several gold militiamen . The mason has
dishes are worth a total of 2,300 gp. The offered to help with the working of
elder and his sons each carry about 10 gp several large monoliths for the.
worth of various coins in their purses. Grove after the castle is finished.
The mason is well-regarded in
Sons (4): AC 5 (scale & shield); Level O; hp Hommlet.
5, 4, 4, 3; #AT l; D 1-8 (longsword) or 1- He has become quite friendly
6 (spear); XP 15, 14, 14, 13 with the magic-user, Burne. He
has 20 gold ingots (worth 50 gp
Hired hand: AC 8 (padded armor); Level O; each) hidden in a secret hollow
hp 2; #AT l; D 1-6 (hand axe) or 2-5 under the stone wall out front .
(heavy crossbow 8 "/16 "/24 "); XP 16
Stonemason: A C 4 (chain & shield); Level O; 31. TWO-STORIED TOWER
28. LARGE NEW BUILDING hp 6; #AT l; D 2-7 (military pick); XP 16
This structure is some 55 feet tall, a
The sign before this place shows a saw Apprentices (3): AC 10; Level O; hp 5, 3, 2; smaller tower rising inside the greater at
and hammer. The building appears #AT l; D 2-5 (hammer) or 1-6 (club); XP about 35 feet above the ground. Its
newly constructed. 15; 13, 12 entrance is accessible only by going up a
curving flight of stone stairs which termi­
This new home is the shop and residence 30. DOUBLE FIELDSTONE WALLS nate in a landing about 10 feet above the
of the local carpenter, his wife, and his FILLED WITH EARTH ground. The outer door of the tower
younger brother. The carpenter often works lowers to form a bridge to the stone land­
for other craftsmen in town, and is cur­ Here are the beginnings of a smallish cas­ ing. There are numbers of arrow slits
rently at work on barrel staves. As is typical tle, being built around a new tower atop the around the tower, and it has a splay
of most townsfolk, he is too busy to think of low mound. Workers have dug deep trench around the base to about 6 feet in height.
adventuring. lines about ten feet wide and as deep, down The lower and upper battlements are
Having come to the village about two to a hard clay. They seem to be in the proc­ machicolated, the merlons being pierced
years ago, this family is considered 'outside' ess of mortaring the foundations of the wall for archery as well. Two men-at-arms
folk, and will be until their beards grow to be built above. Work has barely begun, watch from its roof.
gray. The carpenter and his brother are nev­ but the outlines of bastions, towers, a gate­
ertheless militiamen. All three are followers house and a keep can be noted. See Map 6 for a floor plan, and refer to
of St. Cuthbert. The woman owns a silver The keep is atop the second hillock, and Area 31 for a detailed room key.
chain with 12 silver coins (worth 25 gp). considerable excavation has taken place. Inside dwell Rufus the Fighter and Burne
The earth from this digging has been used in the magic-user. Both came to Hommlet
Carpenter: AC 6 (studded leather & shield); the walls around the whole. Some dressed some three years ago, and had considerable
Level O; hp 4; #AT l; D 1-8 (battle axe); stone blocks are visible, but not similar to success in adventuring. They defeated a
XP 14 local stone. large bandit force which had plagued Verbo­
Brother: AC 8 (padded armor); Level O; hp The whole is being financed by the Vis­ bonc, and it is rumored that they gained
3; #AT l; D 1-6 (hand axe) or 2-7 (spe­ count and the Archcleric of Veluna, for considerable treasure in killing a green
tum); XP 13 favors done by the owners of the tower dragon which preyed in the Kron Hills to
(which they also built), Burne and Rufus. the west.
29. STONE HOUSE These two will, in tum, serve the Viscount These two are friends of all the important
by holding the area safe for him and report­ folk in the village. It is well known that they
ing on any untoward happenings. are tough and very cautious, but willing to
This well-crafted stone dwelling seems
recently built. It is set off from the road by give some aid to adventurers for a price.
a low stone wall. No animals are seen, but
some children are playing in the yard.

13

0 N Gi II AL A.DVEII'fV RJ:S RE i II CAR._II AfE D • THE TEJkl:PLE 0F E L E Jkl: E IITA.L EVI L


All sorts of standard equipment is stored 32. TENTS AND WATTLE HUTS renowned and its food better than average,
in the keep, and both Burne and Rufus have and the area is prosperous. Choice venison,
odd potions and scrolls as well . Some dozen temporary shelters are along mutton, poached salmon, trout stuffed with
Burne, 'His Most Worshipful Mage of the edge of this copse of trees. They house specially prepared mixtures, goose roasted
Hommlet': The magic-user is Lawful Good, ten peasant laborers and associated train­ to a golden brown, pork, steaming sau­
clever, but a trifle on the greedy side. All women, children, stray dogs, etc. They are sages, steak and kidney pie with mush­
services he renders will be paid for hand­ the workers constructing the new castle. A rooms or truffles, squab stuffed pheasant,
somely. He is a follower of St. Cuthbert, few villagers also work on the project from and boiled crayfish in drawn butter are just
and very conscious of his duty to protect the time to time; each puts in half a day's labor a few of the epicurian delights which are
village and to watch for evil. His adventur­ once per week. expected and served here. The locally
ing (if any) will be calculated to accomplish Whenever a load of materials is sent from brewed ale and beer is supplemented by
those ends and gain him a third of the trea­ Verbobonc, six new laborers arrive with it, brews from other sites, and wine, mead and
sure found as well. He is not likely to risk his and a like number then return to that town brandy from all over the Flanaess make
life or be duped. Burne is on the young side with the empty wagons. their way to the boards of the Welcome
for a magic-user, average in appearance and One of the laborers is an agent evil, spy­ Wench .
dress, and will often frequent the Inn of the ing on this activity for the traders (area 13).
Welcome Wench . He secretly meets with them to give reports Meals are served on pottery, pewter, or
Rufus: The fighter is also Lawful Good. as needed. After the tower is complete, he is copper services, according to the order. Var­
When he reaches 8th level, he is to return to expected to work for the traders as a guard, ious leather jacks, pottery mugs, wooden
Verbobonc for special service on the Vis­ in garb that will probably leave his duplicity tankards, pewter steins, glass flagons, crys­
count's behalf. He will not risk his life nor undetected. tal goblets, or silver chalices are used for
become involved in foolish adventures. If he potables.
renders service to a party, he requires not Agent: AC 10; Level 2 Fighter; hp 14; #AT
less than 20% of the total treasure gained. l ; D 3-6 (dagger + 1) or 1-6 (club); XP 48; Meals
Rufus leads a squad of men-at-arms, and S 17 I 12 W 7 D 12 Co 16 Ch 11 Breakfast, plain 5 cp
has been appointed as the overall com­ Breakfast, elaborate 2s
mander of the village troops as well. 33. OVERGROWN TRACK Dinner, plain 5 sp
Dinner, elaborate 1 ep
Burne: AC 8 (ring ofprotection + 2); Level 8 This leads off into the rugged hills and Dinner, 7 course 2 gp
Magic-User; hp 30; #AT l; D 3-6 (dagger tangled scrub above the town. About a Supper, plain 3 Sp
+ 1) or by spell; XP 2025; carries chime league away (2-3 miles) is a ruined moat Supper, elaborate 7 sp
of opening (51 charges), wand of magic house, a former warning post for the Common Drink(per pint)
missiles (49 charges) . destroyed Temple. The moat house is a fully Ale 2 sp
S 1 5 I 1 7 W 11 D 10 C o 1 5 C h 12 detailed area for exploration; refer to Part Ale, special 1 ep
lA and Maps 7 and 8. Beer, small 5 cp
Spells: Beer, heavy 1 sp
Mead 1 ep
First level: burning hands, detect magic,
feather fall, jump (comprehend lan­
Detailed Mead, special brew 15 sp
Wines(per pint)
guages, light, read magic)
Second level: levitate, mirror image, scare
Buildings Table, local 1 ep
(darkness 15 ' radius, detect invisibility,
Keoish golden 15 sp
Area 7 . Inn o f the Welcome Wench (Map 3) Sundish lilac 5 ep
strength)
Area 13. Traders' Establishment (Map 4) Urnst white 1 gp
Third level: dispel magic, fireball, tongues
Area 20. Church of St. Cuthbert (Map 5) Celene ruby 2 gp
(gust of wind, infravision)
Area 31. Guard Tower (Map 6) Furyondian emerald pale 4 gp
Fourth level: Fumble, wall offire (dimension
Velunan fireamber 1 pp
door, plant growth) To prevent confusion, all room numbers Brandies(per gill)
are by a letter code-I (Inn), TP (Trading Local 1 ep
Spells normally carried are given first; other
Post), C (Church), or GT (Guard Tower). Keoish 1 gp
spells in Burne's spellbook are given in
Urnst(special aged) 3 gp
parentheses.
AREA 7. THE INN OF THE WELCOME Liqueur
Rufus: AC 2 (chain + 1, shield + 1); Level 6
WENCH Ulek Elixir, 112 gill 5 gp
Fighter; hp 32; #AT l; D 3-10 (battle axe
Menu and Prices
+ l); XP 692; carries dust of disappear­
ance (12 doses) , carnelian scarab of
proof against poison + 2 (identical to the
The cost of food and drink at the Wel­
come Wench is higher than usual. It is the
periapt in effect) only inn for many miles, the place is
S 15 I 10 W 10 D 12 Co 12 Ch 14

14

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Rooms 1-4 (dagger); AL CE; XP 52
I 4. Bar S 16 I 13 W 9 D 15 Co 11 Ch 10
The upper rooms are very clean, and all
except the common dormitory are heated. This is the proprietor's usual station. He I 7. Private Suite
Each has a fine bed, many covers, wash sees to the filling of jacks of ale, tankards of
stand, chamber pot, towels, pegs for gar­ beer, and flagons of wine. Boiled eggs, The noble or wealthy rent this suite for 5
ments, and several chairs and stools. The cheeses, and hard biscuits or crackers are gp per night, breakfast furnished. The outer
larger rooms have arm chairs, tables, foot­ often atop the trestle. Serving girls carry the room is a sitting room with table and chairs.
stools, bed warmers, curtained beds, and food from here to the common room. There The inner has a huge feather bed, chairs,
good rugs on the floor and wall hangings as are great barrels of ale and beer, tuns of and a closet.
well. The cost of each is shown in the key to wine, and a cask of brandy with spigots
the second floor. ready at the host's hand. A box under the I 8. Private Room
bar holds 61 cp, 33 sp, 17 ep, 47 gp, and 11
FIRST FLOOR pp in separate compartments. This ready This simple room costs 2 gp per night.
money is taken upstairs each night. Gundi­
I 1. Common Room goot keeps about 100 gp worth of various I 9. Private Room
coins in his apron pockets.
This large place is bright and cheerful. It This simple room has an extra table and
contains several rough-hewn tables and I 5. Kitchen chairs, for 5 ep per night.
chairs, boards, and benches. Natural
tree trunk pillars support the ceiling The huge fireplace usually has various I 10. Private Room
overhead, all dark with smoke and age. pots and kettles within, a roast turning, and
A motley group of people is here. several fowl kept warm in its side places. This place is currently the lodgings of
Goodwife Gundigoot is in charge here, Spugnoir, an Evoker. He came into the vil­
In the daytime, half of the 4-16 customers keeping cook and scullions hopping. At the lage with a merchant wagon, and is staying
in the place are travelers (merchants, tin­ west end are the steps leading down to the in hopes of gathering spells, for he knows
kers, peddlers, etc.), and half are local folk. cellar and up to the private apartment of the only detect magic, read magic, and sleep. A
In the evening, double the number rolled, owner. large trunk holds his clothing, professional
with a 50% chance that the NPCs who have paraphernalia, and a fair assortment of
chambers above (areas l, 5, and 9) are in the UPPER FLOOR dungeon exploration materials (DM's
common room. Roll for each NPC once per choice). He has learned that a warlock was
hour. Several barmaids and potboys circu­ I 6. Private Room housed in the ruined moat house, and plans
late, bringing viands and drink, taking to quietly search it. His garb is nondescript,
away the empty plates and flagons, stoking This chamber is rented by Zert, a fighter as he does not wish to attract attention nor
the fire if the day is chill, and so forth. who is ostensibly awaiting the return of a be recognized as a magic-user. His funds
caravan from the south, but who is actually currently amount to 7 sp, 9 gp, 11 pp, and
I 2. Private Room a Chaotic Evil spy for the Temple. The trad­ three zircons (SO gp each). The coins are in
ers (area 13) know who and what Zert really his wallet, and the gems are secreted in the
This chamber is for visiting noblemen, is, but he does not know that they are also hem of his cloak. If approached, he will
rich merchants, and the like. It contains a pawns of Evil. Zert will happily go with claim to be working for a sage, and will go
long table and comfortable side chairs. It is adventurers for an equal share of treasure. with the party if offered all the scrolls
also used by those wishing to have a private He will as readily betray them, help to slay foun d . Otherwise, he will attempt to
meal . It is nicely furnished, with tapestries them, and take their goods. He has double shadow the party and glean what he can.
and paintings on the walls. the capacity of an ordinary man, able to
drink ·great quantities without becoming Spugnoir: AC 9; Level 2 Magic-User; hp 4;
I 3. Private Room drunk. He carries 20 gp in his purse. His #AT l ; D 1-4 (dagger); XP 36;
medium warhorse and lance are in the sta­ S 11 I 15 W 11 D 15 Co 14 Ch 7
This place is generally kept aside by ble. Saddlebags on the table herein hold
Ostler Gundigoot for those of his patrons other garments. A pouch in plain view I 11. Private Room
who wish privacy to confer, game, or what­ holds 27 sp, 12 ep, and 40 gp. Hidden in a
ever. It is in a dark and inconspicuous cor­ locked coffer under some of his clothing are This simple place has an extra table and
ner. A secret door, a press and slide upwards 265 gp, 100 pp, and 10 pearls, each black chairs, for 5 ep per night.
panel, gives way to a narrow stone staircase but flawed (worth 100 gp .each, but seeming
leading down to a secret room in the cellar. 5 to 10 times that value to the unskilled or I 12. Private Room
This place was used extensively during the casual observer).
time of trouble with the Temple of Elemental This sparse room costs 1 gp per night.
Evil, but is now in disuse, and few of the vil­ Zert: AC 4 (scale mail & shield); Level 2
lage folk know of it. Fighter; hp 12; #AT 1; D 1-8 (sword) or

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I 13. 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 from there leads to the attic of the Inn
one Furnok of Ferd, a 'treasure finder'. He Kebort: AC 0 (splint mail & shield); Level 2 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 18110 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 panels.
dice.) He is careful to play so as to not be Turuko: AC 8; Level 3 Monk; hp 11; MV
caught cheating, and makes a modest living 1 7 "; #AT l; D 1-6 (hand or quarterstaff) I 20. Parlor
thus, mostly skinning passing merchants. or 1-4 (dagger); AL LE; XP 113;
If offered a chance to adventure, Furnok S 15 I 9 W 15 D 15 Co 1 1 Ch 5 This is the living and dining area for the
is willing to go along for an equal share (plus Gundigoot family. It has heavy furniture,
all he can surreptitiously lift, particularly I 15. Dormitory Sleeping Room polished brass pieces (candlesticks et al.),
magic items, which he covets). To show his tapestries, and so forth which show com­
good faith, however, he will put up a scroll Here most of the lesser travelers can fortable affluence.
of protection from magic, hoping to parlay spend a warm and a safe night for a mere sil­
it into far more. If the worst should come, ver piece. The place has a dozen pallets, and CELLAR
he has a dagger + 1 hidden in his boot. in the morning the table in the center is
Fumok's funds consist of a small hoard of loaded with hot tea and fresh loaves at no I 21. Storage Area
37 gems worth 50 gp each (three blood­ extra cost. Even these folks receive warm
stones, eight carnelians, four chalcedon, water and clean towels for morning ablu­ Here are sacks of various stuff for the
four citrines, six onyx, and nine zircons), tions; such is the quality of the Welcome kitchen, boxes of linens, barrels of flour,
and 12 sp and 12 gp for gambling. He also Wench Inn! There are always 2-12 (or more) and so forth. Herbs and other items are
has a ring of invisibility and the aforemen­ sleeping here. hung from the beams overhead . This section
tioned scroll and dagger. of the basement is kept warm and dry from
I 16. Spare Room activity in area 22.
Furnok: AC 4 (leather); Level 4 Thief; hp
18; #AT l; D 1-6 (shortsword) or 2-5 This place is rented if the inn is exception­ I 22. Summer Kitchen
(dagger + 1, AL N; XP 207 ally crowded, but it is normally the quarters
S 8 I 14 W 10 D 18 Co 15 Ch 13 for the potboys and scullions, for Ostler In very hot weather, cooking which can­
Gundigoot is a very kind master. On cold not be handled on an outside fire is done
I 14. Private Room nights he will have a fire in the room, too! here. In winter, additional cooking is also
done here, so the area is dry and warmer
This place houses a strange pair-a hulk­ I 17. Serving Wenches Room than the rest of the cellar. Scullions and
ing fighter, Kebort by name, and his associ­ menials sometimes sleep here. Various food­
ate, a small and thin fellow called Turuko, a Though this chamber has cots for four, stuffs are stored in cupboards, as are extra
Bakluni from unknown parts. Kebort car­ two wenches currently share the room. plates, platters, etc.
ries a longsword and dagger, and keeps his When the season arrives, one or two likely
lance, flail, and battle axe in the stables with lasses will be hired on. I 23. Locked Storage
his heavy warhorse. Turuko keeps his two
daggers and quarterstaff handy at all times. I 18. Gundigoot's Children's Room A well and heavy stone wall keep this
They currently have only 40 cp, 5 sp, and 12 room cool, where perishable cheeses, but­
gp between them. 'Something must be done The host's two young daughters are quar­ ter, meats, and such are kept . Smaller bar­
soon !' says Turuko. tered here, under the watchful eye of Good­ rels of ale, beer, mead, and table wine are
Kobort was passing through when he fell wife Gundigoot. also in this room.
in with the monk. Turuko convinced the
huge fellow that he could make them I 19. Gundigoot's Chamber I 24. Locked Storage
wealthy and famous. The monk believes
himself to be highly clever. His plan is to In addition to bed, dresser, and armoire, This is the wine cellar. The rarest wines
waylay and rob adventurers returning from Ostler Gundigoot and his wife have a small and brandies in butts and tuns are along the
a successful expedition to the ruined moat side room where accounts are kept and the walls. Shelving in the center holds small
house, for he knows that there are monsters riches are stored. A small secret compart­ casks and pottery jars of the same.
and treasure there. ment in the north wall holds a locked iron
The pair will try to accompany a small box. Inside are six pieces of jewelry worth a I 25. Main Cellar
party, hang back during fights, and then total of 16,000 gp (1, 1, 2, 3, 4, and 5 thou­
slay the characters when they are weak­ sand gp), and two sacks of coins, one of Various old furniture and unused items
ened . They will otherwise spy on a large gold (400) and one of platinum (100). are stored here and there, along with empty

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crates, hogshead and barrels, rusty tools, an bucklers and 17 shields are hung on the TP 8. Other Weapons, Missiles, and associ­
old 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 kept 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 ld6: 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 1 0. Ta ck, 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.
7 battle axes Tinderboxes, candles, oil lamps, wicks,
1 bardiche lanterns, etc. are sold for 110% of list price, TP 12. Barn and Stables
2 bill-guisarmes rounded up.
7 light crossbows Refer also to the stable notes, village key
12 daggers TP s. Food and Herbs area 13. Horses, ponies, and mules are sta­
3 glaive-guisarmes bled here. Various small animals are also
20 javelins Rations packed to go are sold for 120% of available here-mice, doves, chickens, etc.
3 maces list price. Herbs cost 150% of list. All livestock prices are 110% of list, war­
2 morning stars horses 120% .
4 partisans TP 6. Ropes, Chains, and Dungeoneering
130 quarrels Gear; Writing Materials an Religious Items TP 13. Barnyard
8 spears
12 longswords Each of these costs 110% of list price. Out in the yard are 2-5 swaybacked, pot­
12 shortswords bellied, spavined old plugs, with a like num­
TP 7. Pole Arms and Shields ber of vicious, cowardly mongrel dogs.
Food, clothing and bedding are easily These miserable creatures are for sale, at
moved to the place from the Inn. Some 10 Each of these costs 110% of list price. 70% of list price, as draft horses and hunt-

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ing dogs. The horses are 50% likely to stop wood; if one of the faithful needs guidance C 7. Meditation Room.
�ach 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
Examples include:
ers) as soon as they are not tied fast. Natu­ C 9. Sacred Trophies Gallery
Square comers can be pounded smooth.
rally, the traders will claim that it is a case of
Thick heads are not made of glass. Salva­
caveat em(>tor, or that the dog is absolutely Here are displayed copies of dented hel­
tion is better than smart answers. Some
another which resembles the one purchased mets, maces, clubs, and knobbed cudgels of
good folk can understand only one thing.
only superficially (perhaps adding a spot of fame.
Enlightment can penetrate even the helm of
dye to alter its appearance).
iron.
C 10. Cells
Evil which cannot be removed must be elim­
AREA 20. CHURCH OF ST. CUTHBERT
inated.
Needy, laity, acolytes, criminals, and
Foolishness can be beaten.
Law� correcti�n lies in a stout billet. Capri­
MAIN FLOOR offenders against the faith can be housed or
confined in the small rooms here. Each has
only � peg, pallet, and pail. The tiny win­
aous behavior brings knots to the heads of
C 1. Hall
those lacking wisdom. Preach quietly, but
dow is barred, and the heavy, iron-bound
have a large cudgel handy.
This is where the faithful come to hear the door of each cubicle can be bolted fast from
sermon given on Godsday eve. The place is the outside.
C 4. Study and Audience Chamber
floored in well-polished wood, with
wooden ceiling and pillars extending all the UPPER FLOOR
Those entering the church must come
through t�is room, except on holidays. The
way to the roof high overhead. The walls
are painted in pastoral scenes, and tinted C 11. Church Library
lesser clenc, after bidding visitors to be seated
glass mosaic windows of many shades of
on hard benches near the door (not on the
color allow light into the hall. There are no Here are many religious and legal works­
padded chairs near the fireplace), invites them
benches, pews or stools. tomes, librams, scrolls, volumes, and so
forth: �idden in a thick book entitled Legal
to peruse the religious tracts and scrolls on a
nearby table, and indicates the location of the
C 2. Processional Affairs m Veluna, 213 to 312 CYis a scroll of
poorbox (which is emptied after each visitor),
seven clerical spells (one spell of each level)
then steps out for 2-12 minutes. Upon return­
Worshipers, as well as those to be con­ and an amulet of life protection.
ing, the cleric enquires as to the visitors' busi­
firmed, married, and so forth, are allowed
to enter this way, led by the cleric or clerics
�ess ..If it is �ith the chief cleric nothing further C 12. Upper Hall
is said until a contribution to the needy is
given. Ab?ut 1-10 gp per level of the strongest
concerned, the latter robed and with thuri­
ble and ceremonial billet of bronzewood. During sermons, visiting clerics can sit
c:_haracter m the party is a fair amount. Some­
The floor here is of lighter wood, and the here in large upholstered chairs and
times (50% chance) the person desired is
walls are deep blue, sprinkled with star­ couches.
unavailable, and the petitioners must return at
bursts in silver leaf.
a later time and go through the same routine.
. C 13. Assistant Cleric's Chambers
Iniur�, sick, or needy folk are not subjected
C 3. Altar and Sanctuary
to this treatment, but all aid given is always
Here Calmert and any other underpriests
for a return according to the recipient's ability. .
The circular chamber is screened by a find quarters. The room is large and well­
drape of deep green velvet. Inside is a life­ enough furnished, but many cords and ropes
sized statue of St. Cuthbert, smiling, the
C 5. Vestry
hang from the center, with colored wooden
great cudgel held high in one hand while the beads of appropriate size attached to the ends
A�ove, where the tower extends yet anothe;
This private chamber is for the rest and
left hand beckons the doubter and the faith­
relaxation of the clerics, as well as for their use
ful alike. Growing ferns and other plants are 30 or so beyond the ceiling overhead are a
in dressing for services. Steps lead to the upper
behind this statue, while to either side are collection of bells, chimes, and gongs 'which
floor.
tree stumps from which the clerics officiate. are sounded at certain times of the day (dawn,
An altar is carved from a single piece of �oon, 3;11d dusk) and during Godsday services
LOWER FLOOR (a high basement area,
bronzewood with billets, star bursts, and m certam melodies and patterns. Calmert sees
floored)
the sacred sign of the Crumpled Hat . to this requirement. In the room are two cots
a brazier, and various miscellaneous furnish�
The walls are wainscotted with carved
C 6. Church Kitchen
ings. One of .the large black beads is actually a
panels, and the painted walls show various lump of platinum of 10 gp weight-Calmert's
A serving woman and her husband prepare
marvels performed by St. Cuthbert. A band total cache.
meals and care for the churchmen's needs
of holy sayings is above the walls and
here. All normal meals are taken here.

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C 14. Chief Priest's Chamber Guard: AC 5 (scale mail & shield); Level 2 bed. Various items of use in magical
Fighter hp 12; #AT l; D 1-8 (longsword); research line the shelves-alembics, beak­
This is a comfortably furnished, well­ AL NG; XP 44 ers, jars, flasks, and the like-most filled
appointed room. The mantle of the fireplace with strange substances. A clutter of parch­
contains a hidden cache known only to GT 2. Lower Level ments, scrolls, and a few books are spread
Y'dey (Nulb encounter key, area 3 ) . The on a table-desk.
This is the ground level where the outer
mantle lifts up to reveal compartments Clumps of dried vegetable matter,
batter (splay) thickens the wall. Here are all
which hold a bronze neck chain (set with six bunches of herbs, bones, skulls, and bottles
sorts of supplies-food, ale, beer, wine, oil,
rubies worth 1 ,000 gp each), an amber cud­ of fluids fill a wall case, hang from the ceil­
gel (worth 2,500 gp) descending from a
and so forth. This place is not pierced with
ing, and appear here and there in the clutter.
slits or windows. Ramps lead up and down
chain (worth 7,500 gp), a mace + 1, and a Robes, cloaks, and capes of various sorts
to other levels of the tower.
scroll of protection from demons. Terjon and color are hanging from pegs near the
keeps church funds in a locked iron coffer entry, where a large black and magical staff
GT 3. Dungeon or Cellar Level
under his bed, which currently holds 546 cp, leans against the wall. (This normal staff
317 sp, 88 ep, 102 gp, and 16 pp. Of all rela­ Horses are sometimes stabled here, and bears Nystul's magic Aura was cast upon it).
tively minor contributions, 30 % is first there are heaps of straw, hay and oats to pro­ A box under the pallet holds three daggers
removed (20 % for Terjon, 1 0 % for vide for their needs. Normally only the steeds and a score of darts, and various and sundry
Calmert), and the remainder placed here. of Burne and Rufus (light and heavy war­ items of dungeoneering equipment, among
These are the usual salary amounts; reduce horses, respectively) are kept here at night. them six vials of holy water, a silver holy
them in cases of large grants or gifts to the Four cells along the southeast wall are for pris­ symbol, a wand with continual light upon it
church. oner retention. Each is closed by an oaken (kept in an ivory tube lined with black vel­
door, barred, locked, and chained. In each cell vet), and a silver knife.
C 15. Balcony are fetters and chains. The secret door leads to Burne's spell book is camouflaged to appear
a small natural cave with a spring. as the seat of the only armchair in the room. A
From this spot, about 15 ' above the floor flat chest, fastened among the rafters and
below, the chief cleric of the church delivers UPPER LEVEL appearing as if part of the flooring overhead,
his weekly and special addresses and ser­ contains his wealth. In it are 122 gems worth a
mons. GT 4. Hall and Ladderway total of 14,500 gp (five emeralds, eight topaz,
five aquamarines, four peridots, and 100
ornamental 10 gp stones) and a locked iron
The upper levels of the tower can be
AREA 31. GUARD 10WER
coffer which holds 200 gp, a ring set with an
reached from this point by a steep set of
emerald (3,000 gp total value) and a scroll of
retractable wooden stairs about three feet
GT I. Main Hall
wide, very similar to a ladder. A guard is on
seven spells. Burne is debating whether to use
duty at the foot of the ladderway.
This is the entry to the tower on this level. the scroll to expand his spell book, or to save it
The drawbridge is one foot thick oak plank­ for an emergency. The scroll contains compre­
Guard: AC 5 (scale mail & shield); Level 2
ing bound with iron, and is operated by a hend languages, mirror image, pyrotechnics,
Fighter; hp 11; #AT l; D 1-8 (long­
windlass. The small entryway is closed off web, suggestion, ice stonn, and transmute
sword); AL LG; XP 42
by a stone wall and an inner door of iron. A rock to mud.
guard is on duty.
GT 5. Rufus' Chamber
The door is flanked by shuttered arrow PARAPET LEVEL
slits, and two murder holes are in the ceil­ This is a well-furnished room with a large
ing. Flanking the inner portal are two fire­ bed, chest, chest of drawers, armoire, and GT 7. Hall
places, where most of the cooking is done wardrobe. A large chair, table, and stool
by two to three servants. The lords of the complete the furniture. There are rugs and The ladderway from below exits here,
place sit in judgement either here or at a skins on the floor, tapestries on the wall, where an iron door leads to the parapet sur­
table in the curved alcove. Trestle tables can and a longbow and quiver of arrows hang­ mounting the tower. Another ladderway
be extended down and across to accommo­ ing near the bed. The quiver contains 14 extends to the upper level of the turret. A
date about 40 people when a feast or revel is silver-tipped arrows and six magical arrows barrel of 20 javelins stands beside the door.
held. Several comfortable chairs are placed + 2. Under a loose stone in the fireplace is an
along the walls, and the walls themselves iron box with 200 gp, 100 pp, five violet gar­ GT 8. Mercenary Captain's Room
are hung with tapestries and decorated with nets, and five black pearls (each gem worth
shields, arms, and hunting trophies-12 500 gp). This chamber is sparsely furnished, with a
shields, four long swords, two broad score of arrows and five times as many cross­
swords, four spears, two battle axes, and GT 6. Burne's Chamber bow bolts stored near the door. A small coffer
the heads and horns of various creatures. holds 173 pp and two star sapphires (worth
1,000 gp each). See 'Burne's Badgers', below,
This room is quite similar to that of
Ramps curving upwards and downwards
Rufus, though it is more spartan. A work­
lead to other levels. · for details on the captain.
bench occupies so much space that a narrow
pallet must serve, instead of a comfortable

19

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GT 9. Mercenary Lieutenant's Room box which holds their ammunition, 30 S 13 I 11 W 13 D 14 Co 11 Ch 14
heavy spears, stands nearby. Another chest Lieutenant: AC 3 (chain & shield + l); Level
This room is much the same as the captain's contains rags and pots of oil for the making 4 Fighter; hp 28; #AT 1; D 2-9 (flail); 2-5
quarters, except that there are eight quivers of flaming missiles to fire from the scorpi­ (dagger); or 1-4 (light crossbow, ranges
full of arrows here and no bolts. He has a ons. There is usually a guard here. 6 "/12 "/18"); XP 222
purse containing 50 gp, five amethysts, five S 16 I 9 W 10 D 12 Co 15 Ch 10
Guard: AC 5 (scale mail & shield); Level 2
red garnets, four red spinels, and a piece of
amber (each gem worth 100 gp).
Fighter; hp 11; #AT 1; D 1-8 (long­
Men-at-Arms
sword); XP 42
GT 10. Parapet Each man-at-arms is Level 0, equipped
Burne's Badgers
with the armor and weapons noted below .
As noted previously, the battlement is Each 'sword' noted on the chart is a long-
These mercenaries are all Chaotic Neutral
machicolated. The merlons are pierced for sword, and each crossbow is light. Each
or true Neutral in alignment. They were
archery, and a light catapult is at each posi­ man is also given a letter, for your ease in
brigands for a time, but decided that there
tion marked A on the map. Smooth boul­ locating them on the maps.
was better pay and Jess risk serving Burne Other
ders and small rocks are stacked around the Primary
and Rufus, who took them prisoner and AC hp XP Weapon Weapon
base of the turret and near the engines as
then spared them. Loyalty is good and Catapult operators
well. Two guards are on duty.
morale is high. They have had some action a leather & sh. 7 6 20 spear sword

against other marauders, receive top b leather & sh. 7 4 18 sword hand axe
Guards (2): AC 5 (scale mail & shield); Level
c leather & sh. 7 3 17 sword mace
2 Fighter; hp 10, 8; #AT 1; D 1-8 (long­ money, and spend an ample amount of off­ d leather & sh. 7 3 17 morning sword
sword); XP 40, 36 duty time drinking and carousing at the inn. star
The 16 men-at-arms are Jed by two fighters.
GT 1 1 . Turret Level Both of the leaders like the village, and have Scorpion operators
no desire to leave it or their current employ­ e ring mail 7 3 21 shortbow mace
f chain mail 5 3 21 crossbow sword
This place is filled with racked pallets for ment. All of Burne's Badgers (including the
the men-at-arms, who generally sleep here four guards at areas Tl, T4, and TIO) are Other troops
but are otherwise busy elsewhere. capable of winding and loading the scorpions g leather 8 6 20 crossbow sword
and catapults. Some are also adept at operat­ h leather 8 5 19 longbow sword

GT 12. Turret Roof ing the engines, as noted below. i leather 8 s 19 shortbow sword
j leather 8 4 18 crossbow sword
k leather 8 4 14
Captain: AC 1 (splint mail & shield + 2);
spetum sword
This position is reached by ladder from I studded leather 7 4 18 crossbow sword
below. The battlement is machicolated, Level 5 Fighter; hp 31; #AT 1; D 1-4 (light m leather & sh. 7 3 14 spear sword

with pierced merlons. A scorpion is at each crossbow, ranges 6 "/ 12 "/18 ", or dag­ n scale mail 6 6 16 fork sword
o ring mail & sh. 6 5 15
ger) or 2-9 (longsword + l); XP 365
spear battle ax
position marked S on the map, and a long p ring mail & sh. 6 4 14 spear sword

0 N Gi il A L ADVEil'fV� S RE i IT CA 1'_Il A'fED • TH E TElhPLE 0 F E L E lh E ilTAL EVIL


The Ruins of the M oathouse
The following information m a y be Statistics
gleaned, piece by piece, through conversa­ faint traces can be seen. But even consid­
tion with the villagers of Hommlet. Old­ ering this, going is slow, and it takes over Brigand: AC 7 (leather & shield); Level 0 (HD
timers know far more of the tale than an hour to reach the place on horseback, 1-1); MV 12"; #AT l; D by weapon (long­
newcomers, and certain special individuals or two to trudge along on foot. Consid­ sword, spear, hand axe); XP 10 + l/hp
(notably those on the Town Council) could erable hacking and clearing is necessary Rat, giant: AC 7; HD 112; #AT l; D 1-3 + dis­
relate the whole story as found here, given to make the way passable, so double the ease (5% chance per hit); XP 7 + l/hp
sufficient provocation and trust in those time required for the first trip. After two Tick, giant: AC 3; HD 3; MV 3 "; #AT l; D
inquiring. It is unlikely that such trust will miles, as the track turns more northerly, 1-4; SA blood drain for D 1-6 per round;
be cause for revelation even so, unless seri­ the land begins to sink and become XP 105 + 3/hp
ously interested characters attend a special boggy. Tall marsh plants grow thickly
Council meeting for the express purpose of where cattails and tamaracks do not. Off UPPER LEVEL
aiding the village through their explora­ to the left can be seen the jagged silhou­
ette of the moathouse. ENCOUNTER KEY
tions.
The appended boxed information is to be A side path, banked high to cross over
1. POOL
read as the characters head for the ruins. the wetland to either side, just north to
This place was once the outpost of the the entrance of the ruin. The track here is
only about 15 feet wide or so, with crum­ The following encounter should chal­
Temple of Elemental Evil, its watchtower lenge a party of 5-8 characters of 1st or 2nd
and an advance base for raids, looting, and bling embankments making travel near
the edge dangerous. The bogs stink. The level. If fewer characters are present, or if
destruction. From this area, servants of the 2nd level characters are lacking (one or
Temple were to bring the Village of Hom­ vegetation appears dense and prolific,
but somehow sickly and unhealthy, none), the DM should decrease the number
mlet and all the lands around it into subjec­ of monsters accordingly, first omitting one
tion. The conquered folk were then to be creepers and vines throwing their stran­
gling loops over the skeletons of dead of the larger creatures, then the smaller,
used as slaves to construct yet another for­ leaving one large monster at all times. Do
tress further west, spreading the evil power saplings and living bushes alike. The
rushes and cattails rustle and bend even not, however, add to the number. If the
of the Temple in ever-growing rings to characters are all 2nd or higher level, con­
encompass all of the land around its base. to a slight zephyr, and weird birdcalls,
croakings, and other unwholesome vert small monsters to large specimens.
This outpost was ignored during the Roll ld6; six giant frogs herein surprise
destruction of the Temple, for the army of sounds come faintly across the fen.
intruders on a result of 1-4. These nasty
good which came against the wicked hordes things leap from their lurking places in the
was so strong as to be totally immune to any The track continues past the ruins for many
tall weeds near the edge of the pool, to a
pinpricking from the garrison of the miles-seven leagues, in fact, to Nulb.
maximum range of 12 ". They attack madly,
moathouse. Only after the end of the battle for they are voraciously hungry at all times.
which destroyed the main armies of the UPPER LEVEL OF THE RUINS
If characters are mounted, check to see if
Temple of Elemental Evil was attention RANDOM ENCOUNTERS the horses panic and throw their riders or
turned to this place. A detachment of horse plunge into the marsh and become mired.
and foot with a small siege train then came Encounter occurs 1 in 12; roll ld6 for type. The chance of panic is 90 % for most
to the marshlands, to lay the castle low. The These random encounters do not deplete mounts, but only 10% for a warhorse. If
common folk from miles around came to the numbers of others in the dungeon. Ref­ panic occurs, the chance of either subse­
help, and the moathouse was surrounded, erences to encounter areas are given for aid quent occurrence is 50% (check for each,
cut off, and battered into extinction. The in handling of the type. Check for encount­ per horse; both may occur to one victim).
place is now shunned by the people of Hom­ ers once per turn in all areas. Each of the two larger frogs has a tongue
mlet, who hate its former evil and the mem­ 12 feet long; the smaller tongue is a mere 6
ory of the terror brought to them by the ld6 Encounter feet . If its prey is more than 5 feet away, a
black lord of the fortress-a vile cleric of frog uses its tongue to attack (gaining a + 4
1. Giant rats (2-8, see area 13)
damnation-and his evil men and human­ "to hit" bonus, but for no damage). Any vic­
2. Scraping noise (shifting materials
oid troops. tim hit by the tongue may attack it, and if
above)
3. Giant tick overhead (see area 16) successful the frog withdraws it and does
A scrub of thorns, thistles, weeds, and 4. Squeaking and rustling (rats in the not use it thereafter. Otherwise, the victim is
shrubs grows thickly along the edge of floor underneath) pulled in by the tongue. A victim weighing
the track which leads to the ruins. Even 5. Brigands (2-5 reinforcements for more than the frog is dragged in at half
the track is mostly overgrown and clut­ area 7) speed, gaining a second attempt to hit the
tered with fallen branches and trees. 6. Footsteps (the party's own, a trick tongue. Each of the small frogs weighs
Here and there it· is washed out, in other of echoes) about 100 pounds; each of the larger, 200.
places a mire. For added fun, each frog can swallow an
Some game evidently still follows the elf, halfling, or small human if its "to hit"
pathway, however, for after a mile or so

21

0 zj Gi ilAL ADVE ilTV�S RE i il CA R_Il ATE D • T H E TEJb:PLE 0F E L E Jb: E llTAL EVI L


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. party approached (a 50% chance), they
or more is required for success (indicating A great wolf spider is crouched on the have retreated here, and the others are
that the frog is slain) . After three failures, a remains of an upper floor some lS feet over­ warned of the party's approach. At least one
swallowed victim dies. head. It leaps (range 3 ") and bites as soon as brigand always watches the escape route
The largest frog has swallowed an amethyst anyone steps into the tower. It gains surprise (the ruined wall in the southeast corner, and
(worth 100 gp), but the others are penniless. on a roll of 1-S (ld6). the stepping stones across the moat).
Amidst the rubbish are 71 cp and 38 sp, The brigands' actions vary by the party's
Giant frogs, average size (2): AC 7; HD 2; and an ivory box about the size of a large apparent strength:
hp 13, 10; MV 3 / / 9 "; #AT 1; D 1-6; XP
" book (easily worth SO gp or more to the
Weak:
70, 64 right buyer).
The brigands hide in the clutter of wrecked
furniture, gaining surprise on 1-S (on ld6).
Giant frogs, small (4): AC 7; HD 1; hp 7, 6, Huge spider (1): AC 6; HD 2 + 2; hp 14; MV
Capable:
4, 4; MV 3 H119 "; #AT l; D 1-3; XP 29, 18 "; #AT 1; D 1-6 + poison ( + 1 bonus
The brigands lock their door, and leave if it
28, 26, 26 to saving throw); XP 187
is battered. They take only their petty
loot, leaving the rest safely hidden.
2. ROTTING DRAWBRIDGE 5. LIITERED STEPS
Overwhelming:
The brigands sneak out as soon as the party
When the moathouse was taken, part of the This staircase leads to the house portion of
is detected, taking all of their loot and
drawbridge was battered through, and men the fortress. A careful examination of these
heading for greener pastures.
crossed on planks to gain access to the inner steps reveals that some traffic (human, animal,
gates. The chains of the drawbridge were bro­ and perhaps otherwise) comes this way. The
Leader: AC 4 (chain & shield); Level 2
ken, and it fell; it has remained thus since. It is doors at the head of the stairs are broken-one
Fighter; hp 17; #AT l; D 1-6 (spear) or 1-
strong enough to bear a man, but any mount flat on the floor, the other sundered.
8 (longsword); XP S4
crossing over may break through and injure a
leg. The chance is 50% for a horse, 30% for a 6. GREAT HALL
Aide: AC 6 (ring mail & shield); Level O; hp
mule, and 20% for a pony. The injury reduces
7; #AT l; D 1-8 (longsword) or 2-7 (flail);
the mount to 2/3 of full hit points (rounded up, This was once a great audience chamber, XP 17
permanent until magically cured), and reduces as shown by the tattered banners and Others (each Level O):
movement rate and encumbrance figures to tapestries on the walls, destroyed furni­
half normal. ture, and heaps of rotting cloth thrown Armor Weapons AC hp XP
into comers. Once richly appointed, it
3. BROKEN GATES has been thoroughly searched, sacked, padded sword, 6 3 7
and despoiled. Leaves and dirt cover the & sh. 3 javelins
The door is hanging open on one great floor, and cobwebs hang from walls and studded
hinge, the other is splintered and holed the ceiling above. Looking up, you see leather halberd 7 6 6
leather & sh. spear, 7 5 5
but still in position, wedged and shored that pieces of beams and chunks of stone
hand axe
closed from the inside. poke through, indicating that the upper
leather crossbow, 8 5 9
stories of the place are totally destroyed sword
A careful examination of the ground here and likely to be impassable to anything leather crossbow, 8 4 8
reveals boot prints in the ground, heading larger than a rat. club
for the building steps at area S . leather crossbow, 8 4 8
I t i s S O % likely that a pair o f brigands mace
(from area 7) are here, see the party, and
7. BRIGANDS leather voulge 8 3 3
retreat to their lair, giving warning to .the
Holed up in this 'Black Chamber; the Each brigand has 3-18 sp. The aide has an
group. If so, the party will be aware of none
quarters of the former Lord of the castle, are
of this, unless using wizard eye or some additional 3-12 ep and 2-8 gp. The leader
eight brigands and their leader, a Level 2 has S-20 pp, 1-2 citrines (SO gp each), and
other sort of invisible advance scouting.
fighter. The heavy door has been repaired wears a gold chain worth 200 gp.
by these outlaws, and it is usually barred The brigands have buried a chest under
4. 10WER
and bolted as well. They are not aware of the rubble where the wall collapsed. Three
the secret door nor the stairway down. turns of digging can uncover the loot. The
The upper portion of the tower has col­ The chamber is floored in black flag­ chest holds 2,000 cp, two bolts of fine cloth
lapsed, and the interior is dark. stones, and has ebon-colored wall hangings worth 60 gp each, a crystal flagon and four
(now burnt and tattered) in addition to the goblets (the set worth 80 gp), an inlaid
Even if an arrow slit is peered through, jumbled wreckage noted. The brigands wooden box with ivory handles and decora­
tions (4S gp), and four magical arrows + 1.
infravision will reveal nothing. The occu­ pitch bedrolls in odd corners, and the
pant lurks above. A scattering of husks and remains of fires can be noted in the northern
a few bones lie on the floor, possibly giving fireplace.

22

0 .Rj Gi ilA L ADVEil'f'V�S REi il CA RJIA'fED • TH E T E DI PLE 0 F E L E D:r E llTAL EVI L


8. STAIRWAY UP 13. SlOREROOM AND STAIRWAY room, near an intact chest. The monster
attacks anyone invading its lair. It has previ­
After a tew 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 In this partially collapsed chamber, the
huge wall section to allow passage . The entire around the staircase. They are hungry and remains of cots and plain wooden chests indi­
upper floor is collapsed and ruined. attack without fear. Though they have no cate that this was once a barracks room for cas­
treasure, an overlooked jug of oil (10 flasks' tle guards-undoubtedly the.human sort. If the
9. LIITERED ROOM worth) is on the upper shelf of the storage overhead rubble is forcibly moved, it may fall
area, and on the fifth stair down is a gold further (50% chance), inflicting 1-6 points of
This room was once a conference cham­ ring worth 40 gp. However, if the party does damage to each victim in the place. Check for
ber, but is now empty. Its dirt and wreckage not search, the ring will probably pass each round of disturbance.
show no signs of any recent occupant, unnoticed . Roll ld20 per person using the
though a couple of small rats are seen scur­ stairs; the ring is discovered on a roll of 1 . Giant Lizard: AC 5; HD 3 + 1; hp 16; MV
rying away. There is nothing of any value 15 "; #AT; D 1-8; SA double damage if
Giant Rats (13): A C 7 ; HD 1/2; hp 4 (x4); 3
within except a very fine broadsword
(x2); 2 (x3); 1 (x4); #AT 1; D 1-3 + disease "to hit" roll is 20; XP 189
(5 % ); XP 11 (x4), 10 (x2), 9 (x2), 8 (x4)
wedged behind a splintered wall case, the
contents of which are long gone. DUNGEON LEVEL
14. TROPHY ROOM RANDOM ENCOUNTERS
10. EMPTY BEDCHAMBER
( Only a few mangy pelts, stuffed heads,
Encounter occurs 1 in 6; roll ld8 for type.
Once the quarters of a castle troop leader or
I
and shattered antlers indicate the former These random encounters do not deplete
some other petty official, this place is now a the numbers of others in the dungeon. Ref­
status of the chamber. All worthwhile items
total wreck. The bed is chopped to pieces, and erences to encounter areas are given for aid
are looted . Considerable time may be spent
the furniture is smashed or missing. in handling of the type. Check for encount­
searching the litter herein, but nothing of
value will be found. ers once per turn in all areas.
11. SALON
ld8 Encounter Type
15. DOMICILE
This room was once very opulent, obvi­ 1. Footsteps (echo of party's own)
ously a place of many expensive furnish­ 2. Giant rats (3-12; see area 13)
This place was the domicile of the major­
ings. The remaining bits and tatters still
domo of the castle, but is now stripped of 3. Thumping (the lizard of area 17 out
appear rich (though none are of value). If hunting, or some other passing
everything save broken and ruined furnish­
the party investigates the room, scores of critter)
ings. One wall cresset remains near the
bats flutter angrily around. In the confu­ 4. Zombies (2-8; see area 21)
outer wall, and its nondescript torch stub is
sion, any light source will probably (75 %
a silver baton worth 30 gp. 5. Bugbears (1-2, on patrol; see area 27)
chance) be dropped and extinguished . Any­ 6. Moaning (the wind blowing
one striking at the bats after the lights go out though some cracks and crevices)
16. KITCHEN
may (50% chance) hit the nearest party 7. A distant rattling (could be any­
member instead, inflicting double normal thing)
The remains of moldering foodstuffs and
damage if a hit is scored against the victim's
kitchen work tables are visible. A wooden 8. Gnolls (2-5, on patrol; see area 29)
rear Armor Class.
cask near the fireplace on the north wall
looks inviting, but anyone approaching it is Statistics
12. CORNER ROOM
attacked by a giant tick! (If the attack hits, Bugbear: AC 5; HD 3 + 1; MV 9 "; #AT l; D
the victim takes 1-4 points of damage from 2-8 (morning star); SA surprise on 1-3;
After one of their number was slain here a
the bite and 1-6 points per round thereafter XP 135 + 4/hp
few weeks ago, the brigands gave this room
from blood drain, with no "to hit" roll Gnoll: AC 5; HD 2; MV 9 "; #AT 1; D 2-8
and the entry corridor a wide berth. A huge
needed.) This horror came in through the (morning star, broadsword, or
adder, over 12 feet long, dwells here. It
chimney. No treasure is here. guisarme); XP 28 + 2/hp
crawled up the rubble spilled into the moat,
and found a nice safe lair where it could hole Ogre: AC 5; HD 4 + l ; MV 9 "; #AT l ; D 1-
Giant Tick: AC 3; HD 3; hp 19; MV 3 "; #AT 10 (club) or by weapon; XP 90 + S/hp
up after hunting. In the litter of its nesting
place is a jeweled dagger worth 850 gp.
l; D 1-4; SA blood drain for D 1-6 per Rat, giant: AC 7; HD 112; #AT l; D 1-3 + dis­
round; XP 141 ease (5 % chance per hit); XP 7 + l/hp
Giant Snake: AC 5; HD 4 + 2; hp 23; MV Zombie: AC 8; HD 2; MV 6 "; #AT l; D 1-8;
1 7. BARRACKS
15"; #AT 1; D 1-3 + poison (take 2-8 SA always lose initiative; SD piercing
points added damage, or 1-3 if the saving weapon inflicts only 1 point damage; XP
A giant lizard is in the south end of the
throw is made); XP 505 20 + 2/hp

23

e Ri Gi IIAL ADVE IITV�S RE i II CAR._II ATED • T H E TE Jll PLE 0 F ELE Jll E nTAL EVI L
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 utterly unremarkable. For a person of aver­
been carefully placed and fed in a position ter), more containers of provisions, a crate of age strength, the door opens with a roll of 1-
over the central arch at the base of the stair­ 120 arrows, and a crate of 200 crossbow bolts. 4 (on ld6), and makes no noise. If the
way. Anyone descending the stairs and step­ characters are cautious as they open the
ping onto the dungeon floor will probably 21. CORRIDOR AND CELLS door, they might (50% chance) note the
(75% chance) cause one of the two slimes to grease on the door hinges.
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 24. LARGE ROOM
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 Lubash, an ogre, has been lured here and
northern portion of the 10 feet square will seen , another pair of zombies appears from into service by baubles and the promise of
run the same (75 % ) risk of being attacked. the southernmost cubicle (nearest the stairs), fresh human meat. He will immediately
The room contains no treasure. A few tom attacking the party from the rear. Each of the attack intruders who do not wear the sym­
sacks, broken barrels, and shattered weapons remaining cubicles also contains two zombies, bol of the new master (the yellow eye of
racks show that this large area was once a and one pair enters the engagement each fire). Those properly clad must still make
storage place and armory for the fortress. round (12 zombies in all). the secret sign (crossed arms before the face)
Great heaps of worthless rubble and broken Try to corner the party in area 22 . The to prevent the ogre's attack.
containers and furniture are at the western end zombies attack until slain or turned, of Lubash will devour the slain at the first
of the room, all obviously junk (but conceal­ course. They have no treasure, but a peridot opportunity, tossing wounded and prisoners
ing the doors to rooms 19 and 20). (500 gp gem) was long ago hidden behind a into room 25. He will pursue a fleeing party,
loose stone in the northernmost cell (the last but only as far as the stairs up (area 18).
Green Slimes (2) : AC 7; HD 2; hp 10, 7; MV to disgorge zombies). If this cell is searched, The ogre has a heap of old clothing and
O; #AT 1 (drip); D turn to slime in 1-4 the loose piece in the wall will probably be skins for a bed, and a large wooden chest for
rounds; XP 630, 628 found (50% chance per searcher per round) . his treasures-worthless glass beads, brass
candlesticks and other trash, 823 cp, 46 sp,
19. DOOR Zombies (12): A C 8 ; H D 2 ; h p 15, 14, 13, 12, and 3 gp. However, by some trick of fate, a
10 (x3), 9, 8, 6, 5, 4; MV 6 "; #AT l; D 1-8; small-sized elven cloak is intermixed with
The lock of this portal is secured, obvi­ SA always lose initiative; SD piercing the old carpeting and rags of his bedding.
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 Ogre: AC 5; HD 5 + l; hp 21; MV 9 "; #AT
axe or hammer, withstanding 50 points of 1; D 7-13 (2d4 + 5, bardiche); XP 195
damage before splintering open. Inside the 22. TORTURE CHAMBER
room are 30 shields, 12 suits of leather 25. 0AK DOOR
armor, and several barrels. Most of the lat­ At first glance this place seems long aban­
ter contain salted meat, but two in the rear doned; dust, dirt, and cobwebs abound. A This portal is heavily barred, for this is
are 5-gallon kegs of an average brandy, careful perusal shows, however, that sev­ the grisly pantry of Lubash the ogre. It cur­
worth 80 gp each. eral of the skeletons fa the place are not old rently houses a pair of humans who have
remnants, and some of the instruments and undergone only mild torture, plus a badly
mechanisms have been used very recently beaten gnome upon whom Lubash intended
indeed. Only if exacting care is taken in to soon dine-a mere snack, and tough, but
inspecting the floor can some drops of blood a nice change nonetheless.
be noticed, leading south (the trail of a If rescued, the humans will admit to being
sloppy ghoul) . Without this clue it is 90% merchants. Both will promise large rewards
likely that the secret door in the pillar will for their release, vowing to send the monies
go undiscovered. Check only once per char­ to Hommlet as soon as they return to their
acter looking, but roll dice as if normal homes in Dyvers. Four weeks after their
checks were being made. (If the trail is dis­ release, a passing caravan will deliver 100 sp
covered, apply normal chances of locating per merchant to the rescuers.
the secret door mechanism-I in 6 for non­ If the merchants are rescued, their XP
elven characters, 2 in 6 for elven). value (14 each) is awarded to the party. If
Inside the pillar is a shaft some 30 feet slain, deduct 50 XP per merchant from the
deep, with iron rungs set into the stonework party's total. . Apply the same principle to
for easy descent. The rungs are obviously the gnome (XP 20).

24

0 R,j: Gi ITAL ADVEITTV�S RE i IT CAR_IlATE D • THE TEJh: PLE 0F E LE Jh: E ITTAL EVI L
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 "/ /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 Jl. 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 The gnolls speak bugbear, ogre, and their pings, and gnawed and split bones (a sure
own tongue, but no Common. If offered six sign that all is not well) .
The party will not notice that a huge iron or more gp each (triple awards for the Squatting i n the north end o f the room are
grate could fall from above at this point in leader), they desert their current station. If four ghouls, who attack as soon as they see
the corridor. The underside is even with the double this fee is offered and paid, they lead intruders. These creatures get corpses to eat
tunnel ceiling 15 feet above, and is painted a the characters to the north passage toward from the Master-and sometimes even prey
grayish brown to blend with the stone. The the Master's room, and even tell of human on those not yet dead (from area 22), so they
trap's two triggers are false doors, described guards. The gnolls then proceed west to the can have some 'sport' before dining. They
as area 28 but located separately. exit and never return. have no treasure (not here, at least).
Each gnoll has 3-18 sp and a like number
26a. The secret door (detectable at normal of coppers as well. The leader has 11 gp and Ghouls (4): AC 6; HD 2; hp 12, 10, 8, 7;
chances) leads to a winch, which is used to a pretty lump of blue quartz worth 10 gp. #AT 3; D 1-4/1-4/1-8; SA paralysis (save
haul the grate back up. The lowered grate negates, elves immune; DR 3-12 turns);
cannot otherwise be raised unless three or Gnolls (9): AC 5; HD 2; hp 14, 12, 10 (x3), 9 XP 89, 85, 81, 79
more individuals with ogre strength (18/00) (x3), 7; #AT l; D 2-8 (battle axe); SA 2
all work together to do so. have longbows, each with 20 arrows; XP Jla. The back of a crypt is broken out, leading
56, 52, 48 (x3), 46 (x3), 42 to an earth tunnel, which is foul and damp and
27. RECRUITS only about 5 feet high. The tunnel leads to a
JO. POOL noisome den (A) where a heap of bones and
This is the lair of six bugbears, who have skulls indicates the ghouls' nest. Their treasure
recently been recruited by the New Master When the dungeons were dug, this natu­ is scattered in the mess-800 sp, seven vials of
(room 35). If any lights are shown in the ral pool of water was found. As it is consid­ holy water, a potion of undead control. and a
chamber to the north, these creatures sneak erably below floor level, the area was dug scroll of protection from undead. A trail of
forth quietly to investigate, gaining surprise lower and the entrance to the pool enlarged . gold pieces (1-4 per 10 feet of tunnel) begins at
on l-3 (ld6). Some connection to an underground stream area B, leading generally eastward.
The bugbears know only that the Master must exist, for some time ago, a giant cray­
is quartered somewhere to the north. Each fish took the pool as its own. It now disputes Jlb. A warren of small burrows (3 feet in
has 12 gp. The leader (17 hp) wears a brace­ with any creatures entering, hoping to make diameter and smaller) starts here. Mapping is
let, which is actually a silver necklace a meal in the bargain . (The men-at-arms not possible. After about 30 feet of travel, the
(worth 450 gp) set with five gems of chryso­ from area 33 hold it at bay by prodding with trail of gold ends. If the characters follow the
prase (four small, worth 50 gp each, and one pole arms; all others take their chances . ) tunnels off the mapped portion, allow them to
of larger size worth 100 gp). The monster has been fairly successful, and proceed another hundred feet, and then tell
there are bones and litter in and around the them they are hopelessly lost.
Bugbears (6): A C 5 ; HD 3 + l ; h p 1 7 ; 1 4 , 12, pool. If badly wounded, the crayfish retreats
11, 11, 9; #AT l; D 2-8 (morning star); into a very deep central section of the pool, 32. PASSAGE
SA surprise on 1-3; XP 203, 191, 183, 1 79 and does not return for 24 or more hours.
(x2), 171 Near the back (northeast) edge of the pool The corridor here begins to slant gradu­
are 17 cp, 30 sp, 19 gp, and a normal long­ ally upwards, and a slight breeze can be felt
28. DOOR sword. In the water on a ledge is a platinum after 100 feet beyond the edge of the map.
pin set with a smallish ruby (worth 2,000 After another 300 feet, the tunnel ends in a
This portal is a fake. When pulled open, a gp) and a bone tube. The pin is under a narrow opening amidst rocks, thick briars
bare stone wall is revealed behind. At the skull, and the tube rests under some bones. and brambles-open air.
same time, a distant clangor sounds (the Unless searchers use their hands, either or
grate, falling in area 26) . both treasures may (50% chance for each) JJ. ROOM AND CORRIDOR
slip off the ledge and be lost below. The tube
29. ODD SIDE ROOM is watertight and contains a scroll of three At each position marked X stands a
magic-user spells (push, stinking cloud, fly), guard, garbed all in black with gold eyes of
Herein is the lair of nine gnolls recruited but does not float. fire embroidered upon tunic and cloak.
by the New Master (area 35). They attack These humans are the alert and fearless

25

0 N Gi ITAL ADVE ilTV�S REi IT CA R._Il ATED • T H E TEDI PLE 0 F E L E Dl E llTAL EVI L
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 usuaJly 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); (x2), protection from good, sanctuary
When attacked, a guard sends up a low XP 259; S 15 I 12 W 10 D 15 Co 17 Ch 7 Second level: hold person (x2), know align·
hooting sound while engaging. This brings ment, resist fire, silence 15 ' radius
the others, plus reinforcements from area 34 35. CHAMBER OF THE NEW MASTER Third level: cause blindness, continual
(six more guards with spears, and their Ser­ darkness
geant). The reinforcements take 4-5 rounds The Master's chamber is lavishly furnished,
to arrive there to ready themselves, one to with thick rugs, wall hangings, and soft Lareth the Beautiful is the dark hope of
move to area 33, and another to reach the chairs, couch, and cushions. Wines, liquors, chaotic evil-young, handsome, well
north passage (if needed there ) . and dishes of sweetmeats abound. A brazier endowed in abilities and aptitudes, thor­
I f the guards are losing the fray, they start continually burns, warming the place and oughly wicked, depraved, and capricious.
howling. This brings all guards in the area, sending a fragrant incense into the air. Silver Whomever harms Lareth had best not brag
and the Master as well. (See above for time serving pieces and goblets (worth 4,000 gp for of it in the presence of one who will inform
required. ) Each guardsman has 2-8 sp, 2-5 all) and an alabaster box filled with unguents the Demoness Lolth!
gp, and 1-4 pp. The Sergeant has double (total value 800 gp) are in plain sight. Hidden Lareth has been sent to this area to rebuild
those amounts of coin, and wears a gold in a cabinet is an exquisite piece of jewelry, a force of men and humanoid fighters to
neckchain of office (worth SO gp). made with matched fire opals (ten gems worth gather loot and restore the Temple of Ele­
1,000 gp each) on a gold chain and settings mental Evil to its former glory. He is but one
Guardsmen (6): AC 5 (scale mail & shield); with diamond chips (5,000 gp). The New Mas­ of many so charged, of course, but is looked
Level 1 Fighters; hp 7, 6, 5, 5, 4, 4; MV ter, Lareth, is described more fully below. He upon with special favor and expectation. He
9 "; #AT l; D by weapon: each has long­ carries but 9 pp and one black opal (1,000 gp). and his minions have been careful to raid far
sword (D 1-8), dagger (1-4), light cross­ On his left arm is bound a phylactery of from this area, never nearer than three or
bow and 30 quarrels (1-4); XP 25, 24, 23 action, a clerical magical item which makes four leagues, travelling on foot or riding in
(x2), 22 (x2) the wearer impervious to paralyzation of any wagons of the traders from Hommlet. None
sort, including all hold spells and spell-like of the victims are ever left alive to tell the
Sergeant: AC 4 (chain & shield); Level 2 powers. tale, and mysterious disappearances are all
Fighter; hp 15; #AT 1; D by weapon: Lareth will aid his guards' melee with his that can be remarked upon. No trace of
morning star (D 2-8), hammer (2-5), dag­ spells, keeping a defensive posture while men, mounts, goods, wagons cir draft ani­
ger (1-4); XP 66 commanding his troops' attacks. He will mals is ever found.
melee if necessary, and probably after using Evil to the core, Lareth is cunning . If a situa­
34. BARRACKS CHAMBER his spells. He wields a mace in his left hand tion appears in doubt, he uses bribery and
(D 1-6, -2 "to hit" as secondary weapon) and honeyed words to sway the balance to his
Quartered here are 12 guards and two ser­ a staff of striking in his right (staff + 3, D 4- favor. He is not adverse to gaining new
geants, all armed and armored as those in 9, 20 charges; uses 1 per hit, or 2 for double recruits of all sorts, and will gladly accept
area 33, except that six guards bear spears damage, 3 for triple). adventurers into the ranks (though he will test
instead of crossbows. These six and their If seriously threatened, Lareth will offer and try them continually). Those who arouse
sergeant are the reinforcements arriving in all his non-magical treasures-jewelry, suspicion will be quietly murdered in their
area 33 if fighting occurs. Also here is the coins, and all else-as ransom for his life. If sleep. Those with too much promise will be
New Master's lieutenant, an evil hero. He Lareth is slain, there will be cautious and likewise dealt with, for Lareth wants no poten·
stays near his liege lord always, and will discreet inquiries in Hommlet, as the ser­ tial usurpers or threats to his domination.
accompany him wherever he goes. vants of evil therein make every attempt to
In the 20 'x 40' room to the northeast are find out what happened. If any of Lareth's
supplies for the guards-salted meat, weak possessions turn up, the slayers are ORIGINAL CREDITS
wine in a barrel, water, hard biscuits, dried revealed. An assassin of 10th level who can
fruit, and so forth. There are also mounds of speak the alignment language of the individ­ Layout and Editing: Timothy Jones
fresh rushes and grass, for bedding and for uals, as well as those of major allies, will Editorial Assistance: Mike Carr &
two light warhorses stabled at the north end of come to the village in 5-20 days to eliminate Al Hammack
the place. Saddles, tack, and a lance are the offender(s). DM, handle this as you see Art & Maps: Dave Trampier &
nearby. fit. Jaroo and Terjon of Hommlet will cer­ Dave Sutherland
The lieutenant has 29 gems in his purse, tainly aid those attacked. If the assassin is
each worth 100 gp (three amethysts, eight killed, nothing further will be attempted.
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 l; 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

0 R.iGi IIAL ADVEII'f'V�S RE i II CA R._II A'f'E D • TH E TEJh PLE 0 F E L E Jh E IITAL EVI L


Interlude: H o m mlet to Nulb
PLAYERS' BACKGROUND are incorrect in the campaign, and others
spawned. No wonder that both places that may (in the DM's opinion) be too
The pleasant and seemingly peaceful vil­ have again been left to their own devices. 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 The cult was based on the premise that
group, but it also offered adventure, expe­ where to seek your fame and fortunes. The the elemental forces of the universe are
rience, and wealth. unease which prevails upon those merely Chaotic and opposed to mankind, and
You have either slain or driven off the passing near the ruins shows that some are thus (from a humanocentric view­
evil men and creatures, and the able wickedness still haunts the place. There are point) Evil. The Temple of the cult
guardians of Hommlet-Jaroo, Terjon, many bad folk in Nulb, and still greater sought to destroy all works of Good and
Elmo, and the rest of the sturdy perils amidst the fallen Temple. 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
Just a half-day's journey afoot (only mighty Evil is yet wrought and noble regarded as a combination of air and
about two hours' ride), east along the folk are imprisoned. With care and cun­ earth, represented by blackness and cor­
High Road, lies the disreputable commu­ ning, luck and great deeds, caution responding with the demonic Abyss.
nity of Nulb, and the Temple hidden in mixed with boldness and daring, you This combination was regarded as a
the hills nearby. This vile place spawned and your associates can win through to complete negation of matter.
much suffering, ruin and death before achieve exploits of the stuff of legend! The cult grew powerful and rich,
the hosts of Good brought it low and The journey of a hundred leagues begins attracting followers of the worst sort and
bound its power. It is evident that the with the first pace, and the time for your offering them safety within the walls of
place was wounded but not slain, for sojourn has come. 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
The upper works of the Temple were yourselves. Is it best to reconnoiter from nage. Captives from those raids were
thrown down and destroyed in the final Hommlet7 Base your activities from the brought back to the Temple to serve as
siege of the war against its hordes. village of Nulb7 Try to make a secure human sacrifices (children to the fire,
Because of its great power and evil, how­ wilderness camp somewhere near the men to the water, and women to the
ever, the conquerors did not actually ruin? Or perhaps lodge somewhere blackest Evil) or to slave their lives away
raze the Temple proper, instead sealing within the foreboding Temple itself? The in bondage. Besides the extensive upper
its great doors and placing mighty wards decision is now. It is certain that both works of the Temple, a deep labyrinth
of all sorts upon the place and the black vast treasure and horrible death await, beneath the place was constructed, but
labyrinth beneath. Even as great a force so you must gain the one while cheating virtually nothing is known about these
as overthrew the Temple could not the other. Fortune and the gods must dungeons except that they were inhab­
cleanly deal with what lurked below. smile upon such an undertaking. ited by a plethora of creatures serving
Since that great battle, the Temple area Chaos and Evil. It is rumored that a
has been shunned, its ruins deserted. The demon took up abode in the deepest
nearby village of Nulb has returned to a PLAYERS' HIS10RICAL NOTES level, to better receive the sacrifices to it.
semblance of normal activity­ Eventually the neighbors of the Tem­
questionable at best, for the place has The following is a summary of informa­ ple grew tired of these depradations. All
always been rumored to house thieves, tion assumed to have been obtained from Good, both Lawful and Chaotic, banded
brigands, smugglers and pirates. But as various sources in the village of Hommlet. together to form a mighty host. Their
Nulb stinks of garbage and filth, the Most or all of it should be revealed to play­ army marched to the Temple, fighting
Temple area reeks of the foul corruption ers at this time. The DM should review it two battles along the way. The first was
and pervading Evil from whence it was first, however, deleting such passages that conclusive, thought the forces of Good

27

0 R,j G i ilAL A.DVE ilTVR,J: S RE i il CAR._IlATED • THE TEDI PLE 0F E L E DI E ilTA.L EVI L
cost should be about 500-800 gp for land level in the Hommlet setting, have now fin­
who held the field afterward, so they gained and building, with an initial asking price of ished that prelude and can continue with
the reputation of victory, and their ranks at least double that amount followed by these challenges.
swelled with local men. The second battle slow, hard bargaining downwards). All
saw a great slaughter of kobolds, goblins, repairs and safety measures must be accom­ WORLD OF GREYHAWK'" Setting
ores, hobgoblins, evil men, and the like. plished by the characters, of course.
The Temple was thereafter besieged, fell, A party based in Nulb will certainly Hommlet, Nulb, the Temple-all are vital
and its inhabitants put to the sword. It is attract attention if they are obviously of parts of Greyhawk. This epic adventure
reported by some sources that the Temple Good alignment or well-heeled . A few suc­ formed the basis for a mini-campaign within
and its precincts resisted complete destruc­ cessful raids on the Temple draw prowling · the larger Greyhawk Campaign. It wasn't
tion, but the majority state that the whole night monsters to the party-with some exactly a side show, as it turned out, but the
was razed so that the cult could never offensive aid from the inhabitants of Nulb. adventuring began that way. Many veterans
emerge again nor could any find where it A great load of booty brought to Nulb by a of the Greyhawk Campaign, as well as
once flourished. weakened party is an open invitation to many newcomers, began adventuring in
every pirate, brigand, and town militiaman and around Hommlet about ten years ago.
to band together and overwhelm the stran­ From these episodes rose Burne and Rufus,
NOTES FOR THE DUNGEON MASTER gers to get the treasure! In any event, if there Jaroo, Terjon, Otis, Y'dey, and the rest.
is continuing action in the village, you After clearing out all of the Temple's agents
The dungeons of the Temple of Elemental should prepare a map of the place, and pos­ in the Hommlet area, various characters
Evil are extensive. It is quite likely that sibly some of its main buildings, following banded together to assault the Temple itself.
many long adventures must be conducted the examples found in Hommlet. Only four Levels rose sufficiently that characters from
before your players have exhausted its pos­ places in Nulb are dealt with herein, and the original Greyhawk Campaign became
sibilities. You will, therefore, become not you should enjoy developing the remainder. involved, and Lord Robilar eventually
only intimately familiar with the Temple but As with the village, the Temple is reasona­ entered the Temple with a small party.
will also come to know the Village of Nulb bly well-organized. While there is no partic­ Robilar arrived on his carpet of flying,
as if it were your own. In fact, the place is ular rivalry in the village, the citizens are and then set off into the Temple depths,
only sketched so that you can, in effect, Chaotic and Neutral Evil by and large, so leaving his trusty ore hero Quij to guard the
make it so. concerted action is limited in scope (i.e. transport device and a pair of griffons.
This adventure began. in the Village of numbers and time). Nulbish folk make fast While other adventurers had proceeded cir­
Hommlet, only about thirty miles west and raids, but are not prone to become involved cumspectly, Robilar bulled his way
south of the edge of the Nulb area map. You in protracted plans and long sieges; they through. Two days later, much of the Tem­
can easily construct your own campaign have other preferences. Th� Temple suffers ple was sacked, bits and pieces of monsters
map by using graph paper of roughly the from the same attitude, and it has its rival­ were spread about, and a certain personage
same parameters as that of the Nulb map, ries as well. After the short section hereafter was loosed. But in the process, the minions
assuming 100 yards to the square. Two pertaining to the village, the Temple is dealt of Good had been alerted, and they too
sheets of paper to the west and two to the with at great length . Following these sec­ arrived in the area, in force. Robilar left
south cover all of the important territory, tions, appendices on new monsters (includ­ with pursuit hot on his tail, Quij wearing a
with H9mmlet being located on the High ing the redoubtable St. Cuthbert) and new poncho he'd made from "master's fly­
Road, two maps west, one south near the magical items are given . Outdoor adventur­ ing rug" (two days being a long time to wait
map bottom, but in the southwest quad­ ing is possible around Nulb and the upper in the cold)! Robilar's ravages were followed
rant. (The Velverdyva River, by the way, ruins of the Temple, but the four dungeon by the army of enraged Good folk, led by
generally remains along the upper portion levels and four Elemental nodes are certain Tenser and associates-including Otis;
of the northern map additions, bulging a bit to provide the greatest excitement and rich­ Burne, Rufus, et al. Zuggtmoy had been
on the first map addition to the west, then est rewards. freed, but not much remained for her after
swinging northwards to flow along the very As with any adventure, be certain to read all this fun, so, like Robilar, she also
edge of the second map addition.) If you and familiarize yourself with all the material departed in some haste. The final result was
make such a map, players might wish to thoroughly before you start the campaign. a draw, with a strategic edge for Chaotic
base their characters in Hommlet and ride to Adjust details to suit your own concept of a Evil. All of this happened on another world
the Temple for adventures. This exposes fantasy milieu; personalize things for your from yours; now you have a similar setting.
them to more random danger, but it does group; add things to make the work a more Who knows how your campaign will
give them a more friendly home base than complete setting for the action to come­ develop?
otherwise, in all likelihood. If they inquire and have at it! It is a certainty that the
or search for themselves, they find that the adventures cause changes; just accept them SECRET HISIORY OF THE TEMPLE
only ford of the Imeryds Run is at Nulb, the as they come, and emend accordingly.
next nearest being six leagues upstream. If Adjust the Players' background notes to When the demoness Zuggtmoy initially
characters base themselves in Nulb, they reflect their actions in Hommlet. Remember conceived the plan to establish her own rule
can stay at the hostel, or may attempt to that the following adventures are designed on a portion of the Flanaess, she decided to
buy a deserted structure somewhere else in for characters who, after starting at first use as many "tools" as possible, just as did
the place. (Your option as to location, but

28

0 Rj G i ilAL ADVE ilTV�S RE i il CARJIATED • THE TElll PLE 0F E LE lll E llTAL EVI L
her competitor (Lolth). Consulting some of moy. If the battle were a draw, then Iuz occasionally return to the Temple in hopes
he� 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 <;;ood 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 luz, in fact, who helped the reITI'­
The beauty of the quadrate system was territorial acquisitions in Furyondy. Also, a nants of the Temple's followers to remain
obvious to Zuggtmoy; each type of EleJ?1en­ strong Chaotic Evil ally against the growing viable, but he lacked the power to forge
tal Evil would appeal to a broader base of power of the Horned Society could be most them into a useful tool.
servants and followers, and certain ones useful . 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. luz, meanwhile, remained more con­
alsg 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 ow,n 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 c;reatures 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
At this crucial juncture, luz himself would then encourage luz to crush the the Temple after its fall. Lareth was one who
requested an audience with Zuggtmoy. The might of the Society, and she would be left sought to serve both the Temple and Lolth.
Old One, long ruling a realm of his own, as the great Evil power in the Flanaess, And although Lolth hated Zuggtmoy's Ele­
perceived the Temple of Elemental Evil and ready to absorb the Wild Coast and Pomarj, mental Evil, she so lusted for power that she
Zuggtmoy as tools to be used for his own while the rumps of luz and the Horned ones accepted such service. Had she not been
ends. Help the demoness and her Temple to served as buffers in the north and east. Her routed, her dark followers so crippled,
grow, aid their ravaging of the lands hordes, in turn, could concentrate on the much might have come of this.
around, and they would surely draw down hateful elves and dwarves to the west. . . . But as it transpired, Loi th 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 luz 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 luz After the mighty magicks had been wrought serve Elemental Evil principles, one luz, 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-luz determined to regain her power!

29

0 N G i ilAL ADVE ilTVRJOS RE i ilCARJIATE D • THE TEJb: PLE 0F E L E Jb: E ilTAL EVI L
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
by weapon; AL CE; SZ L (7' + ); XP 28
of Nulb ld12 Result + 2/hp
Leech, giant: AC 9; HD 1 to 4; #AT l; D O;
OUTDOOR NOTES 1 ld4 frogs, giant killer SA blood drain (dmg per round - HD);
2 2d4 ghouls anesthesia (victim notices only 1 % ); and
A casual look at the area map reveals 3 ld6 leeches, giant (in water) 50% disease; AL N; SZ S-M; XP 22 + 11
that, in general, only terrain features are 4 2d8 lizard men hp; 44 + 2/hp; 80 + 3/hp; or 135 + 4/
shown. Wilderness encounters of special 5 Merchant caravan (1 in 6 chance hp (by HD )
sorts are not given, for two reasons. First, for being disguised as Evil pil­ Lizard man: AC 5; MV 6 "/ /12 n; HD 2 + l;
the length of the material included herein grims) #AT 3; D 1-211-2/1-8; AL N; SZ M (7' );
precludes extensive detailing of the outdoor 6-12 No Encounter XP 35 + 3/hp
areas. Second, as it is meant for long-term Lycanthrope, werewolf: AC 5; MV 15 "; HD
campaigning, it is absolutely necessary for River (including Imeryds Run) 4 + 3; #ATl; D 2-8; SA surprise on 1-3;
the OM to personalize his or her map to suit AL CE; SZ M; XP 205 + 5/hp
the tempo and direction of events in the 1 d12 Result Merchant: AC 10; MV 12 "; Level 0 (HD 1-
group milieu. There are two built-up areas 1); #AT l; D 1-4 (dagger); AL Any; SZ
1 ld4 crayfish, giant
shown on the map, and these are dealt with M; XP 10 + l/hp; usually (80% + ) with
2 1 gar, giant (small size only in a
in varying degrees of detail. guards (Level 0 to Level 3 fighters, AC 5
Run)
3-6 1 Merchant Ship or 2-4 barges or better, #AT 1 or 2; D by weapon)
RANDOM ENCOUNTERS Pirate, river: AC 7 (leather & shield); Level
7 1 Pirate ship
(OUTDOORS) 0 (HD 1-1, leaders HD 2 + ); #AT 1 or 2;
8 ld4 Warships or ld4 + 8 Nyr Dyv
bargefolk with 2-4 barges D by weapon; AL NE-CE; SZ M, XP 10
Check for random encounters when the + l/hp (leaders extra)
9-12 No Encounter
party first approaches Nulb, and whenever Wolf: AC 7; MV 18H; HD 2 + 2; #AT l; 0 2-
they leave. Check about halfway down the 5; SA howl may cause herbivore panic
Statistics
road. If at night, check twice. When a group (50% ); AL N; SZ S; XP 35 + 3/hp
is exploring off the road, check six times per
Bargefolk: AC 10; MV 12 H; Level 0 (HD 1-1;
day: morning, noon, afternoon, nightfall, NULB MILITIA
leaders HD 1 + 2); #AT 1 or 2; D by
midnight, and pre-dawn.
weapon; AL Any; SZ M; XP 10 + l/hp
Check only once if the party is traveling At any given time, the basically Neutral
(leaders extra)
by water vessel. If they actually submerge Evil populace of the village can turn out
Boar, wild: AC 7; MV 15 H; HD 3 + 3; #AT l;
for some reason, check each hour. Likewise, some number of militiamen who are
D 3-12; SA dies at -7 hp; SZ M (3 ' ); XP
if the river is under observation, check each roughly equal to bandits (Level 0 normal
85 + 4/hp
hour, but not unless there is exposure to men, not leaders or other exceptional types)
Brigand: AC 8 (leather armor); MV 12 n;
attack; crayfish and gar are not observed in in armor and weapons. The total number
Level 0 (HD 1-1); #AT 1 or 2; D by
most cases, so simply omit any mention of depends on the circumstances:
weapon; SA missile fire (shortbow, long­
the encounter.
bow, light crossbow); AL NE-CE; XP 10
You may modify these tables as desired. Village threatened with destruction 60
+ l/hp or 14 + l/hp
Bugbear: AC 5; MV 9 #; HD 3 + 1; #AT l; D Possibly over 1.000 gp loot 40
Forest or Scrub Terrain (including road) Minor loot and easy battle prospects 30
2-8 or by weapon; SA surprise on 1-3;
AL CE; SZ L ( 7 ' + ); XP 135 + 4/hp Village leaders demand service 20
Crayfish, giant: AC 4; MV 6 "/ /12 #; HD
ld12 Result Party or force to be attacked is Good 10
1 ldlO + 10 brigands; leader level 4- 4 + 4; #AT 2; D 2-12/2-12; SA surprise
on 1-3 if hiding; AL N; SZ L (8 ' + ); XP In addition, 5-30 actual brigands are in
5
90 + 5/hp Nulb, and turn out if their leaders see the sit­
2 ld4 + 1 wild boars
3 2d4 bugbears Frog, giant killer: AC 7; MV 3 " I 1 9 "; HD 1 uation as lucrative enough for their partici­
to 3; #AT l; D 1-3 or 1-6 or 2-8 (by HD); pation. Whether Tolub's crew (see area 4) is
4 ldlO + 2 gnolls
SA surprise on 1-4; leap, tongue, AL N; in the village or not, 2-12 additional pirates
5 1-2 lycanthropes (werewolves)
SZ S-M; XP 22 + l/hp; 44 + 2/hp; or likewise participate if the rewards seem
6 Merchant caravan (1 in 6 chance
80 + 3/hp (by HD) worthwhile.
for being disguised Evil pilgrims)
7 ld12 normal wolves Gar, giant: AC 3; MV 0//30*; HD 8; #AT l;
8-12 No Encounter D 5-20; SA swallow on 20; AL N; SZ L
(21-30 ' ); XP 550 + 10/hp
Ghoul: AC 6; MV 9 "; HD 2; #AT 3; D 1-3/
1-3/ 1-6; SA paralysis (elves immune);
AL CE; SZ M; XP 65 + 2/hp

30

0 R,i G i il A L ADVE ilTV�S RE i il CAR!I ATED • T H E TEDI PLE 0F E L E DI E llTAL EVI L


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)
All this is not to say that a silent, swift, 1 Bandits
and deadly attack upon one place or 2-3 Neutral Evil mercenaries
another is always noticed. But if a noisy or 4-6 Neutral mercenaries
protracted fight takes place, the results
might prove unpalatable to those causing Leaders
the problem. Mercenaries are led by a second level
Otis, Y'dey, and Murfles, as agents of fighter, and if more than six are present, by
Good, must be handled as rational, clever, a first level "serjeant" as well. Note that
intelligent, thoughtful individuals. They do these leaders are not added to the total; they
nothing foolish, nor offer aid to unproven form part of the stated group of 5-8. They
groups. They will not risk losing their cover do not progress beyond their stated levels.
identities, let alone their lives, for no pur­ Troop Types
pose. Conversely, their participation in a Each group of mercenaries always con­
death-stroke to the Temple (an expedition tains the following types of troops and
with purpose, planning, sure goals, and weaponry. Each mercenary has 1-2 daggers
solid chances for success) is logical and rea­ as well, usable as either thrown or hand­
sonable. held weapons.
In short-play each and every character ventriloquism
and group as if you yourself were there I Light crossbowmen: 2 Second level
Spearmen: All remaining men audible glamer
MERCENARIES Swordsmen: Leader + Serjeant continual light
levitate
As noted, a handful of men-at-arms are Armor ray of enfeeblement
usually in the village, and will serve for pay. The leader and serjeant have chain mail web
Because of the repute of the area, these mer­ and shield (AC 4). Spearmen have ring mail Third level
cenaries are Evil (Neutral or Chaotic) or and shield (AC 6). Crossbowmen have dispel magic
Chaotic Neutral. Such types are in the vil­ leather armor and shield (AC 7, AC 8 while fireball
lage mainly to seek service with some bandit firing). suggestion
chief or similar person-perhaps even to tongues
hire on with a minion of the Temple. When ASSISTANCE AND TRAINING
mercenaries are encountered by PCs, deter­ Furthermore, if Otis happens to be along
mine alignment as given on Mercenary If Otis requests aid, Burne (at Hommlet) on an adventure during which the true num­
Table 1 . assists magic-users, furnishing them with bers and power of the Temple are revealed,
The alignment of a leader, o f course, spells for their books at the cost of 1,000 gp he informs Burne. The latter will, in turn,
determines the bent of a group. Evil men-at­ per spell level. He offers only the following summon powerful characters from Veluna
arms will serve with your players' charac­ spells: and Verbobonc. They remain in Hommlet,
ters, but are most likely seeking to rob, First level but aid in training and preparing the adven­
abandon, or betray them, depending on the burning hands turers to gain levels of experience. Costs are
circumstances. Chaotic Neutral groups are magic missile as shown in the AD&D® DUNGEON MAS­
just that-and possibly dangerous through protection from evil TERS GUIDE, but time is cut by 50% due to
their unpredictability and avarice. shield concentrated efforts.
If the party is rather on the weak side, you spider climb

31

0 N Gi IIAL ADVE IITV�S RE i II CAR.._II ATE D • T H E TEJh:PLE 0F E L E Jh: E IITAL EVI L


.Nulb hp 39; XP 520 and worthless candleholder. The coins are
S 17; I 8; W 13; D 15; Co 15; Ch 7 likewise imbedded in wax to prevent telltale
Encou nter Key dagger + l; purse with 9 pp, 15 gp, 11 sp; rattling. Pearl is Wat's paramour.
changes to AC 1 if time permits.
The village of Nulb is filthy, ramshackle, Manservants (2): Both veterans (Level 1 Fight­
and still fairly active despite the destruction In his private quarters, Dick has a suit of ers), hp 8; 7; XP 22; 21; leather armor (will
of the Temple. The buildings are of turf, chain mail + 1, shield + 1, battle axe + 1, a change if time permits); dagger (openly
mud brick, crudely hewn logs, and old tim­ normal longsword, and an iron chest with a worn); ability scores average; each has a
bers from boats. One or two have stone poison needle trap on the lock (save or die). purse with 2-12 sp and 2-8 gp.
foundations and proper boards, but even The chest, stored under his bed, contains
these are in need of repair. The inhabitants 673 cp, 325 sp, 17 ep, 108 gp, and 46 pp. These men sleep in the loft, where each
of the village are boatmen, fishers, herds­ Dick reports to the Temple's Earth priests. has stored a suit of chain mail, a shield, a
men, farmers, and the like. It is apparent light crossbow with 30 bolts in a case, and a
that no one manages to make much of a liv­ Barman: Wat, a waghalter (Level 3 Assas­ longsword. The manservants are guards,
ing in Nulb, and as it is such a poor place, it sin); AC 5 (leather); hp 22; XP 241; S 16, always alert and ready for a brawl or nefari­
is generally ignored by lords and bandits I 12, W 6, D 17, Co 16, Ch 7 dagger of ous duties. They work exclusively for the
alike. venom, purse with 12 cp, 9 sp, 21 gp, and hostler.
A small amount of commerce moves a bloodstone worth SO gp.
along the Low Road, as well as into Nulb 2. SMITHY AND STABLE
from the Velverdyva, as Imeryds Run is In his private room, Wat has a shield + 1,
wide and deep enough for .the small river elven boots, normal longsword and The smith is a very powerful man, with a
vessels to use for offloading cargo and like­ shortsword, a pair of matched and balanced bushy beard and large hands forever work­
wise embarking it from Nulb, north of the throwing knives (daggers), and a gold ring ing some piece of iron. He is assisted by a
ford there. Only four points in the entire vil­ set with a fire opal (2,000 gp) secreted in the dull-witted stable 'boy' and a rat-faced
lage are noteworthy. hem of an old cloak hanging on a peg. Wat young apprentice. Though the smith's main
serves the Temple's Fire priests. skill is shoeing horses and similar work, he
I. THE WATERSIDE HOSTEL can mend armor and do minor weapons
Wench: Dala, a cutpurse (Level 3 Thief), AC work, and so is kept quite busy. He is usu­
This place is one of the more substantial 6 (no armor); hp 15; XP 95 ally seen drinking quietly (though he brawls
buildings in Nulb. It has a foundation of S 11 I 11 W 10 D 18 Co 15 Ch 13 on occasion) at the Waterside Tavern.
field stone and walls of sawn timber, but is Thief abilities: PP 70; OL 48; F/RT 35; MS
nonetheless a scurvy place. Its main trade is 37; HS 30; HN 15; CW 87. Chon, Smith's boy: Level 0 local man, AC
in its tavern room, though occasional trav­ Carried: dagger (concealed), 1-4 pieces of 10 (no armor); hp 3; AL NG; XP 8
elers stop to spend the night. Rich guests cheap jewelry (total value 2-12 gp). She S 16 I 6 W 8 D 12 Co 14 Ch 10
have been known to disappear mysteri­ often picks pockets. Carried: dagger, purse with 10 cp, 10 sp, 2
ously. ep, 1 gp
The hostler is a burly fellow with a In a small room upstairs, Dala has a phil­
scarred, pockmarked visage, one eye cov­ tre of love and a pair of jeweled earrings Sammy, Apprentice Smith: a Veteran (Level
ered by a patch. The barkeep is lanky and of (worth 700 gp) under a loose floor board, 1 Fighter), AC 4 (chain & shield); hp 8;
greasy appearance, but quite tall. Two slov­ and 87 gp in her mattress. She is Dick AL N; XP 18
enly wenches and two manservants of surly Rentsch's lover. S 17 I 13 D 8 W 9 Co 15 Ch 10
mein hover about the place. See below for Carried: dagger, purse with 6 cp, 6 sp, 4 ep,
full NPC details. Wench: Pearl, a cutpurse (Level 3 Thief), 3 gp
Prices are low, however, being only half AC 8 (no armor); hp 13; XP 89
those of the Inn of the Welcome Wench in S 13 I 14 W 9 D 16 Co 12 Ch 11 Smith: Otis, a man-at-arms ex-mercenary,
Hommlet. (Round down when fixing costs. ) Thief abilities: PP 60; OL 38; F/RT 30; MS AC 7 (no armor) or better (see below);
I n the daytime, only two o r three local peo­ 27; HS 20; HN 15; CW 87. hp 100; AL NG; XP 5000
ple can be found in the hostel's tavern room .Carried: dagger (concealed), 1-4 pieces of S 18/07 I 15 W 15 D 17 Co 18 Ch 13
(0 level farmers, laborers, etc . ) . At night, cheap jewelry (total value 2-12 gp). She Carried: dagger (and hammer in smithy),
14-34 (4d6 + 10) roistering folk can be found occasionally picks pockets, but usually purse with 1 cp, 4 sp, 7 ep, 2 gp.
in the tavern room (25% villagers, 25 % limits such work to inebriated victims. Languages: Common, Alignment, Elvish,
boatmen or bargefolk, 25% transient band­ Gnomish, Ogrish, Sprite. Spells
its or mercenaries, 25 % river pirates or In a small room upstairs, Pearl has a sil­ (druidical)-detect magic, speak with
Temple spies; assume equal chances where ver case (worth 75 gp and adorned with a animals, affect normal fires.
two possible types of patrons are given). sapphire worth 1,000 gp) which contains 19
pp. However, the whole is covered with In a secret place beneath the old anvil at
Hostler: Dick Rentsch, a swashbuckler thick dripped wax, topped by a half-burnt the rear of his shop, Otis has a suit of chain
(Level 5 Fighter); AC 7 (leather armor); candle and seems to be a perfectly normal mail + 2, longsword + 2, and a pouch with

32

0 .aj: G i il A L ADVEilTV�S RE i il CAR_Il ATE D • T H E TE lb:PLE 0 F E L E lb: E ilTAL EVI L


\

- . .

0 Rj Gi ilA L ADVE il'fV�S RE i il CA1'_Il A'fE D • TH E TEJb:PLE 0 F E L E Jb: E ilTAL EVI L


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.
The smith is secretly a ranger knight sorts of herbs, medicines, and possibly even (silence 15' radius, neutralize poison, raise
(Level 10), an agent of the King of special draughts of one sort or another. deacl) and adventuring gear, all kept in her
Furyondy, a Knight Bachelor of Veluna, and Mother Screng is old and bent, with chambers. The potion, scroll, and equip·
formerly a watcher of activity in Hommlet. scraggly gray locks sticking out from ment are in a wardrobe, along with a small
Otis claims to be an ex-mercenary. His beneath the aged shawl she wears all year locked iron box which holds 50 gems
apprentice and 'boy" believe this to be true, 'round. Her daughter appears quite old her­ (mostly pearls and a few red spinels, each
though the former (an alert snoop) knows self, so Mother Screng must be venerable. worth 100 gp) and 10 silver ingots worth 10
where Otis hides his special equipment. This daughter, Hruda by name, is quite gp each. Murfles has a suit of leather armor,
Otis will accompany adventurers to the ugly, and it is no wonder that she is an old adventuring gear, a dagger, longsword,
Temple of Elemental Evil if the opportunity maid, for her personality matches her looks longbow, and quiver with 11 silver-tipped
arises. He slays or misleads evil creatures and and her tongue is sharp. arrows in her chambers. She will lend the
helps those of Good while not unduly risking Inside the shop are counters and shelves arrows to deserving adventurers as needed.
his life. After one or two such expeditions, filled with jars, flasks, bottles, boxes, and A sack with 290 gp lies under a loose floor
however, he decides that even a Good party small drawers. These are stuffed with herbs board. Murfles assists Y'dey and reports to
must go it alone, as he does not wish to reveal and like stuff, and various infusions and Otis about everything of possible interest.
his true identity and purposes-to be certain decoctions made from such. Bunches of vege­ Neither Y'dey nor Murfles goes on any
that some powerful Evil character does not tation of various sorts hang from the rafters or expedition (to the Temple or elsewhere)
loose the prisoner (as, in the Greyhawk Cam­ are tossed onto counter tops to dry. The shop unless Otis personally asks them to do so,
paign, did Lord Robilar). has almost every known herb and spice, and and has a sound reason for it as they are
This ranger further assists Good characters even 3 jars of Keoghtom's ointment which likewise serving Furyondy, Veluna, and the
if in great need. In his guise as a man-at-arms, Mother Screng sells to any adventurers of cause of Good by keeping watch on Evil
he asks for a suit of chain mail and a long­ Good alignment who are in real need of the activity at Nulb and the Temple. Both, how­
sword, and then substitutes his own magical magic salve, after having proved themselves ever, assist parties of Good alignment and
counterparts. His sword glows only upon his in expeditions to the Temple. intent. Quiet exploration of the Temple, to
utterance of a secret rune, so the magic upon it discover the state of its forces and their cur­
may be kept hidden for some time. His "fee" is Mother Screng: An herbmonger (also Can­ rent intentions, is of great importance to
one equal share of treasure gained. Otis is oness Y'dey-Level 6 Cleric, XP 3978); both of these 'old hags'.
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 I 12 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 First level: bless, command, cure light
iar with their surroundings. They make a tem­ wounds, detect evil, protection from evil 4. BOATMENS' TAVERN & NULB MARKET
porary home in a hollow high up the huge Second level: augury, detect chann, hold per­
trunk of a nearby lpp tree (quite near the owls' son, know alignment, speak with animals This large old warehouse building houses a
oak), in the small woods to the north of the Third level: dispel magic, prayer, remove small tavern in a back comer. The remainder
track between Nulb and the Temple. They curse of the place is both a warehouse and general
watch by day, reporting to Otis on activity store. Various items of soft and hard goods are
around the Temple. Hruda: Mother Screng's daughter (a.k.a. offered here, as well as general provisions and
Murfles, Otis' fellow- adventurer and fresh seafood. The Boatmens' Tavern is as
Owls (2): AC 6; MV 3 H/18 "; HD 4; hp 27; 2; follower, an elven warrior-footpad, cheap as the bar at the Waterside Hostel-and
#AT 3; Dmg 2-8/2-8/2-5; SA surprise on Level 2/2 Fighter/Thief), AC 6 (no the place is even dirtier and rougher. The
1-5; SZ M; XP 258; 238 armor) or better (see below); hp 12; AL room can hold about 30 customers, and any
NG; XP 156 time after 8:00 AM, 7-U village folk and half
Sprites (4): AC 6; MV 9 H/18 H; HD 1; hp 7, 6, S 15 I 9 W 11 D 18 Co 15 Ch 14 as many rivermen from elsewhere can be
5, 5, #AT 1 or 2; D dagger (1-4) or arrow Thief abilities: PP 40; OL 49; F/RT 30; MS found here, tipping mugs of beer, ale, or wine.

34

0 N G i nAL ADVE ilTV � S RE i il CAR.._Il ATE D • THE TEJb: PLE 0 F E L E Jb: E nTAL EVI L
Proprietor: Skole, an ex-riverman (and Barmaid: Lodriss, Level 0, Ability scores ld6 roll Crew in Port
smuggler, also a swashbuckler), Level S average; hp 5, no armor, XP 53. Carried:
Fighter; AC 8 (leather) or 2 (see below); normal dagger (tucked into her girdle), a 1. Both out raiding for 3 days
hp 27; AL NE; XP 265 poisoned dagger (under her skirt), purse 2. Tolub in port for 1 night
S 16 I 11 W 14 D 10 Co 13 Ch 10 with 2 cp, 7 ep, 4 gp, and 8 pp; also wears 3. Tolub in port for 2 days
jeweled earrings (worth 400 gp), gold 4. Grud in port for 1 day
neck chains (the lot worth 120 gp), four
Carried: dagger, topaz and silver ring S. Both crews in for 1 night•
(worth 300 gp), purse with 8 cp, 3 sp, 7 6. Check again, rolling ld4
bracelets (values SO, 200, 210, and 500
gp), and a pair of rings (200 and 800 gp).
ep, and 12 gp.
• If both crews are in, double the crew
In the back room, Skole has a suit of shown for Tolub; Grud's crew is identical.
chain mail, a shield + 2, spear + l, and a
Lodriss is actually the owner of the Boat-
mens' Tavern. She is a former camp fol­
longsword. A loose brick in the fireplace Pirate leader: Tolub, a superhero (Level 8
lower, and is now mistress to Tolub (see
can be removed to reveal a cache of 10 gems Fighter), AC 3 (leather armor + 1, ring
worth 500 gp each (three aquamarines, a
below), one of the river pirate leaders who
of protection + J); hp 62; XP 1520
r
frequents Nulb to sell ill-gotten cargoes and
violet garnet, two black pearls, and four S 17 I 9 W 10 D 15 Co 15 Ch 17
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
a fourth of his crew is here with him; half are with 7 ep, 14 gp, and 10 pp; black opal
Skole is assisted by three normal men (hp
out sailing on the river, and the rest are guard­ ring worth 6,000 gp
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
Tolub 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 + l); hp 59; XP 504
toughest also has a light crossbow with 20
who is in port at any given time, roll ld6 and S 15 I 10 W 10 D 12 Co 17 Ch 14
bolts. Each assistant also has a purse con­
consult the following chart. Carried: dagger + 1, shortsword, flail,
taining 1-6 cp, 1-6 sp, and 1-6 ep. They are
Pirate crews are at the tavern only after purse with 2-12 of each coin type; wears
always working around the place, drinking
dark, when three serving wenches are also one earring (worth 600 gp) and a jeweled
at the tavern, or asleep in their quarters in a
present. The other 13-18 (ld6 + 12) patrons belt (worth 7,300 gp).
(
portion of the loft.
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 4 169 Chain + S Battle axe
Bosun 2 12 5 44 Chain Morning star
B'mate 0 6 4 16 Chain + S Longsword, axe
B'mate 0 7 5 17 Chain Bastard sword
2 Sailors 0 5 7 15 Leather + s Longsword
6 Sailors 0 4 8 14 Leather Spear, dagger
4 Sailors 0 s 8 15 Leather Battle axe
2 Sailors 0 4 8 18 Leather Dagger, heavy
4 Sailors 0 3 8 17 Leather Axe, light
The first mate and half of all sailors are aboard ship. Remember, only a fourth of the crew listed above are found accompanying either Tolub or Grud.

Ruins of Elemental Evil


PLAYERS' DESCRIPTION
with a skeletal appearance, scrub growth along the northern end of the former
twisted and unnaturally colored, all Temple compound, and a stump of a
The road leading from Nulb to the Tem­
unhealthy and sickly looking or excep­ tower juts up from the northeast corner
ple is rutted and spotted with rank
tionally robust and disgusting. The ruins of the shattered wall. The leprous gray
weeds-thistles, burrs, thorns, nettles,
of the Temple's outer works appear as Temple, however, stands intact, its
etc. Some foot and animal traffic has
dark and overgrown mounds of gray arched buttresses somehow obscene with
been using the track, but it is not a busy
rubble and blackish weeds. Skulls and their growth of climbing vegetation.
thoroughfare. (Most traffic between
bones of humans and humanoids gleam Everything surrounding the place is
these points avoids using the road, so as
white here and there amidst the weeds. A disgusting. The myriad leering faces and
not to leave a discernable path.)
grove of some oddly stunted and twisting, contorted forms writhing and
As you approach the Temple area, the
unhealthy looking usk trees still grows posturing on every face of the Temple
vegetation is disconcerting-dead trees

35

0 Rj Gi ilAL ADVEilTV�S RE i il CARJIATED • T H E TEJb:PLE 0 F E L E Jb: E llTAL EVI L


Three areas of the Outer Works are emphasize the Tower's existence to the play­
seem to jape at the obscenities they depict. described in detail: A. Tower; B. Building ers. If the party has not yet slain any ravens,
The growth in the compound is rank and Ruins; C. Temple. read the following description; omit it oth­
noisome. Thoms clutch, burrs stick, and erwise, proceeding to the other details if the
oushed stems either emit foul stench or RANDOM ENCOUNTERS tower is closely investigated.
raise angry weals on exposed flesh. Worst (Upper Works only)
of all, however, is the pervading fear which
The jagged stub of a large tower stands
seems to hang over the whole area-a Roll 1d20 each turn; encounter occurs on up from the razed walls. Two small black
smothering, clinging, almost tangible a 1 . Roll again for type: birds are perched on the tower top,
cloud of vileness and horror. Sounds seem
Roll Result about 25 feet up.
distorted, either muffled and shrill or
unnaturally loud and grating.
1-3 1d6 + 6 bandits (1 Leader 5th level, An illusion on the tower top makes all
Your eyes play tricks. You see darting
1 3rd level; others have light creatures thereon appear smaller. These
movements out of the comer of your
crossbows)* birds are, in fact, two of the 16 giant ravens
eye, just at the edge of vision; but when
4 1 rock reptile, S ' -8 ' long which live here and serve as guards and sen­
you shift your gaze towards such, of
5-8 1d8 + 8 giant ravens add occa­ tries for the bandits detailed below. Most
course, there is nothing there at all. You
sional harassment. (A total of 16 ravens are out of sight, roosting on the tim­
cannot help but wonder who or what
guard the area; once slain, no bers where the third storey collapsed and
made the maze of narrow paths through
more appear) broke through the second level. Of course,
the weedy courtyard. What sort of thing
9-12 20-80 (2d4x10) giant rats (very if the party has slain all the birds, they find
would wander here and there around the
hungry, but flee if 50% or more are none here, only the seemingly deserted
ghastly edifice of Evil without shrieking
slain) tower ruin.
and gibbering and going completely
13-20 1 drelb in twilight or darkness;
mad? Yet the usual mundane sounds of
otherwise no encounter One heavy door can be seen, barred and
your travel are accompanied only by the
chorus of the winds, moaning through chained shut from the outside. Arrow slits
Statistics are visible on either side of the door, but
hundreds of Temple apertures built to
sing like doomed souls given over to the Bandit: AC 7 (leather & shield); MV 12 "; peering in reveals only blackness beyond.
tender mercies of demonkind, echoed by Level 0 (HD 1-1, leaders HD 1 + ), #AT 1
macabre croaks from the scattered flap­ or 2; D by weapon (longsword, spear, The bar is a ruse; it can be disengaged from
ping, hopping, leering ravens. light crossbow); AL CE; XP 10 + 1/hp inside. Unless this is done, however, those out·
There is no doubt; you have come to a (missile firers 14 + 1/hp, leaders extra) side must break the lock, free the chain, and
place of ineffable Evil. Still, it is most cer­ Dre!!:?: AC 2; MV 6 "; HD 5 + 3; #AT 1; D 3- slide the bar before entering the door.
tainly a place for high adventure and untold 12; SA chill, size change, SD magic
treasures. It is time to ready spells, draw weapon to hit, reflect psionics, AL NE; SZ GENERAL NOTES
weapons, check equipment, and set forth M; XP 800 + 6/hp (see MM2 page 60)
into the maze of peril that awaits you. Rat, Giant: AC 7; MV 12 "; HD 112; #AT 1; D Before you start the following encounter,
1-3; SA disease (S% per bite); XP 7 + 1/hp be sure you are familiar with the Tower Map
Raven, giant (16): AC 4; MV 3 "/18 "; HD (Map 4), the occupants, their Defense Strat·
EXTERIOR NOTES (for the DM) 3 + 2; #AT 1 ; D 3-6; AL N(E); SZ M-L (6- egy (given below), and the other Combat
1 0 ' wing); XP 60 + 4/hp Notes given hereafter.
The thrown down works and razed build­ Rock reptile : AC 3; MV 6 "; HD 5 + 5 to Refer to the Tower Map. Four guards are
ings are shown on the map by X marks. All 5 + 12; #AT 1; D 1-4 + 1 /foot length; SA on duty at all times, each peering out of an
ground in and around the place is over­ surprise on 1-3; SD chameleon; AL N; arrow slit. Note that the two slits at ground
grown by weeds, so observation is restricted SZ M-L (S-12 ' ); XP OO + 7/hp (S) or 600 level are screened by heavy black felt drap·
to 15 feet in any direction wlth regards to + 9/hp (L) eries; anyone trying to peer in from outside
objects of six feet or lesser height, except on sees only darkness. Entering by the door,
Note: These bandits work with the brigands one sees low stone walls, a little over waist
the remains of the road and path. In these
of the Tower (A, below) but are not part of the height, leading from the exterior wall to
two areas, weed growth is scattered and
same group. Do not modify the brigands due support columns. These serve to channel
shallower. The pale blue uskfruit growing
to encounters with these bandits. entrants through a passage some eight feet
on 'the trees is small, misshapen, and
splotched with angry red patches. One in six wide.
A. THE BROKEN 10WER The tower cannot be entered from above;
is poison; the consumer grows sick and dies
in 24 hours, the first effects of the poison the second and third storeys have collapsed,
10WER EXTERIOR
being a loss of one point of strength about forming an impassable jumble. The ravens
two hours after eating. An additional point which roost above croak a warning to the
of strength is lost each hour thereafter, with
This area lies at the northeast comer of guards if intruders are sighted.
the Upper Works map. Some general details The tower interior is lit by a dozen
zero strength bringing coma.
can be discerned from a distance, but do not torches in sconces.

36

0 N Gi ITA L ADVE ITTV � S RE i IT CAR.._Il ATED • THE TEJh PLE 0 F E L E Jh E llTAL EVI L
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 l; 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 O; hp 6 each; #AT the door. The balance of the men form a possible, or drop their crossbows and grab
l; D 1-8; 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. Front rank brigands draw swords and
studded leather & shield, with spear and Behind the missile troops, one first and one advance one pace, while rear ranks level
longsword; XP 20 each third level brigand take station on each their second (long) spears and move up. The
flank. Behind the ranks, the sixth level sixth level leader and his first level serjeant
Crossbowmen (4): AC 6; Level O; hp 4 each; leader and one first level brigand stand ready their hurling weapons for fast release,
#AT l; D 2-5 (bow) or 1-8 (battle axe); ready to move as the need arises (left, right, followed by movement to any threatened
scale mail; XP 18 each or upwards) . The two guards on the stair­ area.
way, at their arrow slits, remain in position If the party hurls oil or otherwise attacks
Archers (4): AC 5; Level O; hp 5 each; #AT 2 to shoot at targets of opportunity. with a serious threat, the leader moves rap­
or l; D 1-6/1-6 (shortbow) or 1-6 As soon as the party attacks the door, the idly to the south-central pillar and releases a
(shortsword); in chain mail armor; XP 19 remaining torches in the main room are chain there. This triggers a fall of several
each extinguished. Lanterns in the two interior hundredweight of rocks and loose stone.
rooms remain alight, not being normally Each victim in range (the entry area
Guards (5): AC 5; Level O; hp 5 each; #AT 2 detectable. As soon as the door is opened, bounded by the door and low walls) takes 1-
or l; D 1-6/1-6 (shortbow) or 1-6 and invaders (characters) are illuminated or 12 points of rockfall damage, is stunned for
(shortsword); in chain mail armor; XP 19 silhouetted, the brigands attack with the following round, and blinded by a chok­
each arrows, bolts, and spears. If the intruders ing cloud of dust which settles in two
flee, they are fired upon again. If they rounds. Meanwhile, the brigand leader
Sergeants (2):AC 4; Level 1 Fighters; hp 11; advance, the brigands use flanking fire dashes to his room (area 3), slams and bars
9; #AT l ; D 1-8 (throwing spear or long­ while their forward line engages. the door, and enters the secret trap door.
sword) or 1-4 (dagger); in chain mail & Combat Notes
shield; XP 25; 23 lOWER AREA DESCRIPTIONS
As soon as combat begins, give the bri­
Lieutenants (2): AC 2; Level 3 Fighters, hp gands the following advantages (assuming I. MAIN ROOM
22; 17; #AT l; 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 O; Level 6 Fighter; hp 43; b. The brigands automatically gain initia­ are filled with foodstuffs. On the tables are
#AT l; 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.
S 15 I 13 W 12 D 16 Co 15 Ch 17 "to hit" rolls for all missiles (including The brigands obviously live in the place,
arrows, bows, and hand-hurled weap­ eating, sleeping and gaming while awaiting
In their coin purses, the brigands have the ons; each round, this should affect six further raids. If the rafters are examined,
following treasures: arrow shots, two heavy crossbow bolts, various smoked meats, sausages, and bags
four light crossbow bolts, and ten of onions and herbs can be seen. All told,
Leader: 11 gp, 27 pp spears). the provisions here can supply all the bri­
Lieutenant (each): 2-12 ep, 2-12 gp, 2-12 pp d. A -1 penalty applies to all the invaders' gands for a full week. Under the ascending
Serjeant (each): 1-6 sp, 1-6 ep, 1-6 gp "to hit" rolls until the tower interior is stone spiral staircase are five large barrels.
Guard, archer, crossbowman, footman illuminated, and the brigands gain a cor­ The two largest contain water; the next two,
(each): responding + 1 bonus for their familiar­ beer. The smallest (about 40 gallons) is
1-6 cp, 1-6 sp ity with the dark area. nearly full of wine-the same sour, cheap
stuff on the tables. A bale of blankets is
DEFENSE STRATEGY After the initial round of missiles, the par­ stuffed under the stairs, evidently loot from
ty's actions determine the lieutenants' some hapless merchant.
The positions noted apply only if the PCs actions:
manage to approach completely undetected
and somehow learn of the interior arrange- If the party flees, they reload crossbows.

37

0 N G i ilAL A.DVE ilTVRJSS RE i il C AR..IlATE


. D • THE TE Jll PLE 0F ELE Jll E llTA.L EVI L
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 Near the tunnel exit are a deserted cottage
and the three sergeants. In addition to the taining 50 pp) and a ramshackle barn. This whole area is
five rough beds, the room contains a round Longbow and quiver with nine arrows + 1 screened by surrounding trees. In the b arn
table, three stools, a chest of drawers with a Locked bronze coffer containing three are six light horses, which belong to the bri­
lantern atop it (and nothing but old clothes potions speed, extra healing, and water gand leaders. They are fed and exercised
and the like inside), and a padlocked iron­ breathing) each night in most cases.
bound oak chest . Inside the latter is a potion Locked iron box, containing 800 gp and 200 ep
of healing, a sack of 300 ep, a jeweled dag­ B. BUILDING RUINS
ger (worth 250 gp), and four bolts of silk The fleeing leader immediately dons or
(worth 10-60 gp each). picks up all but the last two items. If time per­ This area lies northwest of the Temple,
mits, he drinks or takes the potion of extra concealed by some dense woods to the
3 . NORTHEAST ROOM healing. If he hears pursuit, he probably (75% south and southeast.
chance) drinks the potion ofspeed. He proba­
This is the leader's private chamber. He bly (75 % ) ignores the potion of water breath­ As with all of the razed works of the
has a comfortable bed heaped with quilts ing. He then runs down the west passage and Temple, the outlines of this place are dis­
and pillows, a table and two chairs, a small out to escape. If successful, he visits Nulb at cernable even though the whole is tum­
desk and stool, a chest of drawers, and a night and then leaves the area on horse, seek­ bled, burned and broken. Broken bricks,
padlocked iron box. ing better things in Dyvers or somewhere bits of charred beams, and broken plas­
On the table are a few pewter dishes, a across the Nyr Dyv. ter are heaped in the shell of the lower
bottle (full of good brandy), and some storey. Parts of a narrow outside stair­
slightly wrinkled apples. 4. ESCAPE TUNNEL way on the west side can be seen through
Inside its fold-down top, the desk holds the rubble. The stairs lead down to a
some quills, an inkwell, and several sheets This five-foot-wide passage is hewn from dark, small opening, through which a
of parchment. One sheet bears a list of pos­ the bedrock underlying the Temple com­ person might crawl.
sible victims (including the jeweller at Hom­ plex, evidently following a natural fissure in
mlet). The other sheets are blank, but if the the limestone. It bears generally west, There is no evidence of heavy traffic here;
correct one is held up to a strong light, a though it has many curves. In places it is not no footprints of men or beasts, save a few
map is revealed, showing the secret tunnel worked at all, and there the width varies rat tracks. The boxed space on the map indi­
out of the tower-and into the third level of from four to eight feet. About 540 feet cates the stair and hole, where a foolish
the Temple dungeon, if entry is desired . along, it opens into a small natural cave. adventurer might gain access to what
The chest of drawers conceals a short The north wall of this 40' oval chamber is remains of the building's cellar. As soon as
sword with a topaz pommel (total value 500 marked by a three-foot wide opening. (A anyone crawls down in, 12 giant rats scurry
gp), a suit and hooded cloak of brown vel­ secret entrance to Dungeon Level Three, forth and attack. Note that all shield and
vet trimmed with fur (200 gp), plus normal area 335, is concealed in the eastern portion dexterity protection is lost here; the area is
clothing and odds and ends. of the south wall by a balanced, pivoting too cramped and cluttered. Rats attack
The iron chest is trapped with poison nee­ stone slab. The passage concealed is three crawling victims with a + 4 bonus "to hit:· If
dles, which project to either side of the lid feet wide and leads 600 feet south, slanting retreat is immediate, the rats do not follow.
when it is raised. Inside are 384 cp, 556 sp, downwards rather steeply. At its end is a 10' Otherwise, additional waves of rats (3-18
106 ep, 277 gp, and 91 pp. wide stone passage east, turning south in 30 per wave, with 2 hp each) attack on melee
One flagstone can be lifted to reveal a feet; see the Dungeon Level map and key. ) rounds 3, 7, and 12.
bronze ring, set into the floor. The pivot is The narrow north passage leads north
undetectable by normal sight, and the flag­ and gradually west, ascending slowly over Rats, Giant (12): AC 7; MV 12 # ; HD 112; hp 3
stone locks into place. It is mechanically about 200 feet. It then turns due north again each; #AT 1; D 1-3; SA disease; XP 10 each
linked to the trap door beneath, which is for another 100 feet, where the limestone The cellar contains nothing but litter and
counterbalanced to raise and lower with gives way to clay walls shored up by tim­ filth. If an old mat in the northeast comer is
ease and but little noise. If the trap door is bers for 50 feet . The escape tunnel mouth is lifted, a trapdoor leading to a hidden wine cel­
closed from below, the flagstone also closes at the side of an abandoned dry well. A lar is discovered. A short flight of steps leads
neatly. The shaft below is about three feet small heavy door there is set back from the to this 20' square room, containing dozens of
square, and bronze rungs lead 30 feet down side of the shaft and painted dull brown, barrels and a rack of earthenware flasks. The
to a small chamber. In this l O ' x 1 5 ' room barred from the inside. A short ladder can barreled wine is cheap-drinkable but sour.
are the following: be set up inside the shaft, enabling the The 68 stoneware containers all hold very
escaping party to gain a series of ascending excellent wine; each is worth 1-6 gp, or 3 gp
Small, flat silver box (worth 125 gp) con­ ledges which lead to the top. The ladder is each if the lot is sold off at once. A keg of very
taining a jeweled necklace (2,400 gp) inside the tunnel. ancient brandy is also hidden here, and will
Cloak of eli-enkind, hanging on a peg by the (The position of this exit is indicated by fetch the sum of 400 gp in Hommlet or any
entrance of the passage leading to the west an X on the large area map, deep in the place other than Nulb.

38

0 Ri Gi n A L A.DVE ilTVR]O S RE i IT CAR._Il ATED • T H E TEDI PLE 0 F E L E DI E nTA.L EVI L


C. THE TEMPLE

FIRST IMPRESSIONS T
Careful inspection of the structure,
including a trek around its exterior, reveals
the following.
©
1'
The oddly peaked and gabled roof seems
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

39

0 zj Gi ITAL ADVE il'f'VRJ;S RE i ITCAR_Il A'f'E D • T H E TEJb:PLE 0F E L E Jb: E llTAL EVI L


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 ld6
ure to save produces the effect noted above. 21 1-4 on ld6 I. GRAND ENTRANCE
If the doors are successfully approached, 22 1-4 on ld6
the intruder may try to break them down. 23 1-5 on ld6 The bronze doors of the entry (23 ' high,
However, this is an impossible task to normal 24 1-7 on ld8 20 ' wide) are held fast by huge iron
strength and most magic. Strength of 20 or 25 1-9 on ldlO chains, and all cracks are sealed with soft
more might succeed; check the standard iron. Graven upon these massive valves
chance to open a wizard locked door for a If the attempt succeeds, the doors are bro­ are runes. You note that the writing
character or creature of appropriate strength ken asunder and their dweomer ruined. glows and seems to burn with silvery
(c.f. girdle of giant strength, DMG page 145): radiance, making your eyes teary.

Show diagram called "Entrance Runes,"


to the players. Make a Saving Throw vs.
Spells for each character, applying a -2 pen­
alty. A major casting of an antipathy spell
has been made permanent upon the portal.
Each creature within 1 0 ' 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

40

0 R,j Gi ilAL A.DVE il'fV�S REi il C A R_IlATED • TH E TEJb: PLE 0F E L E Jb: E llTA.L EVI L
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 tom 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
Two of the brown robes are a bit frayed
est of worshippers. The area beyond is
The black liquid is merely dirty water, six but intact . The candles are normal, each
better lit and more open, though it also
feet deep . If the pool is dragged, a small and about three inches long. The steps lead
has more of the nauseating pinkish pil­
delicate skeleton is discovered at the bot­ down to Dungeon Level One, southwest
lars supporting the roof high overhead.
tom, the remains of the last sacrifice. corner (area 109a).

4a. EAST VESTRY 6. SMALL DOOR


3. CENTRAL ALTAR

This area was apparently a vestry. Bits of This door opens into a small vestry.
The pillars here are white marble, veined
broken altar service are present here Pieces of broken glass and splinters of
with ugly red. The altar block of pinkish crystal lie scattered within. Someone evi­
also, with a broken trident and pieces of
white marble is roughly oval something
tom, scorched robes of a moss-green dently made a fire in the far corner, as
over 7 feet long by 5 feet wide. Its top has a
hue. Other rubble includes several bits of charred wood and cloth lie on the
hollowed out portion resembling a human
smashed benches, a small broken table, floor, and the rafters overhead are black­
form, with legs apart and arms away from
and a thrown-down wardrobe with one ened with soot. A pile of robes, once
the body. This depression is stained a
side kicked in and the doors torn off. A ivory-colored, lie in the center of the
darker color than the rest. Just north of the
flight of stairs descends to the southwest . room. They are soiled and stained with
altar is a circular, marble-lined pit-a well
excrement.
of sorts-20 feet in diameter. Shards of
Under the wardrobe lie three moss-green
broken crystal vessels lie about the well,
robes, lined with black satin. Each has a If the party looks carefully overhead, a
near the altar, and scattered about the
cowl. All are soiled but otherwise in good bit of whitish color can be seen amidst the
floor. A crystal knife with a broken blade
condition, but are obviously of little worth. rafters ten feet above. This is an intact ivory
lies atop the stone block.
If the stairs are used, refer to Dungeon Level robe, with cowl, edged and embroidered
One, southeast corner (area 109a) . with reddish-pink whorls and lined with
Careful examination of the well reveals a
pale blue satin.
one-foot wide ledge beginning 15 feet from
5 . WEST ALTAR
the mouth of the shaft. It circles the north­
7. GRAND STAIRCASE
ern face of the well, leading to narrow, steep
steps which spiral down clockwise from the The supporting pillars in this wing are
east. The shaft is 85 feet deep . If characters sandstone, resting on a red slate floor. A flight of steps, 20 feet wide and each
descend here, see Dungeon Level One (area Bits of broken pottery and sharp bits of step broad and tall, delves down to the
131) and Dungeon Level Two (area 210). rock cover the floor here, making walk­ north. The stone is a dull gray, but flecks
ing about a risky business. The stump of of color-white, blue, red, green, and
4. EAST ALTAR a granite monolith, and chunks of black-dot its surface.
brownish-red rock around its base, indi­ To the north of the staircase is a stone
cate that the altar was violently assaulted railing, with supports of white, brown,
The thick stone columns here are deep
and destroyed. A few links of bronze and green stone alternating; its upper
green, with blood-red striations. The
chain, a twisted manacle, and a bronze­ portion is cinnebar. The floor beyond is
paving blocks are mossy green, with a
wood maul with a snapped haft add to paved with three-foot squares of highly
circular dais-like area about 20 feet in
the impression that the enemies of the polished red granite. The square
diameter in the center part of the wing.
Temple who did this must have found the columns of some type of yellowish stone
altar very hateful indeed . are carved in bas relief, and painted to
Continue only if PCs move in for closer show scenes of fire and suffering with
examination.
demonaic creatures leering on.
Sa. WEST VESTRY
The dais is two-tiered; each rises about
18 inches, the inner being 14 feet in diam­
This seems to be a vestry. A broken
eter, thus forming a three feet wide step
rhondite bowl and ewer lie in a corner,
along the rim of the lower tier. The lower
apparently flung in anger and now shat-

41

0 N Gi IIAL A.DVEII'fV�S RE i II CA R.._IIA'fED • T H E TEJh: PLE 0F E L E Jh: E IITA.L EVI L


If PCs proceed down the flight of steps, 9. EAST DOOR
they come to a 10' landing and a pair of mas­ THE POWER OF ELEMENTAL DEATH
sive double doors which exactly duplicate BRINGS MORTALS LOW
This portal is finely carved, but most of
those at the entrance (area #1). These are BUT RAISES THE NAMELESS ONE
the vile and obscene work has been
sealed with soft iron, chained, padlocked, HIGH
hacked and chopped so as to efface its
and likewise bear the silvery glowing warn­ evil. Beyc;md is another vestry, a cham­
ing glyphs. The permanent antipathy is also The flags upon which the throne sets
ber nearly 30 feet wide and 60 feet long.
here, requiring the same saving throw, are ten-foot squares of granite, set in a
It once must have been the scene of
again with a -2 penalty. However, those mosaic pattern:
debauched revels, for the remains of
who failed the saving throw at the entrance great couches, tables, and padded chairs
are not here entitled to another; they auto­ Sketch or describe the pattern in detail for
the players. H detected, note that the per­
are strewn about. Charcoal and several
matically shun and refuse to look at the broken barrels lie nearby. A stack of res­
runes. Those who succeeded at first but fail vading evil is stronger here than elsewhere.
inous faggots near the door seem to be
here are always affected by antipathy when­ A faint dweomer also radiates from the
the only things not broken or disarrayed.
ever any identical set of runes is confronted. entire area.
Amidst the litter are several skeletons,
If the party eventually breaks open these The huge throne is carved of solid stone,
probably human. One wears the tattered
doors, they enter Dungeon Level One, area immobile, and cannot be destroyed by any­
remains of a scarlet robe.
145. thing but disintegrate or wish. Other spells,
including those which affect rock or stone,
Behind the lengths of wooden faggots is a
8. HIGH ALTAR have no effect.
small cupboard, set into the wall. Within it
The throne can be ordered to sink to the
are two silk robes of bright crimson, with
Greater Temple (Dungeon Level Three, area
A huge bronze vessel chased with copper skulls embroidered in gold thread on the
352). Only a limited wish or greater spell
stands here. Its six legs hold it slightly front and back. Each is cowled and lined
can detect this movement capability. The
more than a foot above the floorstones. with lavender silk.
possesso r of the Orb of Elemental Death
The basin-like pot is eight feet in diame­
(Dungeon Level Three, area 322) knows
ter. Its bottom is filled with old charcoal. IO. DAIS AND THRONE
how to operate the throne merely by gazing
bits of blackened bone, and undefinable
upon it (magically becoming aware of the
lumps. A piece of chain still hangs over The dais extends south into the Temple, command words to make it lower or rise)
this altar, and evidently others similar forming a circular area. The floor, steps, and can control the throne by sitting on it
once also hung there, but their bronze and walls are black basalt, highly pol­ while holding the Orb.
links were broken, and short pieces lie on ished and gleaming. Four steps lead to The throne can otherwise be activated by a
wish, or by the following procedure. The user
the floor around the area. The altar's rim the upper platform, and upon it is a great
is dented and cut, as if struck by many throne of purplish basalt, with leering must step on the four color slabs directly
hard blows. demon faces and carved grinning skulls. before the throne, in proper order-brown,
Above the throne, the following words white, green, red-and then speak the name
in the common tongue are chiseled into of Zuggtmoy. The throne thereafter sinks to
the curving wall: area 340 when anyone sits upon it.

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42

0 Rj Gi IIAL ADVE IITVRJ: S RE i II CAR.._II ATED • THE TEJb:PLE 0 F E LE Jb: E llTAL EVI L
Part 3 :
Dungeo n s 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 ld8, as
and internal strife, adventurers can fairly eas­ explained on the same page .
ily penetrate the Temple dungeons, whether MAP NUMBERING Note, however, that not all of the treasure
disguised or not. is cash. A typical assortment of potions,
This is not to say that attacks won't often be Due to the size of the whole complex, the scrolls, and other magical treasures are
made upon the party, regardless of any dis­ encounter areas are coded, rather than num­ present. Furthermore, many common but
guise! For example, characters wearing the bered sequentially. The first digit indicates the finely crafted accessories-serving sets,
robes of the priests and servants of Elemental Dungeon Level. Area 1 of Level 1 becomes plates and cups, tapestries, and the like­
Iiarth will likely be attacked by the other three 101; area 29 of level 2, 229; and so forth. are quite valuable, though not quite as
elemental groups (if they perceive the party to immediately negotiable. And for the excep­
be weak) or by other bands dwelling beneath AREA DESCRIPIIONS tionally industrious, even normal armor
the Temple. Another benefit of the power strug­ and weapons abound to such a degree that,
gle is that no concerted effort to free Zuggtmoy All DM notes are arranged in order of their assuming half book value as the resale price,
has been mounted. All of this will become probable use. Some areas also contain boxed nearly 10,000 gp worth of such items can be
clearer and more detailed as you read through information to be read to the players. Many taken from the Temple's inhabitants!
the encounter explanations for each level. encounters involve immediate combat, and
the area descriptions are then revealed after RECRUITING
STANDARD CORRIDORS the melee. In general, read the full contents of
each encounter before starting it, to be sure All factions of the Temple are active in this
Unless noted otherwise, corridors are of dressed that all the details are properly used and crucial area. Agents roam near and far to
stone blocks or worked from the natural lime­ revealed in their proper sequence. bring all sorts of evil humans and human­
stone (or granite, in the lower depths). Walls The standard abbreviations of PH, oids into service. River pirates and brigands
and floors are smooth and polished wherever DMG, UA, MMl, MM2, and FF are used are major sources. Humanoids come from
possible. The 10 ' wide corridors have gothic (with page numbers) whenever these all quarters. Any group of humans or small
arches, peaking at about 17' height. The 20' AD&D game references are needed-the humanoids within the dungeon is able to
and 30' passages and spaces have roman PLAYERS HANDBOOK, DUNGEON replace its losses (to adventurers) at the rate
arches, about 30 ' tall. Unless otherwise MASTERS GUIDE, UNEARTHED of one per day. Larger humanoids (3 + 1 or
described, doors are of oak, homwood, or ARCANA, MONSTER MANUAL ( 1 ) , more Hit Dice) can replace one each three
bronzewood. Each is about three inches thick, MONSTER MANUAL I I , and FIEND days; monsters can replace their numbers at
bound with bronze, and set with a large ring on FOLIO(tm) Tome, respectively. the rate of one per week.
each side. Cressets and sconces are along the If the Temple forces are not heavily
walls, and unlit torches rest in most of the latter. PRISONERS pressed by the party, they actually grow at
In 10' wide corridors, sconces are at 10' inter­ the rates given above. Note, however, that
vals. Cressets in wider passages are at 30' inter­ When human and demi-human prisoners once the leaders of a group are 2liminated,
vals. Both are staggered left, right, left, right are found and rescued (i.e. taken out of the neither they nor their forces can be repaired .
(etc.), and unlit unless specified. dungeon), the XP value given for each
should be applied to the party's total, as if ZUGGTMOY BOUND
STAIRS they were defeated monsters. Conversely, if
the prisoners are slain, the characters Jose The demoness is imprisoned is a room of
All stairways are steep, with one-foot risers. triple the XP values given. Deduct the Dungeon Level Three, and cannot free herself.
The large one is of polished stone and specif­ amounts from the other awards earned. If Four huge bronze gates exist within the
ically detailed (area 148 et al. ). Small ones such prisoners are simply turned loose in the dungeon complex, the first found at the Grand
are hewn from solid rock. Though not espe­ dungeon, no XP award is earned, but no Entrance (area 1), the others described in areas
cially old, the stairs are already worn from deductions apply. 145, 210, and 340. H the lowest pair of valves
the passing of many feet. 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
VENTILATION alignment as the majority of the party. treat well, she is free to roam the second and third
them as above. If otherwise, award no XP if dungeon levels. If the gates of area 145 are fur­
Drafts and less noticeable air currents exist they are slain, and deduct triple the XP value if ther sundered, she can also roam dungeon
aplenty in the Temple dungeons. The builders they are turned loose in the dungeon. levels one and four. If all the gates are
destroyed, Zuggtmoy is completely freed .

43

0 N Gi II AL ADVE fftV�S RE i II CAR.._IIATED • T H E TEJh:PLE 0 F E L E Jh: E IITAL EVI L


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 Their power grew, and took the land
climax to the whole campaign. The PCs scenario, one which offers challenge and and people round, as they had planned.
must be strong enough to adventure there, opportunity while heightening your own A key without a lock they made
and to enter the Elemental Nodes (partial heroic fantasy campaign! of gold and gems, and overlaid
planes). These areas are challenges, of with spells, a tool for men to wield
course, but they are testing grounds of the CLUES to force the powers of Good to yield.
fitness of those who seek to slay Zuggtmoy.
But armies came, their weapons bared,
If the PCs are careless on the fourth level Try to encourage players to gather knowl­
edge as well as treasure, to maximize the while evil was yet unprepared.
and bring Iuz to the scene, only the inter­
vention of St. Cuthbert himself will save The Hart was followed by the Crowns
fruits of the adventure.
In area 216, characters may find a scroll
them from certain death and utter destruc­ and Moon, and people of the towns.
tion. The factions of the Temple- reflecting bearing a short and cryptic poem. For your The Two were split; one got away
the true spirit of Chaotic Evil- should suf­ reference, this note refers to the contents of but She, when came the judgment day,
fice to enable Good characters to win area 334. The recovery of Fragarach can be of did break the key, and sent the rocks
through, to both the Elemental Nodes and great importance not only to this scenario but to boxes four, with magic locks.
the prison of Zuggtmoy. Power comes in to the larger campaign events in progress. In doing so, She fell behind
overthrowing the denizens of the Greater As the key to final success against Zuggt­ as He escaped. She was confined
Temple; the ability to beard Zuggtmoy in moy hinges on the recovery of the Orb of among Her own; her very lair
her lair comes from the magic and weapons Golden Death (described in Appendix D), the became her prison and despair.
found in the Elemental Nodes. The anticli­ following poem should be introduced at a con­
The Place was ruined, torn apart
max comes when the party finally reaches venient point. The exact method is left to the
OM. After any dungeon level is entered, if any
and left with chains around the heart
the portion of the third level wherein Zuggt­
of evil power-but the key
moy is bound. Neutral player character revisits the Jaroo, the
was never found in the debris.
As a final note, you might find it interest­ Druid of the Grove in Hommlet (for shelter,
ing to have each gem taken from the Throne advice, etc.), he may bring out an old parch­ He knows not where She dwells today.
of Zuggtmoy allow entry to and exit from ment bearing the clue. A Lawful Good charac­ She set the minions' path, the way
one plane of the Abyss. This assumes, of ter visiting the Church of St. Cuthbert (in To lift Her Temple high again
course, that you desire to develop such Hommlet) for similar reasons can likewise With tools of flesh, with mortal men.
areas. (This is a tall order, but it can cer­ receive the poem, by means magical or mun­ Many now have gone to die
tainly make an interesting campaign. See dane. (Of course, such a character could not in water, flame, in earth, or sky.
module Q-1 Queen of the Demonweb Pits actually employ the Orb, so this route is not They did not bear the key of old
for direction as to what an Abyssal Plane optimum.) At last resort, if PCs lack the that must be found-the orb of gold.
can be like.) With or without such develop­ opportunity for such contacts or fail to gather
Beware, my friend, for you shall fall
ment, it is strongly suggested that you place enough background information, you might
unless you have the wherewithal!
this campaign within some sort of devel­ introduce the clue in a dream, simply reciting
to find and search the boxes four
oped background - the WORLD OF it to one or more players as you see fit.
and then escape forevermore.
GREYHAWK"' Fantasy World Setting being
the natural one, as this work was drawn But with the key, you might succeed
from it. Your own can be made to serve as in throwing down Her power and greed.
Destroy the key when you are done
and then rejoice, the battle won.

44

0 N Gi il A L ADVE ilTV�S REi il CAR...Il ATED • T H E TE Jll PLE 0F E L EJll E llTAL EVI L
Dungeon spells except lightning; AL N, SZ M, XP their song and fly around, attacking any
200 + 5/hp creature that makes a hostile gesture. If
Level One Ogre: AC 4, MV 9 ", HD 4 + 1, hp 24, #AT
sounds of fighting occur here, the occupants
of area 104 arrive 1 round later. If there is no
1 , D 5-10 (stone-set club, ld6 + 4); AL
RANDOM ENCOUNTERS such turmoil, these creatures arrive five full
CE, SZ L (9' + ), XP 90 + 5/hp
rounds after the grate's noisy descent.
Roll d % once per tum and refer to the fol­ Men-at-Arms (6) : AC 4, MV 9 ", Level 0, hp
lowing chart. (A result of 11 or more means 4 each, #AT 1, D 1-8 (longsword), SA 3 Harpies (2): AC 7, MV 6 "/15 ", HD 3, hp l6,
no encounter. ) If Zuggtmoy is free to roam with javelins (D 1-6, ranges 2 "I 4 "I 6 "), 3 12, #AT 3, D 1-3/1-3/1-6, SA singing +
this level, she appears if the result is 00. with light crossbows (D 2-5); AL NE, XP charm; XP 193, 181
18 each
ldlOO Result
Leader: AC 4, MV 9 ", Level 3 Fighter, hp 21, This 70 'x 30' chamber appears deserted .
01-02ld6 + 6 brigands, with a 2nd level It has probably served as a privy, for the
#AT 1, D 1-8 (longsword), SA 2 javelins (D
fighter leader, coming to report on place has a foul fecal odor and filth is
1-6, ranges 2 "/4 "/6"), Strength 17 ( + 1 "to
outside activity. Each has ld6 gp, hit" I + 1 damage); AL NE, XP 113 scattered here and there on the floor. The
3d6 gp for leader. columns which support the ceiling 40 '
03-05 ld4 + 1 gnolls, entering to take overhead are thick, four or five feet in
ROOM KEY
service with the forces of the Earth diameter. A few skulls and bones lie
Temple; no treasure. around the pillar bases .
IOI. ARMORY
06-07 ld4 + 1 ghouls, prowling for prey.
Each may (50 % ) have 2-12 gp, and The secret door in the northern portion of
This plain chamber is filled with wooden
might (10 % ) have a bloodstone the west wall cannot be opened from this
racks for various spears, pole arms, and
(base value 50 gp). area except by the use of appropriate magic.
smaller weapons. The walls have many
08 In 10 ' corridor, 1 gelatinous cube
pegs indicating where other weapons
with normal treasure; otherwise, 1 104. ROOM, 30' x 20'
and shields once hung. All that remains
gray ooze, no treasure.
now are broken weapons, sundered
09 1 ogre with indigestion, looking Six ghouls move from here into harpy hall
shields, and ruined coats of mail. Several
for trouble; no treasure . (area 103) if any noise is heard therein, their
skeletons, both human and gnoll, lie
10 Patrol: 6 men-at-arms plus 1 speed determined by the nature of the
scattered here· and there, as well as odd
leader (L3 fighter ) . May be sounds (as described above). These foul
skulls and bones. Cobwebs hang in
encountered once only; see area creatures dwell here in harmony with the
places; if any creatures have been here,
149 (Guard Room). harpies and other creatures to the north (in
visits are not frequent.
11-99 No encounter. areas 105-107). The harpies are allowed the
00 Zuggtmoy (if free). "fun" of killing charmed and other victims,
A close examination of bones reveals teeth
and get their fair share of the morsels thus
Details marks. Many bones are cracked, and the
obtained. Most of the corpses are then taken
marrow chewed out. No treasure is here,
by the ghouls for later feasting.
Brigands (7-12) : AC 8 (leather armor), MV nor anything else of value.
12", Level 0 (HD 1-1), #AT 1 or 2, D by Ghouls (6): AC 6, MV 9 ", HD 2, hp 15, 13,
weapon, SA half have shortbows (D 1- 102. ARMORY
12, 10, 8, 6, #AT 3, D 1-3/1-3/1-6, SA
6/1-6, range 6 "/12 "18 ") with 40 arrows; touch paralyzes; XP 95, 91, 89, 85, 81, 77
AL NE-CE, XP 10 + llhp or 14 + llhp See area 101 for a general description. In the
comer to the southwest, under several
Gnolls (2-5): AC 5, MV 9 ", HD 2, #AT 1 , D wooden shafts splintered and tossed aside, The door to the west of harpy hall leads
2-8 (bastard sword), SA throwing axes is a quiver of 17 usable arrows. to this place. No exits are apparent. The
(D l-6/1-4, ranges 1 "12 " /3 "); AL CE, SZ place reeks of carrion, and filth and
L (7 ' + ), XP 28 + 2/hp 103. PILLARED HALL bones litter the floor. Heaps of old cloth
along the walls indicate where the occu­
Ghouls (2-5): AC 6, MV 9 ", HD 2, #AT 3, D pants of the place once nested. Old gar­
One hundred pounds of pressure on the floor
1-3/1-3/1-6, SA touch paralyzes; AL ments hang from pegs in the wall.
at a point five feet in from the entry triggers a
CE, SZ M, XP 65 + 2/hp
delayed-action mechanism. The pressure
Gelatinous Cube: AC 8, MV 6 ", HD 4, hp point limit is shown by X marks on the map. A thorough search reveals 187 cp, 81 sp, 5
18, #AT l, D 2-8, SA surprise on 1-3, One round after this is triggered, a heavy ep, and 61 gp under the bedding. A suit of
paralysis, SD affected only by blows, barred grate drops and seals the doorway. elf-sized elfin chainmail hangs under an old
fire, or cold, AL N, SZ L, XP 150 + 4/hp Two harpies roost atop the two central cloak on the south wall. (Elven chain may
eastern pillars, having special niches cut be sold for up to 500 gp, varying by the
Gray Ooze: AC 8, MV 1 ", HD 3 + 3, hp 16, place and time of sale. It is not normally
into the eastern faces 34 feet above the floor.
#AT l, D 2-16, SA corrodes all but wood available for purchase in shops, being
When the grate crashes down, the harpies
and stone, SD immune to heat, cold, all highly sought and often reserved for elves,
start singing. After one round, they cease

45

0 zj Gi IIAL ADVE II'fV�S RE i II CAR!JA'fED • THE TEJh: PLE 0 F E L E Jh: E llTAL EVI L
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
once the sanctuary of some lesser priest
Four ghouls lair herein, and ignore all noises of the Temple. The walls are plastered The corridor ends in a stairway which diag­
in area 103, assuming that their associates and painted with scenes of evil nature, onals upward, leading to a vestry in the
will handle whatever occurs. These ghouls featuring the earth principle. The rotting upper temple (area 4 to the east, or area 5 to
attack any humans or demi-humans not remains of a large bed, two couches, and the west).
clad in Temple robes. several carved chairs, now broken, tes­
tify that the room was once a comfort­ 110. S10RAGE CHAMBER
Ghouls (4): AC 6, MV 9 *, HD 2, hp 14, 13, able place.
10, 9, #AT 3, D 1-3/1-3/1-6, SA touch The whole room reeks horribly. Bones This chamber is obviously no longer in
paralyzes; XP 93, 91, 85, 83 are tossed here and there, and a partially use, for it contains sacks of moldering
eaten ore carcass lies on the floor near grain, barrels of rotting flour, and heaps
This place is another room abandoned to the south wall. No exits are visible, save of broken containers and spilled contents
new tenants. The noisome place is lit­ the normal door to the north. in a jumbled mess.
tered with rags and bones. A broken
chest stands in the northwest comer. A If the bed is moved, a section of stonework Nothing of any use or value remains here.
door to the west is in the west wall near with plaster missing is noteworthy. Behind a
the south comer. loose block is a large gold cup (worth 450 111. S10RAGE CHAMBER
gp) which contains 112 gp and 3 onyx gems
The chest contains old clothing-bits and (each worth 50 gp). From the stale reek in this room, you can
pieces of brown and tan garments. Under determine that much beer, wine, and ale
them are 108 cp, 92 sp, 37 gp, and 7 pp. 108. GARBAGE ROOM was poured out here. The floor is cov­
ered with a dark residue, and broken
106. ROOM, 10' x 20' The former use of this area cannot be tuns, barrels, casks, and kegs are strewn
determined, but it is now filled with everywhere .
This inner room was evidently the ante­ trash, waste, bones, and the like. It is
chamber of some minor functionary, for very odoriferous. Nothing of value is Careful inspection reveals one small barrel
its walls are plastered and covered with apparent, nor are any exits. with contents intact. It is vinegary wine,
obscene painting. The remains of uphol­ however, now so bad that anyone sampling
stered furnishings-a couch and four If the party persists in disturbing the trash, it loses 1-4 points of strength for 2-12 turns,
chairs-are still in the room. Some old they arouse the 20 giants rats, which attack due to nausea.
and battered pewter dishes are heaped hungrily. If more than ten of the rats are
upon a small table. Normal doors are slain, the rest probably retreat (50% 112. ARMORY
placed in the south and east walls. chance, check each round).
Refer to area 101 for a general description.
The only items of any value here are the Rats, giant (20): AC 7, MV 12 */ / 6 ", HD Anything of value seems to have been
four "pewter" (actually tarnished silver) 112, hp 3 each, #AT 1, D 1-3; XP 10 each smashed or removed. A usable mace
plates, each worth 30 gp. remains, but is found only if a full turn is
109. FRESCOED CORRIDOR spent searching the place.
107. ROOM, 20 ' x 20'
This passage is evidently one of impor­ 113. ARMORY
Two ghasts have chosen this spot as their tance, for it is plastered and painted with
lair. From it, they direct the ghouls and have the evil scenes typical of the Temple. Refer to area 101 for a general description.
grown accustomed to leading an easy exist­ This place has been thoroughly vandalized.
ence. If wounded and hard-pressed, the pair The east-west 10 ' wide passage leading to On a small ledge of one of the supporting
tries to escape via the secret door in the east this area slopes gradually downward to it. arches, ten feet above the floor, lies a cross­
wall, heading to area 115 for safety. The This 20' wide corridor in turn gently bow bolt + 3. A detect magic spell easily
secret exit works by raising a wall sconce, descends towards Dungeon Level Two . reveals its location, but without this
which causes a five-foot-wide wall section These gradients are such that only dwarves dweomer, even a thorough search provides
to pivot. This cannot be worked except or gnomes easily notice them (75% and only a 5% chance of finding it. However, if
from inside the ghast's chamber (i.e. being a 80% chance, respectively) . Others do not any character manages to reach a height of
one-way secret door). do so unless the group is spread out over more than nine feet above the chamber
more than 40 feet, in which case a 10% floor, its discovery is 75% likely.
Ghasts (2): AC 4, MV 15 *, HD 4, hp 23, 20, chance exists per ten feet of spread length.
#AT 3, D 1-4/1-4/1-8, SA touch paralyzes,

46

0 N Gi II A L ADVE IITVR!OS REi II C A R._II ATE D • T H E TEJtl:PLE 0 F E L E Jtl: E IITAL EVI L


114. SECURED DOOR 117. ROOM, 20 ' x 20'
The south wall of this chamber bears a
The closures of this portal indicate that it is bas relief of a hideous head-a human­ Two ghasts live in this room. They tend to
used with relative frequency. A door lock like face with squashed features, the face flee from a lost cause or join a winning fight,
and padlock are present, the latter securing low upon a mushroom-shaped cranium. as they perceive the situation. When fleeing,
a chain Unless the locks can be picked,
. Various humanoids, monsters, and they head for area 107 (via areas 103-106) .
only force can remove the obstacle. demoniac creatures prance and jape in
the background. The remains of a sand­ Ghasts (2): AC 4, MV 15", HD 4, hp 19, 16,
The door breaks only after 50 points of stone altar lie in fragments before this #AT 3, D 1-4/1-4/1-8, SA touch paralyzes,
damage are applied. Attackers may make sculpture. All furnishings are gone, but stench 10' radius - save vs. poison or suf­
two hits per round; consider the door as six heaps of old clothing, rags and what­ fer -2 "to hit" penalty; XP 266, 254
Large size. The noise of such an attack not remain, indicating that something
draws all the occupants from area 115 in the yet dwells herein. A wooden box is near A ten-foot alcove is in the northeast cor­
next round. the north door. The west door has a peep ner of the room. Its walls were once plas­
This dark, filthy chamber is the prison in hole, usable from inside the room. tered and painted, but where the
which captives are held, for eventual sacrifice covering still remains, some sort of mold
at the Earth Temple (area 145) or for feasting The box contains an old cloak of no value, or similar growth has discolored it suffi­
of ghouls and ghasts (areas 115-118). Eleven 263 cp, and a 6 inch tall finely carved ivory ciently to make the colors and subject
human prisoners are currently here; all are statuette (worth 85 gp). matter undistinguishable. Bones are
naked, and the males are chained to the wall. These creatures, like their fellows in areas heaped in a pile in the alcove, and a dis­
All are from the Nulb area . free run of this sector of the Temple's upper gusting odor lingers about the place.
The two females are the wife and servant dungeon to serve as a first line of defense. (It is Tom cloth and old cushions are piled to
of a merchant. The males are as follows: also hoped that a sufficient force of ghouls and form two tangled nests of bedding near
ghasts can be built to be later formed into a the south door. A large iron-bound chest
2 merchants (XP 13 each) contingent of the Temple hordes when they re­ with a heavy padlock stands in the
3 servants (XP 12 each) emerge to war upon the forces of Good.) southeast comer.
1 river sailor (Level 0, hp 6, XP 16)
4 men-at-arms (Level 0, hp 4 each, 116. ROOM, 30 ' x 20 ' The chest is not trapped, but is padlocked (as
XP 14 each) described) . It contains 611 sp, a brooch with a
Six ghouls residing herein move to aid their carnelian stone with a cameo coat of arms
The prisoners have nothing of value, and fellows as needed. If necessary, one goes to (Veluna, quartered by the Knights of the Hart)
know nothing of the Temple. They tell of room 117 to summon more aid, while the worth 800 gp, and a scroll of protection from
being captured by raiding ghouls, except for other five attack enemies. If intruders undead in a silver tube worth 35 gp.
the sailor, who was brought here by Dick approach from the north, the one alerts
Rentsch and his men as punishment for those in area 115, of course, while the others 118. HALL, 10' x 30'
making a pass at Dala. The merchants, aid their masters.
wife, and servants can offer no ransom, and The two ghasts dwelling herein are the lead­
if freed ask only to be shown how to get out Ghouls (6): AC 6, MV 9 ", HD 2, hp 14, 10, ers of this complex and the one to the south­
and away, quickly. The sailor and men-at­ 9, 8, 7, 7, #AT 3, D 1-3/1-3/1-6, SA east (areas 113-117). They are large and
arms will most certainly serve with loyalty, touch paralyzes; XP 93, 85, 83, 81, 79, 79 lazy, and bully the weaker ghasts and
if supplied with clothing, armor and arms. ghouls, getting the best of the food and loot.
If treated fairly and paid normally, they The stench of ghouls lies heavily here, as The larger of this pair gains a + 1 bonus to
remain 100% loyal while in the employ of well. Parts of rotting tapestries still adorn all "to hit" and damage rolls; it wears a gold
their liberators. the east and west walls. A battered table chain. Neither ghast retreats as do the oth­
and two stools occupy the center of the ers. Unless forced away by a cleric or magic,
115. ROOM, 20' x 30 ' room. Mounds of cloth line the walls, both stay and fight to the death; they love
apparently beds for the occupants. A their life of ease and know that it is lost if
Six ghouls dwell in this area. They pass water barrel is near the south door, and a they show weakness.
through the eastern door to investigate any full sack rests near the north door.
noise coming from the corridor, as noted in Ghasts (2): AC 4, MV 15", HD 4, hp 29, 24,
area 114. If intruders are discovered, five The water barrel is placed over a hole in the #AT 3, D 1-4/1-4/1-8, SA touch paralyzes,
attack while one hastens to alert those in floor, wherein 192 sp and 47 ep are kept. stench 10 ' radius = save vs. poison or suf­
area 116. The sack contains the clothing taken from fer -2 "to hit" penalty; XP 306, 286
the current captives (in area 114) and three
Ghouls (6): AC 6, MV 9 ", HD 2, hp 13, 12, others as well, now deceased. However, no This area is plastered and wainscoated in
11, 10, 9, 8, #AT 3, D 1-3/1-3/1-6, SA weapons are here. some (now ruined) wood. It was evi­
touch paralyzes; XP 91, 89, 87, 85, 83, 81 dently some form of trophy or museum

47

0 zj Gi IIAL ADVE II'f'V�S RE i II CA1'_II A1'E D • TH E TE Jlt PLE 0 F E L E Jlt E IITAL EVI L
fireplace dwells a giant poisonous snake. It way, and the last watches the others, taking
room, and several broken cases are shoved is coiled and may strike by surprise (50% a position in the northwest corner. A thin
against the walls. A serviceable but moldy chance) . It has not eaten for a long time, and rope hangs down in that corner, connected
shield hangs on the west wall. Two great is very hungry. It can strike to 8 foot range, to a weighted rope net. If any enemies enter,
heaps of old cloth and pillows and like half its length, and attacks any creature the gnolls give way to the northwest corner
materials are formed to serve as beds. corning within that range. and grab spears, appearing to be grouping
for a stand; then the rope is jerked, and the
The larger ghast wears a gold chain worth Snake: AC 5, MV 15", HD 4 + 2, hp 21, #AT net falls.
7,000 gp, set with three small rubies worth 1, D 1-3 + poison, SA bite = save vs. poi­ The gnolls hurl their spears at entrapped
1,000 gp each. The smaller has a ruby ring son; take 3d6 damage if made, die if failed; opponents, grab oil from the shelf and add
(worth 4,000 gp) so encrusted with dirt and attack range = 8' 112 length); XP 495 them to the fray, and then uncover a small
filth that it goes unnoticed unless the mon­ fire box with smouldering punk. This bursts
ster's left hand is carefully and specifically Near the ogre skeleton is a usable aflame when . the box is opened, and the
examined. shortsword (its "dagger") and a leather sack gnoll hurls it into the oil to ignite it.
The shield on the west wall is a shield + 1, containing 84 gp. These are hidden under a Though these gnolls have no orders to
long forgotten by the remaining Temple small pile of nondescript debris. alert others, those in areas 121 and 123
authorities. The only other treasure is worn The ten-foot-square rooms were used for probably (90% chance, checked for each)
by the room's inhabitants. crockery storage and food storage, respec­ respond to the sounds of battle.
tively for the south and west areas. Their
119. BANQUET HALL contents are broken and smashed; food­ Gnolls (4): AC 5, MV 9 ", HD 2, hp 13, 11,
stuffs are spoiled. 9, 7, #AT 1, D 2-8 (morning star), SA
This huge place is over 100 ' long and 30 ' thrown spears (D 1-6/1-8, ranges 1 "/2 "I
wide in the main portion. The litter of 121. ROOM, 20' x 20' 3 "), net trap; XP 54, 50, 46, 42
tables, trestles, benches, chairs, and
stools scattered and heaped about the Four gnolls remain here as sentries. One is The walls of this place are of plain stone.
place show that great revelries of Evil posted at the spy hole at all times, while the Doors to the north and west are normal.
were one conducted here. Bits of tapes­ other three take their ease. If any intruder is Four heaps of bedding - rags, torn tap­
tries and drapes still hang here and there seen , two join the watcher at the door to estries, rugs, etc. - lie by the south wall.
from the walls. Bones and whole skele­ ambush anyone entering, while one alerts Two stools stand near the entrance to the
tons can be seen on the floor and under those in area 122. If all party members are southeast passage. Opposite this
the heaped broken furniture. A skirmish wearing the brown robes of the Earth Temple, entrance, along the wall, is a crude shelf,
in the greater battle for the Temple was the gnolls do not attack. They behave simi­ supporting several samples of pottery -
surely fought in this place! larly towards those wearing other robes, if bottles and mugs. Under it, in the north­
they appear strong and do not attack first. The west corner, stand four spears.
A careful search reveals one usable shield gnolls are smart enough to use water or dirt
and weapon each turn, to a maximum of against fire. Each gnoll has 2-12 ep. If the gnolls herein have not already used
four of each. Roll ld4 to determine what them as weapons, five flasks of oil are on the
weapon is discovered: 1 = longsword, 2 = Gnolls (4): AC 5, MV 9 ", HD 2, hp 10, 7, 7, shelf, by two mugs. Four bottles are empty,
shortsword, 3 - battle axe, 4 - spear. 6, #AT 1, D 2-8 (bastard sword), SA and one contains wine. The largest gnoll
Nothing else here is of value, unless kindling throwing axes (D 1-6/1-4, ranges 1 "/2 "I wears a silver chain with a roughly polished
wood is desired . . . . 3 ); XP 48, 42, 42, 40
"
carnelian (worth 125 gp). Each gnoll carries
1-4 sp, 1-4 ep, and 1-4 gp.
120. KITCHEN The bare stone walls of this place have
only a peg or two here and there, and three 123. ROOM WITH ALCOVE
This place is 20 'x 30 ' , with three doors brackets with unlit torches in them. The
in the southern portion - east, south in floor likewise is plain stone blocks. A rude Five gnolls dwell here with two renegade
the west corner, and west, A high, broad wooden table is against the east wall, just hobgoblins. The latter are meaner and more
fireplace with numerous side ovens dom­ south of the eastern door, with three stools bloodthirsty than the gnollsl The gnolls are
inates the north wall. The fireplace is nearby. A small keg full of water stands in "off duty" members of a reforming com­
large enough to roast a whole ox. The the northwest comer, and next to it is a pany which the Earth Temple hopes to field.
room is littered with broken containers mound of ordinary looking dirt. The south (See also 124 and 126-128.) If they hear
and dishes, trash of an unidentifiable door has a spy hole, openable only from sounds of fighting, 1-4 of these inhabitants
sort, and pieces of wooden tables, inside the room. probably (90% chance) go to investigate
counter tops, and the like. Several skele­ and join in the fun. The secret door, a pivot­
tons are visible, including one which 122. CHAMBER, 20' x 20' ing wall section which is also concealed -
appears to be that of an ogre. hidden by a tattered carpet - is only used in
Four gnolls are on guard duty here. One dire emergencies; the ogres of area 124 are
Within the darkest recesses of the unused watches each door, one checks the passage- greatly feared.

48

0Rj ci nAL ADVEil'f'V�S RE i ilCAR_Il A'f'E D • TH E TEJhPLE 0 F E L E Jh E ilTAL EVI L


Gnolls (S) : AC S, MV 9 w, HD 2, hp 11, 9, 9, Each ogre has a belt pouch containing 5-30 sp SO, 48, 46, 44, 42
8, 7, #AT 1, D 2-8 (morning star), SA and 5-30 gp. The wine barrel contains sour,
throwing axes (D 1-6, ranges 1 H12 • /3 "); thin wine. The chest is unlocked, and holds 2 Ten man-turns of searching the corridor
XP SO, 46, 46, 44, 42 maces, S hand axes, 1 battle axe, 6 morning reveals the following intact items: lS
stars, 2 shortswords, and 1 broadsword. arrows, 4 silver arrows, S morning stars, 3
Hobgoblins (2): AC S, MV 9 w, HD 1 + 1 , hp
The stone slab under the spear barrel is longswords, 2 shortswords, 3 shields, 1 ring
8, 6, #AT 1, D 1-8 (longsword), SA long
loose and can be lifted by anyone with 18 mail, 2 chain mail, and 1 plate mail.
composite bows with lS arrows each (D
Strength, or two persons with a combined
1-6); XP 36, 32
Strength of 30. Underneath is a cavity with 126. ROOM, 20' x 20'
870 sp and a silver bracelet (170 gp) adorned
Carpets and tapestries cover the plain with six azurites worth 10 gp each. Herein dwells an ogre, the chief of the entire
stone walls of this room, and a few rugs are ogre force. He reports to the clerics in area
on the floor as well. From the appearance 125. CORRIDOR OF BONES 137 from time to time. If he hears a commo­
of all this, the room was once the quarters tion in the corridor or nearby rooms, he
of some fairly important person - an probably (90 % ) ignores it, trusting his flun­
For at least 100 feet of its length, this 20 '
underpriest of the Earth Temple, from the kies to handle the minor matters. He
wide corridor is covered with bones.
scenes depicted on several tapestries. responds to any direct call for help at his
Skeletons of humans and humanoids are
Whatever furniture was once here is now door, of course.
mixed in a terrible jumble. Many skulls
gone. Heaps of cloth lie near the walls,
and loose bones seem gnawed. The com­
showing where the inhabitants sleep. A Ogre leader: AC 3, MV 9 ", HD 4 + 1, hp 26,
plete skeletons, though, still wear sun­
small brazier stands in the northeast cor­ #AT 1, D S-12 (ld8 + 4, with battle axe);
dered armor, dented caps, or sprawl by
ner. A small keg of cheap beer is in the cen­ XP 220
broken shields. Bent and broken weap­
ter of the room. The only exit is the door in
ons likewise testify to a great melee hav­
the south wall of the alcove.
ing taken place here; a hundred, two, This place appears to have been another
perhaps more . . . all met death here. Fur­ visitors' chamber, but the plastered walls
Each of the seven humanoids herein has 1-4
ther progress along the corridor requires are broken and smoke-stained from the
sp, 1-4 ep, and 1-4 gp. Under the dead coals
carefully picking a path between these struggles of the past. Several couches
of the brazier are 27 pp.
grim remains of the Temple hordes. have been shoved together to form a
Nothing of value is discemable. huge bed in the northeast comer. Several
124. ROOM, 20' x 20 '
empty sacks lie on the floor, and a nearly
If the party enters the corridor area shaded full barrel of ale is near the west door. A
The two ogres here are in charge of the
on the map, they spring a trap. When they large table and rude chair are in the
gnolls and hobgoblins to the southwest.
get to the central area (just south of the northwest corner; a big, yellowish
Each wears a brown leather jack, set with
secret door to area 131 ), the following cheese and several hard sausages lie atop
thin bronze plates (giving AC 4). Unless
events occur: the table, beside an empty gallon jug.
they are summoned, they ignore sounds
Under the table is an iron chest. Nine
from areas 121-123, concentrating their
a. Ten human skeletons spring up from spears, 3 morning stars, and 2 long­
attention on possible victims in area 125.
the west end of the shaded area, charging swords lie piled by the south door.
However, their chief is in area 126, and they
east to the attack;
investigate unusual noises from that place.
The ogre wears a copper belt worth 3S gp,
b. Six gnoll skeletons spring up at the east upon which hangs his purse, containing 11
Ogres (2): AC 4, MV 9 w, HD 4 + 1, hp 22,
end of the shaded area, moving west to sp, 19 ep, and 38 gp.
20, #AT 1 , D S-10 (stone-set club,
surround the intruders. The iron chest is locked but not trapped,
ld6 + 4); XP 200 , 190
and contains 311 gp and 2 huge and remark­
In addition, the two ogres (area 124) watch­ ably perfect agates (worth 100 gp and SOO
This place is plastered and the floor paved ing for trouble join the fray if the intruders gp, respectively) . The lock can be picked or
with polished brown granite slabs. It is (PCs) are nearly slain, or if the party broken open by 30 points of damage.
now dirty and cluttered, but must once retreats into the southern 20 ' wide corridor
have been a plush guest chamber. Many leading to their door. If the latter, the ogres 127. L-SHAPED ROOM
cushions and pillows are piled so as to probably (7S % ) gain 1-4 surprise segments
make beds in the northeast and northwest unless their door is being carefully watched. Three gnolls are quartered here. They are
comers of the room. A half-empty wine reasonably alert, and if called rush to help,
barrel and a like container with a few Skeletons, human (10): AC 7, MV 12 ", HD hurrying more to serve the ogre (area 126),
salted fish stand along the south wall. 1, hp 8, 6, S, S, S, S, 4 , 4, 4, 3; #AT 1, D of course, than for their fellows with the
Another barrel there holds seven long 1-6; XP 22, 20, 19 (x4), 18 (x3), 17 bugbear (area 128). If opportunity presents,
spears. Pegs on the wall hold one shortbow the one gnoll armed with a bow uses it until
and three quivers, each containing 20 Skeletons, gnoll (6): AC 7, MV 9 w, HD 2, hp opponents close. Each gnoll has 1-4 sp, 1-4
arrows. Beside the barrels is a chest. 12, 11, 10, 9, 8, 7; #AT 1, D 2-7; XP S2, ep, and 1-4 gp.

49

0 N Gi ilA L ADVE il'fVRJ;S RE i il C ARJI A'fED • TH E TE Jll: PLE 0F E L EJll: E llTAL EVI L
Gnolls (3): AC 5, MV 9 ", HD 2, hp 13, 12, chain with 12 large coins upon it (130 gp for
8, #AT 1, D 2-8 (bastard sword), SA 1 the whole). ceramic mugs. Several pegs and hooks
has long composite bow and 20 arrows A hollow log at the bottom of the stack of on the south wall hold old brown cloaks,
(D 1-6); XP 54, 52, 44 wood conceals the bugbear's private stash of a leather bag, and a shortbow with a
60 sp, 28 ep, and 47 gp. quiver of five arrows.
The fireplace on the west wall of this
room shows that special folk were 128a. SENTRY The bone markers are dominoes, worth 5 gp
housed here. Three battered old chairs for the set. The jug holds watered wine, and
are still in place, by a broken bed of large The large and heavy quadruple crossbow the leather bag is filled with hard biscuits
size. A wooden box stands near the bed, mounted here is manned by one gnoll (hp and dried apples.
with a small keg nearby. Several old 6), who can easily watch the 10' wide
cloaks hang from wall hooks. north-south corridor through a peep hole. 130. ROOM WITH TRAPEZOIDAL
Any intruder in the passage is subject to ANNEX
four shots at once, each inflicting 1-8 points
128. ROOM, 20' x 30' of damage. Make "to hit" rolls with a + 5 Seven zero-level guards are barracked in the
bonus, i.e. 9 or better to hit AC 2 when fired 20 ' square area, ready to fight whenever
Seven gnolls are in the room, one by each by the gnoll sentry. As the crossbow cannot necessary. These men-at-arms are the core
door and one deep in the alcove with a be reloaded and wound in less than two full of the new company of Elemental Earth
heavy quadruple crossbow (see area 128a). rounds, it is unlikely that it can fire twice in Reavers. Each carries a javelin, to be hurled
They live here with a bugbear who is a a melee. (Use your judgment as to the sen­ before closing for melee. They, along with
rogue, liking the gnolls and ogres better try's actions, which should definitely their fellows in area 129, always do their
than its own kind. In case of attack, these include warning its companions. ) best to protect area 133 - but if it becomes
residents alert those in area 127 (or even the The crossbow is not easily moved (encum­ obvious that they are losing a fight, they
guards in area 129, as applicable). brance 400 gp) but can be dismantled for tra­ might flee (25 % chance, check each round):
The alcove is five feet wide and six feet long, vel. It can be sold for a base value of SO gp. Four fighters are quartered in the trapezoi­
and houses the once gnoll sentry manning the
dal area; they are the leaders of the company.
special crossbow. A peep hole gives a good 129. GUARDROOM Each is clad in bronzed plate mail and carries
view of the corridor south (see area 128a). ·
the brown shield with black triangular boss.
Five guards are alert here at all times. One fac­ They take orders from the cleric in area 137.
Gnolls (7): AC 5, MV 9 ", HD 2, hp 13, 10, ing the door, and another posted ten feet up Each fighter carries two javelins for use
9, 9, 8, 8, 8, 6, #AT 1, D 1-8 (battle axe), the northeast corridor (position G on the before melee, and their leader (Level 4) car­
SA crossbow trap (see area 128a); XP 54, map), are armed with heavy crossbows and ries a javelin of lightning for use in an emer­
48, 46 (x2), 44 (x3), 40 longswords. Each of the others has a javelin, gency. (The ogres, for example, know of this
Bugbear (1): AC 5, MV 9 ", HD 3 + 1, hp 14, to be hurled before closing to melee. Each and obey accordingly.) Each has average
#AT 1, D 2-8 (bastard sword), SA can guard wears chain mail armor with a brown Strength except for the L3 leader, who has a
throw battle (ranges l "/2 • /4 •, D 3-10), surcoat; each carries a shield covered in brown 17 ( + 1 to hit/ + 1 damage).
XP 191 leather and bearing a black triangular boss.
This triangle device is also sewn to their sur­ Guards (7): AC 4, MV 9 ", Level 0, hp 7, 5,
coats. In any disturbance, the guards alert 5, 4, 4, 4, 3; #AT 1, D 1-8 (longsword),
Perhaps this was once a reception room
area 130 (or 128, as appropriate). Each guard SA 1 javelin each (D 1-6, ranges 2 "/ 4 "/
or minor council chamber. Bits of wall
carries 2-8 cp, 2-8 sp, and 2-8 ep. 6 "); XP 21, 19 (x2), 18 (x3), 17
coverings still dangle here and there, and
a once fine hardwood sideboard is cen­ Fighters (4): AC 2, MV 6 ", Levels 4, 3, 2, 2,
Guards (5): AC 4, MV 9 ", Level 0, hp 7, 6,
tered along the north wall. Atop it are hp 30, 19, 13, 12, #AT 1, D 1-8 (long­
5, 5, 5, #AT 1, D 1-8 (longsword) or 2-5
various dirty dishes, a cask of beer, and sword), SA 2 javelins each (D 1-6, ranges
(crossbow bolt); SA javelins (D 1-6,
bits of stale bread and dried meat. The 2 "/4 "/6 "); L4 Fighter has javelin oflight­
ranges 2 •I 4 "/6 "); XP 21, 20, 19 (x3)
entire length of the west wall is lined with . ning + 2 (ranges 3 "/6 "/9 ", D 1-6 + 20
piles of bedding, divided into eight pal­ electricity in 5 ' x 30 ' bolt); L3 Fighter
lets. A small wall font still trickles a sul­ This 20 ' square room was obviously a
gains + 1 "to hit" and damage; XP 205,
guard room. Racks for weapons still
phurous smelling water into a stone 107, 54, 52
basin in the northwest comer. A stack of remain on the eastern wall. A table with
wood lies by the south door, possibly for 4 chairs takes up the northwest comer. A
water barrel, nearly full, stands beside The former purpose of this room cannot
use in some nearby fireplace. A five­
the west door, with a bundle of ten be ascertained, but the four bunks in the
foot- wide alcove can be seen in the east
torches beside it. A single torch bums on south end obviously show that it now
wall, near the northeast comer.
the south wall. Two candles light the houses troops of some sort. Pegs on the
table. Some rectangular bone markers wall are many, and one holds a brown
Each gnoll has 3-18 cp. The bugbear carries cape. A bench is near the door to the
are on the table, by a jug and several
a pouch containing 1-4 of each coin type
west. Two torches give light to the area.
(cp, sp, ep, gp, pp), and also wears a gold

so

0 Rj G i il A L A.D VEil'fV�S RE i ilC A R_Il ATE D • THE TEJlt PLE 0F E L E Jlt E ilTA.L EVI L
A trapezoidal area through the arch­ the room. The ceiling overhead is at least This 10 'x 20' hall is lit by two torches, and
way to the north contains four narrow 35 ' high-possibly more, lost in the contains a bench, and a stool. The walls
cots, four small wooden chests, and a shadows of the supporting arches. The are plastered. Several pegs and hooks have
small wall fountain which dribbles stench of rotting flesh faintly lingers been recently added, from the look of
smelly water into its basin. A long table throughout the area. them, and support a brown cloak, a quiver
with two benches and a chair at head and with 9 arrows, and a hand axe. Several eye
foot complete the furnishings . Light Eighteen stirges lurk in the ceiling vault, bolts are mounted horizontally along the
comes from a lantern, held aloft above nesting in the nooks and crannies of the sup­ west wall; a wire runs through them and
the table by a thin chain; two unlit porting arches and buttresses and 90% into the north wall.
torches are mounted on the walls. An undetectable until their attack. They thus
open cupboard by the table holds vari­ have a 50% chance of surprise unless some­ Each guard carries 1-8 sp and 1-6 gp.
ous dishes and four jugs. one does notice them, or unless an overhead
lookout is maintained. In any event, 134. INNER CHAMBER
Each guard has 2-8 cp, 2-8 sp, and 2-8 ep. intruders are attacked within three rounds
Each fighter wears a bronze ring with a tri­ of entering the room. When half the stirges The south door opens inward and to the
angular setting of jet (worth 50 gp). These are slain, the remainder retire to their ceiling west. Eight guards are quartered here to
rings are passes to any area of this dungeon nests, where ten young remain (which are protect the areas northward. Though at
level not commanded by a cleric (though one week from maturity). rest, they can be ready to fight in a single
undead tend to ignore such niceties . . . ). Each round. Four of the guards are armed with
fighter carries various coins (ep, gp, and Stirges (18): AC 8, MV 3 n/l8 ", HD l + l, light crossbows. For combat, two of these
pp), the number of each determined by roll­ hp 6, 5, or 4 {equal numbers of each), go to the west comers of the room to cover
ing 2d6 per level of experience (the L4 leader #AT 1, D 1-3, SA attack as if 4 HD, the door, using bunks as partial cover. (The
thus carrying 8-48 of each coin type). blood drain after hit (D 1-4 per round); one in the northwest comer is a half-ore. )
The water in the fountain is smelly but XP 48 (x6), 46 (x6), 44 {x6) The other pair retires behind a stout mantlet
drinkable. The jugs in the cupboard hold {blocking the entrance into area 135, as
water, wine, beer, and fuel oil (three pints Close examination of the area reveals bones shown on the map), kneeling with cross­
worth 1 gp each), respectively. Each chest and 1-4 cp per searcher each round {to a bows at ready. The mantlet has two
contains nondescript items of clothing and maximum of 40 cp in all). If the floor is care­ crosslets at waist height for this tactic, and
one leather ceremonial harness with a large, fully searched, a ring of shooting stars may can also provide chest-high protection for
bronze-hilted dagger (worth 15 gp with the be found; allow a 5% chance of success per two others if spears or pole arms are used.
harness). One chest also contains a scrap of searcher per round {or 100% if a detect While the crossbowmen take their posi­
parchment, inscribed with a message, in magic spell is employed) . This item tions, 2 swordsmen move to the door to
Common: "Remember to check AUGURY belonged to one of the victims of the stirges, open it, while the remaining two swords­
CHAMBER to see if Belstro was lying!" which availed not in this place. men step behind the mantlet and take up
The secret door is counterbalanced to glaives {which are kept along the west wal1
131. SECRET DOOR swing inward at the bottom when a wall just inside of area 135), preparing to defend.
stone is pulled to the right. Note that combat brings other guards from
The shaft which descends from the Temple to area 135, but only after five rounds pass, as
Dungeon Level Two has a means of entrance 133. ANTEROOM they must first don armor and take up arms.
and egress at this point. The portal is but two
feet wide and four feet high, opening by Four guards are stationed here at all times. Guards (8): AC 4, MV 9 ", Level 0, hp 7, 6,
downward pressure (which causes it to sink); One has a short bow, his shield being set 6, 5 (swordsmen), 5, 4, 4, 3, {crossbow­
it closes automatically one round later. The nearby ready for use if melee occurs. Each men), #AT 1, D 1-8 (longsword) or 1-6
area beyond has a narrow ledge, which con­ of the others has a javelin ready to hurl (glaive, 9 ' length), SA 4 have light cross­
tinues to spiral towards the level below. before closing with opponents. Each wears bows (D 2-5); XP 17, 16, 16, 15 (swords­
chain mail armor, a brown surcoat with a men), 19, 18, 18, 17 (crossbowmen)
132. HEXAGONAL ROOM black triangle sewn upon it, and a shield
covered in brown leather, whose boss is also If more than half of the guards are killed, the
A partially destroyed stone chair domi­ a triangular metal device. If attacked, the half-ore crossbowman in the northwest cor­
nates this place. It is hewn of brown mar­ guards defend their position while alerting ner (a creature of surly mien) tries to surren­
ble, veined with black, and stands near those in area 134 by yanking on a wire der, for he hates his commander (who
the middle of the north wall. Both arms alarm (see descriptional). tortures and kills ores for sport).
have been broken off, and the seat is
chipped. A piece is missing from the Guards (4): AC 4, MV 9 ", Level 0, hp 5, 5, This 20 ' square plastered room is lit by
back, and the whole is fractured. Rubble 4, 4, #AT 1, D 1-8 (longsword), SA 3 two torches and a lantern, the latter fixed
and broken furniture are strewn about with javelin (D 1-6, ranges 2 "/4 */6 "), 1 to shine upon the south door. The room
with shortbow (#AT 2, D l-6); XP 19, 19, has been converted into a barracks, as
18, 18

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Each fighter wears a bronze ring, set with a
can be seen from the four double bunks to other some lumpy objects. Several large triangular stone of jet (worth 50 gp). The
each side. A mantlet stands between this smoked sausages hang from a rope commander wears a gold chain (worth 200
room and that to the north, giving solid tossed over a ceiling truss. A small cabi­ gp) under his armor, and carries 10--60 gp
protection to the defenders. Several brown net between the bunks on the east wall and 10--60 pp. The lieutenant carries 6-36 gp
cloaks hang from pegs driven through the holds dishes. and 6-36 pp.
plaster into wall cracks. A jug and several The food on the table consists of a partial
cups are on the table. Eight small chests are If not used in defense, a cask containing loaf of stale bread, a sausage, some fruit,
shoved under the bunks. seven gallons of fuel oil also stands near the and a small piece of cheese. The wardrobe
north door, and three empty bottles accom­ contains clothing only, none of it worth any
The half-ore has 1-4 cp and 1-4 sp. Each of pany the dishes in the cabinet. Fuel oil can notable value. The Jock on the chest is
the other guards has 1-6 ep and 1-6 gp. The be sold for 1 ep per pint (16 gp per gallon). secured, and takes 35 points of damage to
jug is half filled with watered wine. Each Of the barrels by the south door, one demolish. The chest holds clothing of no
chest holds only worthless clothing, har­ holds 50 gallons of water, the center one value, a quart of excellent brandy, a coil of
ness, etc. about 25 gallons of beer (worth 15 gp), and normal rope (50 ' ), and a potion of healing.
the third, hard biscuits. The chests under
135. LOUNGE the bunks, similar to those in area 134, hold 137. SLEEPING APARTMENT
nothing of value save a dozen torches and a
Eight guards are off-duty here. Action in pair of normal lanterns. Each guard carries In the north of this pair of rooms lives
area 134 or 136 alerts them, but they do not 1-4 cp, 1-4 sp, 1-4 ep, and 1-4 gp. Romag, a curate (L4) and priest of the Earth
participate until they have donned their Elemental Temple. He is determined to
armor and taken up their arms (requiring 136. INNER CHAMBER become the leading cleric of the Temple of
five full rounds) . Each has two javelins to Elemental Evil, and is gathering forces to
hurl before closing to melee; each is dressed The fifth level commander of this group and accomplish this. He would particularly
as those in 134 and elsewhere. his third level lieutenant dwell here. They enjoy raiding and looting the Water Elemen­
In desperate straits, the guards use flam­ directly serve the priest of the Earth Temple. tal Temple, and killing its priest.
ing oil missiles, taking empty bottles from a They hope to soon recruit sufficient forces In the southern room of the pair, through
cabinet on the east wall, filling them with to completely control this dungeon level, a four-foot-wide concealed archway (cov­
fuel oil from a cask by the north door, and and plan to extend their sway lower. Any ered by a tapestry), lives Hartch, an adept.
stoppering them with rags. If truly imper­ previous losses of troops, human or human­ He is ready to serve his master (Romag) and
iled, they roll the whole cask of oil to a point oid, will have resulted in threats of dire con­ eager to pass on his commands.
near intruders, smash the end closest to sequences from their priest, with the result If alerted by their guards to the south or
their foes (creating an oil spill), and ignite it. that they will fight fearlessly. by noise in that direction, Hartsch observes
Combat in this area alerts the fighters in If they move to investigate battle sounds, through a peep hole in the door, and throws
area 136, but these reinforcements will these leaders do not bother the clerics to the the large bar on the south door for defense.
ignore more distant noises (such as skir­ north (area 137) unless the danger is obvi­ That portal may thereafter be destroyed
mishing in area 134). ously extreme. only by 200 points of damage.
If the fighting in this area gets too hot
Guards (8) : AC 4, MV 9 #, Level 0, hp 6, 5, Commander: AC 2, MV 6 #, Level 5 Fighter, (assuming that it approaches from the south),
5, 5, 5, 4, 4, 4, #AT 1, D 1-8 (longsword), hp 36, #AT l , D 2-9 (battle axe + 1); XP Romag uses his darkness spell, slips into the
SA 2 javelins each (D 1-6, ranges 2 NI 4 NI 310 concealed alcove to the northwest, gets his
6 #); XP 20, 19 (x4), 18 (x3) treasure from a large iron chest therein (see
Lieutenant: AC 2, MV 6 #, Level 3 Fighter, description below), and runs away. If he does
hp 29, #AT 1, D 1-8 (longsword), SA so, he will be too ashamed to ever return -
Four walls cressets send smoky light
Strength 17 ( + 1 "to hit", + 1 damage); and his defeat would assure his death at the
through this room. The place is plas­
XP 122 hands of other clerics anyway.
tered, the floor covered with mosaic
If danger approaches from the north,
tiles. The paintings on the walls display
Romag may (40% chance) hide in the alcove
scenes indicating that this room was Two cressets illuminate this room. The
to the northeast after alerting Hartsch to
meant for drinking and debauching area was once lavishly decorated. Two
summon the guards. He otherwise joins
(though whether for the clerics of the plush couches, a wardrobe, a small table
Hartsch in getting assistance, and com­
Temple or its guests remains uncertain). with inlaid wood top, and two padded
mands the battle from the rear. Note that
Eight double bunks are here. A long and armchairs still remain. A large chest
the fighters and guards in areas 134-136 use
well-made table in the middle of the stands near the couch, by the eastern
an appropriate strategy, roughly the same as
room is flanked by long benches, plus a wall. On the table are a few dented pew­
that described in the area descriptions but
chair at each end. Cloaks on pegs are ter dishes and some food. An unlit can­
reversed in direction. Note also that the
apparent, as are chests under the bunks. dle in a wooden candlestick stands atop
guards in area 133 maintain their post, not
Three barrels stand just inside the south the wardrobe.
moving to aid the fight to the north.
door, two containing liquids and the

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Romag: AC 0, MV 12 ", Level 4 Cleric, hp 138. LIBRARY
24, #AT 1, D 2-7 (mace + 1), SA spells, to a 10 'x 20 ' alcove. Two hanging lamps
XP 321 illuminate the area. A pillow-strewn bed This large chamber was once an exten­
First level: command, cure light wounds, is here, as well as a small desk and pad­ sive library, as evidenced by the charred
curse (to miss crucial attacks}, darkness ded chair, a brass stand with several remains of books and litter of broken
Second level: hold person, resist fire, silence staves in it, a low table, two stools, and a tables and chairs. Scraps of tom and
15 ' radius wardrobe. A fountain in the southeast burned scrolls are tossed here and there.
corner trickles a stream of clean water
Hartsch: AC 2, MV 9 H, Level 2 Cleric, hp into a wall basin. The walls and floors A careful search reveals several remnants of
13, #AT 1, D 1-6 (mace). SA spells, XP 99 are draped and carpeted . works on the ethos of Chaotic Evil -
First level: command, cure light wounds double-dealing, self-advancement, treach­
(x2), fear The desk contains a bottle of normal ink ery, etc. The tenth such bit examined reveals
(worth 1 ep), 6 quills (each worth 1 ep}, and the "sacred" earth triangle and mentions the
Romag wears chain mail + 2 and carries a 10 sheets of parchment (worth 4 gp each}, "trial of earthy terrors awaiting the fool­
mace + l; the effect of his 17 Dexterity is but nothing of great value. The hanging hardy"; this trial awaits ''below I elsewhere:·
included in the AC given. He carries a purse lamps are worth 15 gp each. On the low Nothing else of note is in the place.
containing 3 ep, 14 gp, 9 pp, and a jasper table is a small tome (worth 50 gp to any evil
(worth 50 gp}. Hartsch wears a gold ring spell user) detailing the sacrifice of humans 139. STOREROOM
(worth 25 gp} and a gold brooch set with a to earth elementals. The wardrobe contains
triangular piece of jet (worth 150 gp}, and old clothing, a bag holding nine candles, This area was evidently one where
carries a purse containing 11 gp and 17 pp. and two bottles of very fine white wine strange and potent stuffs were once kept.
(worth 2 gp each). The brass stand (worth The place is a welter of smashed flasks,
The southern face of the door to this 10 gp) holds two walking staves, one quar­ broken pottery vessels, glass shards, all
place is sheathed in bronze, and bears a terstaff, and a bronzewood rod (which amidst the scattered remains of the con­
peep hole. The bar on the inside is very Romag uses as a swagger stick) worth 5 gp . tents of these containers - herbs, spices,
thick. The door opens northward, The tapestries o n the northern wall cover chemicals, and other strange mixtures
swinging west. The walls herein are hung two narrow archways. The easternmost and substances now unidentifiable. Even
with tapestries and rugs, and the floor is leads to a closet-like space where pegs hold the shelves and benches which held these
covered with several layers of carpets. A Romag's ceremonial garb, including a things are now broken and strewn about.
pair of bronze lamps light the place, sus­ brown velvet cassock upon which are The wreckage is total.
pended on chains from the ceiling. A embroidered triangles of gold thread with
brass brazier on a tripod makes the room precious stones (8 jaspers and 28 hematites, The last statement is true only to the casual
both too warm and too stuffy from the with base values of 50 and 10 gp, respec­ observer. A careful search reveals one item
smoke of incense. A divan, small table, tively) in the pattern illustrated. of the following list after a full tum of sifting
two chairs, and a cupboard stand along .. through the mass. One is located each
the east wall . A large armoire with side round thereafter, but each may be "found"
drawers stands by the west wall. The by stepping on and ruining it. (Have a
table holds a silver flask, several ceramic player roll ld6 for each; 1-3 indicates ruin. )
dishes and cups, and some foodstuffs - Items are singular, not duplicated; use ld8
fruit, shelled nuts, and sweetmeats. for random determination of each, but re­
roll duplicates.
The 15 carpets and rugs strewn about the 1. A bottle of dull red powder (phosphorus,
place have little value - about 3-18 sp each. worth 35 gp)
The silver flask on the table is worth 40 gp, 2. A stoppered vial of sparkling red powder
and holds good brandy. The wardrobe con­ (ground ruby, worth 1,000 gp)
tains several worthless garments, a pair of 3. A bag containing 1-4 amber rods (worth
sandals and pair of boots, and a normal 25 gp each}
mace. The side drawers hold linens, towels, 4. A small bottle of yellow powder (pure
and the like. The lowest drawer on the left sulfur, worth 40 gp}
side holds incense and unguents worth 90 The western space contains an iron chest, 5. A tin box filled with yellow powder (saf­
gp, with one-half cubic foot of volume and the key lock of which is trapped with a poi­ fron, worth 5 gp}
30 gp encumbrance. son needle. The chest is chained to a ring set 6. A tube of silvery fluid (quicksilver, 10 gp
One tapestry on the north wall conceals in the east wall. Inside are a bullseye lantern weight, worth 100 gp)
an archway, leading to Romag's room: and tinderbox, two leather bags (containing 7. A stoppered vial of sparkling black pow­
183 ep and 240 gp, respectively), a gold box der (ground tourmaline, worth 500 gp)
Behind the large tapestry on the north set with ivory (worth 350 gp), a potion of 8. A small flask of blackish red liquid (lion's
wall is a four-foot-wide archway leading speed, and a scroll of two cleric spells (ani­ blood, worth 10 gp)
mate dead and prayer) .

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140. MEDITATION ROOM with a passage leading north to a secondary empty; the last one examined contains
burial place. Each of the 11 crypts contains strange bits of bone, ivory, rock, and wood:
This chamber is plastered and painted the body of a cleric who met death in the rods, cubes, cones, and other shapes. The
with disgusting scenes and adages. It was service of the Earth Temple. Each body still holder of these objects feels an overwhelm­
apparently used as a restful (7) place to wears the bronze ring with triangular setting ing urge to cast them into the shallow, cup­
which the clerics of the cult might retreat of jet (worth 50 gp each) . One body (ran­ like depression in the very center of the
and ponder the glories of Earthy Elemen­ domly determined) still wears a cloak of place. Suggest that their configuration
tal Evil. A huge eye is painted on the ceil­ protection + 1 . However, for each crypt might reveal answers to simple questions. If
ing, and seems to glare down upon all in opened, a 1 in 6 chance exists for all within 5 players nibble at this, hand them ldl2, 3d6
the place. Padded benches still line the feet to contract respiratory disease (no Sav­ (of different colors), and 2d4. Explain that
walls, and several chairs remain intact . ing Throw), and this is automatic for the these are representative of the mystic
From the condition of these seats and the crypt containing the magical cloak. The counters of augury, and that they should
look of the floor, this ghastly chamber is vaults are relatively easy to open. cast them after asking some question.
still frequented on occassion. Use the results of the following charts to
142. BLACK CHAMBER determine the answer to the question. If
Nothing of value is here. appropriate, read the message of the dice on
Note: Decrease chances of wandering mon­ the 3d6, using each d4 to resolve choices. (Add
141. BRONZE DOOR sters in this area, and in the corridor leading articles - the, an, a - as needed.) Use only
south to it, to 1 in 20 (per turn). the dl2 if the answer is a yes-or-no type.
Be sure to study all of the dice before
This portal is shut fast by a massive lock.
All of the stonework here is black, the replying. Answers are nonsense, of course,
Upon its surface are runes (see illustra­
surfaces being polished to a smooth, though some might actually be applicable
tion). Possibly they identify what is
glossy texture. The domed ceiling 30 feet by sheer chance.
beyond, or perhaps they are some sort of
warning. overhead shows phosphorescent gleams,
each small dot obviously representing a First d6 Second d6 Third d6
star and the combinations making minia­
1 Go to upper/lower room/
ture constellations. A broken obsidian
chamber
altar stone stands in the center of the
2 Seek nearest/ object/idol
chamber; the place is otherwise empty.
farthest
An arched exit, about 7 feet wide and 12
3 Find N!S!E!W stairway up/
feet tall, breaks the smooth curve to the
down
south. Upon the upper archway are
4 Beware ancient/ altar/temple
carved letters in Common:
arcane
5 Shun forbidden/ passage/
EXHAULTED CHAMBER
cursed tomb
OF HIGH AUGURY
6 Oppose secret/ mystic being/ artifact

Yes/No (ldl2)
143. AUGURY CHAMBER
1 Yes or Always
Note: Decrease chances of wandering mon­ 2 No or Probably not
sters in this area to 1 in 20 (per turn). 3 Possibly
4 Perhaps or Maybe
This 30' diameter chamber is finished in 5 Positively
polished black stone, similar to the room 6 Never!
immediately to the north. The phosphores­ 7 Unknown
cent gleamings 40 feet or so above have a 8 Ask later
bluish cast. In the center of the floor is a cir­ 9 Hazy or Clouded
cular depression about one foot deep and 10 Uncertain
These runes form a glyph of warding, which ten feet in diameter. Around it is a low 11 Unlikely
inflicts 20 points of cold damage to anyone stone seat, so low that only halflings could 12 In effect
touching it (save vs. spells for half damage). comfortably sit upon it - or humans if
The door is solid, and takes 300 points of they sat facing inward. The secret door to the south opens by pressing
damage before breaking open. However, a section of the wall at 7 feet height, and then
any non-magical weapon used in such an Seated as described, visitors notice small pushing it downwards. A three-foot-wide,
attack may (1 in 6 chance, check per hit) cuts in the lower part of the seat. These are five-foot-high opening appears as the block
break upon striking it. small drawers, spaced at intervals under the sinks into the floor. Counterweighted by sand­
Inside the door is a rough-hewn crypt, bench. There are eight in all, and seven are bags, the secret door rises in one round.

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144. HALL OF TRIANGLES bowl, and ewer. All of these items are evil, four triangles set with gems) can move
and detectably so; each item (including the freely among the elementals without suffer­
This corridor is sheathed in polished box) is worth 25 gp . ing attack. The wearer can furthermore
brown marble, veined with black. Inlaid in As with the main entrance of the Upper command their movements by verbal
the floor are triangular pieces of polished Temple, the n the large pair of doors are an instructions in the Common tongue (though
yellow marble, forming a definite path antipathy spell, made permanent upon they cannot leave this Temple).
leading around the corner to the north. them. All those who failed any previous Buried under the dirt at each of the IV
The brown of the marble shades toward saving throw against this effect cannot positions is great treasure. The digging of
beige as it proceeds northwards, but approach the doors; any intruder whose any one area takes 12 man-turns, i.e. 2 turns
deepens to a dark chocolate hue south­ saving throws were successful must here for 6 persons, 3 turns for 4 persons, etc. No
ward. Large bronze cressets are staggered again make a saving throw vs. spells, with more than six persons can excavate one area
at 10' intervals on either side of the hall; the usual -2 penalty, or suffer the effects. at the same time. Nothing is found in any
someone or something obviously keeps Four earth elementals are here, hidden dig until after one full turn of work, regard­
them fueled and burning brightly. under the dirt floor at four points (indicated less of the number of participants.
by the letters A, B, C, and D on the map). The first area excavated and searched
An elemental attacks any victim within ten produces 800 gp and a flask, a potion of
145. THE EARTH TEMPLE feet of it, and ceases attacking immediately diminution.
when and if this situation ends. The second area produces 200 pp and a
Note: Read the entire description carefully suit of ring mail + 1 .
before starting play in this area. Elementals (4): AC 2, MV 6 w, HD 16, hp The third area produces 28 brown spinels
A - 87, B = 74, C = 71, D = 69, #AT l, D (each worth 100 gp) and a morning star + 1.
4-32, SD + 2 weapon to hit; XP 4155, The fourth and last area excavated and
This great open area is obviously the one
3960, 3915, 3885 searched produces a ring ofprotection + 1,
in which the principle of the Elemental
rope of climbing, a leather case containing a
Evil of Earth is served. The walls are
A holy word or wish dispels all of the ele­ wand of paralyzation (38 charges), and a
rough-hewn sandstone, but the entire
mentals, but otherwise they must be fought brass box containing three jars of
floor is dark brown earth.
and slain to rid the area of their presence. A Keoghtom 's ointment.
Some sort of phosphorescent lichen
dispel magic does not affect them.
provides a dim illumination throughout
If an intruder enters this room further 145 F. WEST ROOM
the vast area. It grows on walls and ceil­
that 20 feet from any entrance, all four ele­
ing, supports and arches. Cressets and
mentals rise up out of the earth and stand This is probably a robing room, with no
wall sconces indicate that, during cere­
motionless. If the intruder tries to leave, the exit save the door you have opened. A
monies, other light sources are used.
elementals start patrolling, as follows. Four
In the center of the room, occupying a padded bench runs the length of the east
roman numerals surround each letter; each wall of this 10 ' square room. A number
20' square area, is a pyramid of hard­
elemental moves first to I, then II, III, IV, I of pegs and hooks are along the north
packed dirt; the sides rise about six feet,
(etc.), taking one round for each "leg" of the and south walls, and a large cabinet
and the top is flat, forming an area about
trip. The elementals continue this patrol as stands by the west wall. Seven cloaks of
six feet square. Stone steps are set in the
long as any living thing remains in the area. brown cloth are hanging on the pegs,
four faces of the pyramid. Atop it is a
If all intruders manage to depart, the ele­ and three pairs of sandals are tucked
stone column, each of its four faces bear­
mentals return to their original positions under the bench.
ing a carved triangle and sporting a pair
(the letters) and burrow back down, leaving
of bronze manacles dangling from bolted
no trace of their patrol or presence. The cloaks and sandals are human-sized. In
rings. At the base of the south face of the
If all intruders move directly to the cen­ the cabinet are eight padlocks and their keys
column rests a bronze box.
tral pyramid (instead of attempting escape), (each set worth 1-4 gp to any Thieves'
Three doors are in the south wall;
the elementals do not patrol. Instead, they Guild), several large jars of wine, twelve
those to the left and right are normal, but
all move to their IV positions near the pyra­ pewter drinking cups, five plates with small
the center pair are huge bronze valves.
mid) and do not move again for 1 tum, amounts of different sorts of dirt (red, yel­
These bear a strange set of silvery­
unless approached (activating their "attack low, brown, black, and pale gray), an ivory
glowing runes, obviously chiseled into
reflex"). The elementals do not climb the bracelet set with a huge carnelian (worth
their face by someone other than their
pyramid in any case. After their 1 tum of 500 gp), and a bone scroll case. The last con­
maker. They are sealed shut, with soft
immobility, any elemental that has not had tains a scroll of protection from earth ele­
iron filling all the cracks.
1 ewerful of blood poured upon it actively mentals, a 10 ' radius effect produced after
pursues intruders, reaching up towards six segments of reading; the effect lasts for 5-
The normal doors on the south wall lead to
those upon the pyramid, if applicable. 40 (5d8) rounds, but fully blocks only 24 Hit
areas 145 F and 145 G, described after this
(Intruders thereon must be careful of stray­ Dice of elementals, thus stopping only one
Temple area.
ing too close to the edge. . . . ) such creature (but giving a -8 AC bonus
The depth of the earth in this room is six
EXCEPTION: Anyone wearing the robe against the attack of a second).
feet. The bronze box by the column is not
of Romag (the brown vestment with the
locked; it contains a bronze maul, knife,

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145 G. EAST ROOM Giant Rats (144): AC 7, MV 12 "/ / 6 ", HD
1/z, hp 4, 3, 2, 1 (36 of each), #AT 1, D 1- sets are regularly spaced along the corri­
A heap of large and small stones fills the 3, SA 8 carry disease, XP 11 (x36), 10 dor's length, but they are unlit except to
center of this 10 ' square room. Piles of dif­ (x36), 9 (x36), 8 (x36) the far north. At the angle turn, the walls
ferent types of dirt are in the comers and are decorated with painted scenes show­
along the walls, and only a narrow path The rats have no treasure, but 1-12 of each ing captives of all sorts suffering death
through the room remains clear. Twelve coin type (cp, sp, ep, gp, pp) lie scattered by water, wind, and fire. The pictures
small kegs are stacked along the south under the litter on the floor. Searchers find seem to emit a fiery glow when watched.
wall, three across and four high. You see no one coin per person per round until all are Broad steps descend at the southern­
exit, save the door you have opened. discovered. most point.

The rocks are worthless, and one is actually 147. ROOM, 20' x 20' The murals at each of the angle turns (just
a stone of weight. The dirt is just that. The west and east of areas 145 F and G, respec­
kegs are filled with fuel oil for the cressets; Three bugbears are on guard in this room. tively) are painted in luminous pigments,
each holds just a bit more than seven gallons They are gaolers and know nothing of the producing the eerie glowing but non­
(worth about 16 gp per gallon). On the secret door in the west wall. Their master, the magical effect. Careful examination of the
inside face of the door (and probably unde­ human turnkey (area 152), is away. They fight scenes reveals that one figure is a robed
tected while the door is open) is a parchment until they see that the situation is hopeless, cleric with an inset triangle of bronze, obvi­
bearing a message, in Common. It instructs and then attempt to escape or surrender. ously a priest of the Elemental Earth Tem­
Romag to pay his fealty to the Water Ele­ ple. The broad steps lead down to another
mental Temple or else prepare to die horri­ Bugbears (3): AC 5, MV 9 w, HD 3 + 1, hp pair of bronze doors, protected by the
bly. It reminds him that the relative power 19, 17, 14, #AT 1, D 2-8 (bardiche), SA antipathy effect. (See Upper Works main
of their elements is reflected in the predomi­ surprise 50% ; XP 211, 203, 191 entrance for diagram and full details, or
nance of water to land. Several obscene area 145 for a brief synopsis.)
remarks have been added to the missive, The bugbears wear black leather jacks
probably by Romag . . . . adorned with a pale brown pattern of two 149. GUARD ROOM
triangles. Each carries 2-16 sp, 2-16 ep, and
146. PIT CHAMBER 2-16 gp. The pit trap outside each southern door to this
room activates when stepped upon, dropping
A relatively short flight of stairs leads This plain room contains little of inter­ one victim ten feet (for 1-6 points of damage).
down to a 20 ' long walkway, 10 ' wide. est. A peg shoved between the blocks of The pit walls are smooth and not climbable by
To the north of the walkway is a pit, 20 ' stone on the west wall holds a robe of anyone in heavy armor without assistance.
square and 10 ' deep. The floor of the pit dull black cloth adorned with a pale Anyone aware of the pits (such as the residents
is slimy and covered with bones and brown pattern, a pair of triangles one herein) can walk carefully around their sides,
filth. The rough stone walls are pocked atop the other. In the southeast comer of avoiding problems.
with small openings near the floor, but the room stands an old battered table Eighteen guards (Level 0 men-at-arms) are
they become smooth and unclimbable with two chairs, a stool, and a bench quartered at this key point, with three leaders
four feet above the floor of the pit. (along its south edge) clustered around (Level 3 Fighters) . Guards defeated in random
it. A cask is on the table, with some encounters (maximum of six in a patrol party,
If more than 100 pounds of weight are on earthenware mugs and bits and pieces of plus one Level 3 leader) came from this spot,
the walkway while no weight is on the lower food. Three torches bum in wall sconces, and casualties must be deducted from the orig­
stairs, a trap in sprung. The walkway is bal­ and eight fresh ones lie on the floor. An inal numbers given here.
anced in a cupped socket, and the weight open cupboard in the northeast comer All of the guards are armed and ready,
upon it causes the ledge and seven feet of the displays old plates, several mugs, lumpy and all have missile weapons (half with light
wall behind it to tilt sharply down to the sacks, and a string of small dried sau­ crossbows, half with javelins). If alerted by
north. The smooth stone offers no hold to sages. A large water barrel stands near noise to the south of the room (such as the
the hapless victims, each of whom takes 1-6 the southwest comer, opposite the door. operation of a pit trap), they observe by
points of damage from falling into the pit. using spy holes in the doors, and may tum
With the weight gone, the pivoting ledge The cask on the table holds two gallons of valves at the wall basin (location X on the
swivels back to its original position. beer. The lumpy sacks in the cupboard con­ map) to flood the pits. They stay ready to
At the sound of victims falling into the tain only hard biscuits. attack intruders not destroyed by the pits.
pit, 24 giant rats rush out from their wall If appropriate, one leader takes half of the
burrows, being trained to attack after that 148. PROCESSIONAL CORRIDOR troops to circle around to attack intruders
stimulus. Victims lose all shield and dexter­ from the rear, using the secret door to circle
ity bonuses to armor class in the first round, This 20 ' wide passage is sheathed in north or the longer route through the nor­
as well as initiative, but combat is normal marble, veined with black. Its hue dark­ mal door (at the end of the southwest diago­
thereafter. Each round, 24 more rats rush ens as one proceeds to the south. Cres- nal corridor) to circle south.
out and attack, until all 144 have arrived. In any engagement, guards try to dis-

56

0 N GiIIAL A.DVE IITVJU;S RE i II CA1'_II ATED • TH E TEitlPLE 0 F E L E itl E IITA.L EVI L


charge one missile volley, drop their cross­ each cell, adding prisoner notes (below). Wonillon, Level 4/4 Fighter/Thief, hp 23 S
bows, and close to melee with swords Note that the doors on the east walls of cells 17 I 12 W 9 0 17 Co 16 Ch lO AC 7 (no
drawn. Leaders hold back to throw their a, b, and c cannot be seen or opened from armor), #AT 1, D 0 (no weapons), SA by
spare javelins, and may replace casualties in inside a cell. Careful inspection reveals a professions, SD by race; XP 363
the front line, flank intruders, or pick up tiny opening in each, and probing gives a
and use dropped crossbows. metallic sound (when the probe meets the 151. SECRET CORRIDOR
cover of the spy hole; see further notes for
Guards (12-18): AC 4, MV 9 ", Level 0, hp 4 area 151). This passage shows disuse; it is dusty,
each, #AT 1, D 1-8 (longsword), SA half dirty, and filled with cobwebs. However,
with javelins (D 1-6, ranges 2 "/4 "/6"), The cell is 10 ' square, with closely set someone wearing boots has made use of
half with light crossbows (D 2-5); XP 18 stone blocks in wall and floor; the ceiling the place with fair frequency, as shown
each is actually hewn from living rock. Straw by occasional tracks. Three iron doors
litters the floor, and chains hang from the line the west wall, each with great hinges
Leader (2-3): AC 4, MV 9 ", Level 3 Fighter, far wall. A small drain is in the center of set to bear the weight of such portals.
24, 21, 20, #AT 1, D 1-8 (longsword), SA the floor. Each also has a small iron hatch. An old
2 javelins each (D 1-6, ranges 2 "/4 "/6 "), gray blanket hangs on the east wall.
each with Strength 17 ( + 1 "to hit" I + 1 When a door is opened, the inside is found
damage); each leader commands six to be covered with a sheet of rusty iron. No The hatch on each door can slide to the
guards; XP 122, 113, 110 cell contains any treasure. right, producing a spy hole through which
one may see into the cell beyond.
Each guard wears chain mail armor and car­ Eastern Rooms: Behind the blanket is a small alcove with
ries a shield. The shield and the normal garb The doors of cells a, b, and c are neither a cot, small table, chair, lantern, 12 flasks of
are adorned with the brown and black trian­ locked nor barred, but as long as they oil, a barrel (one quarter filled with wine),
gle of the Earth Temple. Each leader is remain shut, their "ragged human" occu­ foodstuffs (the equivalent of three normal
armored in like fashion, and wears a neck­ pants (three zombies in each) stay huddled rations), some old clothing on pegs in the
lace from which hangs a bronze medallion in their straw, appearing as captives and (of wall, an iron chest, and a heap of glittering
with a raised triangle (worth 20 gp). Each course) not speaking. All three zombies of a equipment. The pile is Wonnilon's adven­
guard carries 1-6 sp and 1-6 ep. Each leader cell attack if their door is opened. turing gear, including leather armor, a
has 2-12 ep, 2-12 gp, and 2-12 pp. shortsword, backpack, miscellaneous
Zombies (9, 3 per cell): AC S, MV 6 ", HD 2, items, and a very f>lain-looking but magical
The light in this 30 ' square room comes hp 10 each, #AT 1, D 1-8, SD 1 /2 dam­ dagger + 2 (in a scabbard). From these con­
from four torches, one on each wall, and age from stabbing weapons; automati­ tents one might assume (correctly) that this
several large candles standing on long cally lose initiative; XP 40 each is the residence of the turnkey (who is pres­
trestle tables. Also on the tables, which ently in area 152).
are flanked by benches, are food, drink, Western Rooms: The chest is secured by a large padlock.
and knucklebones. The dishes and ves­ The doors to cells d, e, and f are locked and Inside are 411 cp, 151 sp, 90 ep, 55 gp, 27
sels are ordinary pottery. Narrow three­ barred . Cells d and f are empty. Cell e con­ pp, and a small wooden box. Inside this box
tiered bunks line the north, east, and tains one gnome, bound and gagged and are two potions of healing, which the turn­
west walls. The unadorned walls and chained to the far wall. The turnkey (see key saves for use on particularly choice vic­
weapons racks indicate that this room area 152) is not positive that this character tims . . . .
was originally allocated as a place for isn't able to use some form of magic, and so
guards. The racks are full of various keeps him gagged except during feeding 152. 10RTURE CHAMBER
weapons and shields. A fountain in the times (once per day).
south wall flows into a wall basin, under The gnome's name is Wonnilon. He came The solid door to this area is not locked, and
which are four large knobs. to this place to get treasure, of course, since can be opened easily and quietly if care is
he was flat broke. He is Neutral, and claims taken. The turnkey and his bugbear assist­
The weapons racks hold 12 spears, 6 jave­ to be a fighter (but is also a thief). If freed, ant are here busily engaged in torturing a
lins, 4 shortswords, 3 hand axes, and 8 equipped, and well treated, he considers human on a rack, and will therefore proba­
shields. The large knobs under the basin are staying with the party, as the characters bly be surprised (1-4 on ld6) by careful and
the controls for flooding the pit traps. seem powerful (they have, after all, pene­ quiet invaders.
trated this far) and therefore promise plenty
150. CELLS in the way of treasure. If not given a fair Turnkey: AC 2, MV 9 ", Level 5 Fighter, hp
share of the proceeds, Wonillon steals to 30, #AT 1, D 2-9 (battle axe); XP 240
This seems to be a line of gaol cells. Each make up the difference. If badly treated, he
door has a small barred window, and a waits his chance for a good opportunity, Bugbear: AC 3, MV 9 ", HD 3 + 1, hp 22,
large lock and bar as well. steals as much treasure and magic as possi­ #AT 1, D 1-8 (flail); XP 223
ble, and sneaks away to leave the Nulb area
Use the following general description for entirely.

57

0 N Gi ilAL A.DVE ilTVRJ:S RE i il C AR...Il.. ATED • TH E TEDIPLE 0 F E L E DI E ilTA.L EVI L


The turnkey is wearing chain mail armor, #AT 1, D 3-12, SD lightning splits; AL N,
and has 16 Strength and 17 Dexterity (the Dungeon SZ M, XP 150 + 6/hp
damage and AC bonuses for which are
included in the statistics above) . He wears a Level Two Ogres (2-4): AC 4, MV 9 ", HD 4 + l, #AT l,
bronze ring with a triangular setting of jet D 3-10 (stone-set club, ld8 + 2); AL CE,
(worth 50 gp), and has 23 gp in his purse. RANDOM ENCOUNTERS SZ L (9 ' + ), XP 90 + S/hp
Inside a hidden pocket in his surcoat are
Roll ld % once per turn and refer to the fol­ Trolls (1-2): AC 4, MV 12 ", HD 6 + 6, #AT
four tourmalines (worth 100 gp each). The
bugbear is wearing a chain mail shirt and lowing chart. (A result of 11 or more means 3, D 5-8/5-8/2-12, SA military fork
no encounter). If Zuggtmoy is free to roam (range 10 ' , damage 3-10), SD regener­
leather jack with metal plates. In its purse
this level, she appears if the result is 00. ates (3 hp per round starting 3 rounds
are 1-6 sp, 1-6 ep, 1-6 pp, and a rock crystal
after being damaged); AL CE, SZ L (9 ' ) ,
(worth SO gp).
ldlOO Result XP 525 + 8/hp
Their victim is a man-at-arms, who was
recently taken in a raid which netted other
01 8 bandits, 2 L1 fighters, and 1 L4 Zuggtmoy: See Appendix B.
captives (see below) . He refused to join the
leader, returning to areas 240-244;
Temple fighters, and so is to be slowly killed
here and then fed to the gnolls.
with 1-4 prisoners, general food­ ROOM KEY
stuffs, etc., and 100-400 (dlOO x 4 )
gp i n all. 201. GREAT BRONZE GATE
Victim: AC 10, Level 0, hp 3 (originally 6);
02-04 4-6 bugbears, wandering around
This site can be reached from Dungeon Level
XP 13
looking for food and loot; no trea-
sure. One by descending the ramp in area 109.
Lurid light from a flaming cresset and a 05 1 carrion crawler, no treasure
glowing brazier full of charcoal reveals a 06 1 ochre jelly, no treasure. The passage is barred by a huge sheet of
30 ' x 20' chamber containing a rack, 07-09 2-4 ogres looking for an undescribed bronze, the surface of which is covered
iron maiden, cage, and all the other
humanoid rumored to have with bas relief faces of evil leering crea­
unspeakable devices common to a tor­
attacked one of their kind; no trea­ tures. It is evidently placed to bar further
ture chamber. Two adjacent 10' square
sure. progress north, though 10' wide corri­
alcoves, one to the south and one east,
10 1-2 trolls, followers of the troll dors lead east and west. This portal is too
are barred, their doors held fast by chain
chieftain in area 229, coming in to massive to even attempt to raise by brute
and padlock. Two prisoners are in each,
report; no treasure. strength.
obviously here to await the tender mer­
11-99 No encounter.
cies of the torturers. Two female humans
00 Zuggtmoy (if free). The gateway can be opened by no less than
are in the south alcove, and two ores in
the east. three consecutive knock spells - one each
Details for locks, bars, and the gate itself. It can be
The humans are mere country folk, taken in raised normally from the northern side,
Bandits (8): AC 8 (leather armor) or 7 (with using a windlass (see area 211) . It has not
a recent raid. They ask to be shown an exit shield), MV 12", Level 0, #AT 1, D 1-6
from the dungeon so that they may return to been opened in several years, as no full­
(shortsword) or 2-5 (light crossbow); AL ceremony sacrifices have been made since
their homes. The ores join and fight with the CE-NE, XP 14 + l lhp
party if given arms (being Lawful and the Temple was overthrown.
opposed to the Temple followers, despite Note that this is not one of the four gates
Veterans (2): AC 4 (chain & shield), MV 9 ",
their evil natures) though they desert in any protected by the permanent antipathy effect
Level 1 Fighter, hp 9, 6, #AT 1, D 1-8
tough situation. They know a way to get to to bind Zuggtmoy.
· (longsword) or 1-6 (spear); AL NE, XP
the level below (area 153) and the route to 19, 16
202. DOMED CHAMBER
stairs up (near the south end of the level
·
map, east and west sides). Leader: AC 2 (plate & shield), MV 6 ", Level
4 Fighter, hp 37, #AT 1 or 2, D by A five-headed hydra guards this chamber,
153. SPIRAL STAIR weapon (bastard sword, shortbow, bound by a leg chain. If any visible creature
spear, etc.); AL NE, XP tries to enter, the hydra hisses loudly and
strikes. This brings its keeper from area 203
This 10' wide spiral staircase circles
Bugbears (4-6): AC 5, MV 9 ", HD 3 + 1, #AT in one round. The hydra has no treasure.
clockwise down a shaft 20 feet in diame­
1, D 2-8 (morning star), SA surprise on 1-
ter. The stairs have no rail, but otherwise
3; AL CE, SZ L (7' + ), XP 135 + 4/hp Hydra: AC 5, MV 9 ", HD 5, hp 40 (8 per
appear safe and sound.
head), #AT 5, D 1-6 each; XP 365
Carrion Crawler: AC 317, MV 12 ", HD
This staircase leads down to area 246 3 + 1, hp 14, #AT 8, D 0 + paralysis (2-5 This 40 ' diameter area has an arched
(Dungeon Level Two), an empty corridor turns); AL N, SZ L (9 ' ) , XP 580 + 4/hp ceiling some 30 feet high. Its polished
intersection.
Ochre jelly: AC 8, MV 3 ", HD 6, hp 25,

58

0 Rj G i il A L ADVE ilTV�S RE i il CAR_IlATED • TH E TEJh:PLE 0 F E L E Jh: E llTAL EVI L


spear before engaging in melee with a morn­ 205c. Western side room, occupied by a
stones indicate that it was once meant for ing star. If hard-pressed, one bugbear tries human Prefect (Level 5 Cleric)
some special purpose, lost now under a to rouse the clerics in area 205.
litter of refuse, bones, and dung. A huge 205d. Eastern side room, unoccupied ( the
metal ring has been cemented into the Curate's bedroom)
Bugbears (5): AC 5, MV 9 ", HD 3 + 1, hp 17
center of the floor, and a heavy iron each #AT 1, D 2-8 (morning star), SA 1
The half-ore or the Curate (but not both)
chain of about eight feet length is fas­ spear each (D 1-6, ranges l "/2 • /3 "); XP
tened to the ring. will aid guards, but will not disturb the pre­
203 each
fect unless absolutely necessary.
Each of the three priests wears a gold
203. OLD S10REROOM Each bugbear wears a short cape of crimson
amulet on a golden chain; the amulet
cloth. Each carries 2-12 gp, 2-12 ep, and 2-
depicts the symbol of Fire:
The hydra's keeper, a troll, dwells here on 12 sp.
orders from its master, the priest of the Fire 205a. ANTEROOM
Temple. Upon hearing any noise from its A fireplace on the east wall and a flowing
beast, it grabs its military fork and investi­ fountain and basin on the west wall are The half-ore priest herein is the liaison to the
gates. Those with proper identification - the most remarkable features of this plas­ bugbear guards. He wears a red robe with a
robes of the Fire Temple or the eight-pointed tered but unpainted chamber. A large gold skull emblem, but with plate mail armor
amulet - can pass, for the troll then shoves table stands in the center of the room, underneath, and carries a shield as well. His
the hydra aside and stops its heads from flanked by a pair of benches; all are a bit gold fire amulet on a gold chain is worth 100
attacking by quick use of the weapon . The too large to be comfortable to humans. gp. He wears a ring set with a large violet gar­
troll otherwise not only allows the beast to A sizeable haunch of some sort of cold net (jewelry value 700 gp), and carries 11 ep,
attack, but aids it, attacking with the meat is on the table. An old barrel stands 16 gp, and 7 pp in his purse.
weapon (which it can use long range, strik­ in the center of the north wall, and holds
ing opponents up to ten feet distant and seven spears. Heaps of bedding lie along Half-ore: AC 2 (plate & shield), MV 6 ",
gaining a + 2 bonus to damage, due to the ·south passageway to the west. Level 3/3 Cleric/Fighter, hp 22, #AT l, D
Strength). If enemies close on it, the troll 3-6 (hammer), Strength 16 ( + 1 damage
discards the weapon and attacks normally bonus included), SA spells; XP 315
(tooth and claw). The troll's only treasure is First level: cause fear, cure light wounds,
a ring of fire resistance it wears. protection from good
Second level: hold person
Troll: AC 4, MV 12 ", HD 6 + 6, hp 42, #AT
3, D 5-8/5-8/2-12, SA military fork This 10' square room is plastered but
(range 10 ' , damage 3-10), SD regener­ otherwise unadorned. It is lit by a lan­
ates (3 hp per round starting 3 rounds tern and a burning torch, the latter on
after being damaged); XP 861 the east wall. The room contains a
couch, writing table and chair, small bra­
Boxes, crates, and barrels line the walls zier, and a brass-bound chest; on the
of this 30 ' x 20 ' chamber. Spilled con­ table are quills, an inkpot, and a roll of
tents - flour, grain, broken crockery, parchment.
and who knows what else - are mixed
with old bones, broken furniture, splin­ The locked chest holds garments, a potion
tered wood, rags, and ordure up to a of poison, and a leather bag containing 37
depth of at least a foot. The whole area gp and 19 ep.
stinks of troll.
205. LUXURIOUS CHAMBER COMPLEX 205b. MAIN CHAMBER
The containers hold nothing valuable, all
being spilled, rotted, or spoiled, save a This complex consists of the following four The human Curate herein, assistant to the
small cask holding two gallons of fuel oil rooms: chief cleric, is sipping wine and relaxing. His
(worth about 16 gp per gallon) and a box crimson hooded robe has gold embroidered
containing 20 fresh torches. 205a. Anteroom, occupied by a half-ore skulls on front and back; his golden chain
Cleric/Fighter (Levels 3/3) who is and fire amulet are worth 100 gp. He wears
204. ROOM, 30' x 20 ' ready to reinforce the guards to the chain mail armor and carries a shield, and
north (area 204) also wears a ring of protection + 1. In the
Five bugbears are stationed here as guards; pommel of his mace is a small but carefully
205b. Main chamber, occupied by a human
two are on watch. In case of attack, the set ruby worth 1,000 gp. He keeps 14 ep, 9
three resting in the western arm of the U­ Curate (Level 4 Cleric) who is ready
gp, and 21 pp in his purse.
shaped area arrive one round after the first to reinforce the guards to the south
two are engaged. Each bugbear throws a (area 206)

59

0 IQ Gi ilAL ADVE il'fV�S RE i il CARJIATED • THE TE.lb:PLE 0 F E LE .lb: E ITTAL EVI L


Curate: AC 1 (chain & shield), MV 9 ", Level ries 5 gp, 38 pp, and 4 zircons (worth 50 gp tions the fire elemental grue, the harginn.
4 Cleric, hp 17, #AT 1, D 1-6 (mace), each) in his purse. He wears magical chain The reader learns the descriptive informa­
Dexterity 16 (-2 AC bonus included), SA mail and shield, and carries two hammers tion (but not the basic statistics) of this crea­
spells, XP 243 - one normal (carried as a spell compo­ ture; read aloud from the entry in MM2,
Level 1 : command, darkness, light, sanctu­ nent) and one hammer + 2. page 73. The book is non-magical but worth
ary 500 gp (XP value 50).
Level 2: hold person, silence 15 ' radius Prefect Alrrem: AC 0 (chain + 2 & shield
+ 1), MV 12 ", Level 5 Cleric, hp 31, #AT 206. AUDIENCE CHAMBER
This 20 ' x 30 ' chamber is thickly strewn 1, D 4-7 (hammer + 2), Dexterity 16 (-2
with rugs; carpets and tapestries cover AC bonus included), SA spells; XP 520 A human commander (LS fighter) and two
the walls. Illumination comes from sev­ First level: command, cure light wounds, bugbear guards are on guard here. Each
eral candelabra, hanging lamps, and a light, resist cold, sanctuary bugbear carries a large spear to hurl before
fireplace. Plush furniture and soft cush­ Second level: hold person, know alignment, closing to melee; each wears a short cape of
ions are everywhere. The colors are all resist fire, silence 15 ' radius, spiritual red cloth, and carries 3-24 gp.
bright - scarlet, hot orange, fiery gold, hammer The fighter commands the few forces at
and brilliant blue. Small tables hold Third level: cause blindness, prayer the beck and call of the Fire Temple - the
ewers and cups, and dishes of nuts and troll (area 203), various bugbears, were­
sweetmeats. A large box stands near the The western side room is furnished simi­ wolves (area 208 et al.), and ogres. He com­
fireplace. The plastered ceiling is painted larly to the main room. It contains a mands their respect through his own ability,
with scenes of demons and humans in large bed, two small side tables, a round that of the clerics, and his robe of entangle­
lewd activities. Under a heap of pillows table with four chairs, a stand with ment, which is coiled and kept at his belt.
is a hooded robe of scarlet hue. basin, ewer, and a small copper box, a When fighting, he uses it in his left hand,
wardrobe, and a brass brazier filled with and a sword + 1 flametongue (NSA) in his
One tapestry sewn with gold and silver thread brightly glowing coals and giving off right. He wears banded armor + 1 but pre­
is worth 2,000 gp, but the others have no wisps of sulphurous-smelling incense. A fers not to use a shield. On his gold chain is
worth. The ewers and cups are of pewter and large brass chest with a heavy lock is at an eight-pointed fire amulet with a large
small worth, and contain wine. The robe the foot of the bed . inset garnet (jewelry value 750 gp). He car­
under the pillows is the garb of an important ries a purse containing 6 ep, 20 gp, and 6 pp.
guest of the Fire Temple. The box by the fire­ The chest holds clothing, a suit of normal In the pockets of his dark red cloak are 8
place is filled with billets of wood, charcoal, chain mail armor, a normal mace, and a banded agates, 5 tiger eyes, and 6 pieces of
and kindling for the maintenance of the fire. sack containing 100 gp. The top of the cop­ good turquoise (each gem worth 10 gp).
per box is inlaid with sardonyx, and the
205c. WESTERN SIDE ROOM whole is worth 150 gp. It holds rare herbs Bugbears (2) : AC 5, MV 9 ", HD 3 + 1, hp
worth 200 gp. The wardrobe holds a red silk 19, 15, #AT 1, D 2-8 (bastard sword), SA
This is the private chamber of the human robe with golden skulls on its back and 1 spear each (D 1-6, ranges 1 "12 "/3 ");
Prefect Alrrem, chief cleric of the Fire Tem­ sleeves, and with the eight-pointed fire sym­ XP 211, 195
ple, who is here writing another ultimatum bol piqued on its front in garnets (worth a Human leader: AC 0, MV 12 •, Level 5
to Romag (area 137). Alrem knows that the total of 3,000 gp). Fighter (swashbuckler), hp 49, #AT 1, D
priests of the Water Temple are close to forc­ 2-9 (sword + 1 flametongue); Dexterity
ing the servants of the Air Temple to align 205d. EASTERN SIDE ROOM 17 (-3 AC bonus included), SA rope of
against him. His written message states, entanglement; XP 490
thus far, "Your rewards will be great if you This eastern side room is 10 ' x 20 ' and
bend your knee to Fire. Bring all of your less lavishly furnished. It has a few tapes­ This lavishly furnished 30 ' square cham­
forces here to me now, and swear fealty. If tries and several small rugs, torches ber is dimly lit by torches in sconces on the
you fail to heed this advice . . :· Alrrem is des­ burning in wall sconces, a small table east and west walls. The many cressets and
parate, for his faction (having lost power with a candelabra, a couch, two chairs, a candelabras are unlit. Colors here are hot,
when it led the Temple to defeat) now has chest, and a brazier. A book lies open on bright ones - reds, oranges, and yellows.
few adherents and no particular strength in a small stand near the couch. A few serv­ The tapestries on the walls depict scenes of
troops; he needs the forces being gathered ing pieces of brass and copper are scat­ the triumph of the Elemental Evil of Fire.
by the Earth Temple to counter those of the tered around, on the table and stand. Cushions, low tables, and stools are all
Air and Water Temples.
about, but only one chair is here - a huge
Alrrem wears a robe of deep crimson with The six serving pieces are worth 5 cp each. wooden seat, laquered red and gilt. A gold
a purple lining and gold trim; it has gold The chest holds clothing, a small silver box skull appears on the arm rests and above
skulls on front, back, and sleeves. His gold (worth 75 gp) containing 20 pp and a jew­ the back.
fire symbol (on golden chain) is set with a eled ring (worth 500 gp), and a bone
nice ruby (jewelry value 2,500 gp). He has a scrollcase which holds a scroll of protection The arched entry to the northwest passage is
scroll of three spells in a tube at his belt (dis­ from devils. The book on the stand deals covered by hangings and a folding screen.
pel magic, flame strike, tongues), and car- with the Elemental Plane of Fire, and men-

60

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207. PEARLESCENT ROOM
lasts but seven hours. Hurry! We must floor. A large cupboard stands against
No detect spell other than detect magic act now, for our time is fast running out. the north wall. A pair of rust-red cloaks
works in this room. The latter finds the We can help but once per seven days, hang on pegs by the secret door, the only
whole room radiating a dim magical you know!" apparent entrance. A few pieces of dirty
essence, with a more powerful dweomer pewterware are on the cupboard shelves,
coming from the crystal sheet (see below). If the party hesitates, the crystal slowly along with two bottles of wine and a
darkens into cloudy obscurity after one bunch of cooking herbs in a glass bottle.
The floor here is of white marble, the round. If the party complies with the You notice a jumble of weapons and
walls and vaulted ceiling sheathed in requests, refer to 208 below. The crystal is a other items in the northwest corner.
pearly alabaster. There is a "right feel" to magical one-way mirror, protected by a
the place, as a place of safety in a storm powerful and permanent force field which The dirty pewterware is actually silver, 15
of evil. The room is bare and clean . A makes it impervious to harm by anything items worth 10-60 gp each. The bottled herbs
sheet of cloudy crystal substance seems less than a godling. Nothing can be seen in are 18 sprigs of wolfsbane. The cupboard cab­
to be set into the northern portion of the or behind it, even passwall and glassee inet holds a dagger + 1, a short sword + 11
east wall. As you look, it begins to being useless against its mighty dweomer. + 3 vs . lycanthropes and shapechangers, and
brighten, its radiance actually lighting five silver daggers, under which is a scroll of
the room! Two manlike creatures with 208. SECRET ROOM protection from lycanthropes (all) flat and
wings of snowy feathers and radiant upside-down, as if shelf-paper. Under a loose
faces, robed in purest white, appear Two werewolves lair here. They serve the floor stone, found only after a careful search,
amidst golden tinted, cloud-like billows. Fire Temple, bringing loot and victims to is a hole containing 1,629 sp. The pile in the
A pale blue sky can be seen behind them. Alrrem (area 205c). The crystal sheet of area corner contains various odds and ends of
They first peer out at you, and then one 207 is also visible here if a covering of gray adventuring gear (but no food or water), plus
speaks in dulcet tones, "What are fair cloth is pulled aside. It is a lens of transfor­ the following:
and just folk such as you doing in this mation, actually placed here for evil pur­
foul place of pain and base wickedness?" poses by Iuz (see Appendix C). 22 arrows, normal
Upon hearing noise in the adjoining room 19 arrows, silver-tipped
At this point, prompt answers from the party (area 207), the werewolves stand before the 1 bow, long
through further utterances from the angelic lens, being seen by those on the other side as 2 bows, short
duo. Threaten a bolt for any "servant of Evil" angelic figures. They see through the crystal 4 crossbows, light
daring to enter this "sanctuary of Good:' After normally. If the party balks at disarming 4 crossbow bolt cases (empty)
sufficient questioning, the two figures smile themselves, the creatures step away from 82 crossbow bolts
benignly upon the viewers. They relate that the device and wait to surprise anyone 5 daggers
their attention extends to this place because, entering their secret door, just in case. If the 1 flail
when the Temple was overthrown, luz (in His party cooperates, the monsters rush 1 hammer
generosity and renowned kindness) placed through to room 207, gather up the items 1 holy symbol, normal
this haven here, so that opponents of the Tem­ left, and quickly take them to their lair. 3 holy symbols, silvered
ple might find refuge in need and gain help Then (and only then) do they return to 1 mace
against their foes. room 207, in person, to deal with the (hope­ 2 mirrors, silvered
fully) defenseless party. Those who surren­ 1 morning star
The brighter of the two radiant figures der are taken to area 206 (and then to 205). 3 quivers (empty)
now speaks again. "Now, good folk, Corpses are devoured by the werewolves. 3 spears
place each and every weapon you pos­ The lens cannot be removed from the wall 1 sword, long
sess, all of your holy symbols, magic by mundane means. If a wish is used, it is 2 swords, short
items, silvered items, and magical herbs either be loosened (25% chance) or shatters
before this crystal - the Window of the (75 % ); if the latter result occurs, luz immedi­ 209. PROCESSIONAL CORRIDOR
Planes of Weal - and then quickly step ately knows what happened and who did it!
out of the west door. Count slowly to 77, The walls of this 20' wide passage are
and do not return in that time, for we Werewolves (2): AC 5, MV 15w, HD 4 + 3,
painted with scenes of gross evil, death,
shall send a Ray of Just Might through hp 33, 28, #AT 1, D 2-8, SA if waiting in
and destruction. Some also depict parties
these items. Any flesh in the place would area 208, surprise on 1-3, SD hit only by
of worshippers and their sacrificial cap­
silver or magic weapons; XP 370, 345
be blasted to oblivion by the ray, and tives; each is led by a robed cleric. The
any mortal eye beholding its glory would great doors along the southern part of each
be forever blinded. But all your items This bare-walled 20 ' square room is per­ wall are polished brass, with many more
will be made more effective by a factor of meated by a feral odor. A pair of nest­ vile scenes and runes. Huge rings hang
+ 1, recharged by seven, or otherwise like heaps of cloth and pillow lie by the from their centers, for opening and closing.
doubled in efficacy - though this power east wall; bones and litter cover the

61

0 N Gi IIAL A.DVEII'f'V�S RE i II CA R__II A'f'E D • TH E TElh PLE 0 F E L E lh E ilTA.L EVI L


Close inspection of the walls reveals inset sym­ protected by a special glyph of warding suit­ underneath holds a censer of controlling air
bols of bronze adorning the pictures of the able to the place. They cannot be safely elementals.
priests - a square on a figure wearing silvery touched unless the symbol of the Air Temple
gray robes, a circle on a green-robed cleric, is worn and the glyph name, whah-duh, is Drelb guardian: AC 2, MV 6 ", HD 5 + 3, hp
and an eight-pointed device on the figure in spoken. Failure in either requirement causes 24, #AT 1, D 3-12, SA appears as wraith,
red. The hinges of the huge doors are well­ a whirlwind to suddenly form and spin from shrinks while attacking (90 % seems
greased, and this is also discernable with the pit to the altar, inflicting 12 points of retreating), touch chills (victim hit drops
study. A spell keeps the doors from tarnishing. damage to each creature within ten feet of items, cannot function the round there­
its path (save vs. spells to take half damage). after), SD hit only by magic weapons,
209a. SECRET CORRIDOR This also triggers an alarm; the whole area reflects psionic attacks; XP 944
gives off an evil-sounding chiming and tin­
This dusty passage connects areas 209 and kling, and the guardian (see area 210a) is 211. CORRIDOR OF THE ELEMENTS
225 (Kelno's residence). A gargoyle fountain summoned. The two crystal knives are
on the northwest diagonal wall spurts milky worth 250 gp each; the bowl, 1,250 gp. This 20 ' wide passageway is strangely lit
but potable water into a stone basin. The If the braziers are disturbed, they begin by some obviously magical means. In the
north branch leads to a stairway, which pouring out clouds of dense, choking smoke center and the short northern extension,
curves counter-clockwise as it descends to which fills 20,000 cubic feet of volume each it pulses with a disgusting gray luminos­
area 314 (Dungeon Level Three). round, continuing for 11-20 rounds. This ity; to the west it glows with a green radi­
vapor is heavier than air, and thus builds ance; and to the east, bands of dull red
210. OCTAGONAL CHAMBER from the floor upwards. Treat it as a wall of light seem to float in the air. Each pair of
fog, though each victim within it takes 5-8 double doors (to the north, west, and
If the bronze doors in area 145 (Dungeon points of damage per round from smoke east) is a great brass construction, cov­
Level One) are sundered, the stairs therein inhalation. After ten rounds of outpouring ered with horrible scenes and leering
descend south to this room. However, entry smoke, any creature within the pit is tele­ faces. To the south is a huge slab of
is blocked by another set of like doors, set in ported to the Air Cavern (area 526). bronze, a solid portcullis. A mighty
the north wall of this area. If holy water is poured into a brazier, a windlass flanking it to the east obviously
Type I demon is instantly summoned and raises and lowers this barrier.
Illumination in this large octagonal room attacks everyone within the room. (Note
seems to come from everywhere - ceil­ that, with two braziers, two demons may be The designs in the corridor are very similar
ing, walls, floor - a milky radiance summoned. ) Pouring any other sort of liq­ to those in the Processional Corridors (areas
which gives a dim and eerie glow to the uid into a brazier causes the smoke to be 209). The windlass is secured with a chain
whole scene. The floor of this place is 15 ' twice as voluminous and twice as harmful and huge padlock, and a bar is across the
below the level of the normal dungeon for one round (after which output and toxic­ gate - unless, of course, either or both have
floor, with short broad stairways leading ity return to normal). Each brazier is worth been opened.
to it. The ceiling vaults to a height of 40 10,000 gp, and functions in perfectly normal The central 20 ' square at the intersection
feet. The walls and floor of the room are manner once removed from this Air Temple. is "safe," but not so the corridors. Any
of polished gray stone with whorls of The secret door to the west opens to a movement out of the safe area causes the
glittering mica; the floor is partially flight of steps to area 301 (Dungeon Level walls of the corridor entered to glow
obscured by swirling, eddying, softly Three). brightly, and elemental forces (see the fol­
glowing mist. The doors to the north bear the familiar lowing descriptions) are felt. For each ten
In the center of the area is a great pierced runes of antipathy. Anyone failing any prior feet of travel, 1-6 points of elemental dam­
square of bronze, ten feet on a side. A dome saving throw against the effect (found also in age is inflicted; each victim may make a sav­
is pierced in the northern ceiling, a circular the main Temple entrance aboveground, as ing throw vs. spells each time this occurs,
shaft some 20 feet wide opening directly well as certain areas within the dungeon) can­ and success indicates that no damage is
over a pit of the same diameter and five feet not approach the doors; anyone making all taken. Note that any victim carrying or
depth. Immediately to the south of the pit is prior saving throws must again, when wearing the appropriate Temple symbol
a block of alabaster two feet wide, four feet approaching within ten feet, make a saving automatically succeeds in each of these sav­
high, and eight feet long. Atop it are two throw vs. spell, (with a -2 penalty) to avoid ing throws.
knives and a bowl of finest crystal. Flanking this effect.
the pit are two crystal braziers, suspended East: Walls glow fiery red; the smells of sul­
from tripods by chains of silver. Each emits 210a. GUARDIAN fur, burning flesh, and hot metal assault the
a faint sickly-sweet perfumed smoke. nostrils. Victims take heat damage.
The doors to the north are bronze, This area quarters a drelb, the guardian of
sealed with iron, chained, barred, and the Air Temple. (See Appendix A, New West: Walls, floor and ceiling shed a deep
bear a warning inscription in runes of Monsters, for a full description . ) The room green gloom. Movement is slowed to 3 " rate
some sort. is otherwise empty - but a careful search (as if moving underwater). A moist reek of
reveals that a section of floor is movable, seaweed and rotting fish pervades the air.
The altar stone and crystal service pieces are being a secret trap door. The small space Victims take damage as if drowning.

62

0 N Gi ITAL A.DVE ITTV�S RE i IT CAR_Il ATED • TH E TE llr PLE 0F E LE llr EllTA.L EVI L
North: A great rush of moaning and shriek­ causes salamanders - 16 of them! - to
ing wind strikes the party. It oddly and with glowing hot coals. Tiny forms seem grow to full size in four rounds. However,
undescribably smells like the winds of age, to cavort atop these coals - perhaps small only four salamanders are real; the others
war, and death. Victims take cold damage denizens of the Elemental Plane of Fire. are mirror images.
and are blown backward 30 feet; each also
Salamanders (4): AC 5/3, MV 9 ", HD 7 + 7,
takes 1-6 points of impact damage when hit­ If a block of charcoal incense is placed in the hp 44, 41, 40, 37, #AT 2, D 1-6/2-12
ting the gate (unless it has been opened). fire pit, it instantly bursts aflame, and the (spear and constriction), SA 1-6 heat
tube - a great bell - sounds loudly, calling damage added to each attack, SD + 1 or
212. THE TEMPLE OF FIRE the priests and indicating that faithful wor­ better weapon to hit; XP 1265, 1235,
shippers wish to sacrifice to the Elemental 1225, 1195
If anyone enters by either pair of bronze Evil of Fire . . . . The priests in area 205 cer­
doors, a permanent unseen servant slams tainly respond to the noise, if still alive. The salamanders cannot move or attack
them shut behind the visitors. Six skulls adorn the apatite altar at the until they reach full size, but thereafter can
( south; each weighs 100 gp. The wrought even leave the fire pit to take appropriate
There can be no doubt that this huge hall gold design on the altar can be pried off actions. Each has a spear of red-hot bronze.
of red granite, lit by scores of flambeaux (weight 500 gp). The fire in the fire pit is magical and of
and pervaded by the odor of heated Anyone entering the deep fire pit by the evil nature. Water only causes steam and
metal and sulfur, is the Fire Temple. The altar takes 4-24 points of fire damage each vapor to arise from the coals, effectively
great doors of beaten brass reflect the round (minimum 1-6 for even a touch) causing a wall ofFog filling the south Temple
leaping flames. Tapestries adorn the unless magically protected; no saving throw area and lasting one round per gallon of
walls of the north (wider) section, depict­ applies . With magical protection, the water applied. Holy water quenches one
ing scenes of fire in evil form. Despite the intruder takes no damage the first round, cubic foot of burning coals per vial, but
many torches and flaming cressets, the and only 1-6 points per round thereafter unless all the coals are so quenched, the
air seems to carry motes of rust-colored (again, however, with no saving throw). dead portion flames again one tum later. A
luminescence, and the streaks of blue Items placed within the fire must be saved pyrotechnics spell may be applied with
and mica flakes in the polished granite for each round, and vs. fireball rather than effect, using up the coals in producing the
walls appear to leap and dance as if normal fire (due to the intensity of the heat). effect, but the coals gain a saving throw of
flames, caught within the rock. When anything or anyone enters the fire pit, 20 minus the level of the caster; for example,
A brass tube, 20 ' long and 2 ' in diam­ the salamanders (see below) start to grow. a roll of 16 or better would resist such an
eter, is suspended from the ceiling by The amber liquid in the great copper caul­ effect from a 5th level caster. If the saving
chains of the same metal. Just to the drons is fine scented oil with continual light throw is successful, the spell has no effect.
north of it is a shallow fire pit; and to in each. Approved supplicants are to fill a Affect normal fires likewise has no effect if
either side of the tube are low stands of bowl to pour upon the altar. If any material used to reduce the flames, but if used to
brass, upon w�ich are many small blocks other than copper touches the oil, a sala­ enlarge the fire, the coals bum brightly for
of charcoal. To either hand, east and mander appears in the cauldron, igniting the four rounds and then become absolutely
west beyond lines of pillars, are great oil and causing a wave of heat that inflicts 2- cool for another four, after which they burst
copper cauldrons, flanking the main area 12 points of fire damage on each victim into glowing heat once again.
of the Temple. Before each such vessel is within five feet; the salamander then attacks Beneath the glowing coals of the fire pit is
an octagonal brass table; on each table the defiler of the "unholy oil:' a locked iron box; however, it cannot be
are 16 bowls and a copper dipper. If the altar is touched prior to pouring the found until after 5-8 rounds of searching,
golden oil upon it, a sheet of flame expands detect magic or other magical aid notwith­
Continue if the southern (main) Temple is out 5 feet from the altar in all directions, standing. The box is trapped with a scythe
entered. inflicting 10 points of fire damage to each blade; when any item is lifted from the bot­
victim (no saving throw) . This causes a tom of the box, the razor-sharp blade neatly
magic mouth on the central skull to bellow cuts through anything (no saving throw).
A glance into the huge pots finds them
'WHO DARES DEFILE THE SACRED ELE­ Any item struck is ruined; a hand thus
filled with some sort of glowing amber
MENTAL FIRE?!" and the noise attracts removed may only be replaced by applica­
liquid. At the south end of the Temple
clerics and guards nearby (if any). tion of a regenerate spell. In the box are two
stands a translucent block of golden apa­
If oil is poured upon the altar, a magic potions offire resistance, a ring offire resist­
tite, three feet wide and high and nine
mouth on the central skull speaks in com­ ance, and a longsword that does not glow.
The latter is, however, a frost brand + 31
feet long. Skulls grin from its sides, their
mon, commanding that the faithful now
forms inlaid with hammered gold. Atop
the altar is the eight-pointed fire symbol offer major sacrifice. At this, the flames of + 6 vs. fire creatures. It is Lawful Good (Int
the fire pit leap higher, each appearing as a 16, Ego 17) and speaks common, fire giant,
(illustrated in area 205), set in wrought
miniature salamander. Visitors must now red dragon, and salamander; its primary
gold. Before this altar is a fire pit of dia­
either depart or make a sacrifice, placing a powers are detect evil, detect magic, detect
mond shape, ten feet long north-south
valuable treasure (worth 500 gp or more) or shifting walls and rooms, and it has an
and eight feet broad. It appears to be sev­
living creature in the fire pit, and leaving it extraordinary power of levitation. (See the
eral feet deep, and its bottom is covered
there until destroyed. Failure to sacrifice DMG, pages 165-167, for more details.)

63

0 N Gi ilAL A.DVEil'fV�S RE i il CAR_IlATE D • THE TEJhPLE 0 F E L E Jh E ilTAL EVI L


213. HALL OF VERDIGRIS wearer all the characteristics of a gargoyle,
about 20 feet upwards. Atop each of these and even the mentality in this case; thus -
This huge hall, 40 ' x 90' , has an arched columns is a gargoyle-like statue made of Gargoyles (4): AC S, MV 9 "/ 15 ", HD 4 + 4,
ceiling some 30 feet overhead. The many bronze and coated with verdigris. hp 28 each, #AT 4, D 1-3/1-3/1-6/1-4,
buttresses and arches form a tracery of SA + 1 bonus "to hit" and damage when
shadowy dimness; the ceiling's exact The whole place radiates a dim magic and is first swooping to attack, SD hit only by
height is not discernible. The floor and pervaded with evil. In use, offerings are + 1 or better magic weapons; XP 305
walls are covered in slabs of polished brought to the fountain and dipped in each each (as if gargoyles)
stone, apparently azurite-malachite basin, highest to lowest, before being placed
from the swirls of blue intermingled with on/in the altar. If this procedure is not fol­ Note that the zombies may be Turned nor­
the deep green. Some magic has evi­ lowed, the gargoyles on the plinths give mally by a cleric. If one takes 20 or more
dently been placed here, for a soft cloudy chase (see below ) . points of damage from edged weapons or
greenish luminosity seeps from the walls The altar basin ( B ) i s filled with salt fire, consider the cloak destroyed. If the
and floor, seemingly floating in the air, water, of course. The treasure therein con­ creatures are slain without damage to the
making the whole chamber appear as if sists of 42 cp, 37 sp, 60 ep, 51 gp, 23 pp, and cloaks, subsequent examination shows each
39 gems worth a total of 1, 920 gp (17 varied to be a green-colored zombie. Any charac­
deep underwater. This impression is
enhanced by the bronze doors, fountain, · agates worth 10 gp each, 3 bloodstones and ter donning a gargoyle cloak is able to fly,
6 zircons worth 50 gp each, and 4 ame­
and other work; all are covered with ver­ attack, etc. as if a gargoyle, just as did the
digris. Even the damp air seems to smell thysts, 3 red garnets, and 6 tourmalines zombies. However, if a wearer keeps a cloak
worth 100 gp each). If the altar is defiled or on for longer than one turn, apply a 10%
of the sea. Several weird things in this
place come to your immediate attention. damaged, or if anything is removed from it, chance per turn (cumulative) that the
In the middle of the west wall is a great the guardian idol animates to pursue and wearer gains the mind of a gargoyle as well,
sheet of bronze, a bas relief of an under­ punish the offenders (see below). and either attacks or flies away (just as
water vista - seaweed, shells, and vari­ If a sacrifice or donation is properly pre­ would a real gargoyle). Only death or a
ous forms of marine life. The head of a pared with the fountain (A) and placed in the wish returns the victim to normal form.
fish-like thing projects from this, a most altar basin, a magic mouth on the idol in the The seaweed wall to the south is merely a
hideous visage. Its ghastly maw emits a alcove makes a hooting noise, summoning the cleverly embroidered but normal drapery. It
stream of water, which falls into a tiered occupants of area 214 to receive the worship­ conceals another alcove 10' deep and 20' wide,
series of four basins. The fourth and pers. If the altar is improperly handled, the with verdigris-covered bronze doors to the
largest never overflows, so it must have idol starts to roll slowly toward the offender, south and normal doors to the east and west.
a drain system somewhere. issuing forth hissing and hooting noises which
Near the mid-portion of the hall, some likewise alert the occupants of area 214. In 214. LOUNGE
40 feet distant from the east wall and 30 either case they appear in 2-5 rounds.
feet from the north wall, is a bronze altar The idol is actually a juggernaut (C). It Two under-priests are quartered here. They
with many marine creatures sculpted in can roll over victims (inflicting lOdlO points attack intruders, calling loudly to alert oth·
bas relief upon its sides. It is about four of damage) or reach out in any direction ers in area 215 (and possibly areas 220-225).
feet high and round, with a ten-foot with eel heads, tentacles, pincers, and other Each cleric wears cowled green robes with a
diameter. Its top is concave, and a shal­ attack forms to six foot range, doing so four gold circle on front and back, plate mail
low basin apparently about two feet times each round and inflicting 2-12 points armor underneath, and carries a shield and
deep is filled with water. The bottom of of damage in each such attack. This thing is two hammers.
the basin is filled with coins, a sprinkling not able to turn sharply or reverse direc­ Under-priest: AC 1 (plate & shield), MV 6 ",
of gems, and many small seashells. tions unless it first comes to a complete halt. Level 3 Cleric, hp 21, #AT 1, D 2-5 (ham­
In the mouth of a 20 ' wide alcove For every ten feet it travels it can turn about mer) ; Dexterity 15 (-1 AC bonus
south of the altar basin stands an idol or three feet; it must travel 30 feet to make a 90 included); SA spells, XP 168
statue of serpentine stone, expertly degree turn. It is also slow to start; in the First level: command, cure light wounds,
sculpted to depict a writhing, amor­ first round of animation it can move but ten light
phous agglomeration of fish, eels, feet per round, but gains 1 • additional Second level: hold person
octopi, and other marine monsters. This movement each round thereafter until its
horrid thing is about eight feet high and maximum 12 • rate is achieved. (For exam­ Under-priest: AC 2 (plate & shield), MV 6 ",
nearly as broad, the whole forming a ple, in the ninth round of animation it Level 3 Cleric, hp 16, #AT 1, D 2-5 (ham­
globular mass standing about four feet moves at 9 " rate.) mer), SA spells; XP 153
from the altar basin. The alcove to its First level: command, cure light wounds,
Juggernaut: AC 2, MV 1 • to 12 •, HD 10, hp protection from good, sanctuary
rear is ten feet deep, the back wall of
66, #AT 4 and 1, D 2-12 (x4) and 10-100; Second level: chant
which is covered by a drapery appar­
XP 3924
ently fashioned from seaweed and water!
Each corner of the hall is filled by a tri­ Each of the gargoyles atop the triangular Each cleric wears a gold ring fashioned as a
angular plinth, filling it and extending columns is actually a zombie wearing a magi­ ten-armed monster; each ring is set with a
cal gargoyle cloak. This garment gives the cabochan-cut peridot held in place by the
monster's tentacles (jewelry value 750 gp).

64

0 R,j c i n A L ADVE ilTV�S RE i il CAR._Il ATED • T H E TEJh: PLE 0F E LE Jh: E OTAL EVI L
ness. He uses guile to dupe anyone, strikes Second level:hold person (x2), know align­
This 20 ' x 30 ' room is furnished in rich whenever he has an advantage, and never ment, resist fire, silence 15 ' radius
green - rugs, carpets, draperies, furni­ admits anyone to be his better unless his life Third level: dispel magic, prayer
ture, etc. Four bronze pedestals (one in is at stake. He is set on becoming chief cleric
each corner of the room) hold green of the whole Temple when it once more sets Belsornig wears a robe of plain green velvet,
globes of some odd sort, which provide a forth upon a course of open warfare against with a gold belt set with lapis and malachite
greenish illumination for the area. Two the land above. . (jewelry value 750 gp). In his purse hanging
upholstered armchairs and side tables Belsornig is working to subvert the from this belt are 21 gp and 14 pp, along
are to the north. The center of the room humanoids of the Air Temple while threat­ with an iron key upon which the word
is dominated by a long table with four ening their cleric(Kelno, in area 225) - not "D'LYSS" is inscribed with runes. This word
chairs. Upon the table are green vessels with harm from the Water Temple forces, is the command to stop the juggernaut in
- a decanter, six goblets, several bowls but rather with the machinations of Alrrem area 213, and the key opens his personal
and plates, a basin, and a small box. A and the Fire Temple. If captured and ques­ chest. He wears a gold ring with a peridot
high desk stands against the west wall tioned, he reveals that a Greater Temple is bezel (jewelry value 1 ,000 gp).
just south of the door; upon it are a few two levels deeper, and guides adventurers to
scraps of parchment and writing tools. A bring harm to its priests, as he sees an This place is swathed in rich green, even
large wardrobe stands by a door in the advantage therein. Of course, he bargains the ceiling being obscured by gossamer
south wall. to have his own Water Temple spared, and green hangings. Tapestries on the walls
never personally accompanies any expedi­ show scenes of undersea cruelty and
The light is simply a form of continual light tion to the Greater Temple, except at death. A large bronze brazier stands in
spell cast upon/in pieces of green but cheap swords' point. the middle of the floor, sending off curls
quartz (each worth only 1 gp). Belsornig i s exceptional, having 15 of sweetish fishy-smelling smoke,
The small box on the table holds 6 sug­ Strength ( + 1 damage bonus), 18 Dexterity flanked by hanging bronze lamps which
ared fruits which are coated with a narcotic (-4 AC bonus and two-handed combat abil­ shed a green glow throughout the room.
substance. If even one is eaten, it causes ity), and 16 Wisdom ( + 2 saving throw Six plush armchairs are here, each with a
great intoxication, and two or more cause a bonus vs. mind attacks, and spell bonuses matching footstool and low table. On
comatose condition (see Appendix C for included below). In a critical melee he can each table is a small decanter, a bowl of
more details). The decanter holds wine. The use a mace in his right hand and his rod of nuts and fruits, and a stemmed cup of
entire service fills two large sacks and is smiting (see below) in his left, thus attacking serpentine. In the center of the west wall
worth 2,000 gp if undamaged, being fash­ twice per round. He wears plate mail + 1 is a couch of green velvet piled with pil­
ioned from fine malachite. and a ring of Free action, but does not use a lows. A round table before it holds an
A secret compartment in the back of the shield. If Belsornig hears fighting, he inves­ ivory tray, upon which are heaped many
high desk holds a scroll of three cleric spells: tigates carefully. If time permits, he places seashells. An armoire stands to each side
resist fire, neutralize poison, true seeing. resist fire on himself before appearing, and of the west door.
The wardrobe holds several unremarkable may use prayer if his allies are engaged; he
garments and two green robes of watered might prefer to silence an obviously danger­ The ivory tray is worth 50 gp, but the sea­
silk, each with golden embroidery showing ous spell caster. He knows, of course, that shells have no value. Each decanter, bowl,
a squid-like creature with ten arms in a cir­ dispel magic can be quite useful against and stemmed cup is worth 2 gp. The hang­
cle. opponents obviously enjoying magical ben­ ing lamps contain cheap green quartz
The south door opens into a 10 ' wide, efits. If things look bad, he seeks shelter in treated with continual light (worth 1 gp
30' long room. It contains a pair of beds the Water Temple (area 216). each for the gems, but each lamp worth 25
separated by a folding screen. By each bed is Rod of smiting: Note that this + 3 gp). The brass brazier is worth 30 gp .
a small stand, a bronze brazier, a low stool, weapon (base damage ld8) inflicts 8-22 The northern armoire contains a suit of
and a locked chest . Each chest holds cloth­ points of damage to a golem (including a plate mail, a shield, a mace, and a green
ing, four texts on the Elemental Evil of juggernaut). It has 14 charges left. Any hit cloak. The southern one holds various non­
Water (non-magical but worth 250 gp each, on a golem drains a charge, and a "to hit" descript garments, plus a robe of watered
XP value 25 each), and a few treasures. The roll of 20 drains a charge but produces triple
first chest holds a sack with 87 gp, a bronze
green silk upon which a ten-armed octopoid
damage (or destroys the golem or jugger­ creature, stitched in gold thread, writhes
mace (worth 15 gp), and a gold ring set with naut target, using a total of two charges for
a rare green pearl (jewelry value 555 gp) .
from back to front. Where the tentacles
the blow). reach the breast is a gold circle set with 12
The second chest has a n old crumpled hand­
peridots - four small (each worth 100 gp),
kerchief (containing 21 pp) and a potion of Canon Belsornig: AC -2 (plate mail + 1), four medium-sized (each 500 gp), and four
water breathing (2 doses). MV 12 *, Level 6 Cleric, hp 48, #AT 1 or large (each 1 ,000 gp). A hook on one side of
2, D 3-8 (mace) or 3-8/4-11 (mace and the cabinet interior supports a censer of
215. SALON rod), SA rod and spells, SD ring of free bronze, coated with verdigris. On the floor
action; XP 988 are 20 blocks of non-magical incense (each
This is the residence of the canon Belsornig, First level: command, cure light wounds, worth 10 gp).
chief cleric of the nearby Water Temple, a darkness, light, sanctuary
vile person filled with hubris and wicked-

65

0 N Gi ilAL ADVE il"fV�S RE i il CA RJIA°fED • THE TEJh PLE 0F E LE Jh E llTAL EVI L


The south door opens into another green­ lower water Damage, 4-32 points
covered room, 10 ' wide and 30 ' long. It fashioned from dark purple tiles, with otiluke's freezing
holds two chairs flanking a table with 32 reddish highlights and green orbs. sphere Paralysis 5-8 rounds
gold dishes upon it (worth 1,900 gp for all, The pool is an oval, 20 ' across and 30 ' part water Damage, 3-18 points
total weight 800 gp). A desk stands near the long, set in a basin of small lapis lazuli purify food & drink Damage, 5-40 points
table, and upon it are writing materials and tiles. The crystal-clear water allows purify water Damage, 10-60 points
a small tome. This volume deals with the vision to the very bottom of the basin. water, 1 gallon Damage, 1 point
secret rituals of Water Evil, but is of no The edge depth appears to be about four
value. A bookstand nearby holds six other feet. The floor slopes steeply to the mid­ If the pool creature is slain (XP 8950), the
similar works. At the south end of the dle, to 12 foot depth, where some sort of crystal dome shatters, inflicting 1-12 points
chamber are a large bed, a small stand, and humanoid is chained. You suddenly of damage to each creature in the room (no
a locked bronze chest; a large mirror and a receive a telepathic message! The triton saving throw). The lapis lazuli basin shat·
trident hang from the wall beside the bed. is pleading to be released, so that it can ters at the same time. If more than four turns
The lock of the chest contains a poisoned prevent your deaths when the kraken, are spent searching through the remains of
needle trap. Inside are items of normal shown on the wall, materializes and the shattered basin, 1-8 pieces of value are
clothing, a coral box (worth 100 gp) which attacks. It will appear at any moment - found each tum thereafter, to a maximum of
contains 100 tiny seed pearls (worth 10 gp so, as many as can, jump into the pool four turns (i.e. 4-32 pieces in all; base value
each), and a cloak of the manta ray. The tri­ and help the triton break its chains I Soon 1,000 gp each, maximum 5,000 gp each.
dent is a magical trident of yearning; in its it will be too late! Count each piece found as 100 gp weight,
handle are a huge aquamarine (worth 5,000 500 gp volume.
gp) and a scroll of four cleric spells (purify If a detect lie is used while the thing is speak­ If the crystals from the dome are exam·
food & drink, flame strike, part water, con­ ing, it reveals both the lie and the EVIL of this ined, a coral scrollcase (worth 50 gp, previ·
trol weather). thing. The pool itself is an intelligent evil crea­ ously hidden behind the dome) is found. It
ture from the Elemental Plane of Water. Its contains a parchment with the following
216. THE POOL CHAMBER powerful, alien dweomer masks its alignment message:
and intent. It speaks telepathically, lies most
If any cleric or servant of the Water Temple glibly, and is highly persuasive. The enchained On three, in six, lies nine - but none
has been questioned, the characters know figure is an illusion, produced by the creature shall ever see
that this is the Water Temple. Since this fac­ (though disbelief has no effect). Vile Good cloaked by Fair Evil for eternity.
tion is now the strongest of the four, it is also This creature's body is the clear silvery
known as the Lesser Temple. substance in the pool; though it seems to be Will you answer, Answerer? Where is
Note that fire spells of any sort do not water, it is actually a highly corrosive acid. your power, pray?
function herein as long as the pool is alive A splash inflicts one point of damage, a With the whelp of Mitrik and there until
(see below). Furthermore, no magic, evil, dowsing 1-4 points, and immersion causes doomsday.
traps, et al. can be detected here; applicable 5-20 points per round. If the thing cannot
spells seem to work, but detect nothing. The convince the whole party to jump in, it uses 217. TRIANGULAR CHAMBER
only exception is detect lie (see below) . a suggestion (as the spell) each round on
individual victims. (Once per week the crea­ An owlbear is kept chained here to guard
This large room is fashioned of great ture can employ a limited wish to fulfill against unwelcome visitors - especially
blocks of polished serpentine, save the another creature's desire.) agents of the Fire Temple. As soon as any
domed ceiling of polished crystal - If a magic item enters the pool, it must be creature steps into the area, the owlbear
made to reflect everything in the room in saved for (vs. acid) or be destroyed; a new begins hissing, clacking its beak, and sound·
a distorted way, concentrating light saving throw must be made for each tum or ing its strange hooting roars. The noise
upon the center of the large oval pool of fraction thereof. The monster feeds on draws the keeper from area 218 to investi·
water in the center of the chamber. The energy (both of life and magic), and when it gate. The owlbear attacks fiercely, barring
whole place seems to be lit with a blue­ destroys a magic item, it gains any spell or any passage through its chamber, until slain
green light from this pool, and at the spell-like powers of the item! It can produce or forced back by its keeper. (This monster
same time the pool seems to absorb light, these effects only during the four rounds is not well-fed. )
capturing it in its heart. Pale green immediately after such an item's destruc­
flames come from eight bronze cressets, tion, but can do so in addition to its normal Owlbear: A C 5, M V 12 H D 5 + 2, h p 38,
n,

four on the east wall and four west; the suggestion attacks. #AT 3, D 1-6/1-6/2-12, SA "to hit" roll
flames shed light but not heat. Tapestries The thing has 100 hp, but cannot be dam­ of 18 or more on claw attack means hug
of vilest sort cover the east and west sec­ aged by blows or most spells. Only the fol­ for additional 2-16 damage; XP 529
tions of the north wall. The south wall lowing things can affect it:
shows a mosaic of some great ten-armed
This area was once of some importance,
octopoid monster, holding a sacrificial cone of cold Paralysis 2-5 rounds
for its walls are plastered and painted,
victim in each tentacle. The monster is holy water (1 vial) Damage, 1-4 points
and evidence of carpeting can be seen in
ice storm Paralysis 1-4 rounds

66

0 N Gi IT A L ADVE ITTV�S RE i IT CAR..Il ATE D • THE TEJb: PLE 0F E L E Jb: E ilTAL EVI L
r

barrel is found to contain drinkable wine. A also a gift from the Water Temple followers.
the comers, though such is now a ruin. sack of mouldering grain in the northeast (DM, be sure that you make saving throws
The floor is covered with litter, filth, comer also contains a hidden leather sack, for these items if Oohlgrist is attacked by
bones, and possibly much more. The with 48 pp, 84 gp, and 109 ep. magical means which could damage them. )
walls are dirty and stained, with great A potion of extra healing i s concealed i n a
chunks of plaster pulled off and gouge 219. ROOM OF BONES small leather pouch under the pile of old
marks everwhere else below ten foot cloth.
height. The room stinks. An eight-foot­ This is the quarters of a troll chief named If confronted by a party demonstrably
long chain is bolted to the center of the Oohlgrist, an honored guest of the two capable of killing him (and thus obviously a
floor. trolls nearby (in areas 203 and 218), who fair match for the various Temple factions),
serve opposing factions of the Temple. Each he tries to parley. (Of course he'd rather eat
A thorough search of the mess produces 3- seeks to win Oohlgrist's favor, for he can humans than talk with them, but. . . . ) Being
30 each of gp, ep, sp, and cp. bring a score or more of great trolls to align a tribal leader, Oohlgrist knows rudimen­
f
with the one preferred . This room was espe­ tary Common. His first offer is to spare the
218. ABANDONED SlDREROOM cially decorated for him, and he is brought characters' lives if they pay ransom of gems
choice victims for dinners. Though evil and or many precious coins. Failing that, he sim­
This room is the lair of the owlbear's cruel, Oohlgrist is wily and cunning. He has ply tells them to "go away, and Great Ugly
"keeper" (tormentor), a troll. It goes to area no intention of risking himself or his fol­ Troll Chief spare you"; he has other things
217 upon hearing noises of intruders, after lowers unnecessarily. He intends to milk the to do, and isn't hungry. If that ploy fails, he
first grabbing its 12 ' long fauchard-fork. If rivalry to the utmost, then joining neither offers his ruby necklace, and then his belt of
intruders are led by anyone wearing the side unless certain that those involved can emeralds (but never any of his magic items).
green robes of the Water Temple (or if the triumph without any great struggle involv­ Last, he volunteers (so to speak) to aid the
entire group is so garbed, of course), the ing him or his trolls. party in overcoming one of the Elemental
troll shoves the owlbear to the northwest Temples, and will settle for as little as one­
comer and allows passage - making sure, quarter of the loot gained thereby (but first
Something has taken considerable pains
afterwards, that they report to room 222, asks for half). Oohlgrist actually fights well
to decorate this disused storeroom. The
either accompanying or following them. If walls are covered with a plastering of if he perceives no treachery, and if the char­
intruders do not identify themselves, or if acters fight as well. If they try to betray him,
excrement and bones, to form both pat­
any wear robes of the Fire Temple, the troll or expect him to bear the brunt of the fight­
terns and shelf-like bone ledges. Skulls
looses the owlbear and attacks itself, using ing, he immediately switches sides. Oohl­
leer from these shelves - human,
the pole arm at long range (and gaining a grist will not cooperate for any extended
humanoid, dwarven, and various sorts
+ 2 Strength bonus to damage, included of other creatures as well. The floor is a period of time. If the characters are weak­
below) but shifting to the usual claw-claw­ ened, he turns on them.
conglomerate of bones and ordure. A
bite routine for closer melee if necessary.
large armchair and crude table of sorts,
This troll is on fairly good terms with its 220. SIDE ROOM
each fashioned from bones, stand in the
counterpart in area 203, as well as with its
northwest comer. In the southeast cor­
fellows in area 219. Four bugbear guards are stationed here, in
ner is a heap of torn cloth, leather scraps,
bits of tapestries, and pieces of rugs. service to the Water Temple. If they hear
Troll: AC 4, MV 12 ", HD 6 + 6, hp 40, #AT fighting in the area, they rush out to see
Suddenly the pile moves, and something
3, D 5-8/5-8/2-12, SA fauchard-fork what's happening, arriving in only 1 round.
rises - a huge troll!
(range 12 ' , D 3-10), SD regenerates (3 hp Each wears a green vest-like shirt over
per round starting 3 rounds after being armor. Each carries 3-12 gp, 3-12 ep, 3-12
Troll chief: AC 2, MV 9 ", HD 6 + 6, hp 50,
damaged); XP 845 sp, and 3-12 cp.
#AT 3, D 6-9/6-9/4-14, SA attacks as if
10 HD, SD regenerates (3 hp per round
starting 3 rounds after being damaged), Bugbears (4) : AC 5, MV 9 ", HD 3 + 1, hp
This 20 ' x 30 ' chamber is a mess in every wears ring of fire resistance; XP 1050 17, 14, 13, 11, #AT 1, D 1-8 (military
respect. It reeks of troll, is covered with fork), SA surprise on 1-3; XP 203, 191,
dirt and rubbish, and is littered with bits Oohlgrist wears bone armor (worth a gem 187, 179
of decaying meat and many bones, in trade with a troll or ogre) for a -2 AC
strewn haphazardly about the place. bonus (included above). He also wears a This small room was evidently meant for
Some shelves remain on the walls, and a ring of fire resistance on the little finger of minor functionaries of the Water Temple,
few boxes, crates, barrels, and bales are his left hand, a necklace of gold with four for shreds of green draperies still hang
intact, still standing along the walls small rubies given to him by the priests of from the walls, and part of a dirty green
where they were placed - who knows the Fire Temple (jewelry value 4,750 gp), carpet remains in the southwest corner.
how many years ago! There is nothing of and a jeweled belt given him by the priests Four heaps of material, evidently used as
value in the place. of the Water Temple (silver with four nice sleeping mats, are evenly spaced on the
emeralds, jewelry value 5,250 gp). In a floor. A long bench stands by the east
If the intact containers are searched, one pouch at his belt is a necklace of adaptation,

67

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_________ .;
....�-- ------...;-- ;_ ----------------------------'
trolls (203 and 218-219), and plan to defect tie axe), SA 2 spears each (D 1-6, ranges
wall, under which is a small keg. A large en masse to the Air Temple if the Water Tem­ 1 •12 • /3 "), surprise on 1-3; XP 211, 199,
barrel stands near the north door, with a ple should win the service of the troll chief­ 191, 187, 187, 183
lumpy sack nearby. Several green cloaks tain. If he sees a party in the company of a
hang from wall pegs. troll, he executes his defection plan. (Natu­ Old wall hangings of gray, ivory, and
rally, the whole thing is encouraged by white cover the north and south walls.
The small keg contains wine of average Kelno - area 225 - who is promising more The east and west walls are plastered and
quality; the large barrel holds water. The pay, more food, and less work.) painted with murals showing the evil of
sack contains some bad-smelling meat, a If adventurers attempt to parley with the Elemental Air. The four torch brackets
large wheel of cheese, and several loaves of bugbears, the chieftain will most certainly are empty. A small barrel is near the east
coarse black bread . Under one of the cloaks defect from the Water Temple forces if door, and a large cask by the west.
hangs a battle axe. offered sufficient reward - coins, coins,
other treasure, spared lives. . . . All of the The small barrel contains beer, the larger,
221. INNER CHAMBER bugbears know of the secret door in the pas­ water. In the lining of one of the upholstered
The overseer of the guards of the Water sage to the west, and reveals it if given suf­ chairs is a ring, lost there long ago (jewelry
Temple is an ogre, who lives here. He is lazy ficient reason to do so. value 700 gp).
and rather stupid, and comes only if sum­
moned; but due to his horrible temper, the Bugbear guards (4): AC S, MV 9 ", HD 3 + 1, 224. ROOM 20' x 20 '
bugbears hate to summon him. He wears a hp 18, 15, 13, 9, #AT 1, D 2-8 (glaive­
guisarme), SA surprise on 1-3; XP 207, Four bugbears, the personal guards of the
cleric Kelno (area 225), are on duty here. Each
padded jack sewn with seashells, and uses a
green drape as a cape. He wears his hair in a 195, 187, 171
wears a scale mail jack, gray kilt and cape,
topnot held in place by three silver pins, Bugbear chieftain: AC 4, MV 9 ", HD 4, hp and has 1-6 pp, 1-6 gp, 1-6 ep, and 1-6 sp. Each
each set a with pearl (each worth 110 gp). 25, #AT 1, D 2-8 (morning star), SA + 1 is armed with bardiche and mace, the latter to
bonus "to hit" and damage, surprise on be hurled at foes before melee. They are
Ogre: AC 3, MV 9 ", HD 4 + 1 , hp 29, #AT 1-3; XP 235 accompanied by two gnolls who also wear
1, D 9-18 (3d4 + 6, with huge trident); XP
gray kilts and capes, but over chain mail
235 222a. STAIRWAY jacks. These creatures are tolerated well due to
An unlocked normal door here leads to a small (a) Kelno's demand that they be accepted, (b)
This room is much like the one to the their own toughness, and (c) their fast and
landing, from which descends a dusty stairway
south. A pair of beds are shoved accurate use of longbows. Each has 18 arrows
leading directly to area 3U (Dungeon Level
together, with a heavy chest beside them.
Three) , a dangerous area. Review that area and a longbow, to be used while trying to
avoid close combat. Each carries 3-U gp, 3-U
A large table and chair are the only other
description before you continue.
furnishings. Three barrels stand along ep, and 3-U sp.
the south wall.
223. JUMBLED ROOM
Bugbears (4): AC 4, MV 9 ", HD 3 + 1, hp 20,
17, 15, 11, #AT 1, D 2-8 (bardiche), SA 1
This 20' x 30' chamber contains many odds
The chest is secured with a large padlock,
which can be broken by four blows from a
and ends of furniture - three wooden
mace each for hurling (D 2-7, range o•11 •1
mace or hammer. Inside are various items of 2 "), surprise on 1-3; XP 215, 203, 195, 179
apparel, a brass candlestick (worth 1 ep), a chairs, two armchairs, a large table, two
rusted saw, 419 cp, 282 sp, 23 ep, 133 gp, small tables, a desk, three couches, a cot, Gnolls (2) : AC 4, MV 9 ", HD 2, hp 16, 14,
and countless cushions and pillows. #AT 1 or 2, D 1-8 (battle axe) or 1-6/1-6
and 4pp.
(longbow); XP 68, 64
222. ROOM, 20' x 20' Six bugbears herein have accumulated these
"treasures" . If attacked, they tip over the tables This plastered, painted chamber was
Four bugbears are quartered here, as part of to form a barricade, gaining a -2 AC bonus vs. probably one of the many guest rooms of
the guard of the Water Temple. They cannot missiles or -1 AC bonus in melee. Each is clad in the Temple. It now holds a cot, two
hear fighting elsewhere, and must be sum­ gray kilt and cloak, the latter with a large black sofas, some cushions, a small table, and
moned to leave this area. Each wears a square sewn upon it to indicate the personal ret­ a battered cabinet. The carpeting on the
sleeveless overshirt of green and carries 4-16 inue of the Air Temple. Each has a pair of spears floor is of a gray hue, indicating connec­
cp, 4-16 ep, and 4-16 gp. Their chieftain is to throw before melee; each carries 1-4 pp and tion to the Air Temple.
quartered in the small room (10 ' square) 2-8 gp. If attacked from the west, they alert the
immediately to the north, and carries 6 ep, occupants of area 224. They will readily receive Inside the cabinet are some old clothes, five
16 gp, 10 pp, and 4 hematites worth 10 gp the bugbears from the Water Temple, of course, wax candles, a quart of honey, and a hand
each. if these cowards indicate their willingness to axe. The small room to the south, quarters
The bugbear chieftain is secretly treating switch sides. of the gnolls, has nothing in it but two piles
with the bugbears who serve the Air Temple
of old tapestries and rags (bedding) and four
(those in areas 223-226) because he and his Bugbears (6): AC 5, MV 9 ", HD 3 + 1, hp spears standing in a far corner.
fellows know of the offer regarding the 19, 16, 14, 13, 13, 12, #AT 1, D 1-8 (bat-

68

0 Rj G i il A L ADVEil'fV�S RE i il CAR_Il A'fE D • TH E TEJh PLE 0 F E L E Jh E llTAL EVI L


225. GRIM CHAMBER worked with crystal beads and jet to form
black squares with shining centers. This is and food scraps. Four barrels stand
This is the residence of Kelno, the only the ceremonial robe of the high cleric of the along the south wall. Some large black­
cleric of the Air Temple-his apprentices Air Temple, worth 1,500 gp . ish sausages are strung over the ceiling
having been slain by rival factions. He is bit­ A drapery conceals the exit t o the east. In arches. Heaps of old rags and skins are
ter and full of great hatred for both the Fire that passage is a flowing fountain, set into piled helter-skelter in all the comers; this
and Water Temples. Kelno bargains with the wall, and the passage beyond is piled place is apparently used as a camp as
anyone if he sees profit for himself and harm with arms and armor: well as a mess hall.
to these rivals. He has spent all his funds on The pantry area to the northeast like­
hiring and bribing bugbears, for he hopes to 1 1 suits of armor (bugbear size, wise shows evidence of use. The shelves
amass a sufficient force to tum the tables on worth 50 gp each to bugbears) are filled with unappetizing foodstuffs,
the other Temples. 4 battle axes plus sacks of millet, beets, and meal.
Kelno wears chain mail + 1 and a cloak of 2 fauchard-forks
protection + 1 (which affects only his sav­ 4 glaive-guisarmes Two barrels contain water, one beer, and
ing throws, when worn with magical 7 maces (heavy) one wine. No treasure is here other than that
armor), and wields a mace + 1. Though he 8 morning stars carried by the inhabitants.
carries a dagger of venom with one dose of 5 quivers (20 arrows each)
virulent poison (-2 penalty to victim's sav­ 16 spears (heavy) 227. HALL OF TRIUMPHAL EVIL
ing throw), he is saving it for either Alrrem 1 sword, bastard
(room 205c) or Belsomig (room 215). His
This huge, echoing hall was evidently
Strength is 15 ( + 1 damage bonus) and Dex­ Near this pile is a locked chest, trapped
once the scene of great revels celebrating
terity 17 (-3 AC bonus). (All bonuses are with a poison needle. Inside are only 11 gp,
the triumphs of the Temple. The floor of
included in the following statistics. ) If hard 28 ep, and 176 sp.
the place is littered with skeletons,
pressed, he uses his darkness 15 ' radius
skulls, and bones of humans and various
, spell to escape into the concealed passage to 226. KITCHEN
humanoids. Here and there are parts of
I the east (area 209a), trying to reach corridor
209. If enemies are in pursuit, he flees down Six bugbears are staying here, new recruits
broken chairs, stools, tables, benches,

of the Air Temple. Kelno (225) has them stay
sideboards, buffets, cabinets, and cases.
the staircase to the lower dungeon level, for
Much of the wreckage has probably been
he knows portions of that area fairly well. here in the kitchen where he feeds his troops,
carted off for firewood. Tapestries and
and harrangues them about overthrowing the
trophies still remain on the walls in
Kelno the Prefect : AC 1 (chain mail + 1), enemies of Elemental Air Evil so his rivals
spots. The former show scenes of raid­
MV 12 w, Level 5 Cleric, hp 32, #AT 1 , D won't learn about his added forces. If sum­
4-9 (mace + 1), SA spells, SD cloak + l;
ing, looting, pillate, and rapine; trophies
moned, the bugbears gladly fight with their
include mummified heads, torn battle
XP 520 fellows against any opponents. Each has been
standards, hides and skins, battered
First level: command, cure light wounds, given a gray cloak and 20 gp; each also has 1-6
protection from good, purify food & ep, 1-6 sp, and 1-6 cp.
shields, sundered armor, and a broken
broadsword. Dozens of empty cressets
drink, sanctuary Here also are four goblins, kept as ser­
and sconces line the walls. The broad
Second level : holdperson, know alignment, vants. They are quasi-slaves, though their
resist fire (x2), silence 15 ' radius masters have promised them a small share
steps in the middle of the north wall are
of dull black stone, and the descending
Third level: cause blindness of the expected spoils, good fun torturing
stair seems most depressing and
prisoners, and even a place in the fighting
horrible-though passable.
The entire room is gray-carpeting, forces of the Air Temple. Each goblin has
plaster, wall hangings, furnishings, only 2-5 cp.
Nothing here has any notable value. The
etc.-and spartan. Lamps of grayish
runes of the permanent antipathy effect
metal on a small table and a wall shelf Bugbears (6): AC 5, MV 9 #, HD 3 + 1, hp
(found on the main Temple entrance, area
dimly light the room; a pair of uphol­ 17, 14, 13, 13, 11, 10, #AT 1 , D 1-8 (bat­
210, et al.) are here scribed on the steps, 20
stered chairs are by the table. On the tle axe), SA surprise on 1-3; XP 203, 191,
feet from the corridor. No creature of evil
table are some pewter dishes and a plain 187, 187, 179, 175
alignment can even enter this stairway; no
crock half-filled with mead. The shelves
one having failed a previous saving throw
hold some foodstuffs, a few scrolls and Goblins (4): AC 6, MV 6 #, HD 1-1, hp 6, 5,
against this effect can descend the stair more
books, and several human and demi­ 4, 3, #AT 1, D 1-6 (shortsword); XP 16,
than ten feet. Anyone succeeding at all pre­
human skulls. A narrow bed is in the 15, 14, 13
vious saving throws against like dweomers
northeast comer, with a small stand
must again save here (and again with a -2
beside it. This place is dirty and full of litter, but
penalty) or be blocked. Furthermore, the
r has been used of late. Ashes are in both
same effect is placed on a pair of huge
The scrolls and books are of no value. fireplaces on the west wall. The long
bronze doors at the base of this staircase
The wardrobe holds worthless garments trestles which run down the center of the
(area 340), which are triple-chained and
and a cassock of silver cloth, the latter room are filled with earthenware dishes
triple-barred with cold iron.

.J 69

0 Rj G i ilAL ADVEilTVRJ:S RE i il C AR__Il ATED • THE TE Jll PLE 0 F ELE Jll E ilTAL EVI L
227a. STAIRWAY and the pot, some sort of gruel of grain and veg­ taking several gems and deserting, and so
etables. One skin in the ogre's bed-pile is a giant has been beaten and imprisoned to await
The normal door on the south wall of the weasel pelt, worn and tom, worth 1,200 gp. sacrifice. He gladly joins adventurers in any
corridor bounding area 228 leads to a small Each cell is about eight feet square; see endeavors that allow him to kill servants of
dusty alcove, to the west of which descends below for prisoner descriptions (cells 228a the Fire Temple and bring him loot. The
a 10' wide stairway leading to area 328a and 228b). The prisoners of the Water Tem­ other two prisoners are merchants (Level 0
(Dungeon Level Three). ple are planned for sacrifices to conjure up a non-combatants) from the Nulb area.
major demon, with which they may over­
228. PRISON ROOM come all of the other Elemental Temples Brigand: AC 10, MV 12 ", Fighter 2, hp 15
once and for all. The prisoners of the Fire S 12 I 13 W 12 D 14 Co 16 Ch 10
The gaoler, an ogre, is dozing on his bedding Temple are slated for death to gain the pro­
in the southeast comer of this area. He needs tection of a powerful efreeti, who may aid 229. SlORAGE CHAMBER
one round to awaken and rise for a fight. His them against the Water Temple. Both groups
assistant, a bugbear, is sitting at a table along will be very displeased (to say the least) if This place is filled with broken contain­
the diagonal wall (to the northeast), drinking their captive sacrifices are freed. ers of all sorts. The littered mess on the
beer to wash down his recent repast. floor shows that there has been some
Neither of these humanoids is aligned 228a. CELL Of THE WATER TEMPLE fairly recent traffic, probably to carry off
with any Elemental Temple; their orders any remaining foodstuffs.
come "from below", and are delivered by an This cell holds four elves. If freed, they
ettin. The leaders of the various Temples ask to be shown the route out so they can
know this and are afraid to violate the neu­ immediately return to their homeland, but 230. GARBAGE ROOM
trality of the place. Each Elemental Temple express great gratitude and promise rewards
has a cell here to hold prisoners; that of the for their rescuers . Two elves are normal, but This plastered and painted chamber,
Earth (southwest) and Air (northwest) are two are Noble-Countess Trillahi of Celene probably a secluded place for relaxation
empty. The cells of the Water Temple (A) and her consort, Sir Juffer. when the Temple was in its heyday, is
and Fire Temple (B) hold prisoners. now filled with rubbish. The room is a
The bugbear wears a chain mail shirt, and Elves, normal (2): AC 9, MV 12 *, HD 1 + 1, heap of rotting, stinking garbage, offal,
has a purse with 3 pp, 4 gp, and 18 sp. A hp 7, 6, no weapons; Dexterity 15 each; dung, and who knows what else; bones
"large dagger" at his belt is a shortsword XP 21, 20 and skulls are visible here and there. Part
+ 1, but he uses a flail in combat. The ogre of a bronze-bound coffer of some sort
Countess Tillahi of Celene: AC 6, MV 12 ",
is unarmored and uses a club (gaining a + 6 can be seen near the middle of a large pile
Level 5/4 Fighter/Magic-User, hp 22, no
damage bonus, due to Strength). He carries of refuse in the center of the room.
current weapons or spells, Dexterity 18;
39 gp and 28 ep in his purse, along with the
XP 651
keys to the cells. An otyugh lurks here, because the eating
Sir Juffer: AC 8, MV 12 *, Level 4/4 Cleric/ is good (with occasional fresh appetizers,
Bugbear: AC 3, MV 9 *, HD 3 + l, hp 20, Ranger, hp 28, no current weapons, no when wandering creatures become too curi­
#AT 1, D 2-7 (flail), SA surprise on 1-3; spells castable (due to curse upon him), ous). It awaits at the center of the large cen­
XP 215 Dexterity 16; XP 468 tral pile, and attacks if anyone goes beyond
four feet of the entrance.
Ogre: AC 4, MV 9 *, HD 4 + 1, hp 19, #AT Rescuers are asked for their names and
1, D 7-12 (club); XP 185 places of residence; each will receive 100 pp Otyugh: AC 3, MV 6 n, HD 6, hp 32, #AT 3,
5-8 weeks later (XP given at that time). In D 1-8/1-8/2-5, SA disease, SD never sur­
An outsided table and two matching addition, the leader of the rescuing party prised; XP 956
chairs stand in the northeast, along the will receive a suit of human-sized elfin
diagonal wall. A cask and several leather chainmail (XP 200), and the most gallant The bugbears to the north (area 231-233)
jacks are on the table, amongst small party member will be sent a ring crafted of know of this monster and avoid it, having
hunks of cheese and dried meat; some unicorn horn and enchanted with perma­ already lost one of their number to its appe­
food scraps have fallen to the floor. nent sympathy, affecting unicorns only (XP tite. Being a good garbage disposal as well,
Nearby is a barrel and a huge pot. Brack­ value 500). If the wearer becomes evil or they do not wish to kill it.
ets and torches line the walls, but only 3 purposely harms any unicorn, the ring The coffer contains a scroll of seven
contain torches, none lit. A great pile of drops off unnoticed and is forever lost. All magic-user spells: friends, magic missile,
hides and skins is in the southeast gifts are directed to individuals, and cannot knock, mirror image, web, slow, rary's
comer-a bed of sorts. be redistributed. mnemonic enhancer. Under the central
Four bronze-bound oaken doors, each "nest" of the otyugh is a gold platter (worth
with a heavy bar, padlock, and small 228b. CELL Of THE FIRE TEMPLE 300 gp), 10-40 of each coin type (cp, sp, ep,
barred port, mark the cells. gp, pp), and a platinum bracelet (worth
This cell holds three human males. One is 1,000 gp) set with four opals (each worth
The cask contains beer; the barrel. water, a brigand (HD 2, AL N) who was caught 1,000 gp).

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231. ROOM OF THE ELEMENTS
This 30 ' x 40' room was once quite splen­ This 20 ' square room shows signs of
Four bugbears are on guard here. At the did, if its wall hangings, carpet remnants, having been the sleeping chamber of
time of the party's approach, one may (60% and battered furnishings are any gauge. some personage of importance. The
chance) be watching through a small port in Cressets and sconces of bronze line the walls are plastered and bear murals,
the north door. Assuming that the party is walls. Four small tables, six chairs, two albeit the plaster is now broken and
approaching by way of the outer corridor, couches, and two sideboards are here, as stained and most of the painting is
the bugbears then cannot be surprised; if the well as several boxes and chests. A large ruined. Rugs are still on the floor, and a
party continues west, the guards alert those iron pot hangs from a bronze chain in the huge bed stands in the southwest corner.
in area 232. Each bugbear wears black middle of the room (suspended from the Another heap of bedding and pillows
armor, indicating that they are in service to place some filagreed lamp once hung) over occupies the northwest comer. A cabinet
the overall Temple (aloof from the individ­ a charcoal fire in a bronze bowl, its original stands beside the bed, along with a small
ual Elemental factions and, therefore, the purpose unknown. table, a large wardrobe, and a brazier.
other bugbears in this dungeon level). Each Two lamps hang from ceiling chains, and
carries a spear, to be hurled before melee, The boxes and chests hold only old cloth­ four sconces adorn the walls.
and each has 2-12 gp, 2-12 ep, and 2-12 sp. ing, food, and junk. The iron pot contains a
stew of questionable composition. The wardrobe is stuffed with old cloth­
Bugbears (4): AC 5, MV 9 n, HD 3 + 1, hp The door to the south leads into a 10' x ing, some tapestries (one of which is worth
13, 12, 11, 11, #AT 1, D 1-8 (battle axe), 20 ' room which is filled with various poor 350 gp), a sack of food, 5 bottles of wine,
SA 1 spear each (D 1-6, ranges l "1z nI but edible foodstuffs, some meats and and miscellaneous junk.
3 n) , surprise on 1-3; XP 187, 183, 179, cheeses, and barrels of grain, flour, biscuits,
179 beer, vinegar, wine, and salt. 234. S10RAGE CHAMBER

The walls of this small room are covered 233. SIDE CHAMBER A su-monster lairs here, living amidst the
with scenes showing all four principles of stone flying buttresses supporting the roof
Elemental Evil in their most horrible and The leader of the bugbears and his lieu­ of this large room. It is near the south end,
disgusting forms. Some battered and tenant occupy this room with three females and swings down to attack anyone who
tom furnishings also indicate that this (who are comely, as bugbears go- though comes within ten feet of the south wall. It is
place was probably once a sitting room they do not go far in that direction). All are a huge old male which recently migrated to
or lounge for some high Temple official. clad in black. The leader and lieutenant are this level from that below, having escaped
The wall sconces are of bronze, as is the unusually strong, gaining damage bonuses its captors who kept it chained as a guard
wall basin set in a hemispherical alcove of + 2 and + 1 (respectively) with any held beast. Its last kill was a goblin, before that a
in the east wall. A small table, two or hurled weapon; each carries a spear in bugbear, and its first was a half-ore; only
chairs, a couch, and a broken cabinet are battle, to be hurled before engaging with their unbroken skulls remain to tell the tale.
also in the room. other weapons. The females are aggressive, The su-monster has gone hungry for some
and fight with the males. time now, as the Temple servants enter in
The largest male wears a gold chain from groups and with their weapons pointed
232. SALON
which depends a golden skull emblem (jew­ upwards. The creature has no treasure.
elry value 175 gp), and carries a pouch con­
Seven bugbears, males in service to the
taining 23 gp, 15 pp, and 6 bits of turquoise Su-monster: AC 6, MV 9 ", HD 5 + 5, hp 41,
overall Temple (and thus clad in black) are
(each worth 10 gp). The lieutenant carries 3 #AT 5, D 1-4 (x4)/2-8, SA psionics; XP 471
quartered here. With them are six females,
pp, 14 gp, 5 ep, and 19 sp. Each female has
who do not fight unless the males are obvi­
1-6 gp, 1-6 ep, 1-6 sp, and 1-6 cp, and the This oddly shaped chamber is crammed
ously in trouble. All 13 bugbears will lay an
largest also wears a silver earring with a with containers of all sorts-large clay
ambush if alerted by the guards in area 231,
mounted jasper gem (worth 100 gp). jars, boxes, barrels, crates, chests, sacks,
and will summon those in 233 to help.
casks, bales, bags, hampers, and others.
Bugbear leader: AC 3, MV 9 ", HD 4, hp 30, Some are obviously broken or empty,
Bugbears (7 male): AC 5, MV 9 ", HD 3 + 1,
#AT 1, D 4-10 (bastard sword), SA hurl but many seem full. Bales contain black
hp 19, 16, 15, 15, 13, 12, 9, #AT l, D 2-7
spear (D 1-6, ranges 1 "12 n13 "), surprise cloth and some finished garments
(flail), SA surprise on 1-3; XP 211, 199,
on 1-3; XP 255 (cloaks, capes, kilts, etc . ) . Scores of
195, 195, 187, 183, 171
arrows, quarrels, javelins, spears, and
Bugbear lieutenant : AC 4, MV 9 ", HD 4, hp several dozen hand weapons are in the
Bugbears (6 female): AC 6, MV 9 ", HD 2,
25, #AT 1, D 3-9 (bardiche), SA hurl 10' x 30 ' alcove to the northeast. At the
hp 13, 10, 9, 8, 8, 8, #AT 1, D 2-8 (morn­
spear, surprise on 1-3; XP 235 south end of the place are boxes and sev­
ing star); XP 70, 64, 62, 60 (�3)
eral huge pottery jars, but near them are
Bugbear females (3): AC 5, MV 9 ", HD 2 + 1, three humanoid skulls and a few bones.
Each male has 2-12 gp, 2-12 ep, and 2-12
hp 15, 13, 12, #AT 1, D 1-8 (battle axe), SA
sp. Each female has 1-6 ep and 2-12 sp.
surprise on 1-3; XP 125, 119, 115

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The alcove contains nothing magical. The Nothing here is hidden or of value. The wood is fairly new, and this place is
many containers hold basic foodstuffs­ in regular use. The sacks are filled with
meal, grain, flour, salt, dried and salted 238. PADLOCKED DOOR charcoal.
meats, sausages, cheese, biscuits, nuts,
dried fruit, wine, ale, beer, and others. This heavy oaken door is secured by a 240. JUNK ROOM
large padlock, apparently used with
235. ROOM, 20' x 20' some frequency as it seems well-oiled. Entry into this room is seen by a guard in
area 241 (q. v.), who is watching through a
The door to this chamber is broken, sun­ The lock can be picked or broken open, slight tear in the hanging on the south wall.
dered from its hinges and lying in pieces the latter requiring 30 points of damage.
on the floor. The room beyond is a This place is filled with old furniture,
shambles-several parts of skeletons, The room is 20 ' square. Several large mostly wardrobes, cabinets, armoires,
broken furniture, and charred cloth and hampers stand along the south wall. and chests. Two chairs, a stool, a small
wood . Shredded wall coverings also Propped along the other walls and scat­ table, and a couch are in the southeast
show signs of fire. tered around the floor are eight shields comer. A shabby carpet is on the floor,
and many human-sized suits of armor- and various types of hangings adorn the
Nothing here is hidden or of value. 3 plate, 2 banded, 1 splinted, 6 chain, 3 walls. The place is a hodgepodge of junk,
scale, and 1 of ring mail. obviously altered since the overthrow of
236. CISTERN CHAMBER the Temple.
Nothing here is magical. All the items
This oddly shaped chamber is bisected herein have been taken from various intruders Examination of the various chests, ward­
by a curving wall of well-dressed, mor­ and dungeon adventurers; some pieces are robes, etc. reveals all sorts of clothing­
tared stones. The wall is about four feet found to bear familiar smithy marks, personal merchants' garments, laborers' clothing,
tall, and to the south side of it is water, identification labels (of victims now deceased farmers' and seafarers' garb, scribes' robes,
high enough to almost flow over the top. and missing from their abodes in towns near womens' apparel, and even beggars' ragged
Water trickles in from several places and far), and other signs of previous care. All wear; hats, cloaks, capes, robes, sandals,
along the east, south, and west walls; items are in fair to good condition. In the ham­ boots, shoes, and others. It seems as if some
overflow gravitates to floor drains even pers are the following: madman has made an effort to collect cloth­
as you watch. 1 suit chain mail armor, halfling­ ing of all sorts and types, from the poorest
sized (worth 60 gp) sort to the finery of a noble or court fop. If
Careful examination of the walls and 1 suit plate mail armor, dwarf-sized care is taken in sorting, adventurers can fill
floor within the cistern discovers that the (worth 350 gp) three large sacks with good garments, worth
stones are covered with some form of algae, 8 backpacks (leather) 500 gp per sack. A full tum of sorting is
apparently quite slimy and presumably slip­ 14 holy water vials, full needed to fill each sack.
pery. The floor of the cistern immediately 2 lanterns, bullseye
south of the retaining wall is four feet lower 3 lanterns, hooded 241. SIDE CHAMBER
than that in the room, and slopes down to 1 set lockpicks
the south about two feet for every five; 2 mallets (wood) A slightly torn hanging on the south wall
thus, at the far south end, the cistern is 2 mapcases (leather) of area 240 conceals a door, which is pierced
about 15 feet deep. The overflow drains 1 mirror, silver by a small window closed with an iron shut­
carry the water to the dungeon level below. 4 mirrors, steel ter. The door has no handle on the north
Anyone trying to stand on the slippery 17 parchment sheets side, and is barred from the south. Behind
cistern floor slips on the slimy growth (no 6 pouches, small this door, watching the junk room from his
saving throw) and slides to the lowest part 5 pouches, large position on a stool, is a guard. While
of the cistern, drowning in 3-5 rounds unless 4 ropes (each a 50 ' coil) observing the junk room through a tear in
rescued or light enough to float. In that 5 sacks, small the hanging, he keeps a firm grip on a piece
deepest portion is a large round slime­ 2 sacks, large of twine, strung between his position and
covered object, which is a shield + 2. 52 spikes (iron) that of two other guards currently resting in
6 tinderboxes the inner chamber (to the immediate west,
237. S10RAGE CHAMBER 1 0 ' x 20 ' ) . The 10 ' square cubicle of the
239. S10REROOM watcher's position is separated from the
inner chamber by a large heavy drape.
This place evidently once held many
If the watcher sees intruders, he pulls the
sorts of supplies; much of the foodstuffs This large chamber is evidently used for
twine, which causes a billet of wood to
are now scattered and ruined, rotting on storing wood and lumber. Stacks of fire­
thump and alert them, its noise dampened
the floor. Broken containers are tossed wood stand near the entrance, planks
by the drape between the areas. If anyone
about, mixed with many bones. and beams at the west end. Just inside the
approaches the concealed entrance, the
entry are several large lumpy sacks.
guard fires a light crossbow through the

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window (gaining a + 4 bonus to hit), slams sword); XP 17, 15, 15, 14 escape if defeat seems imminent. However,
the shutter closed, and retreats to the inner Lieutenant Brunk, a half-ore, hates Feldrin
Leader: AC 2 (chain mail), MV 9 *, Level 3
room. All three guards then prepare to fire and desires his command. If the commander
Fighter, hp 19, #AT 1, D 3-9 (bastard
crossbows at intruders breaking through the is imperiled, Brunk does not aid him, and
sword); XP 92
concealed door-but only after alerting the may actually assist in his demise if this can
other guards in area 242. A knock spell be accomplished without revealing his acts
opens the bar and the door easily, but the This passage is lined with double bunks, to the troops.
portal otherwise takes SO points of damage ten in all. Each has a straw mattress, and
before collapsing. two small boxes are tucked underneath, Bandits (4 at table): AC 4 (chain & shield),
Each guard wears chain mail armor and head and foo t . Three torches are MV 9 ", Level O, hp6, 4, 4, 4, #AT l, D l-8
shield, and carries a longsword as well as a mounted in wall sconces, but only one, (longsword); XP 16, 14 (x3)
light crossbow with 30 bolts. Each has 2-8 on the south wall, is lit.
gp. If captured and questioned, the guards A not-very-secret door is in the west Bandits (2 at doors): AC 6 (scale mail),
MV 9 ", Level 0, hp 6, 5, #AT 1, D 1-10
admit to being part of a raiding force which wall at the bend in the corridor. Above
it, positioned horizontally, is a large (halberd); XP 16, 15
scouts for the Temple and generally supplies
it, brings captives, and recruits others (both beam, studded with sharp spikes. It Bandits (2 on stools): AC 8 (leather armor),
human and humanoid) to serve. seems to be fastened to a hinge at the MV 12 N, Level 0, hp 7, 4, D 1-6
west end, and supported by a cord at the (shortsword) or 2-5 (light crossbow);
Guards (3): AC 4 (chain & shield), MV 9 N, east, which connects to a fastening on XP 16, 15
Level 0, hp 6, 5, 4, #AT 1, D 1-8 (long­ the door. None of the bunks block the
door or stand below the beam. Serjeants (2 on beds): AC 4 (chain & shield),
sword) or 2-5 (light crossbow), XP 20,
MV 9 ", Level 2 Fighter, hp 15, 12, #AT 1 ,
19, 18
Many small but worthless items, such as D 1-8 (longsword); X P 2 1 , 18
The guardpost contains only a stool. In clothing, footwear, sacks, rope, et al. are
under the bunks and in the boxes, but no Under duress, the serjeants admit that
the area west of the drape are two chairs and
treasure is here. The south torch is the one their masters often use disguises to spy in
a table, a barrel with 48 extra crossbow
which, if pulled down, opens a three-foot­ Nulb, Hommlet, and other towns.
bolts, and a cask of water. Two torches burn
in wall sconces, and a hooded lantern on the wide, four-foot-tall secret door leading to
table is lit. Beside the lantern are three mugs area 243. This 20 ' x 30 ' room is lit by four
and a jug of wine. The spiked beam is a trap on the secret torches in wall sconces. This place con­
door leading to area 245 (q. v.). An attempt tains a pair of beds, a trestle table, two
242. CROOKED CORRIDOR to disconnect (remove) it, if unsuccessful, benches, two chairs, a writing table, a
inflicts 2-12 points of damage to the person wardrobe, and four stools. At the foot of
This area is a cramped barracks for 20 making the attempt, as the beam swings each bed is a large chest. A small fire
guards, quarters of those in area 241 . Four down and smashes the secret door open burns in the fireplace in the south wall,
are herein, with their leader, a swordsman with a crash. over which part of a sheep is cooking on
(Level 3 Fighter); the others are out on a a spit. A flowing water fountain in the
raiding expedition. All are clad in black. 243. ROOM, 20' x 30' east wall spills into a basin below it.
Each guardsman carries 2-8 gp; the leader Rush mats cover the floor, and a few rag­
wears a gold chain (worth 150 gp) set with a Eight bandits (Level O) are here with two ged tapestries adorn the walls. Two small
large jet gem (worth 100 gp), and carries 27 serjeants (Level 2 Fighters) . Their leaders are kegs (of beer, by their aroma) are on the
gp in a belt pouch. in the small adjacent rooms (A and B). Four table; numerous drinking vessels and
If combat goes badly, the leader pulls a bandits in chain mail are seated at a central dishes are on wall shelves.
torch on the south wall (which opens a trestle table, drinking beer, their shields set
secret door to area 243) and get help from beside them. Two others in scale mail are
243a. COMMANDER'S QUARTERS
the bandits therein while stepping out of the lounging by the west doors, and two more
fray himself. As he is rather arrogant, feel­ in simple leather are seated on stools by the
Commander Feldrin, a sharper (Level 7
ing his abilities to be equal to nearly any fireplace in the south wall, cradling their
thief), lives here. Horned red skulls are
test, he does not get the bandits unless trusty crossbows. (They can fire quickly at
worked on the chest and back of his cloak of
protection + 2 and leather armor + 1, and
invaders are obviously winning. intruders. ) The serjeants are at ease on their
The guards and their leader all wear chain beds in the south corners of the room.
he wears a similar symbol on a silver neck
mail armor and carry shields. The leader Each crossbowman has a case of 20 bolts.
chain (worth 30 gp). His belt pouch is a
gains a -3 AC bonus due to his 17 Dexterity, All the bandits wear black, and each carries
small bag of holding (1,000 gp capacity)
and a + 1 damage bonus (Strength 15), but 2-8 gp. Each serjeant carries 21-30 gp.
containing 2-12 of each coin type.
does not normally use a shield. Noise of attack most certainly rouses the
Feldrin: AC 1 (leather + 1), MV 12", Level 7
leaders from their private rooms. Com­
Guards (4) : AC 4 (chain & shield), MV 9 ", mander Feldrin (see room 243a) fights along
Thief, hp 33; XP 989; S 15 I 13 W 9 D 18
Level 0, hp 7, 5, S, 4, #AT 1, D 1-8 (long- with his troops as long as they seem to have
Co 15 Ch 17; #AT 1, D 4-10 (broadsword
a good chance of winning, but tries to
+ 2)

73

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If captured, Feldrin does not speak unless tries to use his darts (fire rate 3 per round,
forced, but he might tell of the Greater Temple with + 1 "to hit" bonus due to 16 Dexterity) well-appointed place for important Temple
two levels below and the fearsome things before engaging, and of course uses his guests. A heavy drape hangs on the eastern
therein. (He has been there only a few times and assassin skills if possible. portion of the south wall. A brazier and
cannot guide adventurers beyond the stairs to pair of torches (in sconces) both light and
Brunk: AC 4 (leather & shield), MV 12 H Level
Dungeon Level Three-the flight just north of ' warm the room. The 10' square alcove to
4/4 Fighter/Assassin, hp 28, #AT 1, D 1-8
area 204.) He does speak of the rivalries of the the north contains a pair of rude cots and a
(longsword) or 2-S (dagger + 1), SA 6 poi­
various minor Temples, laughing at them, for
soned darts, class abilities; XP 868 small table; the latter holds a flagon and
he knows that there are ettins, demons, and several ceramic mugs.
other horrible creatures serving the Great
244. LOUNGE
Priests below. He will always attempt to bar­ The drape covers the south door, so that
gain for his life, or to escape (as opportunity Light in this room is not usually visible from light shows neither from the cracks nor the
presents). the southern approach, as a heavy drape peep hole. The flagon contains wine.
hangs inside the door. A peep hole therein per­
This small 10 ' square side room is lit by a mits observation by the occupants. 245. RECEPTION HALL
hanging lamp of dull metal. It contains a The guards in this room are loyal to
bed, stand, chair, wardrobe, and chest. Brunk, the half-ore bandit lieutenant (see
This 40 ' x SO ' chamber was evidently
A small rug is on the floor near the bed. room 243b). This detachment consists of
one in which new arrivals were hosted to
A cup, ewer, and box are on the stand. In four Level 0 bandits (two human, two half­
the delights of the Temple; at least, this is
the southwest corner is a black candela­ orc) and one half-ore leader (Level 3
what the wall murals depict. A few
brum with four unlit candles. Fighter ) . Each is garbed in black; the
pieces of battered furniture-couches
swordsman also has a black cape.
The two human bandits are scurvy
chairs, and stands-remain along th �
The lamp is unpolished silver, worth 120 walls. In the center of the room is a shal­
gp. The rug is of quite fine manufacture, knaves who prefer half-ore company to
low pool, its fountain apparently
worth 260 gp. The cup, ewer, and box are human. One of this pair watches at a peep
stopped and the decorative statue, of a
wrought gold, worth 200 gp, 27S gp, and hole in the south door, and alerts the others
minotaur sitting on a throne, much dirt­
lSO gp respectively; the last contains sweet­ if intruders are sighted. Each wears leather
ied. Several skeletons lie about the place,
meats, the others wine. The chest is locked armor, carries a light crossbow with 20
bolts, and has 2-S gp.
and some odd skulls and bones as well -
and doubly trapped with a poisoned needle mostly humans, but some humanoids
in the lock and poison gas inside, which fills The two half-ore bandits wear chain mail
also. None of the many cressets and
the whole room unless the trap is removed and shield; each carries a spear, shortsword,
walls sconces are lit; no torches remain.
(save or die). The chest contains clothing and coin purse containing 3 cp, 3 sp, 3 ep, 3
and the like, a sack (containing 112 pp and gp, and 1 pp.
The minotaur is alive. It wears gray
The swordsman, leader of this detach­
74 gp), a silver bracelet set with much fine leather armor, and is dirtied to appear as if
jade (jewelry value 1 , 700 gp), a small lumpy ment, is fanatically loyal to Brunk, and will
stone, 90% undetectable as real unless stud­
velvet bag (which holds 6 zircons worth SO remain so whatever occurs. He does what­
ied within lS foot range-and it attacks
gp each), two potion vials (one healing, one
invisibility), and a bone scrollcase (with an
ever Brunk wishes. He wears plate & shield,
.
carnes 31 gp and 4 pp, and has a dagger
� efore such an approach. This monster par­
ticularly hates the bandits; after it killed
illusionist spell, misdirection). with a tourmaline (worth 17S gp) set in the
(and ate) one, they harrassed it, shot it with
pommel, which was given him by Brunk.
bolts, and have tried to starve it (despite the
243b. LIEUTENANT'S QUARTERS His 17 Strength gives him a + 1 bonus on "to
hit" and damage rolls. fact that it is here, guarding against
Brunk, a half-ore Fighter/ Assassin, intruders, on instructions from Temple offi­
dwells here. As previously noted, he hates Human bandits (2) : AC 8 (leather armor), cials). It therefore charges whenever it sees
Feldrin and covets his command. Brunk MV 12 ", Level O, hp S each, #AT l, D l-6 black-clad intruders, even if it has little
dresses in black leather armor and wears a (shortsword), SA light crossbow (D 2-S); hope of prevailing. It otherwise attacks any­
short black cape as well . His black shield, XP 19 each one approaching within 20 feet.
adorned with the device of the red horned Half-ore bandits (2): AC 4 (chain & shield), Minotaur: AC 4, MV 12 ", HD 6 + 3, hp 3S,
skull, is specially designed to hold six darts, MV 9 n, Level 0, hp 8, 6, #AT 1 , D 1-8 #AT 2, D 2-8 butt or 1-4 bite/4-9 (flail),
each of which is treated with deadly poison (longsword), SA 1 spear each (D 1-6, SD surprised on 1 only (on ld6); XP 680
(though the victim gains a + 2 bonus to the ranges 1 H12 H13 "); XP 22, 20
saving throw). He also wears a ring of pro­ Under the stone throne is a bag with 13
agates of various types (worth 10 gp each) and
Half-ore swordsman: AC 2 (plate & shield),
tection + 2, and a gold earring (100 gp) inset MV 6 ", Level 3 Fighter, hp 18, #AT 1 ,
with a tiny ruby worth 1 , 000 gp. His purse a scroll of protection from elementals (all).
D 2-9 (battle axe); XP 104
holds 8 ep and 16 gp.
Brunk knows little of the Greater Temple 246. CIRCULAR STAIRWAY
The plastered walls, paintings, wall hang­
-only what Feldrin has told him. In case of This alcove is at the base of a stairway
ings, two couches, and upholstered chairs
attack he alerts those in area 243 or 244 (as which circles counter-clockwise upward
in this room indicate that it was once a '
appropriate) before emerging for battle. He leading to area 1S3 (Dungeon Level One) .

74

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---------�

Dungeon Level Three

This level was designed to Zuggtmoy's RANDOM ENCOUNTERS Details


specifications. When she reigned over the (Ignore in the northern area containing
Temple, the northernmost portion of the area Zuggtmoy.) Black pudding: AC 6, MV 6 ", HD 10, hp 55,
(339-353) was for rewarding the "faithful", as #AT 1, D 3-24, SA dissolves wood &
well as for her personal pleasure . Worship­ Roll d % once per turn and refer to the fol­ metal, SD affected only by fire; AL N,
pers could receive audience with their Mis­ lowing chart. (A result of 13 or more means SZ L (7' dia . ) , XP 1350 + 14/hp
tress or Her ministers without being initiated no encounter.) If Zuggtmoy is free to roam
into the secrets of the Greater Temple on the this level, she appears alone if the result is Ettins (2): AC 3, MV 12 ", HD 10, #AT 2, D 2-
level below. Councils and similar matters 96-98. If the result is 99-00, she appears with 16/3-18, SD surprised only on a l; AL CE,
were likewise conducted in these rooms and others; roll again on this chart, using ld12, SZ L (13' + ), XP 1950 + 14/hp
chambers. The southern portion of the level to find the exact type, and then roll the
(the whole) housed Zuggtmoy's trusted ser­ appropriate die to find the number of oth­ Gargoyles (5-8): AC 5, MV 9 •/15 ", HD 4 + 4,
vants and her "pets"; a few of the latter still ers. #AT 4, D 1-3/1-3/1-611-4, SA + 1 bonus
remain. All encounters are with monsters from "to hit" and damage when first swooping to
When the Temple was overthrown, the level 4, except the black puddings (who are attack, SD hit only by + 1 or better magic
magical sealing of the place (to imprison Zug­ simply scavenging). weapons; AL CE, SZ M, XP 165 + 5/hp
gtmoy) also sealed off the northern portion of
this dungeon level . The entire wall separating ld20 Result Hill Giants (2-3): AC 4, MV U ", HD 8 + 2,
the northern and southern portions is thus #AT 1, D 2-16, SA boulders (D 2-16, nor­
01-03 1 black pudding
magical, radiating a strong dweomer. It defies mal ranges 6 "/13 "120 ", indoor ranges 3 "I
04 1-2 ettins
any attempts to pass through it, whether by 6 " IU "); AL CE, SZ L (10' + ) , XP 1400 +
05 5-8 gargoyles
physical or magical means (including even a U/hp
wish). Similarly, the area cannot be examined
06-07 2-3 hill giants
08-09 5-8 ogres
by crystal ball or other scrying, and cannot be Ogres (5-8): AC 3, MV 9 ", HD 4 + 1, #AT 1,
10-12 2-3 trolls
penetrated by way of teleport or dimension D 9-18 (3d4 + 6, with huge trident); AL CE,
13-95 No encounter.
door, plane travel (including Ethereality), etc. . SZ L (9 ' + ), XP 90 + 5/hp
96-98 Zuggtmoy alone (if free).
In short, the area can be penetrated only by
99-00 Zuggtmoy (if free) with others­
direct entrance through the sealed bronze gate Trolls (2-3): AC 4, MV 12 ", HD 6 + 6, #AT 3,
(area 340), or by finding a Key in one of the
roll again (ld12) to find type.
D 5-8/5-8/2-12, SD regenerates (3 hp per
Elemental Nodes (q. v.) which transfer the user round starting 3 rounds after being dam­
to one of the Elemental symbols in area 339. aged); AL CE, SZ L (9' ), XP 525 + 8/hp

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0 N Gi II AL A.DVE II1'V� S RE i II CA R._II A1'ED • TH E TEDI PLE 0F E L E DI E llTA.L EVI L


ROOM KEY prevent intruders from passing through area
301 . When it hears noise therein, it emerges each door is an empty torch bracket.
301. DOMED HEXAGONAL CHAMBER and moves to attack all unauthorized visi­ Each of the four iron doors leading out of
tors. However, it was once fed by clerics of the chamber-two on the north wall,
The guardians of this chamber, currently the Air Temple, and so does not attack those two on the east-is secured by a large
in the side rooms (areas 302-305), issue from garbed accordingly-though it requests lock. A great heap of cloth, pillows, and
their lairs to investigate any intruder noises. food from them ("plenty of nice flesh!") and skins lies in the southwest comer, with a
does not allow them passage through an tun, barrel, and sack nearby.
This large chamber is empty and bare. iron door (in area 306) .
The polished stones of its floor, walls, The pot contains a scummy broth, the
and vaulted ceiling are exceptionally Troll: AC 4, MV U , HD 6 + 6, hp 48, #AT 3,
"
remains of the ettin's last meal. One giant
smooth and closely fitted, and also seem D 5-815-812-U, SD regenerates (3 hp per weasel pelt in the bed-pile is worth 2,000 gp.
to be of remarkable hardness. Each round starting 3 rounds after being dam­ The sack nearby is filled with dried, smoked
sound-footfall or spoken word­ aged); XP 909 each (x4) meat-probably bugbear or ogre. The locks
echoes alarmingly in this place. Though on the iron doors can be picked, knocked
two brackets for torches are mounted on This bare room reeks of troll. The floor is open, or physically forced, though the last
each wall (flanking the doors), all are covered with a filthy litter of dung, option requires 1-4 hours of grueling work,
empty. bones, trash, and bits of cloth. An iron creates great amounts of noise, and attracts
hook protrudes from the far wall, from the attention of all creatures nearby.
The stairs to the east lead up to area 210 which a large key depends. A huge iron
(Dungeon Level Two). eye bolt is sunk in the stone of this same 307. GROTIO
wall, and from it runs a thick iron chain,
302-305. ROOMS, 30' x 20 ' five feet long, its end broken. The glint of This is the domain of two leucrotta, pre­
metal can be seen when the rubbish on vious pets of Zuggtmoy. Their den is the
One description (below) applies to each the floor is moved. small cave to the southeast of the circular
of these areas. Each occupant is a troll, chamber. They are now cared for by the
guarding a key to one of the iron doors in Scattered on the floor are 2-20 of each ettin (area 306), but not nearly often enough
area 306. coin type (pp, gp, ep, sp, cp). Searching to suit them; they are voracious.
In each case, the troll attacks any intruder reveals 1-10 misc. coins per tum per person.
not bearing the colors and identification This circular chamber, some 40 feet in
symbols of the Greater Temple -black garb 306. SQUARE CHAMBER diameter and 40 feet high at the apex of
and golden skull, or a grinning homed its dome, is made to appear as if it were a
skull, or an eye of fire. A visitor with proper An ettin dwells herein. Though he hates natural setting (albeit bleak and disquiet­
identification may demand passage; if so, the trolls (areas 302-305), they are too ing). The walls are hewn to appear as
the troll fetches its key, accompanies the vis­ numerous for him to do much more than boulders, and detritus is spread by the
itor to the appropriate door, opens the door, harass them occasionally. He serves as an walls. Jagged rocks likewise protrude
and locks it after use. Having entered, a visi­ additional guard and beastkeeper. He car­ from the perimeter in seemingly natural
tor may later exit by banging on the door ries a firepot on his belt, and one of his clubs manner. Even in the relatively open cen­
and getting the attention of the ettin in that is oil-soaked (so he can light it and threaten ter, the floor is uneven, with cracks,
area, who then fetches the appropriate troll. a troll or two when the opportunity arises). ledges, and loose rock.
The keys in these rooms fit the doors in A sack hanging from his belt contains 157 The whole area is dimly lit by a gray
area 306 as follows: gp, 5 azurites, 6 hematites, and 7 tiger eyes light, with no apparent source but none­
(each gem worth 10 gp), and a box of carved theless leaving pools of shadows near the
ivory (worth 100 gp) in which are six blocks
Room has Key to Door (in area 306)
walls. A cold, damp breeze moans and
302 a (north wall, west door) of incense of meditation. sighs throughout, and the air smells foul.
303 b (north wall, east door) A bone projects from a fissure to the
304 c (west wall, north door) Ettin: AC 3, MV 12 ", HD 10, hp 53, #AT 2, east, and near it is a full skeleton clad in
305 d (west wall, south door) D 2-16/3-18, SD surprised only on a l; chain mail. A leering skull atop a low
XP 2692 slab of rock to the northwest seems to
Special Note, area 302: taunt you.
The secret door in the northwest wall has The ceiling of this large 50 ' square cham­
a concealed ring on its interior side. From ber is at least 40 feet high. Over a great The leucrotta attack anyone foolish
without, it swings inward when pressure is fire pit (now cold) in the center of the enough to enter their grotto unless the
applied at the bottom of the panel. The 5 ' room hang several large chains, one of intruder is a demon or some other monster
wide passage connects areas 302 and 315. which suspends a great iron pot. Several obviously involved with the Greater Temple
eye bolts are set in the walls, to each of (on Dungeon Level Four; note that anyone
Descriptions which is attached a 10' long chain. Beside bearing the "branched staff", described in
A troll lairs here, its sworn duty being to area 427, commands their respect).

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Leucrotta (2): AC 4, MV 18 #, HD 6 + 1, hp 34, Note that noise herein does not attract the
29, #AT l, D 3-18, SA imitate voices, SD of an area of 16 foot depth, its sides and occupant of area 309a unless intruders are
kick hooves in retreat (D 1-6/1-6); XP 747, floor sheathed in smooth, highly pol­ on or near the floor of the area. The holes in
7fJ7 ished bronze. The corridor continues the ceiling are the only remnants of an ear­
east 20 feet, opening into a chamber like­ lier plan to construct a hanging observation
The skeleton in the grotto is dwarven, wise adorned. Further progress is possi­ gallery, never completed; Zuggtmoy simply
clad in chain mail + 1 . At the bottom of a ble by using narrow ledges along the walked along the ceiling to view the speci­

f
nearby crack (three feet deep and six inches north and south walls of this corridor, men, and others were uninterested.
wide), just a foot or two from the skeleton's each being a mere six inches wide-or, of All the bronze is magical, enchanted to
right hand, is an axe + 1 . A backpack under course, you may climb down in or tra­ prevent the area's occupant from burrowing
the skeleton contains typical adventuring verse the depression by magical means. out. The creature will use the ladder if possi­
equipment, and a belt pouch holds eight A few scraps of trash litter the floor­ ble.
vials of holy water. a bit of cloth, a small bone, and possibly
In the den is another dwarven skeleton, a broken dagger. Your lights reflect well 309a. SOUTH CUBICLE
scattered in many pieces. Mixed with the from the mirror-like sheets of bronze .
bones are five quarrels + 3, a broken light This is the current lair of an umber hulk,.
crossbow, a broken shield, tattered chain If the corridor ceiling is examined or who alternates its habitat between this and
mail, an intact shortsword, and a belt with approached, use the following description. the northern cubicle. It is occasionally fed
four small pouches fashioned thereon as part by the ettin (area 306). If presented with the
of the belt. One pocket holds three gems (an opportunity, it climbs the ladder in prefer­
amethyst and two pearls, each worth 100 gp);
Some sort of metal gridwork is pressed
ence to attacking intruders, as this is its
against the stone overhead. From a point
the other three pockets are empty. This belt most likely means of escape. If freed, it tries
10 ' west of the room, it extends east into
magically reduces weight; each pocket can to devour one man-sized victim, kill 5-8
hold 100 gp (or ten pounds weight) as if it were
it, being about 35 feet long and five feet
others to satisfy its long-pent rage at its cap­
but 1 gp (or a tenth of a pound). However,
wide; it is affixed to the northern half of
tivity (whether characters or local resi­
the corridor ceiling. The grillwork con­
nothing larger than one by two by three inches dents), and then dig its way out of the
sists of three long bronze rods latticed by
can fit into a pocket, and the maximum cubic dungeons.
slightly smaller rods at intervals of 18
volume capacity for a pocket is three by six by
inches or thereabouts. A heavy bronze
twelve inches. (Thus, vials of holy water Umber hulk: AC 2, MV 6 # (1 w-6 w), HD 8 + 8,
chain hangs from its east end, in the
would easily fit, but a dagger or wand would hp 50, #AT 3, D 3-12/3-12/2-10, SA gaze
not, in most cases. ) The belt is worth 5,000 gp
room, down to a point ten feet above the
(save vs. spells or be confused 3-12
floor.
(XP Value 1,000) . rounds); XP 1900

This is a ladder which can be pulled down


307a. STAIRS Through the south archway is a 10 '
by 250 or more pounds of weight. The west
end remains fixed to the roof of the passage, cubicle. Its floor is covered with piles of
The exit south from the leucrotta cham­ cloth, skins, hides, and furs, creating a
as the east end swings down into the pit
ber opens into a 10 ' wide corridor leading nest-like area in the center. A small basin
(working rather as a modern fire escape lad­
west, which ends in a set of stairs. The stairs of water on the east wall is fed by a small
der) . Note that users must keep hold of it or
descend 20 feet and turn northward, contin­ bronze gargoyle face which spits liquid
weight it, else it swings back up into storage
uing down to Dungeon Level Four, area 401. into the bowl, where a small drain takes
position. If used, the noise as it hits the floor
brings the occupant of the place (in area away the excess.
308. FOUNTAIN
309a) rushing forth at full speed!
Read the following if the main chamber is If 15 man-turns are spent searching this
Horrid faces, carved from the same rock room, a pair of small-sized boots of
observed.
as the passage, snarl and vomit forth thin elvenkind is found. These fit any person of
streams of water which are caught in a gnome size or thereabouts, possibly a small­
The chamber is octagonal, its sides and
multi-tiered basin. The liquid has an evil footed human female.
floor still sheathed in polished bronze.
smell, and the basin has become lined
The six-inch wide ledge extends around it
with some sort of aquatic growth. How­ 309b. NORTH CUBICLE
at the height of the entry corridor, 16 feet
ever, the water is probably drinkable.
above the floor. In the ceiling, which is
cleanly cut from the surrounding rock, Through the north archway is a 10' cubi­
The water is rather sulphurous but potable. cle. Its floor is a litter of bones, shredded
are eight holes, each about two inches
across, placed to form a circle in the cen­ cloth and leather, broken weapons, bits
309. BRONZE PIT of rope, and other items. The room is
ter of the ceiling above the chamber. Two
arched portals near the floor are visible foul, and stinks. Scattered amidst the
The corridor, thus far unremarkable, sud­ in the north and south walls, each being mess are a few coins of various types.
denly drops off. You stand at the brink six feet wide and nine feet tall.
Herein are a leather wand case containing

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a wand of lightning (5-50 charges), a pouch and a scroll of four magic-user spells (spider
which holds five pieces of jewelry (each notice your presence and cry out for aid! climb, levitate, infravision, extension [).
worth 300-1800 gp), and an alabaster flask The rats, foxes, and jackals take no
(worth 25 gp) filled with perfume (a rare notice, but the harpies look up, notice 311. CHAMBER Of STATUES
sort worth 1,400 gp). Scattered about are you, and open their mouths.
50-300 cp, 30-120 sp, 20-80 ep, 10-60 gp, This circular chamber, some 40 feet in
and 5-50 pp. If-and only if-all of the Most of this area radiates magic. The har­ diameter, is lit by four weirdly glowing
coins are dug out of the trash, involving 12 pies are actually gargoyles; the prisoners are globular cressets of ancient bronze. The
man-turns of work, 3-12 gems (each worth actually jackalweres. The rats and foxes are light reveals nine monstrous statues,
50 gp) can also be found. illusory, but the jackals and items are real. whose stoney visages are still sufficient
The deceptions are from a permanent illu­ to strike fear into the heart. Beyond a
310. SUNLIT ROOM sion, other elements of which are the cap­ smallish blue dragon is a beholder; a fire
tives' wounds and chains. giant, manticore, and medusa seem to
As soon as you turn the bend in the pas­ A few jackals were waiting at the bend in stand in frozen conversation; and off to
sage, you see what appears to be a sunlit the passage, and ran back when intruders one side are a mummy, an ogre mage, a
area to the northwest. The corridor is were sighted to warn their masters, the jack­ wight, and a rakshasa.
only dimly illuminated at the bend, due alweres, of the approaching food . . . .
to a shimmering haze, but the light The initial attack by the gargoyles is pref­ The lights are will-o-wisps, shedding a
grows brighter towards the area ahead. aced by their squawking, slightly similar dim violet radiance. They wait until the
but in no way as effective as that of real har­ characters' attentions are concentrated on
Continue if the room is approached. pies. As these monsters squawk and fly in to the statues (and the items they have, and the
attack, the normal jackals also turn to implied threats; see below). At that time,
Just before entering the place, you see devour intruders. While these attacks occur, the 'wisps slowly glide forward, cleverly
small dim shapes moving about. Though the jackalweres (still playing prisoner) add dimming their lights so shadows and light
the haze distorts them, they appear to be their sleep gazes to disable intruders. If this intensity do not betray their movement, and
giant rats and foxes. The are11 is a 20 ' x is noticed or if the gargoyles start losing the suddenly attack in concert. If two are slain,
30 ' room, the ceiling (if there is one) is fight, the jackalweres "break" their illusory the others flee. In each of the four cressets is
impossible to see, due to the bright light. chains, grab their very real weapons, and a star sapphire worth 1,000 gp.
Blue sky and a hot sun seem to be over­ move in for the attack while exclaiming
head, but the sky appears close-only 20 their intent to aid the party. The male uses Will-o-wisps (4): AC -8, MV 18", HD 9, hp
feet up, or thereabouts. the longsword; the female, the mace (which 40, 38, 36, 33, #AT 1, D 2-16, SD immune
In each of four alcoves in the northern appeared to be a rod) and the dagger (gain­ to most spells, can become invisible for 2-8
portion of the chamber (two in the north ing two attacks per round). If grappled, rounds; XP 1680, 1656, 1632, 1596
wall, one to either side, and all about ten they drop their weapons and shift form to
feet above the floor) sits a harpy, gazing jackal-headed guise, resorting to bite Beholder
with evident pleasure at the scene below. attacks.
Centered below is a raised slab of rock, This statue seems to gaze fixedly upon a
upon which are chained a man and a Gargoyles (4): AC 5, MV 9 #/15 #, HD 4 + 4, scroll tube lying before it.
woman. Swarming around this table-like hp 27, 25, 24, 20, #AT 4, D 1-3/1-3/1-6/1-
slab are a score of jackals and twice as 4, SD hit only by + 1 or better weapon; XP The tube is protected by a fire trap. It con­
many giant rats. All are attempting to 300, 290, 285, 265 tains a scroll of protection from magic.
clamber up to devour the victims, but the
rock is quite smooth and evidently slip­ Jackalweres (2): AC 4, MV 12 ", HD 4, hp 27, Dragon
pery, for only rarely does one of the beasts 22, #AT 1, D 2-8, SA gaze - sleep (save vs.
manage to leap up and attack. The chains spells), weapon use, SD hit only by iron or
From the head formation, this must be a
have sufficient slack to enable the prisoners + 1 or better weapon; XP 908, 888
blue dragon. It seems to be admiring a
to defend themselves slightly; thus, when copper bound box which is filled with
bitten, the victim can move away or lash Jackals (20): AC 7, MV 12 ", HD 1/z, hp 4, 3,
gems.
out. Each prisoner has a few bites evident, 2, 1 (5 of each), #AT 1, D 1-2; XP 9 (x5), 8
but more often than not they strike the (xS), 7 (x5), 6 (xS)
The box is two feet wide and tall, and
attacking beast off the rock. three feet long. It contains 200 quartz gems
In a concealed space under the rock slab
To tantalize the captives, several items (base value 1 gp each, maximum value 10 gp
lay atop the slab just out of their reach: a are the monsters' treasures, garnered from
each). The box itself is magical, with invisi­
large ring with a key in it, a dagger, a victims since Zuggtmoy no longer takes
ble runes scribed upon its front; these reveal
longsword, and a rod of some sort. As such from them. The loot includes 104 cp,
four command words. The first shrinks the
you observe this tableaux, the prisoners 171 sp, 223 ep, 410 gp, 67 pp, 9 gems (roll
box to a twelfth of normal size, with all con­
for random value), two pieces of jewelry
tents likewise becoming minute. The weight
(random value), a potion of plant control,

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of the shrunken chest, empty or filled, is 30 Ogre mage
pounds. The second word causes the chest
(if normal sized) to function as one upon know the path, and will come to guide
This statue is adorned with a silver chain
which a Leomund's secret chest spell has you". You see a comely head moving this
around its neck, from which depends a
way and that through the huge fungi,
been placed (but with no smaller replica silver globe with the face, in bas relief, of
evidently following a winding course
necessary! ) . The third word causes the box the Man in the Moon.
through the growths.
to return to full size or normal place, as
applicable. The fourth word causes growth The neck.lace is magical. It holds, and
to quadruple dimensions, with sides, top, The lamia in this area tends the "garden;'
keeps permanent (until used), a pebble simi­
and bottom of one foot thickness, huge cop­ awaiting Zuggtmoy's return. While at a dis­
lar to a sling stone which is an Otiluke's
per bands, and a weight of 1,;mo pounds. tance, she first casts a charm person spell at
freezing sphere. This can be detached and
the most powerful-looking character.
hurled to 60' range, then bursting and
Fire Giant Before checking its success, she then uses
inflicting 4-24 points of cold damage to each
suggestion on another character, saying that
victim within ten feet.
some fungi cause insanity, and he or she
The mighty right hand of this statue
must aid in restraining any character who
bears a spear, held like a dart. Rakshasa
insanely attacks others. The lamia then
advances under the illusion of being an
This is a spear + 2, cursed backbiter (see One of the stoney digits of this horrid armor-dad female. fighter, while asking the
DMG page 169 ) . statue is circled by a golden ring. (hopefully) charmed victim to turn and
check the other characters for insanity.
Manticore This is a ring of delusion which performs The monster then attacks with her
as X-ray vision for one turn before becom­ shortsword + 1 (gaining a + 1 strength
This stone monster appears to be poised ing absolutely false and useless. bonus to damage) and wisdom-draining
over a crossbow. touch, engaging two different opponents if
Wight at all possible. She does not attack the vic­
This is a crossbow of speed, but its string tims of her charm and suggestion spells if
is missing. It will not fire until a new one is This stone figure crouches before a silver they seem to have succumbed to the
added with an enchant weapon then placed urn, perhaps some form of funerary ves­ enchantments. She concentrates the touch
upon it, or until a string from another magi­ sel. attacks on one opponent, if possible, and
cal crossbow is used. Furthermore, the new continually urges the victim to turn and aid
string will break if a "to hit" roll of a natural The urn is platinum, an ancient votive her in attacking the others "who are obvi­
20 is rolled for firing a bolt. worth 20,000 gp. Inside is a fine magical ously insane, from the fungi". If the victim's
powder, dust of sneezing and choking, Wisdom reaches 2, he or she will comply. If
Medusa which spills out if the vessel is examined. damaged significantly, the lamia flees into
Each creature within 20 feet at that time is the maze of fungi, casts a mirror images
This figure wears a velvety cloak of deep disabled for 5-20 rounds, and must make a spell (producing three images), and immedi­
black. saving throw vs. poison or die. None of the ately returns to the fray.
dust can be recovered or saved for later use.
This is a cloak of poisonousness (see Lamia: AC 3, MV 24 *, HD 9, hp 48, #AT 2,
DMG page 141), which can be handled 312. EARTH-FLOORED AREA D 3-8 (weapon)/O + wisdom drain
safely but, when donned, instantly slays the (touch), SA spells, XP 2276
wearer (no saving throw). The whole floor of this chamber is cov­
ered with a noisome earth, soil that con­ The monster wears a gold necklace
Mummy tains much manure and other rotting (worth 1,000 gp) set with five star rubies
things. From this sickening humus spring (each worth 1,000 gp). Extremely careful or
This detailed sculpture holds a staff in numerous thin-stalked fungi growths, magical examination also reveals a pair of
one hand and a ceramic bottle in the thicker ones bearing strange caps, bracers of defense AC 6 hidden on her long­
other. spongy-looking growths, and various haired legs.
shelf-fungi and tumerous spherical blobs The door at the southwest corner leads to
growing from niches and shelves placed stairs up, which end at area 222a (Dungeon
The former item is a normal quarterstaff
along the walls. These latter growths, as Level Two ) .
upon which a glyph of warding (blindness)
has been placed. The bottle holds a pint of well as a few of those growing from the
floor, give off a ghostly phosphorescent 312a. STAIRS
strong acid (a double-sized flask, for D 4-16
when thrown as a grenade-like missile, or 4 illumination .
As you set foot in the place, you hear a The exit at the southeast corner of the
splashes to 10' range, damage 1 per splash).
female voice call out a warning to "stand lamia chamber opens into a 10 ' wide corri­
still! Some of the fungi are dangerous. I dor, jogging south and continuing east,
which ends in a set of stairs. The stairs

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descend 20 feet and tum northward, contin­ 315. HEXAGONAL CHAMBER
uing down to Dungeon Level Four, area 401. Torch brackets are affixed to the walls of
Six bugbears are quartered herein. Origi­ this hexagonal chamber, but without
313. CIRCULAR SHAFT nally, they and their captain were to patrol torches. The stone here is of mottled rust
for intruders and keep the fighting between and moss-green hue. The ceiling arches
This area is not in use; the floor is cov­ the factions to a minimum, preventing the to a height of about 25 feet in the center.
ered with dried husks, castings, and destruction of the real strength of the whole A large iron brazier stands in the center
other less definable litter. Heavy webs Elemental Evil effort. They are thus dressed of the room, and a rude table by the
mask the ceiling, but they are at least 20 in black. They are now simply staying here, south wall, with a cabinet nearby. Two
feet up, so it must be some distance keeping out of sight and "dogging it" (so to heaps of pillows, cushions, and old doth
beyond. The dust and dirt collected on speak). If they discover intruders or are (rugs, tapestries, etc.) lie on the floor.
the strands of spidersilk show that the attacked, they shout to alert their fellows (in
monster which made them is probably areas 316-318) or strike the warning gong, The cabinet holds some smoked meat,
no longer here. whichever is the more easily accomplished. cheese, several bottles of wine, and eight
The bugbears do not know of the existence battered silver plates (worth 25 gp each).
The trap door in the northwest part of the of the secret passage which leads to area
floor is well hidden. A small stone flag must 302. Each has a small bag of unappetizing 317. PLEASURE CHAMBER
be lifted to reveal the door's opening ring. foodstuffs and miscellaneous junk, along
Steep steps lead down to a passage, the floor with 2-8 pp, 4-16 gp, and 5-30 ep. Four ogres use this room as a lair. They
of which is about 15 feet below that of this were originally sent to find out what the
chamber. The steps are worn and relatively Bugbears (6): AC 5, MV 9 H, HD 3 + 1, hp 19, bugbears were doing; when they found
clean. A small twig broom lies at the bottom 17, 16, 15, 12, 10, #AT 1, D 2-8 (bardiche), them (and their master in area 318), they
of the steps, used to maintain the trap door's SA surprise on 1-3; XP 211, 203, 199, 195, decided to stay, liking ease and the promise
obscurity. 183, 175 of lots of food and treasure. The former has
been lacking, of late; they are hungry. They
314. CHAMBER OF EYES Torch brackets are affixed to the walls of fight normally, and the weakest of the four
this hexagonal chamber, but without is also a shaman, able to cast detect magic
For each tum that the party spends in torches. The stone here is of dull ocher. and light each day; he also has a javelin + 2
here, a 50% chance exists that an inhabitant The ceiling arches to a height of about 25 to hurl if hard-pressed.
of a connecting room (315-318) will enter. feet in the center. A large iron brazier Each ogre has a large belt pouch contain­
Use ld4 for random selection. stands in the center of the room, and a rude ing 10-80 gp and 10-60 pp; the largest also
table by the south wall. Six heaps of old has three carnelians (each worth 50 gp) hid­
The plastered walls of this triangular cloth (rugs, tapestries, clothing, and badly den inside his jack. Each ogre gains a + 2
room are covered with paintings of eyes cured animal skins) lie on the floor. strength bonus to damage when using the
and the symbol of the Eye of Fire-an weapon noted (a huge morning star).
equilateral triangle with a "Y" shape
within, the branches at the base comers 316. HEXAGONAL CHAMBER Ogres (4): AC 4; MV 9 H; HD 4 + l; hp 26,
and the stem meeting the apex. The eyes 22, 21, 20; #AT l ; D 3-12 (ldlO + 2);
are of all sorts-human and monstrous, Two bugbear leaders (of those in area 315) SA smallest has cleric spells (detect
blind-looking, multi-faceted, and of var­ live here. Each is likewise clad in black. In magic, light) and a javelin + 2; XP 220,
ious colors-and all seem to stare in the event of trouble, these monsters rely on 200, 195, 190
hatred, hunger, or fright. their own force, not calling on those in areas
The chamber has seen rather rough use 317 or 318. Each gains a + 1 strength bonus The walls of this colorful 30 ' square
of late, for there are piles of rubbish scat­ to damage. They flee any unfavorable room are covered with mosaics, depict­
tered about, gnawed bones, and signs of encounter if possible. ing all sorts of weird and depraved
a large fire apparently frequently burned scenes. The floor is a mosaic of like
in the middle of the floor. Just ten feet Bugbear leaders (2): AC 4; MV 9 H; scenes. A few pieces of broken furniture
south of the steps to the north is a large HD 4; hp 24; 22; #AT 1; D 3-9 (bar­ are stacked near the fireplace in the west
brass gong, suspended from a homwood diche); SA surprise on 1-3; XP 231, 223 wall. Two heaps of rugs, skins, etc. are
frame. Two smoky cressets burn on the by the east wall, with two more near the
east and west walls, about midway Each leader carries 10 ep, 20 gp, and 10 pp, southeast comer. Between them is a large
between each pair of doors. and wears a gold ring set with a bloodstone (a barrel. Two small pots stand near the
symbol the bugbears recognize as direct fireplace, and a large kettle is suspended
The stairs to the north lead upwards to authority over them, by order of Zuggtmoy over the dead ashes. Two unlit cressets
area 209a (Dungeon Level Two). The gong herself) worth 50 gp. The larger wears an elec­ are on each wall except the west. There
can be rung by striking it with any blunt trum armlet (worth 30 gp) and a silver belt are six in all.
weapon or similar object. The sound will buckle (15 gp); the other wears a gold earring
arouse all those nearby (areas 315-318). in one nostril (20 gp).

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The barrel contains 30 gallons of ale; the 319. ROOM, 20 ' x 20 '
pots and kettle are empty.
seems to have been deserted for some
The oaken door is bronze-bound and
time. Several long tables, chairs, and
318. PLEASURE CHAMBER held fast by a large bar and padlock as
sideboards are here, all dusty but other­
well.
wise in good condition. The tables still
Scorpp, a hill giant, dwells herein with his
hold many dishes, platters, drinking ves­
pet wolf (worg) Splot. The giant is a bit The lock can be picked or destroyed by 2S sels, and containers.
smarter than most of his kind-smart points of damage.
enough to know that he has discovered a
way to live in ease, with slaves (the bug­ In four man-turns of searching, the party
The room is 20 ' square, with some filthy can find two golden settings. Each has four
bears and ogres) but not bright enough to
straw scattered on the floor, a small pieces: a flagon (2SO gp value), a platter (300
understand the consequences of his rebel­
lion. He thinks of himself as King in this
drain hole in the northwest corner, and a gp), a plate (17S gp), and a salt cellar (SO
water-filled barrel . Herein are two gp). The weight of each piece is half its gp
area, and the ogres and bugbears are seen as
humans, an ore, a hobgoblin, and three value.
his "loyal subjects" (slaves). He demands goblins.
that half of the food and treasure taken be
given to him. 322. HALL OF ARMORED SKELETONS
These are prisoners, captured on raids
Scorpp has no intention of returning to
and kept as food. All are rather skinny and This 30 ' wide area is lined with disquiet­
the Greater Temple below, liking the free­
weak; none will serve with the party. All ask ing guardians-or trophies. Thirteen
dom and position he has found. He will
to be freed; the humans, who are farmers, human skeletons stand at attention along
fight any intruder, regardless of their garb;
also say that the others recently slew and ate each wall, all clad in various forms of
but black-garbed enemies ensure his abso­
their friend Charlie. The monsters can be armor. Each holds a different pole arm or
lute resistance, for he sees such as former
slain without difficulty, if desired. missile weapon. Four large bronze stands
superiors, coming to punish him for his fail­
ure to return . are by each wall, evidently candle hold­
320. ROOM, 20' x 30' ers, though no candles remain. Six pairs
Scorpp keeps two boulders nearby for use
as missiles prior to melee. If combat goes of crossed swords and six shields deco­
badly, he asks for quarter, offering to serve This oak door is heavily bound with rate the north wall.
the opponents if his life is spared. He will, of bronze and secured by bar and heavy
course, seek to escape or kill his captors, as padlock. The armor types and weapons are not
opportunity permits. He does know the way important; they are all useless, being rusted,
to the Greater Temple, and can estimate the The lock can be picked or destroyed by 2S rotten, and decayed. If any of the swords
number of bugbears ("more than fingers 'n' points of damage. and shields on the north wall are touched,
toes"), ogres ("many"), hill giants ("lots"), one falls with a loud clatter, alerting the
and ettins ("couple-tree o' dem") . The room is 20 ' x 30 ' , littered with inhabitants of areas 323-324. One of the
straw. Herein are a gnoll, a bugbear, and shields is a shield + 1, bearing the arms of
Hill Giant, Scorpp: AC 4 ; MV U "; HD 8 + 2; two ogres. Veluna in canton, with a gold field showing
hp44; #AT l; D Z-16; SA boulders (D 2-16, crossed billets proper. The four candle
normal ranges 6 "/13 "120 ", indoor ranges These creatures are malnourished and stands are worth S gp each.
3 "/6 "/12 "); XP 1928 weak; all are sentenced to die for various
acts of disobedience. None will serve with 323. SCARLET ROOM
Worg, Splot: AC 6; MV 18 "; HD 4 + 4; the party. If given the opportunity, they will
hp 23; #AT 1; D 2-8; XP 20S try to slay and eat their rescuers; however, Eight shadows linger in this chamber,
they can be slain without problem, due to awaiting the return of Zuggtmoy and Iuz­
Scorpp wears a black bearskin, pinned at their poor condition. and thereby a return to the days of feasting
the shoulder by a silver skull clasp (SO gp and "sport" in the Temple. They are seldom
value). The room description is the same as 321. HALL OF BLACK FEASTING fed, and are thus weak and hungry for life
that for area 317, except that strange fung­ forces. If they hear noise in area 322, they
ous growths are also shown in the obscene This 40 ' square room is floored in blocks hurry to investigate.
mosaics. The room contains one large heap of alternating red and black stone. The
of bedding, an iron chest with a huge pad­ supports and ceiling are all black. The Shadows (8): AC 7; MV 12 "; HD 3 + 3;
lock, and a thick rancid stew in the kettle in walls are plastered and decorated with hp 20, 18, 16, 16, lS, 14, 12, 10; #AT l; D
the fireplace. The chest contains 622 ep, scenes of horrid feasts-a banquet where 2-S; SA hit drains 1 point strength (vic­
2783 gp, 17 gems worth 10 gp each (nine ghouls, ghasts, shadows, and vampires tim recovers in 2-8 turns), surprise 90%
agates, four tiger eyes, and four bits of tur­ join Temple clerics and demons in an (undetectable unless brightly lit); SD hit
quoise), and a potion of red dragon control. unspeakable repast. The many cressets only by + 1 or better weapon; XP 33S,
along the walls are unlit, for this place 327, 319, 319, 31S, 311, 303, 29S

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aged, their value drops to that of the silver not reveal them.
This chamber is red. The floor, walls, (5 gp). In the cabinet are several worthless
and curved ceiling are each of a subtly scrolls and books, jars and other containers Groaning Spirit: AC O; MV 15 "; HD 7;
different hue, to jar the vision of the holding similarly worthless substances, a hp 39; #AT l; D l-8; SA deadly wail (30'
onlooker. The overall impression is rope of 32 black pearls worth a total of range); fear on sight; SD hit only by + 1
bloody and disgusting. Rotting cushions 16,000 gp (mixed in with several pieces of or better weapon; immune to charm,
and divans, all of red cloth and again worthless jewelry of black paste), a potion sleep, hold, cold, and electricity; XP
each slightly different from another, are of hill giant strength, and a protection from 2840
scattered here and there. A low round undead scroll. A thorough search takes
table of wood lacquered in orange-red three turns. This place is covered with thick carpets,
stands near the west end of the room;
with many cushions spread about. Upon
upon it is a red serving set of several cups 325. KITCHEN it lies the mummified body of an elf, face
and a bowl. Each of the two candelabra
down just beyond the entryway with the
nearby holds 13 candle stubs. hilt of a dagger protruding from its back.
From the appearance of a huge fireplace
in the north end of this room, and the Its remains are clad in rotting splendor;
The red serving set is made of cinnebar, condition of various containers of the garments are of silk and brocade, and
the whole worth 450 gp. The candelabra are foodstuffs-flour, meal, salt, oil, pre­ jewels gleam from earrings, a necklace, a
made of solid rose gold; each weighs 1,200 served meats and cheeses-it is apparent bracelet, and two rings. The skeletal
gp and is worth 2,250 gp if maintained in that this kitchen is still used occasionally. right hand clutches a carved stone of
good condition, or 1,200 gp if battered, Enough food is here to feed several score some sort.
bent, or dismantled. people for many days. Shelves and long Near the body is a large curio cabinet,
counters hold containers, foodstuffs, its door slightly ajar. The cabinet con­
324. BLACK ROOM and cooking utensils: spits, skewers, tains mummified portions of humans,
long forks and spoons, ladles, etc. demi-humans, and humanoids, as well
As with area 323, eight shadows lurk as small intricately carved statuettes and
herein, waiting for the return of the Temple's blocks of ivory, soapstone, and so
Behind a large open cupboard in the
heyday. If noise is heard, they investigate forth-each depicting something
south section of the west wall is a concealed
rapidly, seeking life forces upon which they obscene.
door. The room beyond contains barrels of
may feed. The strongest shadow carries a The dark room has many unused can­
beer, ale, wine, and even a small cask of
brandy (40 pounds, 300 gp value). Also here
short baton-like rod of ebony, which is delabra and wall sconces. Its plastered
graven with the glyphs of Iuz and Zuggt­ walls are painted with scenes of deca­
are 26 crystal goblets and a matching
moy. This device gives immunity from all dence, and the tapestries hanging here
decanter; this set fills three backpacks
Turning and undead control in a 10 ' radius, and there show similar scenes of deprav­
(assuming careful packing to avoid break­
but its wielder cannot attack, as two hands ity. A huge bed stands against the north
age). The decanter is worth 200 gp; each
are needed to carry the rod. wall, with a stand of carved wood to
goblet, 50 gp.
each side. A long, low table is flanked by
Shadows (8): AC 7; MV 12 N; HD 3 + 3; couches; nearby is another such table
326. OPULENT BEDCHAMBER
hp 20, 18, 16, 16, 15, 14, 12, 10; #AT 1; D with three plush chairs. In the southwest
2-5; SA drain 1 point strength (victim corner a folding screen of uskwood sepa­
A groaning spirit, the banshee of the dead
recovers in 2-8 turns); surprise 90% rates a wardrobe, dressing table, and pil­
elf stretched out on the floor of the room,
(undetectable unless brightly lit); SD hit lowed stool from the rest of the place.
haunts this place. She lurks behind a folding
only by + 1 or better weapon; XP 335,
screen. When intruders enter the room, she
327, 319, 319, 315, 311, 303, 295
comes out (and each person seeing her must Each of the skeleton's four pieces of jew­
make a saving throw vs. spells or flee), wails elry (counting the pair of earrings as a single
The walls, floor and ceiling of this 20 ' x (and each victim within 30 feet must make a piece) is worth a base value of 2,000-8,000
40' area are dull black stone; heavy vel­ saving throw vs. spells or die and then gp. When checking each piece for detail and
vet hangings of ebony hue cover the attacks anyone as yet unharmed. The ban­ workmanship, apply a -1 bonus to the roll
walls, and even the torch brackets along shee hates all who now live, and fights (on ldlO) for the first piece (only). In the
uncovered sections are made of a black­ fiercely until near extinction, when she skeletal hand is a periapt of proof against
ish metal. Couches and chairs of black finally tries to escape. If escape is impos­ poison, + 3. Under the remains is a small
wood remain here in good condition, sible, she offers a bribe for her survival; she pouch which holds a scroll of six magic-user
upholstered in cloth of the same somber knows where, as a living being, she hid an spells (gust of wind, tongues, polymorph
hue. A large black cabinet stands by the elven longbow + 1, cloak of elvenkind, and self, remove curse, airy water, and limited
west wall. elfin chain mail suitable for any elfin female wish). The cabinet contains 13 carvings
or other character of similar size (gp value (base value 100-1000 gp each). Two tapes­
The four black metal sconces are solid sil­ 500, XP value 100). Note that these items, tries are valuable, worth 1, 100 gp and 850
ver, each weighing 100 gp and worth 50 gp hidden somewhere near her chamber, will gp respectively, despite their small size.
due to their workmanship; if badly dam- remain hidden for many years if she does

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327. DINING SALON (five bloodstones, two jaspers, and six zir­
gold, electrum, silver, and copper), but cons), along with the usual 3-18 pp.
Above a long wooden table in the middle no actual coins. A small pottery flask
of this plastered and decorated room weighs over ten pounds; it contains 100 Roper: AC O; MV 3 "; HD 12; hp 71; #AT l;
hangs a large chandelier. Twelve chairs gp weight of quicksilver (mercury). D 5-20; S A 6 strands (range 20-50 ' , poi­
flank the table. Two sideboards, a cabi­ worth 1,000 gp. To describe other items son for 50% strength loss in 1-3 rounds);
net, and a wheeled cart complete the fur­ and materials found, refer to the DMG, SD body mutability, immune to electric­
nishings. pages 218 (the table for magic-user fur­ ity, half damage from cold; MR 80 % ;
nishings) and 221-222 Appendix K, for XP 3886
The furniture is good but not of great specific substance descriptions) .
worth. All the valuable dishes and other This inner chamber is obviously an
items have been stripped from the room. 330. LABORAJORY abandoned laboratory for magical
research and experimentation. Four long
328. SJORAGE AREA This area, 10 ' wide and 50 ' long, seems benches in this 80' x 20 ' area are filled
to hav.e been meant principally for the with paraphernalia of all kinds. A flow­
This oddly shaped chamber is lined with reading and writing of spells. ing fountain of water is in the southwest
shelves which still contain many empty Cressets are fitted to the walls at ten­ corner, but almost all of the rest of the
containers; here are bottles, flasks, alem­ foot intervals. A long, slanted shelf is wall is taken up by shelves supporting all
bics, retorts, and other such parapher­ along the north wall, with many stools sorts of containers-bottles, jars, boxes,
nalia typical to an alchemist's or wizard's spaced along its 30' length. Sheets of vel­ baskets, jugs, flasks, vials, etc., of all
laboratory. On the floor are more mun­ lum and parchment still lie upon the shapes and sizes. These hold magical
dane items-a large box of chalk, sacks shelf, accompanied on an upper ledge by ingredients of virtually every imaginable
of charcoal, jugs of turpentine and fuel quills of many sorts, small pots with sort, from rare herbs and spices to mon­
oil, candles of various colors, etc. Suffic­ oddly carved stoppers, and candlesticks. ster parts and fluids. Included are ape
ient material seems herein to stock a A small writing desk stands at the west teeth, basilisk scales, cockatrice feathers,
small shop and supply a magic-user or end, and a lectern at the far east; oppo­ elephant hide, fox dung, gorgon tongue,
two as well. site each of these objects is an arched hydra blood, and other materials, of all
doorway, leading north. Several small sorts of colors and consistencies. Cup­
Nothing here is of high value, but the chairs are nearby, along the south wall. boards sometimes replace open shelves.
room contains nearly any commonplace Many open bins are also built into the
item akin to those listed; use your judg­ Careful examination of the inkpots shelves; these contain different sorts of
ment. reveals one which is filled with magical ink, earth, seeds, bits of fur, dried leaves of
in a quantity sufficient to inscribe seven various sorts, flower petals, bark chips,
328a. STAIRWAY spells (and worth 700 gp) . The nine rolls of and metals of various forms and types­
papyrus (worth 2 gp each) and eleven sheets including rods, wire, small ingots, thin
The stairs here ascend to the east, leading of parchment (worth 4 gp each) are usable strips, chunks, filings, and powder of
to area 227a (Dungeon Level Two). for such work, but the five sheets of vellum iron, brass, tin, lead, zinc, bronze, steel,
(worth 8 gp each) are better (-5% chance of and others unknown to you.
329. ALCHEMY WORKROOM copying failure; see DMG page 117). The
nine quills here are also of high quality, The paraphernalia on the benches con­
worth 2 gp each. sists of the following items:
The merest glance herein reveals the past
purpose of this circular room a place for The doorways open into the central labo­
ratory. Under a workbench, in the middle of First Bench Second Bench
alchemical experimentation. The walls
and floor are covered with graven sym­ the north wall, lurks a roper, hidden amidst bellows balance
bols, glyphs indicating the elements, materials and apparatus. It may attack bottles bowls
metals, and other stuff of alchemy. when two or more victims are within 20 ' cannisters knife
Benches and work tables line the walls; range; if others are approaching, it waits for crucible mirror
upon them are flasks, retorts, crucibles, up to six targets. The roper is large, very file mortar
et al. Three braziers, each of a different mean, and hungry. It managed to get in flasks pans
size, are aligned in the middle of the through flues and chimneys, but cannot funnel pestle
room, piled with plates and dishes which now escape. It fears the ettin (in area 306) furnace phials
hold heaps of strange powders, granules, and so hides when it comes by, but has ladle sandglass
and crystals. Beakers and flasks here and picked off a few hapless bugbears sent here metal ingots tongs
there are filled with odd substances. from below to fetch magical goodies. The retorts vials
Careful inspection reveals metal in remains of its prey are in area 331. Note that tweezers weights
powder and chunk form, including 10-40 the roper has 80% magic resistance, but is
coins weight of each coin type (platinum, susceptible to fire (-4 saving throw penalty).
It has 13 gems in its gut, each worth 50 gp

83

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0 Ri G i nAL ADVE il'fV�S RE i il CAR__IlATED • TH E TEJb: PLE 0 F E L E Jb: E nTAL EVI L
Third Bench Fourth Bench The containers have been emptied of all
basins alembics saws, needles, and thread. Several books valuable and usable materials. One holds
beakers cauldron and scrolls lie on one of the shelves. wormy meal, another vinegar. The bones
caddy cruets are primarily from bugbears, though the
dishes decanter Under the linens is a construct, a vaguely remains of an ogre, a gnoll, and a human
jars jars humanoid monster created with various skull are also here.
jug lenses parts of beasts and monsters. It was begun
kettle mixing rods as a joke, but wasn't finished, due to the fall 332. MUSEUM ROOM
pipette needles of the Temple. It has an ogre's head and
prisms paddle torso, gargoyle forelimbs, bear forelimbs, a A lurker above dwells here. It was set as
spatula scalpel bugbear's lower limbs, and the brains of a the guardian of the place by Iuz himself, just
spirit lamp spoons chipmunk. before he fled back to his own realm. As
tubes tubing The books deal with the anatomy of vari­ usual for its kind, the lurker will attack
ous creatures, theories of magical con­ without hesitation and fight until dead.
The: unknown metals include aluminum, structs, a treatise on the original flesh golem
magnesium, tungsten, and others. Each 300 (dealing only with its nature, not a method Lurker Above: AC 6; MV 1 "/9"; HD 10;
gp encumbrance of materials (contained in a of construction), and medical works. One hp 56; #AT 1; D 1-6; SA surprise on 1-4,
backpack, for example) is worth 1 ,000 gp if of the scrolls is quite dangerous; if scanned SD 90% undetectable while motionless,
carefully selected, half that if carelessly for even a brief time, it summons a babau prey cannot fight except with short stab­
scooped up, or double value if painstak­ demon (hp 43). Two spell scrolls are here, bing weapons; XP 2284
ingly chosen (requiring a full man-turn per one of four magic-user spells (magic mouth,
pack) . A maximum of 1500 gp encumbrance fly, charm monster, polymorph other) and This 30 ' square room contains many
of valuables can be thus gathered. one of three cleric spells (animate dead, exhibits of grim sort, hung on the walls
One pack of these materials will produce raise dead, restoration). or displayed in glass cases. Here are
1-4 needed or useful items (such as magical The practical joke was to run as follows. heads of all sorts, a few skulls, withered
components for spells, potions, and scrolls). Use the animate dead to bring the and bony hands, flayed skins, banners of
To determine suitability for any given use, chipmunk-brained monster to life. A magic­ many types, several plain crowns for
have the player state what specific item is user then controls the thing (else it will wear atop helm or helmet, holy symbols
sought, and roll ld6; the sought item is scurry off in abject terror, chittering away of Good deities, surcoats, jupons, tab­
found on a 1. (You may allow specific search with its great ogrish jaws, possibly harming ards bearing arms and shields with like
for and discovery of powdered gems, types someone in its path of retreat), applying a decorations, and small items such as
of blood, or other unusual items specified magic mouth and using charm monster for rings, seals, and sigils. One case bears
by players. If so, allow one chance in 12 per control. Cause the creature to fly out into several maces and similar items, though
man-turn of search for discovery of an eas­ the lab while another mage was at work, these are obviously ceremonial and not
ily recognized item, or the same chance for claim (with the magic mouth) to be a demon meant for use as weapons. Cabinets in
other items but counting only those magic­ coming to punish some transgression, and the center of the room are smashed and
users searching . ) The alcoves to the east change itself into the victim's form (actually broken; many bones litter the floor.
area are described below. being polymorphed by the controlling
mage). All parties then sit back to watch the The five plain crowns are only worth 1 gp
330a. NORTHERN ALCOVE fun. In any event, if the animate dead is each. One platinum ring is set with a fine
applied to the body, it rises and behaves in a diamond (total value 9,000 gp), and 10 of
This 10' square room contains tripods, manner appropriate to its chipmunk brains, the rings are of value as jewelry (base value
quadrapods, lamps, plumb lines, dividers, and should serve to amuse the players (and 1 ,000-4,000 gp each). One of the ceremonial
candles of different sizes, shapes, and col­ yourself, of course!) for some time. maces is solid silver, set with many gems. Its
ors, chalk of all sorts, paints of many hues, value is 12,500 gp as is, or 6,750 gp if dis­
and metal devices-small distillers, melt­ 331. S10REROOM mantled and sold for the value of the bullion
ing pots, etc. (750 gp) and gems (60 worth 100 gp each,
A few remaining containers and bales including equal numbers of amethysts, gar­
330b. SOUTHERN ALCOVE indicate that this place was once one in nets, and tourmalines).
which mundane items were stored. It
now contains a number of gnawed 333. CHAPEL
This 10 ' square room contains a long
table heaped with many lengths of plain bones, torn garments, and broken weap­
linen. A magical circle is drawn around ons; the latter items have been tossed The black stone of this small area is
the table on the floor. On the shelves are into a pile. Someone or something has draped with several white hangings, one
many body parts and monsters' organs, purposely used this place as a grisly edged in purple, one fringed with gold,
each preserved in some solution in a jar repository for unwanted remains of and one cornered in silver. A small altar
or tank. Here are also scalpels, knives, meals. here is made of wood, painted white;

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This is an illusion. A gem of seeing, true All of Thrommel's rescuers are later
nearby is a reliquary, containing ashes of seeing, or similar effect reveals the true sought out by a strong party of humans and
some sort. A silver votive lamp hangs occupant; see below for details. Similar elves(including clerics, magic-users, fight­
over the altar. Upon the altar is a snowy magic also reveals that the silver cross in the ers, and men-at-arms) some 5-8 week later.
cloth with red runes, stating (in Com­ coffin lid is a magical broadsword (Fra­ These persons ask the characters to accom­
mon): garach, fully described in Appendix C). pany them to Mitrik, chief city of Veluna,
The scroll tube contains two scraps of where Thrommel is pledging himself to her
parchment. One is a scroll of two magic­ Noble Ladyship Jolene of Veluna. At this
"VENERATE THIS SHRINE OF user spells (both strength); the other is a ceremony, each character is knighted (if a
GOOD, THEN HASTE AWAY, ALL YE message: "Let the Good ones use their new­ fighter) or made an elder of the land (for all
OF TRUE AND GOOD FAITH!" found strength to seal in the horror of dark­ other classes) . Each is entitled to wear the
ness to prove their faithfulness to right and silver star badge of Veluna and the gold
Affixed to the west (diagonal) wall is a sil­ justice. We who wrote this lacked the power crown badge of Furyondy. In addition, each
ver cross, 2 feet across and 3 feet long. In the to do so:' Of course, it is a ghastly jape at the receives a potion of extra-healing, a ring of
center of the northern wall is a small niche, forces of Good. If the coffin's occupant is protection + 1, and 2,000 pp. The most
in which stands a silver idol of Pholtus. viewed truly, use the following description. helpful character (given Thrommel's medal­
This room bears no magic, but evil can be lion) is also granted one of the following, as
detected to the west. The trappings here are Your powerful magic reveals a figure applicable to the class: a book of 12 first
completely different from the vampire level Magic-User spells, a necklace ofprayer
beads, a shield + 1, or a bag of holding (500
to delude those of Good alignment, while
the silver is to discourage any demons from form. You see a handsome mail-dad
going places they should not. The silver human man with golden hair. He is clad pound capacity). The second most helpful
lamp is worth 100 gp; the cross weighs 300 in a white surcoat, quartered by the arms rescuer (holder of the ring) receives a war­
gp, and is worth 400 gp. The idol of Pholtus of Furyondy and Veluna and the antlers horse appropriate to the class. If any char­
is worth 875 gp. of the Knights of the Hart, in red. He acter recovered the broadsword Fragarach
wears a gold belt at his waist, with a dag­ and was gladly willing to allow or help
334. INKY CHAMBER ger. About his neck is a gold chain with Thrommel to regain it, that person receives
an emblem of a crown and crescent the broadsword Scather (also detailed in
moon; on his left hand is a gold ring with Appendix C) from Prince Thrommel. All
This bare hexagonal room is dusty, cob­
a similar device. His shield rests under rescuers are also honored by those who rule
webbed, and forgotten. Near the door is
his feet. Furyondy and Veluna.
a rag-clad skeleton-probably some
cleric who met his end herein, from
The coffin's occupant is Prince Throm­ 335. SECRET PASSAGE
unknown causes. The remains obviously
harbor no treasure. A vague feeling of mel, Grand Marshall of Furyondy, Provost
of Veluna, a Paladin Lord. He lies in stasis, a This area may be approached either from
unease creeps over all who gaze into this
powerful illusion causing him to appear as a the secret trap door above (area 313) or the
place of darkness overlong. The place is
empty. vampire. His gold belt is worth 500 gp; the escape tunnel from outer works (area 4 of
dagger thereon is a dagger + 21 + 3 vs. large the Broken Tower). To run the following
opponents. His neckchain with amulet is encounters properly, you must be familiar
If magic is detected for, a strong pulse
worth 2,000 gp, the matching ring worth with all the details of this lair and the occu­
comes from the northwest; if evil is sought,
the whole room is found to give off a dim 250 gp. pants of areas 336 and 337. Review the notes
radiation of malign power. If the place is If taken from the chamber, Thrommel before starting. The occupants should be
awakens, but is groggy for 1-4 turns, uncer­ played with intelligence; they should be
investigated, continue:
tain about his identity and past. He regains very dangerous.
all his faculties thereafter, becoming cau­
A black iron coffin stands by the north­
tious, circumspect, and taciturn. If the The secret passage leads into a 20 ' x 30 '
west wall; its iron lid, in which a silver
broadsword Fragarach is in sight, he simply room where you are horrified-perhaps
cross has been inlaid, lies beside it. Atop
speaks-and it comes to his hand. If it was petrified-to see a huge pale green basi­
the lid is a forgotten scroll case.
left behind, he is not aware of its location, lisk gazing at you.
but asks if he was wearing one when found,
An invisible sarcophagus is on the stand. or whether one was nearby. In any event, he The lead character must make a saving
Dispel magic, detect invisibility, dispel illu­ asks to be accompanied to the surface; once throw vs. petrification. Almost simultane­
sion, or dust of appearance reveals the fol­ there, he asks for a horse, claiming urgent ously, a runnel of flame appears; read from
lowing: business elsewhere. If any one character is the passage below. The basilisk is illusory; if
exceptionally good to him, he gives that disbelief is attempted and the saving throw
The sarcophagus has no top. You see a person his medallion, as a gift. Anyone made, it is seen as such, and this fact can be
vampire corpse, clad in black and more than normally polite and helpful to communicated to others, making them
appearing hale-except for the stake him receives his ring. Thrommel then rides immune to the effect. If the saving throw is
through its heart. off. failed, the victim is petrified, despite the

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0 R.i G i irn. L ADVE ilTV�S RE i il CAR..._IlATED • THE TEJll PLE 0 F ELEJll EilTAL EVI L
illusory nature of the beast. The basilisk rounds), SD ring of invisibility; Thief the AD&D® UNEARTHED ARCANA
gazes at one victim per round. Abilities: PP 4S, OL 52, F/RT 45, MS 40, book. Details of other new weapons can be
HS 31, HN 2S, CW 9S, RL lS extrapolated from existing similar types.
A runnel of flame begins from the east­ The wardrobe holds normal clothing of
ern portion of the chamber and spreads Smigmal wears leather armor + 1, uses a various sorts (merchant's, laborer's, and
rapidly from the center, going both north shield + 2, and wields a shortsword + 1 in others). The chest contains more such gar­
and south. The moving flame creates a normal combat (or a non-glowing normal ments, garrots, a vial of acid (standard 8
line of brightness along the east and west shortsword in assassination attempts). She ounces, D 2-8 as a hurled missile), a potion
walls of the place, and then sends fiery is thoroughly evil, and loves her work. She of polymorphing, and a leather case of six
streams into a pair of large cressets just at hungers for power to make humans suffer, small bottles-four of ingestive poisons
the comers where the north and south and hates her human ancestry. She sees (types A, B, C, D) and two of insinuative
passages enter the basilisk's lair. The Falrinth as her tool, the one who will best (types B and C) . The chest has a false top; its
cressets spring into leaping flames, illu­ aid her in gaining her power. She will fight catch is protected by a needle trap coated
minating the whole area. to protect Falrinth if such action appears with insinuative poison type D (save or die).
worthwhile, but will certainly try to save In the secret compartment are 30 gems
An unseen servant was commanded to herself from certain death. Smigmal wears worth SO gp each (26 bloodstones and four
empty a container of volatile oil into a slop­ two earrings (each worth 400 gp) and a jew­ zircons), two pieces of jewelry (base value
ing trough, highest above a wall fountain eled belt (3,200 gp), and carries 7 gp and 12 1,000-4,000 gp each), and a belt with hidden
and basin on the east wall. Another unseen ep in a purse. She knows how most crea­ pockets (containing SO pp).
servant strikes a light to cause the oil to tures react favorably to bloodstones, and
flame, and gravity does the rest. If any sig­ has been trading for and accumulating such 337. SOUTH ROOM
nificant amount of noise is produced by the for future purposes (see chest, below) .
party at this time, the occupants of areas Falrinth, an 8th level magic-user, lives
336 and 337 are alerted. If the party is abso­ This plainly furnished 20 ' square room here with Kriitch, his familiar (a quasit). He
lutely quiet, those occupants might (10 % ) is obviously the residence of someone functions as 9th level while Kriitch remains
be warned; if nearly quiet, use 30% . The interested in weapons of unusual sorts. within one mile. Falrinth is very evil and
local inhabitants work together to insure Hanging on the wall are a man-catcher power-mad. When he becomes aware of
their very lives. and several sorts of punching daggers intruders, he has Kriitch investigate in giant
(sprouting from metal gauntlets, double­ centipede form. It can travel by way of a
336. NORTH ROOM bladed with sharkskin crossgrip, and small twisting aperture in the wall, and
others). Here are wavy-bladed knives, Falrinth can telepathically use its senses,
Herein dwells Smigmal Redhand, a half­ double-pointed knives, center-hilted viewing the intruders' actions from a dis­
orc Fighter/ Assassin. She is the leman of knives, fakhions, and a semicircle of tance while keeping the centipede (quasit)
Falrinth (in area 337) and leader of the band seven matched throwing knives around a well hidden. He can then select an appropri­
of brigands in the outer ruins (Tower) . Upon buckler with a wicked center spike. ate course of action (hit-and-run, offensive,
hearing noise in the basilisk area, she dons Barbed javelins, a short spear with a defensive, or whatever) based on the
her ring of spell storing (of five invisibility very broad leaf-shaped blade (capable of intruders' powers. While Kriitch remains
spells) and carefully opens the door a crack dealing an axe-like blow), an array of within 10 feet of Falrinth, each has 2S %
to see what is happening. If opportunity maces with oddly shaped heads (a wolf Magic Resistance and regenerates 1 hp per
presents itself, she uses one of the ring's with an open mouth, a clenched dracon­ round. If Kriitch is slain, Falrinth immedi­
charges, creeps out and tries to assassinate ian forepaw, and others) are also here. A ately drops to Level 4 (retaining only five
the most powerful-appearing of the light crossbow with a double track, for spells-three of first level, two of second)
intruders, attacking from behind the victim. firing a pair of bolts simultaneously, and flees.
Smigmal is disguised as an elf, and if cap­ hangs on one wall. Furnishings include a
tured when appearing (due to her attack) narrow cot, a small stand, a table, two Falrinth: AC 3 (bracers of defense), MV 12 w,
will try to dupe the party into believing that chairs, a bench, a stool, a bucket with Level 8 Magic-User (Level 9 with familiar),
she is charmed or otherwise forced to lid, a wardrobe, and a heavy chest with hp 27, #AT l, 0 2-5, SA spells, SD regener­
attack, believing intruders to be nasty iron hasp and padlock. Dishes and food­ ate 1 hp per round, MR 25 % ; XP 4024 S 10
invaders. If this also seems to fail, she tries stuffs are on the table and on a nearby I 17 W 10 D 17 Co 15 Ch 12
to use invisibility to escape, climbs a wall, shelf. Several bottles are also on the
and hides in overhead shadows. shelf. Kriitch: AC 2, MV 15H, HD 3, hp 16, #AT 3,
D 1-211-211-4, SA claw poison (save or
Smigmal Redhand: AC 4 (leather + 1) & No weapons here are magical. The cross­ lose 1 point Dexterity for 2-12 rounds),
shield + 2), MV 12 Level 717 Fighter/
w, bow has only half normal range, but a single fear blast once per day (30 ' radius),
Assassin, hp 41, XP 4924 S 17 I lS W 7 "to hit" roll is made for both bolts. It loads SD 25 % MR. regenerate 1 hp/round, hit
D 16 Co 17 Ch 14 #AT 3/2, D 3-8, as if a heavy crossbow. only by iron or magic weapons, immune
SA poison on sword (insinuative type B, Details on the garrot, mancatcher, spiked to cold, fire, and lightning; XP 373
+ 3 bonus to saving throw, Dmg 2S in 2 buckler, and fakhion sword can be found in Falrinth's memorized spells are:

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0 R.i G i Il.A.L A.DVEilTVR,J:S RE i il C.A.RJI.A.TED • T H E TEJh PLE 0 F E L E Jh E llTA.L EVI L
First level : burning hands, charm person, ture within 5 feet must make a saving throw
hold portal, jump set is in the southeast corner, opposite vs. poison, with a + 3 bonus, or die. The
Second level: darkness, 15 ' radius, mirror the bed. A rush mat covers the plain cloud appears however carefully the chest is
image, Tasha's uncontrollable hideous floor. A parchment with runes hangs on opened, and this trap cannot be removed.
laughter• the east wall, by a door; another, on the The chest contains books filled with written
Third level: hold person, invisibility 10 ' south wall opposite the entrance, seems gibberish and a papyrus scroll of similar
radius, lightning bolt to be a map of the dungeon level. content; these items dissolve in the gas
Fourth level: dimension door, minor globe cloud. The remnants seem to be those of
of invulnerability The south parchment is trapped with spell books and a magical scroll .
Fifth level: wall of Force (from level gain due explosive runes, only detectable by thieves
to familiar) or magic-users (the former having a mere 338. HIDDEN ROOM
See Appendix D for details. 5 % chance, the latter 5% per level). If read
by anyone but Falrinth or Smigmal (or oth­ This 10' x 30 ' room is certainly where
Typical offensive strategy: Cast minor ers they instruct), the runes detonate, the magic-user inhabiting the room to
globe and mirror image on self, ready hold, inflicting 12-30 points of fire damage the north actually studied his works.
to be followed by charm and then Tasha 's or (6d4 + 6) to the reader (no saving throw) Here are all manner of magical appa­
burning hands. Typical defensive strategies: and to each creature within 10 feet (save vs. ratus. To the north, a workbench runs
Jump to escape a tight spot . Darkness and/ spells for half damage). The explosion about 15 feet along the wall near the
or invisibility to allow retreat to area 337, destroys the map. The runes can only be door. The wall here is lined in shelves,
with hold portal on the door; continuing to removed by a dispel magic spell. with all sorts of bins and containers.
area 338 by the secret door, blocking the The map shows no secret doors or secret Over a small fireplace hang several ket­
passage by wall of Force (placed just inside passages, but reveals everything else in this tles; a brazier, furnace, and bellows are
the room to block even the finding of the area and areas 301-320, including residents. nearby. Along the south wall is a high
secret door) and gathering prized items. If It does not show areas 321-334 (those writing desk, flanked by a pair of book­
on the verge of discovery, Falrinth will accessed by the the doors in area 306, except stands, each with an unopened tome.
dimension door to one of two passages­ the southernmost) . The parchment on the At the far end of the room are a table,
either the corridor east of area 313, or the east wall seems to be a dire warning not to high-backed chair, and an open cabinet.
secret passage to the Tower or outside exit. touch the east door. If read, the warning Upon the table are a green cup, an iron
Falrinth does not dare to remain in the Tem­ also contains another set of explosive runes box, a scattering of gems, several potion
ple after defeat; he has too many enemies. (see above for details). The east door leads, bottles, and a leather case. The cabinet
He plans to use Smigmal as a tool to achieve of course, to area 337a. The cabinet con­ holds three iron coffers, a crystal ball, a
control of the remaining Temple forces, so tains clothing and several books, unremark­ tall pointed black hat, a box of reddish
he can become ruler of a domain of death able works of history and botany. The odd wood, a long brass wand, five large
and destruction equalling, even surpassing, candle holder is an ancient work in elec­ books, and a small ceramic statuette.
that of luz (Ambitious, indeed! ) . Kriitch is a trum, worth 1,500 gp. The southeast wall
gift from the demoness Lolth, who is happy cresset operates the secret door. Falrinth may still be here when characters
to have catspaws in Zuggtmoy's territory arrive; if so, he is hiding in the east end of
(for obvious reasons). Falrinth has devised 337a. EAST ROOM the room, ready to leave (by dimension
the traps and fake lair (337a) to fool door) if his discovery is imminent or obvi­
intruders who are too powerful to defeat The door to the east opens into a 10 ' ous. The cabinet also holds three ivory
offensively. He wears bracers of defense AC square workroom . Inside are a few bot­ scroll tubes unless Falrinth has taken them.
6, and carries a purse containing nine gems tles containing various spell compo­ The volumes on the bookstands are
worth a total of 1,350 gp (two moss agates, nents, a bench, six staves of various bound in leather and bronze, and are magi­
two white pearls, three hematites, a sap­ woods, and six metal, bone, and ivory cal. The westernmost is a tome of leadership
phire and a tourmaline). rods. A shelf holds nine wands. Here is and influence; the eastern, a vacuous gri­
also a brass chest, protected by a lock, moire. (Falrinth was afraid to open either
This room is obviously the chamber of a iron binding, and hasp with large pad­ one). The bins and containers hold various
magic-user. A thaumaturgic triangle lock. spell components (taken from the lab, area
stands at the threshold. The shelving 330), worth 6,000 gp (900 gp volume).
which girdles the place is filled with all The spell components are only common The cup on the table is jade, worth lClO
sorts of stuffed and mummified animals sorts in small quantities-phosphorus, sul­ gp. Falrinth may have taken two gems (a
and such. A cloak with strange runes fur, a lodestone, etc. Each of the wands has fire opal and star ruby, each worth 1,000
hangs near the east door. A large bed is been treated with Nystul's magic aura and gp). Nine other gems remain-a tiger eye,
here, with a small cabinet, a stool, a thus seems valuable. Three potions are on moss agate, amber, amethyst, jasper, white
writing table with an oddly branched the shelf- diminution, healing, and delu­ pearl, pink pearl, topaz, and zircon (the first
candle holder, a brazier, and a pair of sion of treasure finding. two worth 10 gp each, the topaz 500 gp, and
hanging lamps near the bed. A wall cres- The chest is rigged so that a cloud of chlo­ each of the others 100 gp).
rine gas erupts when it is opened; each crea- Falrinth may have taken a potion of speed

88

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\
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0 N Gi IIAL ADVE IITVRJ:S RE i II C AR.._II ATED • T H E TEJhPLE 0 F E L E Jh E llTAL EVI L


from this table; other remaining are potions sary. The spells on these scrolls are noted
of ESP, flying, and sweet water. The leather with asterisks hereafter. center, bordered by a strip of pale green;
case holds a wand of a wonder with 50 the whole gives out undulating sheets of
charges. Book 1 : affect normal fires, *burning blue-green light. To the south is a circle
The iron box on the table contains the hands, *charm person, compre­ of translucent crystal ringed by a silvery
Orb of Golden Death. The Orb is a gold hend languages, dancing lights, band; the whole sends forth slowly rising
sphere shaped to resemble a human skull *detect magic, enlarge, hold por­ clouds of pale light, that spread and dis­
without its lower jaw. It radiates evil so tal, jump, message, Nystul's appear. To the west is a long diamond
strongly that Paladins and Good clerics are magic aura, push, *read magic, shape with four points radiating from the
unable even to touch it (or even the box) . unseen servant, ventriloquism, sides of the lozenge. The whole is fash­
Anyone grasping the device gains certain *write ioned of translucent stone mottled red
magical powers, and instantly knows how and amber, outlined in red gold. It sends
to summon them forth from the Orb: detect Book 2 : continual light, *darkness 15' up sudden tongues of brightness, planes
lie, know alignment, and poison. These radius, ESP, fools gold, forget, of pale fiery light that vanish as quickly
powers may be used without limit as long as *irritation, *levitate, *mirror as they appear.
the Orb is held. The holder can also cause image, rope trick, Tasha's uncon­ All of these radiations gleam from the
the great throne in area 10 (of the Upper trollable hideous laughter, *wiz­ walls and floor of the hall. Any object in
Temple) to raise and lower. The user's Cha­ ard lock the center of the four symbols shows the
risma is affected, and other unique details four different illuminations, and the
apply; see Appendix C for more details. Book 3 : clairaudience, flame arrow, *hold ghastly purple of their mix. If you look
The three iron coffers in the cabinet con­ person, *invisibility 1 0 ' radius, upward long enough, occasional glints
tain 107 pp, 310 gO, and 228 ep, respec­ *lightning bolt, *protection From of light can be seen from the vaulted ceil­
tively. The crystal is a crystal hypnosis ball evil 1 0 ' radius, *tongues, water ing, that peaks 60.' or more overhead.
attuned to Zuggtmoy. The pointed hat bears breathing The 30 ' wide aisle to the west appears to
cryptic runes; it has no cash value, but is be the only entrance to the place.
easily recognized by all of Falrinth's associ­ Book 4: *dimension door, •extension I,
ates, and others throughout the dungeon. *fire trap, *minor globe of invul­ Both evil and magic can be found here.
The ceramic statue is of a frog alone, if nerability, *monster summoning The magic radiates from the floor symbols,
Falrinth has gathered his items. Intact, it II, wizard eye the evil from everywhere. Any creature
represents a frog eating an insect, the latter who steps into the area of an elemental sym­
being an ebony fly. Book 5: contact other plane, •wall of force bol and stands there for 3 segments is trans­
The reddish wood box is an unfolding ported to the corresponding Elemental
shrine, inlaid with gold, with a black inte­ Node: the Air Cavern (circle), the Earth
rior upon which is inlaid a silver spiderweb, THE INTERDICTED PRISON Burrows (triangle), the Fire Pits (lozenge),
mother-of-pearl stars, and a garnet orb. As or Water Maze (square ) . The only way to
OF ZUGGTMOY
the doors of the shrine unfold, an ebony escape therefrom is to win through to
statuette of Lolth rises from a cavity in the another "gate" area or to possess the com­
Note that the methods of arriving in this
base to stand before the web. This icon is plete Orb of Golden Death, inset with all
area are limited. Be sure you are familiar
worth 6,000 gp, but should be destroyed by with all of these means, as well as the vari­
four proper gems.
Good characters. Zuggtmoy once used the symbols to visit
ous statistics on Zuggtmoy (imprisoned and
Part of the back of the cabinet radiates the Elemental Nodes, and to send screaming
Freed) before allowing any character to
magic, but the magical mirror contained sacrificial victims to their dooms in these
enter this area.
therein can only be obtained by use of the places. Now, however, the demoness is pre·
brass rod. The tip of this wand-thick object vented from entering this hall until all four
339. HALL OF ELEMENTAL MAGIC
is oddly notched, and may be used to open of the sealed portals are broken. If this has
the side of the cabinet, allowing the mirror been done, she will certainly come here to
This huge echoing hall is constructed of thank her liberators, in her own way. If
of mentalprowess contained therein to slide
polished black stones, which give back Zuggtmoy is destroyed, the symbols lose
out for use. Without this key, the mirror will
odd reflections of your light. The most their magic, and the Elemental Nodes them­
be destroyed in any attempt to remove it,
whatever care is taken. The five large books
striking features here are the symbols set selves wink out of existence, destroying eve­
into the chamber floor. rything within them at that moment.
are bound in strange leather, clasped with
To the north is a triangle of dull ecru
iron, and locked . These are Falrinth's
stone, outlined with some sort of gray 340. THE HALL OF DREAD
spell books, their contents listed below.
metal; a throbbing radiance seems to
Each of the three scroll tubes in the cabi­
spread in dun-colored pulses that wash
net (missing if Falrinth has escaped with This place is horrible and disgusting,
over the area. To the east is a great 10 '
them) contains a scroll of seven spells. This loathsome and fearsome. The stonework
square of translucent stone, blue at the
is a selection from Falrinth's spellbooks, seems leprous and mottled. Everywhere
edges and shading to a deep green at the
which he can use to start new ones if neces- are sculpted fungous shapes of night-

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ical means. Zuggtmoy cannot enter this 342. ROOM OF CROWNED SKULLS
mare form and coloration. Each column Audience Hall unless three gates have been
rising to the roof above writhes and sundered: the Grand Entrance (above The plastered walls of this 30 ' x 20 '
squirms with intertwined fungi. The ground, area 1), Earth Temple (area 145), room are decorated with many murals,
walls drip with slimes and ooze revolting and Octagonal Chamber (210). depicting scenes in which humans, demi­
exudations. The bizarre reds, disgusting
humans, and humanoids are being robed
yellows, rotten grays and browns, nau­ 341. PLACE OF EARTH AND GOLDEN in finery of various sorts and given
seous greens, and hideous blues blend in CHAINS crowns of gold, adorned by devices of
a vertiginous swirl in the center of the
skulls. Above all are paintings of a
northern part of the place, wherein
This 30 ' x 40 ' chamber is a strange goldeA-Skull wearing a silvery crown, in
squats a huge sprawling purple throne.
composite of polished pink stone, golden which are set gems of red, blue-green,
This great chair is sculpted to display
chains, and a floor of loose earth. Deep crystal, and orange-brown. The floor is
fungi and human forms, but those
black earth covers the entire floor, save tiled in black and yellow squares each a
depicted are shown crying out in pain as
for a four-foot-wide walkway which foot across. The south wall shows scenes
fungi shoot up from their flesh, feed
edges the room. The bright metal chains of elemental devastation, and under each ·
upon their dead and decomposing
hang from the walls, affixed by rings to depiction is a chair. Save for cressets, the
bodies, or grow rampant in their bony
the walkway as well. The room is dark; room is otherwise bare.
remains. Even the shape of the throne is
the walls show neither cressets nor
abominable; its seat is broad and round
sconces.
with a concave surface and four hemi� 343. HALL OF MERRIMENT
spherical indentations, two in front, two
Six violet fungi spring up from the center
behind. It has wide arm rests but no back The plastered walls here show scenes of
of the earthen area. Each is seven feet tall
with four branches of 4 ' length; they alJ
whatsoever. It stands upon a four-tiered revelry and debauchery, involving coro­
dais, the top and 2 ' high steps of which nated individuals similar to those in the
move to attack any creature on or near the
are carved in bas-relief to depict fungi, previous chamber. Those rewarded in
smut, slimes, molds, jellies, and other earthen area. As they do so, a forest of 50
small toadstool-like growths also spring up. the antechamber were evidently taken
horrible growths devouring a compacted here to be feted. Couches, cushions, and
mass of living and dead humans. These have mock "faces and eyes, which
seem to follow their dangerous kin in their pillows surround small tables. The place
The demoness must have used this is in disorder, as if those once here left
area to view captives and servants, the attempt to enrich the loam with human
flesh. Whenever a fungus strikes a blow, a hurriedly. Several stands are tipped over,
former going to whatever unspeakable as are chairs; stains on the carpets show
fates awaited them, the latter exalting in happy hooting sounds from the cavities
pocking the caps of these monstrous specta­ where food and drink were spilled and
the fact that no similar prospect awaited never cleaned. Dishes, ewers, and drink­
them, as long as they served Zuggtmoy tors.
If the violet fungi are all slain, the other ing vessels lie in scattered profusion . All
well. of the furnishings are of excellent work­
Projections resembling blighted vege­ fungi all puff forth small spore clouds to a 6
foot range, attacking as 3 Hit Die monsters; manship and materials, but all are dis­
tation line the walls, and each gives off a gusting in what they depict. The walls
dim but pervasive illumination. Passages a victim hit is blinded for 1-4 rounds (no
saving throw) . Any blow or kick will have many cressets, and bronze candela­
and doors are in the east and south walls. bra and hanging lamps are in the cor­
Twin valves of bronze in the middle of destroy one of these lesser fungi, and a
bright light (such as light or continual light ners.
the south wall accompany twins of gates
found elsewhere in the dungeon, com­ spell) will shrivel them all in but a single
round. 344. ROOM OF DEMONS
plete with bindings and silvery glowing
runes. To the west, a 20 ' broad flight of Violet Fungi (6): AC 7, MV 1 N' HD 3, hp 24
serpentine steps leads down into a high­ each, #AT 4, D 0 + rot (save vs. poison
This plastered room is decorated with
domed chamber, filled with dim but or die); XP 231 each (x6)
wall murals. All show demons of lesser
multi-hued light continually changing in sorts paying homage to humans of evil
color and intensity. Hooting Fungi (50): automatically hit, MV
mien. Here are also scenes of killing and
0, HD 1/s, hp 1 each, #AT 1, D blindness
destruction, obviously showing the
1-4 rounds (6 foot range); XP 8 each
The large bronze doors have, of course, a deeds which made such homage due. A
(x50)
permanent antipathy spell upon them; all plain armchair of black wood is centered
those failing any previous saving throw If the earthen floor is searched, it is found against the east wall, opposite a 10 ' wide
against this effect are unable to approach to be 4 feet deep, damp, loose, and rich. exit to the west. Many bronze cressets
within ten feet of these doors. They are Hidden in the exact center, under the dirt, is line the walls, but no other furniture is
bound in the standard fashion-chained an ivory case (1,400 gp value) containing a here.
locked, sealed with soft iron, and bearin � wand of illumination (44 charges).
the deeply cut sequence of warning runes.
The secret door in the southwest corner can­
not be opened from this area except by mag-

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0 Ri Gi ilAL ADVE n'fv�s RE i n CAR...Il A'fED • THE TEltJ: PLE 0 F E L E ltJ: E ilTAL EVI L
345. HALL OF GLORY demons and the like stood watch when Zuggt­ bear an assortment of weapons: longbow,
moy held council. quiver of a score of arrows, sword, spear,
The walls of this 20 ' x 40' room are and sheaf of four javelins.
frescoed . Two suits of plate armor hang 347. LAVISH CHAMBER All of the weapons except the bow are sil­
from each long wall, north and south; vered; the arrowheads are solid silver. The
each is of black metal, enameled with This place is decorated in purples and secret door can only be triggered by insert­
strange glyphs in pigments of red, white, reds: rugs, cushions, upholstered furni­ ing an arrowhead into a small opening.
green, and brown, surrounding a golden ture, wall hangings, etc. A large divan,
skull. The armor is strangely fluted and covered in plum silk worked with nause­ 349. PLEASURE CHAMBER
spiked; the helmets are wrought to give ating green and orange figures, domi­
the wearer a most frightening appear­ nates the north wall. Behind this couch is This spacious chamber is filled with opu­
ance. Each of the four suits of armor also a tapestry depicting the spherical crea­ lent furnishings: carpets of rich golden hue,
bears a huge two-handed sword. ture with the mushroom neck and head. nine plush purple chairs, five green velvet
Before the couch are several stools of cin­ divans, ten cushions of gray watered silk,
These four suits of animated armor guard nabar. All of the wood is inlaid with eight satin ones of deep orange, and six
this room, attacking all those who enter. mother-of-pearl, showing demons, ottomans of shining black leather. Wall
They are immune to all magic, but can be fungi, and worse. The wall cressets and murals and tapestries show scenes of
struck by any sort of weapon. They fight sconces are of bright copper, either debauchery amidst a forest of fungi upon
mindlessly, until destroyed, to prevent recently attended or magically kept pol­ beds of mold and like places. A throne-like
intruders from remaining in or passing ished. Before a throne, a gold bowl con­ golden seat stands in the room's center.
through the chamber. They will not enter tains platinum pieces. One tapestry shows the round-bodied,
area 344, but will pursue intruders down the elephant-legged, fungi-headed bulbous
west passageway and all other rooms (areas The bowl is worth 235 gp. It contains 21 thing seated on the throne chair, amidst a
346-353) except 340. The golden skull inlaid platinum coins, each marked with the face revelry of fungoid forms.
on each suit of armor is actual gold, worth of the demoness, with an evil rune on the
50 gp. Four topaz gems are also inset in each obverse. These are tokens, showing that the All of the furnishings in this death trap
suit (each gem worth 500 gp). bearer has the special favor of Zuggtmoy. are creatures. The carpet is yellow mold; the
chairs, violet fungi; the couches, green
Suits of Armor (4): AC 3, MV 6 *, HD 9, 348. PURPLE HALL slime; the ottomans, black puddings; ten
hp 45 each, #AT 1, D 1-10 (two-handed pillows are gray oozes, and eight are ochre
sword), SD immune to all magic, dam­ The stones here are of a deep purple jellies. Walking on the carpet automatically
aged only by blows (any weapons); XP color, and all furnishings are of a similar causes the mold to send forth its poisonous
2140 each (x4) hue: a mauve carpet, lilac and puce wall spore clouds, and the touch of warm­
hangings, even a long table with 12 blooded flesh causes any piece of furniture
The frescoes show crowned and robed chairs and a larger one at its head are lac­ to change to its true form. Zuggtmoy can, of
humans, attended by demons of minor quered violet. Bronze candelabra are on course, relax here and enjoy herself. The
sorts, and slaves bearing rich rewards the table, and bronze wall sconces are throne weighs 400 pounds and is worth
parading in triumph before a horrible placed at regular intervals. This place 50,000 gp intact. It is so wide, however, that
bloated figure upon a throne-like seat. The was probably a council chamber. The it will not fit into a portable hole or bag of
mottled fungous body-sphere of this crea­ south wall bears a large map of the Fla­ holding. If smashed, the bullion value is
ture is topped by a toadstool-like growth naess, with the Temple at its center. It only 3,800 gp.
with a face upon it. The body has four ele­ shows the conquests of the Temple
phantine legs, but no visible arms. Seated shaded in purple, along with dots of pur­ Yellow Molds (15 patches, each 10 ' square):
beside this abomination is an obese male ple, black, red, green, white, and brown. AC 9, hp 5 (per patch) MV 0, #AT l, D 1-
demonic figure (a cambion, in all probabil­ Some cryptic marks are by each dot, 8, SA cloud 10 ' cube (inflicts damage and
ity), also seated on a throne. shown by most cities and towns. requires saving throw vs. poison or die),
SD affected only by fire (destroys) and
If read magic is used to examine the map, light (causes dormancy for 2-12 turns); XP
346. CHAMBER, 20' x 30' its writings reveal the identities of individ­ 100 each (x15)
uals in many nations. Each is a secret agent
of Chaotic Evil, serving Zuggtmoy, Iuz, and Violet Fungi (9 chairs): AC 7, MV 1 *, HD 3,
This plain room is unfurnished, save for
some aspect of Elemental Evil. If this map is hp 24 each, #AT 4, D rot (save vs. poison
a thick carpet on the floor and many
taken to the Archcleric of Veluna at Mitrik, or die); XP 199 each (x9)
empty wall sconces. Its walls are solid
stone blocks, closely set and polished. he will pay a 10,000 gp reward for the infor­
mation, and those responsible earn the high Green Slimes (5 couches) : AC 9, MV 0, HD 2,
hp 16 each, #AT 1 (if touched), D tum to
The room has no occupants.
favor of Veluna. Continue if the door to the
east is opened: slime in 1-4 rounds, SA eats wood slowly,
This area was the guardroom where
The walls of the small room to the east metal quickly (plate armor in 3 rounds),

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SD affected only by cold, fire, or cure dis­ 351. EARTH-FLOORED ROOM
ease; XP 642 each (xS) locking equilateral triangles and the cir­
This place is fashioned of polished cle that rings them, seem to be made of
Gray Oozes (10 pillows): AC 8, MV 1 •, HD brown stone. The ceiling. overhead is U molten electrum . Tips protruding from
3 + 3, hp 10 each, #AT l, D 2-16, SA cor­ feet high. No cressets are here, nor any the sides of the central hexagon glow dif­
rodes metal as pudding, SD immune to other place to put torch or candle. The ferent colors; clockwise from the north
heat, cold, most 1st Iv!. spells (affected floor is dirt from wall to wall-a rich being red, orange, yellow, green, blue,
only by blows and lightning), Psi Nil; XP dark soil, loosely compacted. The room and indigo. The center of the device
250 each (xlO) is otherwise empty. pulses a pure purple light.

Ochre Jellies (8 pillows): AC 8, MV 3 •, HD 6, The soil, 6 feet deep, can be thoroughly If all four of the sealed bronze gates have
hp 15 each, #AT 1, D 3-12, SA flow examined in 30 man-turns, but no treasure been broken, this device will take any and
through small spaces, dissolve flesh, SD is here. This room is where Zuggtmoy once all who step within its purple center to Zug- ·
lightning divides in half; XP 240 each (x8) came to sleep, her stem-legs planted in the gtmoy's own Abyssal Plane. If not, then
loam. nothing happens if it is entered.
Black Puddings (6 ottomans): AC 6, MV 6 ", The dais is marked "N on the map. Atop
HD 10, hp 25 each, #AT 1, D 3-24, SA dis­ 352. EAST HALL it is a huge throne of silver, set with 666 pre­
solves wood (1 round), metal (chain in 1 cious gems-300 of base value 50 gp; 200 of
round, plate in 2 rounds, + 1 round per base value 100 gp; 100 of base value 500 gp;
The polished steps descend some 20 feet
magical "plus"), SD blows or lightning
into a hall which broadens to a 40 ' 33 of base value 1 ,000 gp; and 33 of base
divides in half, immune to cold (damaged value 5,000 gp. Included is every type of
width. The floor here is serpentine and
only by fire and some spells); XP 1700 each precious stone known to man. Each stone is
porphyry. The walls are of black marble,
(x6) attuned to a demon: a Type I to each of the
veined with green and purple. Runes of
glowing gray and inky black mark the least value; Type II to those of 100 gp; Type
350. HALL OF SCULPTURE III to those of 500 gp; Type IV to those of
walls, with glyphs that seem to run and
shift into other forms when not viewed 1,000 gp; and babau demons to those of
This place is filled with cabinets, lined directly. Weird light comes from silver­ 5,000 gp. Possessors gain demonic attention
with shelves, and even the walls have cupped bronze and copper cressets, at a time they least desire it; an exorcise spell
many alcoves and niches. All bear sculp­ spaced at 5' intervals on the walls. can be used to cleanse 20-120 (2d6x10)
tures of ceramic, bone, stone, shell, and Strange flames leap from them, in all the gems. If all the gems are pried from the
other material. These figures depict colors of the rainbow-first one hue, throne, Zuggtmoy is freed to return to her
mushrooms of all sorts-toadstool, fun­ then another. The arched ceiling 30 ' home plane (as if all the bronze gates had
gus, blight, etc. -in all colors, sizes, and above is apparently sheathed with been sundered), but is imprisoned there for .
shapes. Some dozen or so larger sculp­ gleaming silver, reflecting light to the 66 years, after which she may come forth
tures are made of ivory, inlaid with polished walls and floor. with all her normal powers.
translucent materials, and stand on the Three large pedestals stand 20 feet to
floor, apparently for use as stools by the west. Each is 12 feet tall and about 30 Atop the dais to the west is a huge throne
those who wish to rest while viewing the inches in diameter, topped with a metal of silver, adorned with hundreds of pre­
gallery's offerings. skull seemingly cast as part of the pillar. cious gems. These are set to form leering
Each likewise bears strange signs and demon faces, skulls, fungi, and like pat­
The thirteen stools are shriekers, sigils that shift and change to be unread­ terns; they are of all colors, sizes, and
enchanted to appear inanimate. If touched, able. The south pillar is electrum; the shapes. Behind this seat is a huge tapes­
a stool changes to its actual form and wails center, gold; the northern, platinum. try of deep purple, worked in red, green,
loudly; this brings Zuggtmoy if she is able to ochre, and white to show various fungi .
enter the room, or else alerts her as to the The electrum pillar can be estimated (if of You find it difficult to see details of the
intruders' location. solid metal) as being worth 50,000 gp. The throne or the tapestry behind, for the
gold pillar is worth about 100,000 gp; the west end of the room is dim and
Shriekers (13 stools): AC 7, MV 1 •, HD 3, platinum, 500,000 gp . shrouded in a black mist . As you
hp 20 each, #AT 0, SD noise; XP 95 each approach, you see a small, fat old crone
(x13) 353. GREAT HALL seated on the throne, almost lost in the
huge seat. She cringes and shrieks when
If 10 man-turns are spent examining the you approach, crying out "You won't get
Some 30 feet beyond the odd pillars, the
various sculptures, eight valuable ones are
hall broadens to 60 feet width. A huge my treasure!'' With that, she fumbles
found (worth 200-800 gp each). Four others with the arm of the chair, and her voice
dais of translucent alabaster commands
radiate magic but have no other apparent suddenly booms out "You may take my
the west end of the place. Before this
worth; if thrown down, each changes (per­ pillar of electrum . Begone!"
stepped platform is a magical device, set
manently) into a normal shrieker.
in the floor-a hexagon whose two inter-
If intruders attempt to move the pillar, it

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0 RJ Gi ilAL A.DVEilTVIQ: S RE i il CARJIATED • TH E TElh PLE 0F E L E lb: E llTA.L EVI L


rises easily (as if a mere staff), and can be the curtained alcove to the west where Zug­ opened, she is free to roam dungeon levels
carried by a single person. However, if it gtmoy hides, she sends out a wave of fear; one and four as well; and if the outer gate
comes within 60 feet of the bronze gates in each victim within 15 feet must make a sav­ (area 1) is also broken, Zuggtmoy is com­
area 340, the pillar suddenly leaps from the ing throw vs. spells or shrink back. She pletely freed. If characters do manage to
grasp, smashes the gates, and crumbles to hopes to encourage intruders to take the slay Zuggtmoy, remember that the four ele­
dust! If this occurs or if the offer is not throne's gems. If the party leaves before mental symbols in area 339 vanish, and the
accepted, the hag (Zuggtmoy) offers the prying them loose, she assumes her normal Elemental Nodes collapse as well. Charac­
gold column next. Whether refused or form and moves to attack physically. ters may then investigate the corridor­
accepted, the platinum pillar is offered last. akove west of the Great Hall. If Zuggtmoy
Zuggtmoy (still fully bound): AC 0 (body)
The first (electrum) pillar is enchanted surrenders to save her life, she will get out
or -2 (head), MV 6" (walls or ceilings),
only to break the gates in room 340, and her treasures and exchange them for safety.
12 • (if in crone form), 15 • (normal
crumbles to dust after doing so (worth noth­
form), HD 49, hp 222, #AT 2 + 2 or 2, D
ing) . The gold pillar breaks those doors and Beyond the tapestry behind the throne is
2-8 each or 2-12 each, SA at will fear-
continues upwards, passes corridor areas a corridor 80 ' long and 10 ' wide. It is
15 ' radius, improved invisibility, pro­
227 and 9, enters the octagonal room (210), unlit and has no furnishings. A recess in
grammed illusion, silence 15' radius,
and sunders the gates therein, crumbling at the west wall forms a shelf about two feet
crushing damage or stun (see below), SD
that time. The platinum pillar can, if used deep and ten feet long, the niche being
regenerates 1 hp per round (2 hp per
alone, sunder both gates as the gold, and the about four feet tall. On the shelf are only
round if standing in loose soil); XP
gates of area 145 as well. If the three pillars four dusty stones.
28, 770 (if still fully bound)
are each accepted and then used to sunder
gates, the first breaks only the lowest gate, Zuggtmoy may use either of two strategic If all four stones are moved simultane­
the gold breaks only the gate in area 210, ploys in hand-to-hand combat. The first is ously, the rear wall of the niche slides
and the last breaks not only that in area 145 engaging with four pseudopods a maximum upward to reveal the treasures. However, if
but continues unabated to crush the portal of two against a single opponent. A single the stones are moved singly or in some com­
at the Grand Entrance (area 1 ) . Thus, only if hit inflicts 2-8 points of damage, but if two bination other than all at once, the follow­
all three offers are accepted can the pillars succeed in the same round, each inflicts an ing effects occur (keyed per stone):
free Zuggtmoy completely. additional 5-8 points of crushing damage
If all three offers are rejected, continue (for a total for both hits, of 14-32 points, or 1. Blade scythes downwards, cutting off
with the following. 6d4 + 8). She may instead choose to trample any body part thrust over the shelf (no
one opponent if that individual is prone or saving throw)
The crone desperately fumbles with the under 4 feet in height. Trampling consists of 2. Poisoned darts shoot outward 15 feet;
arms of the throne once again. First an two attacks, each inflicting 2-12 points; if before the shelf area is hit by 1-4 darts,
olive ray springs forth, eating a small both hit, the victim is stunned for 1-4 each inflicting 1-4 points of damage and
hole in the floor; then one of maroon hue rounds. If one or more gates are sundered, requiring a saving throw vs. poison to
appears, disintegrating some of the metal Zuggtmoy gains additional powers (usable avoid death in 1-4 rounds.
sheathing in the ceiling. A prismatic at will, to a maximum of one per round), as 3. Nothing happens for 1 round; then a
sphere of odd colors then springs up, as follows. Effects are cumulative, of course. lightning bolt streaks the length of the
even more rays of green and red shoot corridor, for 60 points of damage (save
forth. These beams bounce around No gates broken: as above; XP 28, 770 vs. spells for half damage)
inside the sphere, causing swirls of radi­ One gate broken: continual darkness, 4. A jet of green slime erupts from the back
ance and sparks. Hideous shrieks come pollute food & drink; revised XP 31,370 of the shelf area, spraying an area 20'
from the figure bathed in the rays-and Two gates broken: detect good, detect long; each victim in the area must make a
the hapless crone is blasted, and turns magic, levitate, read languages, read magic, saving throw vs. poison or be covered.
into a fine gray ash! tongues; revised XP 33,970
Three gates broken: polymorph self, tele­ In the secret niche are the following items:
This is an illusion, of course. The crone, kinesis (up to 10,000 gp), gate (as normal; wand of fire (72 charges), rod of smiting (41
Zuggtmoy, has slipped invisibly behind the see description of gates), and limited wish charges), ring of feather falling, Daern's
tapestry to see what the intruders will do. once per day; revised XP 36,970 Instant Fortress, a scroll case containing a
Part of the magic which binds the place Four gates broken: All other powers (see scroll of five magic-user spells (monster sum­
involves greed. When and if Zuggtmoy is description of gates); full XP 45,170 moning I, death spell, repulsion, maze, sym­
freed (whether by the taking of the pillars, bol of discorcl), and a box containing eight
which is still possible at this time, or by the If the lowest gate (340) is sundered, Zug­ potions (animal control, dimbing, flying,
prying of gems from the throne), she can gtmoy is no longer imprisoned in area 353 healing, invulnerability, philter of persuasive­
take all the treasures from this place (includ­ (A and B), but is freed to roam the entire ness, polymorph self, super-heroism). (The
ing those secreted in the niche in area B) to north dungeon (areas 339-353). If the gates first potion affects mammals, marsupials, and
her own plane, which she will certainly do if at the top of the stairs (area 210) are also avians.)
remaining in the Temple seems dangerous. broken, she is free to roam dungeon levels
If any character tries to explore behind two and three. If the upper gate (area 145) is

94

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DUNGEON LEVEL FOUR
The Great Temple of area 419 i s the central for each such symbol, however. One of each defeat and even entrapment therein. If they
command headquarters of all current opera­ pair leads directly to the corresponding Ele­ have not received the special poem-due
tions of the Temple of Elemental Evil. mental Plane; the other leads to a nearby (described at the introductory notes to
Recruiting drives, raids, temporary and partial plane, called a Node. The Nodes are Dungeon Level One), review that informa­
long-term plans - all are the products of detailed in section 4 of this adventure. tion and select a method for introducing it.
the leaders herein. The elemental nodes form the basis for If players ignore the fairly explicit instruc­
The masterminds of the Greater Temple the whole evil operation. They are as caul­ tions in the poem, or do not leave the
maintain some degree of contact with Zug­ drons, used to mix evil and elemental forces dungeon setting for respite, they will proba­
gtmoy herself by way of a special magical in an unholy recipe concocted by Zuggtmoy bly blunder into the nodes unprepared. Do
area deep within the compound (area 435). and Iuz over a decade ago. Within the nodes what you can to channel them back to the
Iuz, however, is seen in person on occasion, are special creatures, to be used as future dungeon (by means as detailed in the pref­
as he visits here to gather information and troops and specialists. The nodes and the ace to the nodes), so they may obtain
to offer advice. The Temple personnel are Orb of Golden Death (see Appendix 0) another chance at complete success.
respectful of both Iuz and Zuggtmoy in a were created together, and are directly and
practical sense rather than one of awe, see­ magically linked. The powers of this artifact IUZ AND ST. CUTHBERT
ing the Two as great leaders and com­ come from the nodes; if the Orb is
manders rather than dwelling on their true destroyed, the nodes are likewise (and vice PC or NPC actions herein may result in the
aspects of demoness and demigod. It is only versa, though destroying a plane of exist­ appearance of the demigod luz, the lesser
by Iuz' influence and occasional instructions ence is a far greater task). god St. Cuthbert, or both. Should Iuz be
that the humans herein keep some small attracted or summoned (either by the direct
measure of order amongst their unpredicta­ CHARACTER ACTIONS actions of local residents or by PC errors),
ble minions. Cuthbert will probably (90% chance) arrive
Zuggtmoy's current location is not This dungeon level is a dangerous place as well in 2-9 segments; if not, the PCs are
known to any of the Temple personnel, nor even for higher level characters. Cautious surely doomed. Cuthbert will not appear
to Iuz. They are all aware of her imprisoned PCs will explore quietly and carefully, and unless luz does so first. Zuggtmoy's freedom
state, but do not know where that prison should quickly realize the dangers herein. If or lack of it does not affect Cuthbert's
may be. Iuz suspects the true location they take appropriate measures, such as dis­ actions in any case.
(dungeon areas 340-353), but has been guise (preferably magical, polymorphing If St. Cuthbert does appear, he and Iuz
unable to penetrate it, nor have his fol­ being quite convenient), they might be able will vanish together in a puff of smoke and
lowers. But none have pressed the matter to infiltrate, misdirect, encourage chaos, thunderclap, as they will not discuss or set­
with great diligence, for several reasons. Iuz and generally turn the place into a shambles tle their differences in the presence of their
is satisfied with matters as they stand, at without suffering too much damage. On the followers or other mortals. Before their
least for the moment; he is doing a few other hand, direct frontal attack is nearly departure, however, Iuz will first restore his
things with which Zuggtmoy's presence suicidal. If necessary, an overzealous party troops with a gesture, and his ancient
might have interfered. Zuggtmoy is known might be surprised, captured, and simply enemy will do the same immediately there­
to be alive and well, as gleaned from her ejected as soon as they reach the intersection after. This has the effect of animating all
communications with those in the Greater between areas 402 and 409. slain evil troops wearing the symbol of luz
Temple, so nothing is to fear from that quar­ If the party has been ravaging the upper (i.e. the Temple guards), restoring them
ter. And finally, a being more powerful than dungeon levels, those herein will be on alert somewhat as monster zombies. Leaders
Iuz - the lesser god St. Cuthbert Himself - status (see Troops & Sentries below), main­ wearing the golden skull are also revived,
has been involved from the beginning, and taining exact guard positions and ready for but as if raise dead and heal were applied.
it seems best to postpdne the inevitable con­ trouble. If characters have allowed any vic­ Slain .PCs are similarly revived by S t .
frontation with that august personage for a tims or witnesses to escape, a fairly good Cuthbert, being raised and healed either to
time. Thus, Zuggtmoy's prison will not be · description of them will have reached this 20% of normal hit points or, if the PC is a
sundered by the efforts of her allies and fol­ area, and retribution will be as swift and follower of the deity, with a full heal (curing
lowers. cruel as possible. On the other hand, if PCs all but 1-4 hp).
Zuggtmoy's splendid Greater Temple and have carefully explored the dungeons in
Iuz' chamber north of it (area 433) are such a way as to slay few and escape with TROOPS AND SENTRIES
important features of the dungeon level, but maximum gains, they will probably not
others are even more critical. Eight long cor­ have this reputation. The forces of the The troops of the Temple include the rank­
ridors stretch from the sides of the Temple, Greater Temple may be relatively unpre­ and-file bugbears and ogres, led by hill
each a color corresponding to one of the pared, and if the PCs are taken, they might giants and ettins, all commanded by human
four elements. These corridors lead to per­ be thrown to the Nodes rather than extermi­ clerics and magic-users. The troops are used
manent magical gates, each marked by a nated. for nearly any sort of task anywhere in or
corresponding shape already seen in the If player characters venture into the near the Temple and its dungeons, being a
upper dungeon levels - a circle for air, tri­ nodes on their own accord, without first powerful strike force capable of well­
angle for earth, square for water, and the obtaining the Orb from its current custodi­ coordinated attacks under their human
eight-pointed fire symbol. Two gates exist ans (see area 338), they may suffer further strategists. The Temple guards, who stay

95

0 IU Gi ITAL ADVE ITTV�S RE i IT CA1'.Il ATED • THE TEJb: PLE 0F E L E Jb: E ITTAL EVI L
here at all times, are a horde of gargoyles 416 1 troll Empty of two per round (ranges 3 "/6 "/12 ", D 2-
and trolls, offering either aerial or ground 418 Empty 2 trolls 16) but with a -4 "to hit" penalty due to min­
attacks (or both) against intruders, and hav­ 419 2 trolls + 12 ogres + imal proficiency.
ing good resistance and stamina. Guards are 2-8 gargoyles 12 gargoyles The bugbears by the gates stay out of line­
often supplemented or reinforced by troops. 420(x2) Empty 1 hill giant of-sight from the bulk of the corridor,
Nearly all of the Temple's regular forces 421 1 hill giant 2 bugbears around a corner if possible, with weapons at
wear distinctive garb, even though armor or 422 1 hill giant 2 bugbears ready. Note their surprise ability, and the
clothing may not be typical of the race. 423(x2) Empty 1 ettin fact that this could give them several sur­
Only the gargoyles wear none. For ceremo­ 424 1 ettin 2 bugbears prise segments of missile fire.
nial occasions, the entire force is attired 425 1 ettin 2 bugbears
suitably, in a color matching one of the four 426(x2) Empty 1 ettin RANDOM ENCOUNTERS
elemental forces. However, more protective 427 1 ettin 2 bugbears
garb is the rule at most times. Armor is 428 1 ettin 2 bugbears Roll ldlOO once per turn, and refer to the
either black leather or blacking on metal, 429(x2) Empty 1 hill giant table below. Deduct those slain from other
with similar shield if one is used . Both shield 430(x2) 1 hill giant 2 bugbears encounter areas if noted.
and armor are decorated, the latter typically
high on the back. The designs employed Thus, when not on alert, the bugbears and ldlOO Result
vary by troop rank. Regular troops (bug­ ogres are generally moving about - patrol­ 01-02 One black pudding, scavenging
bears and ogres) wear Zuggtmoy's Eye of ling, cleaning, and/or repairing areas of 03 Smigmal and Falrinth (with Kriitch,
Fire, the symbol first encountered in the Dungeon Levels Three and Four. a quasit familiar), heading down
ruins by Hommlet. The guards (trolls, from their rooms (areas 336-337) to
giants, and ettins) and the bugbear and ogre TACTICAL NOTES see Supreme Commander Hedrack
chieftains wear the ensign of luz - the grin­ (area 417) about some trouble
ning red horned skull so common to the At times other than alerts, the residents caused by the player characters. (If
guards on Dungeon Level Two. The clerics wander a bit from their stations, and may be either of the two has been slain, the
and magic-users wear the emblem of the found up to 50 feet away at any time. They other appears alone; if the PCs have
Orb of Golden Death, a golden skull with­ may move to engage intruders if such seems killed or chased off both, No
out a lower jaw but with a jeweled crown. appropriate, but will sound an alarm while Encounter.)
The positions of the residents will depend doing so. When an alarm is thus called, the 04-05 1 Ettin, checking on guards
on the relative status of the area. If PCs have others will eventually come to take their 06-07 1-2 Trolls, patrolling
recently been raiding the upper dungeon assigned positions, but this may require as
08-10 3-6 Gargoyles, patrolling
levels heavily (i.e. if half or more of the much as 11-20 rounds of preparation and 11-12 1-2 Hill giants, checking on guards
monsters therein have been slain), the movement. 13-16 1-4 ogres and 2-5 bugbears, heading
Greater Temple will be on special alert for If fighting starts during alert status, those back to area 405 to get a between
intruders. A lighter guard schedule is used stationed at specific points do not move meal snack. They are 50 % likely to
otherwise. The resulting positions are as fol­ from those places to engage intruders unless panic and run if challenged, since
lows for the hours of 8 AM to midnight. Cut specifically ordered to do so. They contrib­ they should be on guard duty some­
all numbers in half at other times, using one ute missile fire to melees in the Greater Tem­ where.
guard to watch a pair of adjacent corridors ple whenever possible, but will keep their
17 Zuggtmoy alone (if able to wander
(420 + 423, 426 + 429) from a position just posts and fight to the death. this area; otherwise No Encounter)
inside the Temple proper. The gargoyles (who actually live in the 18 Zuggtmoy with one of the above
Human leaders usually keep position Temple itself) rove the place in groups of 3- groups (roll again, using 2d8 if able
behind the main altar (419 A) during alerts, 6, but return to and defend the Temple dur­ to wander this area; otherwise No
but may be anywhere at other times. A pre­ ing alerts, meetings, and so forth. Their Encounter)
ferred tactic is to haste most or all of the primary purpose during an alert is to stop 19-00 No Encounter
ogres massed in the Temple while intruders all flying intruders. Their secondary task is
are delayed on the stairs. If the invaders to enter melees by swooping from the air, as Details
turn off into a barracks area, troops will be they might thereby gain surprise against
quickly moved into position to cut off possi­ opponents already engaged (1-3 on ld6). Black pudding: AC 6, MV 6 ", HD 10, hp 55,
ble escape. During alerts, ettins and giants stand in
#AT l, D 3-24, SA dissolves wood &
corridors about 10-15 feet from the Greater metal, SD affected only by fire, AL N,
Troop and Guard Positions Temple area, weapons at ready. They con­ SZ L (7' across); XP 1350 + 14/hp
tribute to melees in the Temple with thrown
Area Normal Alert boulders, avoiding their comrades if possi­ Ettin: AC 3, MV 1 2 ", HD 10, #AT 2, D 2-
ble (but often not entirely). Note that three 16/3-18, SA throw rocks (#AT 2, ranges
401 Empty 2 trolls
of the ettins have been instructed by the 3 "/6 "/12 ", D 2-16 each), SD surprised
402 2 trolls 2 trolls
giants in rock-throwing, and have a similar only on a 1, AL CE, SZ L (13 ' + ); XP
409 2 trolls 2 trolls
capacity for hurling such, at the faster rate 2400 + 14/hp
410 1 troll Empty

96

0 R.i Gi IIAL ADVE IITV � S RE i II CA RJIATED • THE TEJh PLE 0 F E LE Jh E llTAL EVI L
l Smigmal Redhand: AC 4 (leather + 1 &
shield + 2), MV 12 ", Level 7/7 Fighter/
prise intruders.
The descending stairways empty onto a
Trolls (4): AC 4, MV 12 ", HD 6 + 6, hp 42,
38, 35, 30, #AT 3, D 5-8/5-8/2-12, SD

I
Assassin, hp 41, XP 4924 large landing. From there, a passage 20 feet regenerates (3 hp per round starting 3
S 17 I 15 W 7 D 16 Co 17 Ch 14 wide and 30 feet tall slopes slightly down­ rounds after being damaged); AL CE, SZ
#AT 3/2, D 3-8, SA poison on sword wards to the north, leading to more stairs, L (9 ' ), XP 861, 829, 805, 765 (525 +
(insinuative type B, + 3 bonus to saving an intersection, more stairs, and more corri­ 8/hp)
throw, Dmg 25 in 2 rounds), SD ring of dor.
spell storing/invisibility; Thief Abilities: The walls of the landing are covered with 403. STUDY
PP 45, OL 52, F/RT 45, MS 40, HS 31, mosaic murals depicting a nauseating scene
HN 25, CW 95, RL 15 of frolicking demons, vile goops and molds, This quiet room is the abode of Barkinar
and giant humanoids, all capering about and Deggum, the commanders of the Tem­
Falrinth: AC 3 (bracers of defense), MV amidst a field of their fallen, tom, and tor­ ple Troops and Guards (respectively). They
12", Level 8 (Level 9 with familiar), hp tured victims. are usually elsewhere except at night.
27, #AT 1, D 2-5, SA spells, SD regener­ This stair seems often used, with fresh Two normal beds stand along the north
ate 1 hp per round, MR 25 % ; XP 4024 and old footprints of large humanoids all and south walls, nestled tightly into the
S 10 I 17 W 10 D 17 Co 15 Ch 12 about. Small scraps of food and bits of bone western corners. Beside each is a wardrobe
(See Dungeon Level 3 for Falrinth's usual lie in the dusty comers of the stairs' risers. In and a small table, the latter bearing a crystal
memorized spells. Modify them accord­ one comer is a small piece of torn parch­ ewer and cup (each set worth 250 gp).
ingly if PC raids have caused alerts. ) ment, easily found if characters examine the The east wall of the room is dominated by
area. Upon it is a faded drawing, its details a great brick fireplace with marble mantle,
Kriitch (quasit familiar): A C 2 , M V 15 ", only discernible when held up to a light upon which are various knicknacks col­
HD 3, hp 16, #AT 3, D 1-2/1-2/1-4, SA source. It is a crude depiction of a crowned lected by the two clerics - shrunken human
claw poison (save or lose 1 point Dexter­ skull, with four lines (each about twice the heads, religious paraphernalia, carved figu­
ity for 2-12 rounds), fear blast once per length of the skull's height) emanating from rines, and other interesting items, with a
day (30'. radius), SD 25 % MR, regenerate the crown, and a circle at the outer end of total value of 3,500 gp (averaging 350 gp per
1 hp/round, hit only by iron or magic each line. item).
weapons, immune to cold, fire, and Decorative tapestries flank the fireplace
lightning; XP 373 402. EAST WING on the east wall. The southern conceals an
open doorway leading to a neat closet, in
Gargoyle: AC 5, MV 9 "/15 ", HD 4 + 4, In this area live four trolls, sentries for the which the clothing of the two clerics is kept
#AT 4, D 1-3/1-3/1-6/1-4, SA + 1 bonus troops of the Great Temple (who lair in hanging to either side. A full-length mirror
"to hit" and damage when first swooping areas 405-408) and personal guardians of is mounted cin the east closet wall. Four
to attack, SD hit only by + 1 or better their commanders (tose in areas 403 and pieces of gold jewelry (each worth 1,000 gp)
magic weapons, AL CE, SZ M; XP 165 404). Two will be here at all times, and all lie on a small shelf attached to the mirror's
+ 5/hp are present at night. left edge. Another identical but empty shelf
The trolls' bedding is piled in the north­ is at the right edge; if twisted clockwise, it
Hill giant: AC 4, MV 12 ", HD 8 + 2, #AT 1, east comer of the area, along with 4 small opens the secret door entrance to a corridor
D 2-16, SA boulders (D 2-16, indoor chests. The trolls drag out their bedding at to the mages' room (404).
ranges 3 " /6 " 112 •); AL CE, SZ L (10' + ), sleeping times, and keep all their valuables Barkinar worked his way up through the
XP 1400 + 12/hp in their locked chests; each has a key. Inside ranks over the last six years. He came to the
each chest are lO cp, 19 sp, 16 ep, 15 gp, and Temple ruins to scavenge treasure, and
Ogre: AC 3, MV 9 ", HD 4 + 1, #AT 1, D 1- 1-4 gems of pure black tourmaline (worth stayed to serve and earn even greater
10 or by weapon + 3, AL CE, SZ L 500 gp each). One troll also has a figurine, wealth. Once a lowly cleric of the Earth
(9 ' + ); XP 90 + 5/hp an ebony Ely - which is cursed to become a Temple, he became its leader through a
Chasme (minor demon; see MM2 page 38) series of treacherous and bloody maneu­
Troll: AC 4, MV 12 •, HD 6 + 6, #AT 3, D 5- after the seventh round of its seventh use. vers. Knowing talent when he saw it,
8/5-8/2-12, SD regenerates (3 hp per The east wall is covered by a huge tapes­ · Supreme Commander Hedrack brought the
round starting 3 rounds after being dam­ try which depicts a great battle, apparently mature and experienced Barkinar to the
aged), AL CE, SZ L (9 ' ); XP 525 + 8/hp between the forces of Good and Evil. lower levels of the dungeons. Barkinar
Therein, shining humans and winged expects, but does not covet, Hedrack's
ROOM KEY humanoids are being blasted to the ground exalted position. He bides his time, working
by magical rays issuing forth from the eyes earnestly for the good of Zuggtmoy and the
401. PROMENADE of a gigantic, rotund, wrinkled face. The Temple in any way demanded. He is patient,
tapestry conceals a normal-sized but stoutly cruel, scheming, and utterly evil - a perfect
This area is normally empty, but is guarded reinforced iron-bound door (to area 403). officer for this milieu.
by a pair of trolls (from area 402) during The trolls have no keys. A corridor about 10 Deggum is a half-elf, a renegade and run­
alerts. If present, they stand by the south feet wide and 15 feet high slants off to the away from his people in Welkwood. Drawn
wall between the stairways, hoping to sur- southeast. by rumors of the resurrection of evil might,

97

0 N Gi ilAL ADVE ilTVIQ;S RE i il CARJIATED • TH E TE Jh: PLE 0 F E L E Jh: E llTAL EVI L


and by the promises of Lareth (from the during daylight hours, working on his own and sticky from use. This portable hole
Hommlet moathouse ruin) and others like projects, or is otherwise busily conferring with contains Senshock's spell books (see
him, Deggum has found success and a fast clerics, instructing giants, or performing some below), a cloak of poisonousness, one
rise in power through his Temple position. other administrative task. He always carries large flask of oil bearing a fire trap (D 1().
He is personally tutored by Hedrack and his black scarab inscribed with the letters 14 plus 4-24 from the exploding oil), and
Senshock both, and is seen as a great future TZGY, for controlling the curtain behind the 29 potion vials held in six wooden racks.
leader. He carries his spellbook in a pack at altar (area 419 A). The potions include one of nearly every
all times, and studies his craft in his spare The room is well-appointed, with tapes­ type listed in the DMG, except for ani·
moments. The book contains most of the tries on the walls and furnishings made of mal, dragon, and human control, delu­
same first and second level spells as those of ebony and rosewood. The bed stands in the sion, and both oils. Those of giant
his tutur, Senshock. southeast corner, adjacent to a small fire­ strength and control are of the hill giant
Each cleric carries a black scarab place in the east wall. A wardrobe stands at type, of course, those being most accessi·
inscribed with the letters TZGY, which is the foot of the bed between it and the door. hie for materials.
used to control the curtain behind the main The north wall is filled by a long work­ 4 Four jeweled (but non-magical) bracers,
altar (419 A). Barkinar owns potions of bench, with beakers bubbling over small each pair worth 2,000-8,000 gp.
extra healing and speed, and Deggum owns flames, bottles and boxes of various rare 5 A tiny pocket mirror of life trapping,
potions of healing and growth. They will substances, and other laboratory parapher­ which causes the first person looking into
use them as needed to combat invaders. nalia. On the west wall is an oaken shelf it to save vs. spells or be ensnared (as the
unit, upon which are three large and heavily larger version). If it catches a victim, it
Barkinar: AC -1 (plate + 1, shield + 2), MV bound books, a group of twelve pieces of simultaneously releases its current occu­
12 *, Level 7 Cleric, hp 60, #AT l, D by assorted jewelry all bearing a black skull pant (a purple worm, hp 88), as it has
weapon (staff of striking) or spell, SA motif, three wooden eggs, and two plati­ only one extra-dimensional space. The
wears boots of levitation, SD spells; XP num medallions with like chains. exchange will be so rapid, however, as to
1680 Each of the three books on the shelf is a produce the impression that the victim
S 11 I 16 W 17 D 10 Co 16 Ch 8 trap, of course, and all of the same type. was polymorphed into the worm . . . .
The books are made of heavy wood, pains­
Spells memorized:
takingly painted to look real. A book sticks On the workbench are various hairs, liq·
First level: command, cure light wounds
to anyone who touches it, due to a powerful uids, and other items obtained from a vari­
(x2), remove fear, sanctuary
curse (no saving throw). It remains so until ety of monsters (but no dragons), along
Second level: hold person (x2), resist fire,
a remove curse is applied by a 9th or higher with powdered gems, quicksilver, and other
components. The whole is worth 20,000 gp,
silence 15' radius, slow poison
level caster. The jewelry collection is worth
plus another 500 gp for exotic glassware and
Third level: dispel magic, prayer, bestow
25,000 gp for all, each piece being studded
curse
with diamond chips and onyx; the average utensils. The lot may be gathered and
value of individual pieces is 1,500 gp if the
Fourth level: cure serious wounds
packed for travel at the rate of 1,000 gp
set is spIi t. worth per turn per person, assuming proper
Deggum: AC 2 (chain & shield), MV 12 *,
The wooden eggs appear to be nothing sacks and padding are available.
Level 5/ 4 Cleric/Magic-User, hp 21, #AT
more than nicely crafted puzzles in which Senshock is the respected and dreaded
1, D by weapon or spell, SA spells, SD
the pieces are cleverly interlocked, worth emissary of Zuggtmoy herself. Just as Iuz
ring of fire resistance; XP 1118
750 gp for the set due to the fine inlay work. wields power through Hedrack and
S 12 I 15 W 18 D 7 Co 10 Ch 11
In the center of each egg, however, is a crys­ Barkinar, so do the scales balance through
tal miniature of the unholy symbol used Senshock's actions on Zuggtmoy's behalf.
Cleric spells memorized:
hereabouts; each figure is worth 1,000 gp, Long ago, as an apprentice in the local
First level: bless, cure light wounds, detect
but should be destroyed by Good charac­ wizard's guild, Senshock learned the busi­
magic, sanctuary (x2)
ters. The platinum medallions and chains ness of potion and wand making, and has
Second level: augury, chant, hold person,
also bear unholy symbols, but need only be brought those talents here. He visits the lab
poison, spiritual hammer
melted down to be properly spoiled, then (area 330) on occasion, or sends bugbears or
Third level: continual darkness, animate
worth 200 gp for the metal (or 150 gp each trolls to fetch the necessary items, but per·
dead
for the original medallions). forms all of his work here, in his private
The wardrobe is stoutly made, and has room.
Magic-user spells memorized:
five secret compartments disguised as parts Senshock combines his attention to detail
First level: magic missile (x3)
of the ornamental inlay design. A separate with grand strategy planning, and is the
Second level: invisibility (x2)
check for secret doors is required for each actual source of many of the better tactics
compartment. Each space is a two-inch used by the Temple forces. He has been
404. ROOM, 20' x 30'
cube, and the contents are as follows: assured (by Zuggtmoy) of the position of
High Commander and General of all the
The door to this room is wizard locked at 9th 1 Six black sapphires, each worth 5,000 gp.
2 One carnelian (worth SO gp) bearing a fire
Temple's mighty forces once the reconstruc·
level of magic use. This is the secluded lair of
tion is complete. luz has been noncommittal
Senshock, Lord Wizard of the Greater Tem­ trap (D 10-14).
about this, so Senshock is trying to gain Iuz'
ple. He may (40% chance) be here at any time 3 One crumpled black handkerchief, soiled

98

0 N G i II A L A.DVEII'f'V� S RE i II CA RJIA'f'ED • TH E T E Jh PLE 0 F E L E Jh E llTA.L EVI L


favor in any way possible. hall, and lounge for the rank-and-file troops 406. ROOM, 20' x 10'
The Lord Wizard is a critical part of the of the Great Temple - 12 ogres and 18 bug­

r
defense plan for the Greater Temple, main­ bears. The current inhabitants of the room Rooms 406a through 406d are used by the
taining a post behind the main altar (419A) are found by checking the time of day, as ogre troops of the Great Temple. Each room
and adding his spells where needed in follows. is 20 ' x 10 ' , and 15 ' tall. Even if not
melees. He will not expose himself until or Meals are at 1-3 PM, 6-8 PM, and 1-3 encountered elsewhere, the ogres will only
unless invaders are near defeat. Should the AM. During these periods, the area is busy be found here 30% of the time. The south­
,
Temple guards suffer defeat, he will take his with 6-9 of each troop type. They take turns west room (406e), identical to the others, is

r
place in the throne room (area 435) to brief eating and then replacing others at their occupied by the bugbear chieftain and sub­
Zuggtmoy about the events, and will then assigned tasks (wherever that may be), so chief.
teleport out to a well-studied secret retreat ogres and bugbears are strolling in and out
in Verbobonc. almost continuously. The place is loud and Ogres (8): AC 3, MV 9 w, HD 4 + 1 (hp 5-8
Senshock is privy to certain secrets of messy. Those in the process of eating are per die), #AT 1, D 1-10 or by weapon + 3
Iuz' , but will never reveal anythins of great usually also talking, arguing, engaging in (spear or club), AL CE, SZ L (9 ' + ); XP
import. If captured and examined by ESP or minor food fights, and so forth. 90 + 5/hp
similar means, however, Senshock can pro­ The ogre shaman (who lairs in area 407)
vide one interesting tidbit - Iuz is working refuses to risk himself in guard duty, and so Bugbear Chief: AC 3, HD 3 + 1, hp 29, #AT
against the Scarlet Brotherhood, and seeks functions as the cook. He is assisted by four l , D 4-10 (morning star) or 3-10 (spear),
both Zuggtmoy (whose location is bugbears at all times. Between noon and 4 SA surprise on 1-3, attack as if 4 HD; XP
unknown even to him) and his mother Igwlf AM, the shaman/cook is 50 % likely to be 185 + 4/hp
(be lieved Jost in the great Abyss) to aid him here, or 40% likely to be in his nearby
in this task. If charmed or otherwise magi­ room, though he may ( 10 % ) be wandering Bugbear Sub-chief: AC 4, HD 3 + 1, hp 23,
cally coerced to reveal his secrets, Senshock in the nearby halls carrying a ladle of #AT 1, D 3-9 (morning star) or 2-9
will suddenly and mysteriously die, slain by chunky fluid, looking for someone to taste (spear), SA surprise on 1-3, attack as if 4
Iuz himself . his latest creation (which has a 30% chance HD; XP 160 + 4/hp
of causing nausea for 1-4 turns) . Though
Sen shock: A C 1 (bracers of defense AC 3), busy at mealtimes, he is otherwise 20% 407. ROOM, 40' x 50'
MV 12 w, Level 9 Magic-User, hp 26, #AT likely to be found dozing.
1, D by weapon or spell, SA spells, wand During a one-hour period after each Herein lair the ogre chieftain, two leaders,
offire, SD spells, ring ofprotection + 2, mealtime, one black pudding may (25% and a shaman.
ring of feather falling, XP 4012 chance) be present, eating scraps for the The shaman functions as cook for the
S 11 I 18 W 9 D 8 Co 10 Ch 13 cook (a friend it recognizes) and generally troops, as detailed above (area 405). The
consuming everything else it is permitted. other three sleep a great deal, go out on an
Spells memorized: At other times a group of 2-5 bugbears, 1- occasional dungeon patrol, or 'supervise'
Level 1: detect magic, magic missile (x2), 4 ogres, or both may be here secretly, trying their ogre troops at their posts.
unseen servant to talk the cook into making a snack but, In deference to his rank, the ogre chieftain
Level 2: detect invisibility, invisibility, web through experience with the stubborn sha­ has been given a black scarab which he
Level 3: dispel magic, haste, lightning bolt man, expecting scraps at best. Roll ld12; believes is identical to those used by the
Level 4: charm monster, polymorph self 1 = bugbears, 2 = ogres, 3 = both, 4-12 = human leaders. His, however, is inscribed
Level 5: teleport no visitors. with the letters TZOY, and will not function
The bedpiles of four bugbears are in the as the others. He has never put it to the test.
Spellbook (hidden in the portable hole in his southeast comer of the room. This group is
wardrobe): composed of the most recent losers in the vari­ Ogre Chieftain : AC 4, MV 9 #, HD 4 + l, hp
Level 1: charm person, detect magic, feather ous gambling games played by the troops, and 36, #AT 1, D 4-14 (2d6 + 2, club) or 5-12
fall, magic missile, read magic, shield, have lost their bunk privileges to those in area (ld8 + 3, spear), SA attacks as if 7 HD;
unseen servant, write 408 (a-f). They are thus also drafted as assist­ XP 265 + 5/hp
Level 2: detect invisibility, invisibility, ants for the cook, and as tasters as well. They
knock, magic mouth, web, wizard lock have no treasure; they constantly pilfer what­ Ogre leaders (2): AC 3, MV 9 #, HD 4 + 1, hp
Level 3: dispel magic, fireball, Ely, haste, ever they can, but their belongings are regu­ 33, 31, #AT 1, D 2-12 (club) or 4-11
ligh tning bolt, tongues larly stripped by the others, or eaten by the (ld8 + 3, spear), SA attacks as if 7 HD;
Level 4: charm monster, dimension door, wandering pudding. XP 265 + 5/hp
fire trap, polymorph self
Level 5: conjure elemental, teleport, wall of Bugbears (4): AC 5, MV 9 #, HD 3 + 1, hp 20, Ogre shaman: AC 4, MV 9 #, HD 5 + 3, hp
stone 15, 13, 12, #AT 1 or2, D 2-8 (morning star) 29, #AT 1, D 1-10 (club), SA spells (as
or 1-6/1-6 (longbow), SA missile fire, sur­ level 3 cleric), SD spells; XP 305 + 6/hp.
405. COMMON ROOM prise on 1-3; AL CE, SZ L (7' + ), XP 240,
220, 212, 208 (160 + 4/hp)
This area is the central meeting-place, mess

99

0 R.i G i IIAL A.D VEIITVRJOS RE i IICAR._II ATED • T H E TE lll PLE 0F E L Elll E IITA.L EVI L
Spells memorized: Herein dwells an ettin, who acts as guard erate in all ways and beg for release. He will
Level 1: cure light wounds, darkness for this west barracks area. One of his two try to atone for his absence from his unit by
Level 2: resist fire heads suffers from paranoid delusions, and turning against his rescuers, of course,
cannot sleep if others are in the room; the should any guard units be encountered
408. BARRACKS ettin is thus forced to reside here, in the thereafter.
common room, rather than in area 415 with The human, apparently a town mer­
This area has no doors, being a communal the others. This disease does not affect his chant, is old, wounded, and weak. This is a
lair of a dozen bugbear troops of the Tem­ work or combat ability, however, except to ruse, merely being the form of this dopple­
ple. Their chief and sub-chief stay in the decrease his chance of being surprised to 1 in ganger's last victim . It will play its current
southwest room by the common (area 10. Due to his misfortune, this ettin has not role as long as needed, but seeks escape
406e) . Each bugbear has been trained in the partaken of the rock-throwing instruction from the dungeon . If rescued, it will fer­
longbow, and carries 30 normal arrows in a as have his comrades in area 415. vently promise to send a reward, and will
quiver. The ettin's huge bed stands by the west fabricate a name, address, friends' names,
wall. One long and huge table fills the center and other details as needed . It will, of
Bugbears (12): AC 5, MV 9 H, HD 3 + 1 (hp of the room, bordered by ten wooden chairs course, vanish utterly upon its release,
5-8 per die), #AT 1 or 2, D 2-8 (morning of similar size. A fireplace in the south wall heading for a more profitable area.
star) or 1-6/1-6 (longbow), SA surprise bums merrily. Two corridors exit to the
on 1-3, AL CE, SZ L (7' + ); XP 160 + west, and two large doors are in the east Half-ore: AC 10, MV 12 ", Level 2/3
4/hp wall. Fighter/Thief, hp 10; unequipped; XP
Under the ettin's bed is a large, flat, iron 135
409. WEST WING box. It contains 1124 cp, 821 sp, 492 gp, one
emerald (worth 1,000 gp), and the remain­ Human prisoner (doppleganger): AC 5, MV
In this area live four trolls, sentries for the ing half of one candle of invocation of Law­ 9 ", HD 4, hp 23, #AT 1, D 1-12, SA sur­
Guards of the Great Temple (areas 410-415) ful Good alignment . prise on 1-4, ESP, change form, SD
and personal guardians of their high com­ immune to sleep &: charm; XP 422
mander (area 417). Two will be here at all Ettin: A C 3, M V 12 " , H D 10, h p 66, #AT 2 ,
times, and all four during the night. D 2-16/3-18, SD surprised only o n a l ; 413. SOUTH SIDREROOM
The trolls' bedding is piled in the north­ A L CE, S Z L (13 ' + ), XP 2874 (1950 +
west comer of the area, along with 4 small 14/hp) This storeroom contains provisions and
chests. The trolls drag out their bedding at nothing else, identical to room 411.
sleeping times, and keep all their valuables 411. NORTH SIDREROOM
in their locked chests; each has a key. Inside 414. LARGE ROOM
each chest are 15 cp, 13 sp, lO ep, 19 gp, and Most of the provisions used by those on this
1-4 violet garnets (worth 500 gp each). dungeon level are kept here and in room 413. Four hill giants dwell herein, members of
On the east wall is a huge painted mural The room is filled with crates, barrels, boxes, the elite high guard of the Greater Temple.
depicting a great battle, apparently between and the like, but nothing is left unpacked. The The room is simple and undecorated, about
the forces of Good and Evil. Therein, shin­ containers are filled with dried meats and 25 feet tall and 60 feet long. All the furnish­
ing humans and winged humanoids are fruits, clothing, and other items of little value. ings are appropriately giant-sized. Two beds
being blasted to the ground by blue bolts Behind a half-empty crate near the southeast stand by each wall, north and south. The
issuing forth from the fingers of a tall comer is a secret door, which can only be room is warmed and somewhat lit by a fire­
horned humanoid in wizard's garb . The found if the crate is moved. place in the west wall, beside which are piles
painting cleverly conceals a normal-sized of small boulders. The wall itself shows
but stoutly reinforced iron-bound door (to 412. SECRET ROOM signs of digging, and is greatly pitted. (The
area 416). A corridor about 10 feet wide and giants have worked this area for missiles . )
15 feet high slants off to the southwest . This room contains a few boxes and barrels Under each bed is a large chest. Each chest
of provisions, as with the rooms to either contains clothing, food scraps, various
Trolls (4): AC 4 , MV U ", HD 6 + 6 , hp 42 , 38, side. Hiding in one crate are two prisoners, mixed coins (about 1,500 gp worth in each,
35, 30, #AT 3, D 5-815-812-U, SD regener­ a half-ore and a human. The ettins took with 250 pound encumbrance), a few gems
ates (3 hp per round starting 3 rounds after them on a recent raid, but instead of turning (1-10 per box, of random value), and souve­
being damaged), AL CE, SZ L (9 ' ); XP them over to the Temple authorities, hid nirs of past kills - scalps, pelts, bones, and
861, 829, 805, 765 (525 + 8/hp) them here for a future snack. The captives the like.
have hidden themselves in hope that the In actuality, only three of the giants are as
410. COMMON ROOM ettins will believe them to have escaped. they seem. The fourth is an imposter, actu­
The half-ore is an indignant fighter/thief. ally being a half-elf spy. The hill giant
The occupants of this area are present only He was part of the detachment in area 244 Scorpp (who is currently living it up in area
at night. During the day one troll (from area (Dungeon Level Two), but was scavenging 318, unless slain by PCs) was replaced here
409) keeps watch at this post, but the room alone on level three when picked up by the by this character, one Keila by name.
is left deserted during alerts. patrol . If found by characters, he will coop- Scorpp is thus not missed in the least.

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Keila is a druid, and possesses a valuable faerie fire (x2), shillelagh, speak with Ettins (3): AC 3, MV 12 ", HD 10, hp 70, 54,
item made by her professional ancestors, a animals 38, #AT 2, D 2-16/3-18, SA throw rocks
phylactery of change. This item enables Second level: barkskin, charm person or (#AT 2, -4 "to hit", ranges 3 "/6 "/12", D
here to use her innate shapechange ability to mammal, cure light wounds, fire trap, 2-16 each), SD surprised only on a l; XP
assume monster form as well as animal. The obscurement, warp wood 3380, 3156, 2932 (2400 + 14/hp)
possible forms are still limited to monstrous Third level: cure disease, neutralize poison,
reptile, bird, or mammal, the latter corres­ protection from fire, water breathing 416. PLANNING ROOM
ponding to the hill giant form. The phylac­ Fourth level: cure serious wounds, dispel
tery does not radiate magic, and Kella magic, protection from lightning This room is normally guarded by a troll
carries no other magic items, to avoid expo­ Fifth level: wall of fire (from area 409), who stands inside where he
sure by detect magic or other means. Kella will not be seen from the normal entrance.
cannot cast spells in giant form, and will do Hill Giants (3): AC 4, MV 12 " HD 8 + 2, hp
, The room is left untended during alerts.
nothing to give away her disguise; she 59, 41, 33, #AT 1, D 2-16, SA boulders Ornate wall hangings and twin fireplaces
speaks only when necessary, and is so (D 2-16, normal ranges 6 "/13 "/20", reveal that this room is often used by those
immersed in her role that she has become indoor ranges 3 "/6 "/12 "); XP 2108, at the highest levels of command. A magnif­
almost giantish in her attitudes. 1892, 1796 (1400 + 12/hp) icent oak table fills the center of the room,
Keila has taken the form and jobs of old flanked by a dozen plush chairs, both nor­
Scorpp, spying on the Greater Temple for 415. LARGE ROOM mal and giant-sized. On the table are several
the leaders of the Old Faith. She fears the books (reference works on strategy and tac­
current rise in evil power, and knows that This large and undecorated room is nearly tics, of minimal value), a dozen sheets of
time is limited. She also knows that she risks identical to area 414. It is the residence of parchment bearing unintelligible scribbles,
certain horrible death at the hands of Iuz three ettins, and is furnished in appropriate three quills (each in a golden quill-holder
himself should she be discovered, but things manner. A fireplace in the west wall offers a worth 50 gp), and two inkwells in a jeweled
have gone well thus far - nearly two little light and heat for the occupants. The silver stand (worth 1,800 gp).
months in all. ettins, of course, are members of the high The north wall is covered with maps of
The half-elf can escape nearly any night if guard of the Greater Temple, as are the the dungeon levels, nearby towns, and the
desired, but she awaits the arrival of some giants next door. surrounding countryside. Four rich tapes­
powerful group that might stand a chance at These three have received some instruc­ tries (worth 1,500 gp each) adorn the east
defeating the evil powers herein. If she tion in rock-throwing from their giant allies, and west walls, and twin crystal chandeliers
notices the PCs sneaking about quietly, she and are able to hurl two per round (ranges (each worth 2,000 gp) hang from the ceiling.
will try to follow them and secretly reveal 3 "/6 "/12", D 2-16 each) but with a -4 "to A brass candle-rod (525 gp), for lighting the
herself. If thus accepted, she will urge hit" penalty due to minimal proficiency. chandeliers, stands in the southwest corner
retreat so she can tell them critical things - Following advice from the human lead­ by the fireplace.
the numbers and types of monsters herein, ers, the ettins have pooled their treasure, This planning room is the site of a daily
the habits of the leaders, which corridors go keeping it in the box under one bed (the last afternoon conference amongst the leaders of
where, and so forth. If she does not ally with one checked by PCs). The other two boxes the greater Temple, and of a monthly meet­
the party beforehand, she will hold back in are also locked, but contain traps. One ing for all the leaders in the dungeon. Except
a large melee, watching to see if the party's holds poisonous gas, with effects identical for Hedrack, all visitors enter and leave by
resources and courage balance those of the to those of a cloudkill spell (q. v.) in a cloud the south door and corridor. The emergency
evil horde. If it seems that her powers could of 10 foot radius. The other is filled with exit is rarely used, hidden by a secret door
swing the balance in favor of the attackers, worthless pebbles and rocks, secured by six behind one large area map to the northwest;
she will change to her normal half-elven poisoned darts aimed so that at least one hit it leads to a one-way secret door in the troll
form and aid the party as best she can. If the the intruder opening the box, who must room (area 409). The normal door in the
party is too quickly defeated, she will wait save vs. poison at -2 to avoid paralysis (last­ west wall is always locked; it leads to the
for other challengers. If the party can defeat ing 2-5 turns). residence of the high priest Hedrack.
the evil ones unassisted, she will certainly The ettins' combined treasure chest is
not risk anything by revealing herself, locked and trapped with contact poison 417. PRIVATE ROOM
instead shapechanging to some small avian (save or die), but all the ettins know how to
form to make her escape. avoid it. One (randomly determined) ettin Here dwells Supreme Commander
has the key to the chest. It contains 1,279 cp, Hedrack, High Priest and Most Honorable
Keila: AC 8, MV 9 " or 12 ", Level 9 Druid, 883 sp, 2,010 ep, 1,421 gp, 2 violet garnets Emissary of Iuz Himself. Though he is often
hp 45, #AT 1, D by form, spell, or (500 gp each) and a ruby (5,000 gp), 2 dia­ elsewhere, his two comely female servants
weapon, SA spells, SD spells and phylac­ mond brooches (worth 2,500 and 3,500 gp), remain in this room at all times.
tery of change, AL N; XP 3840 and two nondescript rocks - one a stone of Though only 20 by 30 feet in size,
S 12 I 11 W 16 D 16 Co 13 Ch 15 controlling earth elementals, the other a Hedrack's abode is impressive. The floor is
permanent sling stone + 3 (the enchantment covered by thick rugs, one atop the other.
Spells:
upon which does not disappear through The walls are covered by tapestries of
First level : detect magic (x2), entangle, use). ornate geometric designs, involving circles,

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squares, triangles, and the eight-pointed fire stone (identical to an ioun stone but non­ Iuz (among his other titles) commands the
symbol. magical, worth 500 gp), and a small chunk fear and respect of all the troops. A dark
Two engraved brass braziers shed light and of lava in which are embedded several tiny glance from him causes even the boldest
heat from the western comers of the room, gemstones (5 very rare volcanic tourma­ giant to cringe, in deference to the dire
and a large fireplace in the east wall adds its lines, the whole worth 5,000 gp). The paint­ powers at his command as much as his per­
radiance. By the latter are brass andirons and ing is worth 250 gp. sonal power. He dresses in bejeweled silks,
matching fireplace tools. Atop a marble man­ The desk is closed and locked, but the key and stalks about with an air of utter confi­
telpiece are several knicknacks, and hanging lies nearby on a shelf, and is easily found by dence.
on the wall above them is an excellent paint­ any search . Within the desk are various Hedrack wears bracers of defense AC 4
ing. The latter depicts the united forces of the parchments and record-books, showing the during normal operations, but dons his
Greater Temple in full battle garb standing numbers and types of creatures recruited by shining black plate mail + 3 and shield + 3
before the great altar, with their human lead­ all the dungeon temples in the last year, if trouble is expected (i.e. during alerts) . He
ers before them (Hedrack clearly visible in the troop pay records, disciplinary notes, and wears a ring of free action and carries a
center position). the like. In one small volume, details about wand of fear at all times, and often brings
Along the north wall are two book­ humans and humanoids are sorted into four his rod of smiting and hammer + 2 as well.
shelves, one including a desk in its lower sections labeled A, E, F, W - this being a A small magic cube and black scarab never
portion. A plush chair before the desk is record of sacrifices sent to the nodes. leave their black velvet pouch at his belt; the
flanked by a small wooden table. The Among those prominently mentioned are latter controls the curtain behind the main
shelves are filled with books of all sizes and Ashrem, Jaer, and Sargen (who now wander altar (419 A), and the latter is a Daem's
colors, most bound in leather. A wooden the Nodes). In a bottom drawer is a scroll of instant fortress, used on the infrequent
bed, with carved gargoyle heads on all four five spells, recently completed by Hedrack; occasions when invaders have posed severe
posts and piled with silvery furs, stands by on it are silence 15' radius, dispel magic, threats. Hedrack's favorite tactic with this
the center of the west wall. Upon another cure critical wounds, flame strike, and slay device is to block the exit with it, at any con­
small table by the head of the bed are a living. (Hedrack will recover and use this venient place in corridors 401 or 418,
metal pitcher and a large basin. To the left of item against intruders if possible. ) though he will erect it in the Temple itself if
the entrance stands a wardrobe, and an The bookshelves are crammed with refer­ necessary. He mans it with a dozen or more
ornate unholy symbol hangs on the wall ence works on various subjects, with an ogres, bugbears, and gargoyles if possible.
between it and the door. emphasis on battle strategy and tactics, per­ Hedrack also keeps several potions in his
The furniture comprises a matched set of sonal improvement, leadership, and man­ quarters, and selects a few for each jaunt.
prime sablewood, all decorated by fine mar­ agement . Most appear little-used. Each of He commonly carries those of extra healing,
quetry and worth at least 700-1400 gp the 150 books is worth 1-10 gp. One work, flying, and polymorph, and also has
apiece. (All can be easily disassembled for entitled 'Laws of the Temple', is a hollowed­ potions of climbing, invisibility, and speed.
removal . ) The braziers are worth 300 gp out cache for 15 gems - 3 amethysts, 6 cit­ Hedrack makes scrolls as well, and has
each. The set of brass andirons and fireplace rines, 2 diamonds, 3 opals, and a huge black recently completed one of five spells: silence
tools is worth 750 gp. Each of the ten rugs is sapphire. (The total value is 22,300 gp, the 1 5 ' radius, dispel magic, cure critical
worth 600-1000 gp and weighs 30-33 last item being worth 7,500 gp and the oth­ wounds, flame strike, and slay living.
pounds. Each of the 8 tapestries weighs half ers 500, 50, 5,000, and 1,000 gp respec­
that, but is worth 400-1400 gp. tively. ) One tome is magical, a book of vile Commander Hedrack: AC -4, Cleric L9, hp
Central on the mantel is a four-inch tall darkness that Hedrack plans to study within 66, #AT 1 , D 5-8 (hammer + 2) or by
ebony carving of a grinning horned skull. the next few months. spell, AL CE, XP 4392
This item is magical; if touched, luz imme­ The four silvery furs on the bed are S 15 I 10 W 18 D 15 Co 12 Ch 16
diately sees this room and its current occu­ ermine, each worth 4,000 gp and weighing
Spells memorized:
pants, wherever he may be. He might (25 % 10 pounds. The pitcher and basin are a plati­
First level: command (x3) , cause light
chance) decide to come to investigate the num alloy, the set worth 500 gp. The unholy
wounds, detect magic, protection from
disturbance, or will probably do so (75% symbol on the wall is a spare, inset with sev­
good
Second level: detect charm (x2), find traps,
chance) if his name is uttered while the figu­ eral paste gems and worth only 50 gp.
rine is touched. If possible, Hedrack will use In the wardrobe are five silk robes, one
hold person (x2), silence 15 ' radius
this item to summon Iuz if cornered here in for each ceremony - brown, black, gray,
Third level: animate dead, continual dark-
his lair. green, and red. Upon the breast of each is an
ness, dispel magic, bestow curse
Other items on the mantel include two embroidered symbol of the golden skull,
Fourth level: detect lie, poison, tongues
ceramic plates, hand-painted but poorly with the horned skull symbol of Iuz on the
Fifth level: dispel good
done (by Hedrack, and worthless), a two­ back. Five matching pairs of slippers lie on
Servants (2): AC 10, MV 15 ", Level 0, hp 6,
inch tall miniature dragon made of deep red the floor of the wardrobe. Also here is a suit
4, #AT 1 bite, D 1-2; XP 16, 14
crystal (actually of carved ruby, worth of black leather armor and matching face
7,500 gp), four dinner knives with scrim­ mask, occasionally worn by Hedrack when
418. PROMENADE
shaw handle.> carved with scenes of sea he tours this and other dungeon levels
monsters attacking vessels (each knife incognito to gather information.
From the landing between areas 402 and
worth 100 gp), a lavender and green elipsoid Hedrack's position herein as the Mouth of
409, 20 foot long stairs descend ten feet fur-

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ther to the grand corridor leading to the sheet of red silk, with the eight-pointed fire points (rounded up), and this alone may
Greater Temple itself. The ornate murals on symbol embroidered upon it in golden slay an already-damaged victim. However,
the walls continue their macabre motif, but thread . if a cure disease effect is applied within four
the further one passes northward, the lower Flanking the altar are two large pillars of full rounds of the hit, the victim's life may be
the figures become, until they all appear to gold, which reach to the ceiling far over­ saved . (A regenerate spell will re-grow any
vanish into the floor by the time the Temple head. Each is made of common stone one limb and return the hit points for it at
is reached. adorned by gold leaf. (Scraping the stone the same time.)
This corridor is normally empty, but is can produce 100 gp worth of shavings per One great defensive advantage to the cur­
guarded by a pair of trolls (from area 402) turn . ) Behind the altar is a glistening purple tain is that those to the north of it (all the
during alerts. curtain, 20 feet wide and 10 feet tall, human leaders, in case of alert) can open it
unmarked by any design . slightly to see through it. The curtain blocks
419. THE GREATER TEMPLE The 10 foot wide walls beside the curtain all non-magical missile fire from the south
bear ornate carvings of the four elemental side, but those to the north can fire from
This area is normally guarded by 2 trolls symbols. Each such design is over 5 feet that direction with missiles or spells.
(from areas 402 and 409) and 2-8 gargoyles. wide; those of earth and water (triangle and This horrid drape can be quieted only by
Leaders of various races may also be square) are to the left, the others to the the presenting of a special scarab inscribed
present. During alerts, all the ogres (from right. with the letters TZGY. (One such scarab
areas 406 and 407) and gargoyles (who lair In the niches just north of the altar stand may have been found in the quarters of the
here) will be here, commanded by all the monumental statues, each 20 feet tall. To the evil traders in the Village of Hommlet . ) If
human leaders (areas 403, 404, and 417), left (B) is a humanoid garbed in robes, with such a scarab is presented towards the fungi
who prefer defensive positions behind the a horned and grinning skull head (luz). To in a manner similar to that of a cleric turning
altar drape (area 433) . Other guards will be the right (C) is a monstrosity with a fat bul­ undead, all waving or attacking tentacles
stationed at each corridor. (See the Troops bous body, four elephantine legs, a long thin withdraw, and the curtain can be easily
& Sentries section of the prefactory notes . ) neck, and a tiny humanoid head surmount­ passed in safety, parting just as would a nor­
This vast center of evil activity i s impres­ ing the whole (Zuggtmoy) . mal curtain. Each human leader in this Tem­
sive in its simplicity. The ceiling a full sixty I n the corner behind each statue i s a peep ple area carries a scarab of this type.
feet overhead appears as if a quiet outdoor hole, used by those in area 433 (usually the Total immunity to disease prevents the
night sky, stars gleaming in their constella­ human leaders) to watch these side areas of fungi attacks from having any effect, of
tions. The walls are lined in smooth black the Temple when the need arises. They can course . Resistances to poison also apply, but
marble or onyx, of such fine craftmanship also view the area through the curtain only as modifiers to the saving throw. The
that the joints can barely be detected. behind the altar. These holes are of suffic­ enchantments here are such that even total
Around the sides of the room, eight corri­ ient size (nearly an inch across) to permit immunity to poison provides only a + 5
dors lead off to the unknown. The walls of spell casting or the use of devices (such as bonus to the saving throw against the rot.
each corridor are painted a distinctive color; wands) through them, given the proper con­ The enchanted fungi can only be dam­
those to the south (420) are brown, the next centration and aim. aged by certain spells or magical edged or
(423) gray, then (426) red, and the northern­ piercing weapons. The drape is unaffected
most pair (429) green. High on the walls Altar Curtain by any sort of blunt weapon (including
between each two corridors are small flying The curtain behind the altar appears to be thrown boulders) and all mind attacks
buttresses - a dozen in all - and upon made of a shiny purple ribbed cloth. It is, in (including charm and hold spells of all
each, sitting nearly 50 feet above the floor, fact, a cluster of six violet fungi bearing spe­ sorts). Missile fire cannot pass through the
is the statue of a gargoyle, sitting and scowl­ cial enchantments. Unless pacified (by drape to the area north of it (though those
ing down upon the room's occupants. (Each methods described below), they attack any­ behind can shoot through it to the south).
gargoyle's location is marked with a G on one approaching within 5 feet of the south The drape will appear to take only a few
the map . ) These are real gargoyles, the aer­ side. Up to 24 tentacles may be produced at scratches from attacks which damage it,
ial defenders of the Greater Temple. They once, sprouting forth from the curtain in an remaining completely intact and active until
serve the leaders to some extent, but are instant, but only 6 can attack any one man­ the whole is destroyed (all 100 hp), when it
quite likely to attack without command, sized target in range. Any hit, however, crumbles to a the floor in a loathsome mass.
should they sight unengaged intruders. Dur­ causes the victim to make a saving throw vs. Once slain, the fungi do not cause rot.
ing any pitched battle in the Temple itself, poison; failure means quick rot. Anyone
however, their favorite tactic is to wait for may easily push through the curtain of fun­ Ceremonial Activity
opportunity and swoop to attack those gus, but doing so means that 3-5 tentacles The vestments on the main altar are
already engaged, moving swiftly in from the hit automatically. The growths otherwise changed to reflect the current Temple activi­
defenders' rear and gaining a 1 in 3 chance of attack as if a 6 HD monster. ties with respect to the Nodes and Elemental
surprise (but only if their target is busy in An unfortunate victim loses limbs to the . Planes. Creatures from the Elemental Plane
melee). rot at the rate of one per round; the torso of Fire are now being summoned and sent to
Thirty feet north of the entrance is a series rots last, and this causes immediate death. the Fire Node, as indicated by the red silk
of broad steps, leading 5 feet upwards to a The loss of each limb causes the effective altarpiece. In the process of the ceremony,
stone altar (A). Draped across the altar is a loss of 10% of the victim's total original hit the fire creatures come forth from their

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Plane and arrive in area 427, proceed from Jar room. The walls here are unmarked save the magic circle for 3 segments is then
there into the Greater Temple, and continue for a huge triangle on each wall, and a bale­ instantly sent to area A-1 (q. v. ). The gate
towards area 426, from whence they are ful red and white eye in each figure. A large can send up to 10 men (with equipment) per
sent to their proper destination. magic circle (about 15 feet across) is round.
This and similar ceremonies have been inscribed in the center of the floor of the
witnessed by all the residents of the area. room, and within it is another triangle, but 425. WEST AIR GATE
Other elemental creatures from all the without an eye.
Planes have arrived over the past months, The floor symbol marks a permanent gate This area is normally manned by one ettin.
all in the same fashion. If characters manage to the Earth Node. Anyone standing within During alerts, he moves to the corridor
to interrogate any captives, they should eas­ the magic circle for 3 segments is then entrance, and two bugbears take his posi­
ily acquire a general description of this pro­ instantly sent to area E-1 (q. v.) . The gate tion here.
cedure, and should thus be able to deduce can send up to 10 men (with equipment) per This room is absolutely identical to area
the locations of the more dangerous gates round. 424, but sends those within the magic circle
(those leading off to the Planes themselves). to a randomly determined point on the Ele­
422. EAST EARTH GATE mental Plane of Air. Those sent there are
Violet fungi curtain: AC 7, MV 0, HD 3 effectively retired or lost until rescued,
(x6), hp 100, #AT 24, D rot, SA tentacles This area is normally manned by one hill unless they possess plane-traveling abilities.
to 5 ' range, attacks as 6 HD, SD magic giant. During alerts, the giant moves to the
weapon to hit, immune to blunt weapons corridor entrance, and two bugbears take 426. RED CORRIDOR
and mind-attack spells, AL N(E), SZ L his position here.
(20' x 20 ' ); XP 1110 + 4/hp This area is absolutely identical to area This area is normally empty. During alerts,
421, but sends those within the magic circle one ettin is posted inside the corridor
Gargoyles (12): AC 5, MV 9 "/15 ", HD to a randomly determined point on the Ele­ entrance.
4 + 4 (hp 3-8 per die), #AT 4, D 1-3/1-3/ mental Plane of Earth. Those sent there are The walls of this hallway quickly change
1-6/1-4, SA + 1 bonus "to hit" and dam­ effectively retired or lost until rescued, from the Temple's black to a dull blood-red.
age when first swooping to attack, unless they possess plane-traveling abilities. The color lightens as one progresses further,
surprise on 1-3 when attacking a victim reaching a bright orange-red flame design at
already engaged, SD hit only by + 1 or 423. GRAY CORRIDOR the deepest point. The walls are decorated
better magic weapons, AL CE, SZ M; XP in an abstract design of interlocking eight­
165 + 5/hp This area is normally empty. During alerts, pointed fire symbols. Drawn amongst the
one ettin is posted inside the corridor flames and symbols are pits, and from these
420. BROWN CORRIDOR entrance. rush dozens of fiery monsters, some recog­
The black Temple walls quickly fade to a nizable (such as efreet and salamanders,
This area is normally empty. During alerts, light gray as one passes down this corridor, natives of the Elemental Plane of Fire), but
one hill giant is posted inside the corridor becoming a dark gray with a swirling effect most of them unknown.
entrance. (as if clouds) at the deepest point. The corri­
The walls of this clean hallway are as dor walls are decorated in circles and oval 427. EAST FIRE GATE
black as the Temple's at the entrance, but designs. Winged figures and odder creatures
quickly fade to a medium tan color within are drawn among them, passing into and This area is normally manned by one ettin.
40 feet. They darken thereafter, reaching a out of the circles as if such were portals. During alerts, the ettin moves to the corri­
rich nut-brown at the deepest point. On the None of the monsters depicted can be seen dor entrance, and two bugbears take his
walls are inscribed ornate abstract designs with any clarity. position here.
of triangles of various sizes and types, some The red corridor opens into a room
containing large white eyes, and with 424. EAST AIR GATE shaped like the eight-pointed fire symbol,
bizarre and unfamiliar creatures cavorting with a large identical symbol inscribed on
amongst the angular landscape. Among This area is normally manned by one ettin. the floor in the center of a magic circle
them are a few that might be recognized by During alerts, he moves to the corridor nearly 20 feet across. The walls here are a
experienced characters - basilisks, gor­ entrance, and two bugbears take his posi­ riot of flaming color, with fourteen other
gons, and monsters native to the Elemental tion here. fire symbols of various sizes inscribed on
Plane of Earth, such as xorns. The gray corridor opens into a circular the walls of the room and two facing each
room. The walls here are elaborately painted other at the entrance.
421. WEST EARTH GATE to resemble the view of a storm from a peace­ The floor symbol marks a permanent gate
ful spot within it - the eye of a hurricane. A to the Fire Node. Anyone standing within
This area is normally manned by one hill large magic circle (15 feet across) is inscribed in the magic circle for 3 segments is then
giant. During alerts, the giant moves to the the center of the floor of the room, with instantly sent to area F-1 (q. v. ). The gate
corridor entrance, and two bugbears take another plainer circle within it. can send up to 10 men (with equipment) per
his position here. The floor symbol marks a permanent gate round.
The brown corridor opens into a triangu- to the Air Node. Anyone standing within

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428. WEST FIRE GATE 431. EAST WATER GATE in this area; the other is 25 ' x 13 ' , used on
the main altar.
This area is normally manned by one ettin. The floor of this room is about 8 feet below Each of the two chests in each side room is
During alerts, he moves to the corridor that of area 430, and the room is nearly locked, wizard locked and fire trapped
entrance, and two bugbears take his posi­ filled with water. On each wall is a perfect (both by Senshock, L9, the latter exploding
tion here. and simple square symbol, about three feet for 10-14 points of damage if triggered), and
This room is absolutely identical to area across. A large magic circle (about 20 feet additionally protected by two glyphs of
428, but sends those within the magic circle across) is inscribed in the center of the floor warding, one forming a rectangle in which
to a randomly determined point on the Ele­ of the room, at the bottom of the pool, and the chest stands and the other around the
mental Plane of Fire. Those sent there are within it is another square. lock of the chest itself. These glyphs of elec­
effectively retired or lost until rescued, The floor symbol marks a permanent gate tricity were placed by Hedrack, and explode
unless they possess plane-traveling abilities. to the Water Node. Anyone standing within for 18 points of damage (each) if a chest is
the magic circle for 3 segments is then touched without speaking the glyph 's name.
429. GREEN CORRIDOR instantly sent to area W-1 (q. v. ). The gate These chests contain coins used for troop
can send up to 10 men (with equipment) per payrolls and rewards, some scraps of parch­
This area is normally empty. During alerts, round. ment, and a few magic items. Each chest
one hill giant is posted inside the corridor contains 2,000 ep, 4,000 gp, and 1,000 pp,
entrance. 432. WEST WATER GATE plus 2-20 pieces of parchment. Each parch­
The color of this long corridor is a deep ment is a letter of credit from the Temple to
blackish blue-green at the entrance, but This area is absolutely identical to area 431, some individual; each note promises to pay
lightens to a pleasant aquamarine at the but sends those within the magic circle to a an amount from 10 to 1,000 gp . The bor­
deepest point. An abstract design of squares randomly determined point on the Elemen­ rowers include most of the Temple troops,
and rectangles adorns the walls, as if to tal Plane of Water. Those sent there are guards, and leaders, since these provide
form doors and square bubbles in the water effectively retired or lost until rescued, additional means of forcing obedience. (The
motif. Tails, fins, and other parts of aquatic unless they possess plane-traveling abilities. usual interest rate is 10% per week. )
monsters jut from the water scene here and One magic item i s in each chest. Present
there, but most of the shapes portrayed are 433. INNER CHAMBER are a wand of ice storms with 42 charges, a
mere shadows lurking beneath the surface. wand of metal command with 21 charges, a
Among the creatures are a few easily recog­ This stark area behind the altar curtain of chaotic evil candle of invocation with 3
nizable by experienced folk - ixitxachitl, the Greater Temple is marked only by three hours burning time remaining, and a rope of
water gargoyles, water weirds, and the like, lesser altars, each a 10 ' long stone ovoid entanglement. The wands are usable by any
many native to the Elemental Plane of standing 4 feet tall. These are currently class, and the command words are known
Water. unadorned, but are draped for ceremonial to all the Temple leaders. (These items are
occasions. The room is dimly lit by a pearly described in Unearthed Arcana, pages 96-
430. FOYER glow from the north (435). 97; 3 charges will typically be spent with
This room is normally unoccupied, used each use of the latter wand, to produce cry­
This area is normally manned by one hill for storage and private ceremonies. If a bat­ stalbrittle effects.) If attackers penetrate the
giant. During alerts, the giant moves to the tle occurs in area 419, this room is the post violet curtain, the defender with the rope
corridor entrance, and two bugbears take for the clerics and magic-users. Note that will probably use it in haste, ensnaring only
his position here. they may cast spells and fire devices the first four to enter the area (more or less,
The green corridor opens suddenly into a through either the peep holes at the sides depending on the situation) .
wide ceremonial area. The walls bear the (the points marked 'a', adjacent to the The top step of the stairs leading down to
same decoration, of water creatures amidst statues in the Temple) or the violet curtain. area 434 bears a glyph of warding (electric­
a chaotic sea of square and rectangular sym­ Note also that defenders herein will get and ity, for 18 points of damage) . The 10' x 20 '
bols. The ceiling is painted to resemble the use the magic items stored in the chests (see area just south of it, between the pointed
view upwards from under water, the surface below) . niches, is protected by multiple glyphs. Four
swirls and eddies reflecting light from Black curtains block two side rooms. have been placed here, each 5 ' wide (east­
above. Two large ceremonial urns stand in Each side room contains a wardrobe and west) and 10 ' long. Each can explode for 18
the north corners of the room. A doorway two huge chests. Each wardrobe contains points of fire or cold damage, there being
in the center of the north wall is 10 feet wide six vestments used by the Temple clerics in two of each. The pointed niches themselves,
and 15 feet high, and opens into a sunken their ceremonies; those in room b are brown constructed to complete the area's mimicry
pool area to the north. A short stair, only 5 or red (3 of each, for Earth and Fire respec­ of the symbol of Iuz, are useful only as aids
feet wide, leads down into the pool through tively), and those in room c are green or to defense. Anyone standing within gains a
the doorway. grey. With the vestments are four neatly -4 AC bonus and can be attacked only from
The urns to the sides are filled with fresh folded silk altar pieces of the same colors, the front; however, the defender cannot
seaweed. If consumed, a piece of weed acts each bearing the embroidered symbols of properly wield any weapon that requires 3
as a water breathing potion but with a dura­ Iuz, the elements, and the golden skull. One or more feet of space. (A mace or
tion of 6 hours, plus 1-10 additional rounds. altar piece of each color is 10' square, used shortsword can be used. )

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If a follower of luz calls his name while in Intruders may pry out up to 65 gems with vanish upon exit from it.
this area, Iuz will probably respond (a 90% relative impunity, each worth 100-1000 gp. Anyone sitting in the throne is immedi­
chance, checked per round if necessary) . However, if and when a 66th gem is ately in mental contact with Zuggtmoy her­
Defilement of any altar, either a lesser one removed, the attention of luz is called to the self. She cannot communicate in words or
here or the main one just to the south, sum­ chamber, and he arrives in 1-4 rounds, pictures, but may use her psionic abilities
mons Iuz automatically (with a 95 % chance accompanied by 1-4 demons of types 1-4 and disciplines to affect the user. If a fol­
of gaining a response). If Iuz responds, he (each variable checked by a separate roll). lower of Zuggtmoy, the user is probably
appears in 2-9 segments in his demoniac Iuz also comes if the area is damaged by fire (90% chance, no saving throw) struck with
form, his two-handed sword + 3 in hand. If or lightning, or possibly (80% chance) if his fear and awe of her power, and effectively
any Good beings are in this room when luz name is spoken aloud by anyone in the charmedby her for 1-6 turns. The leaders of
arrives, St. Cuthbert may (90% chance) chamber. the Great Temple thus use the throne to
arrive 2-9 segments later. If Good beings are If the pillar of light is touched or exam­ inform Zuggtmoy of recent events and
in an adjacent area (419 or 434), the same ined, refer to area 429. needs, and receive general feelings -
chance applies, but Cuthbert does not approval, pleasure, anger, etc. - from her.
appear for 4-32 segments. (See Appendix A 435. LIGHT CHAMBER Note that through this medium, Zuggtmoy
for details on luz and St. Cuthbert. ) can freely use her psionics, whatever the
Horrible punishments await anyone who This pillar of light in the center of area 434 is current limits on her powers may be.
bothers Iuz unnecessarily, so the Temple's a cylinder 30 feet tall and 20 feet in diameter. Any non-follower who sits in the throne
leaders will not call him unless one of two It is powerfully magical, emanating altera­ must make two more saving throws, one vs.
situations occurs - either they have won a tion, conjuration, enchantment, and evoca­ spells and one vs. psionics (as per DMG
battle and have captives to offer him as sac­ tion in equal measures. Details of the area page 78; however, see below if the victim is
rifices, or their troops have lost miserably within the light are not discernible except also psionic) . The first is a mind attack, and
and they need his aid to prevent their final with magical aiding, or other similar aid adjustments for Wisdom apply; if failed, the
defeat. Note, however, that if a PC assault­ reveals that an ornate silver throne occupies victim is charmed (as the spell). The second
ing the area has completed the assembly of the center of the light. Looking beyond the saving throw is for an initial psionic blast
Yellowskull (by first exploring the Nodes to throne, the observer gets the definite (mode A). Success for either indicates no
retrieve the gems of power), even the Old impression of vast distance, but without effect from the applicable attack form . The
One is relatively powerless to prevent the detail save a far-off swirling mist. charm will not be repeated, but the psionic
final defeat of the Temple of Elemental Evil. Objects can easily penetrate the borders blasts will probably recur every round.
of the light, but any non-evil creature Special: If the victim is psionic, run a
434. NEXUS touching it immediately loses 1 level of standard psionic-only battle between him or
experience via energy drain (no saving her and the demoness. Zuggtmoy has all
Broad stairs lead down from the inner throw) and must make a saving throw vs. modes (ABCDE/ FGHIJ), with psionic
chamber (433) into a round room 60 feet in spells or take 3-30 points of electrical dam­ strength 222. No multiple links are possible
diameter. A soft glow from the destination age and be knocked 5 feet backward. Any within the light chamber. The victim cannot
lights the stairway in an odd pearly glow touch produces a moderately loud clap of rise from the throne while attacking psioni­
mixed with occasional flashes of other col­ thunder, emanating from the light. If the cally, but may do so while using defense
ors. victim saves, all electrical damage is modes only. However, Zuggtmoy can and
The walls of the round chamber are verti­ negated, and no movement is forced; the will break off the combat completely when
cal, 20 feet tall, capped by a dome reaching victim may enter the light if desired. and if her remaining strength drops to 75 or
10 feet further. In the center of the room is a The throne within is silver, adorned by hun­ less.
round dais about 2 feet tall, which is pre­ dreds of precious gems. These are set to form
cisely encircled by a column of shimmering leering demon faces, skulls, fungi, and like
light·, the source of the radiant colors, which patterns; they are of all colors, sizes, and
extends to the ceiling. shapes. (This throne is identical to Zuggt­
The walls and ceiling are ornately deco­ moy's, found in her Great Hall on Dungeon
rated by a mosaic mural, apparently made Level Three, area 364. Each gem is likewise
entirely of precious stones - emeralds, linked to a demon, as explained in that area
rubies, onyx, and the like. Not a square inch description.)
is uncovered. The scene on the walls is one The light automatically and immediately
of glory and conquest, showing the lands gives the following abilities to anyone
around as seen from the parapets of the within it - true seeing, detect magic, and
Temple itself. The countryside is somewhat ESP. The latter is even powerful enough to
warped (in an undefinable way) but easily penetrate anti-scrying magic (such as an
recognizable, and is filled with beings - amulet of proof against detection and loca­
human, humanoid, and monstrous mixed tion) 90% of the time (check per round, as
together - all facing and paying homage to applicable). These abilities remain as Jong as
the Temple. the recipient stays in the light, but instantly

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Part 4 :
N o d es of Elemental Evil
Four partial planes were created by Zug­ on the floor at each such location. Up to ENVIRONMENTAL DAMAGE
gtmoy to be used both as sources of power eight human-sized beings can occupy a
and as places of preparation and storage. glyph at one time. The climate within each node was
They are permanently and magically tied to In dungeon area 351 and in each node, designed for the comfort of the elemental
the northern areas of dungeon levels 3 and anyone standing on one of these symbols beings within. The concentrated raw ele­
4, and accessible from these locations if the for three segments is sent from there to the ments may cause damage to visitors. Care­
proper methods are employed. appropriate elemental node. The user fully keep track of time when characters
Each of these partial planes (also called arrives at the center of the node map; see the enter an elemental node. Completely unpro­
nodes) is filled by a tiny moon-like body, appropriate area description for details. tected beings native to the Prime Plane take
stranded in a small, odd, and isolated region Each node map contains only three of the 1-4 points of damage each turn of exposure
of magically created space. Severely dis­ symbols, the one corresponding to the node in the node. Any being with AC 2 or better
torted effects of many sorts bedevil the sur­ itself being omitted. takes only 1-3 points per turn . Practical
face of the moon, being within a mile of the Dungeon area 419 has many halls which non-magical aids (furs or coats in the chilly
very edge of the plane itself. Thus, the 100 lead to gates to the nodes (and to the actual air node, removing armor in the fire node,
square miles of surface area is largely elemental planes as well), as noted in the and so forth) reduces damage to 1-2 points
avoided. area descriptions. Each gate bears a corres­ per turn. Any magical or innate resistance
A small part of the interior of each node is ponding symbol, and each works in similar to the element or its effects negates environ­
in use. Although a node is almost 5 1/z miles fashion (but is stepped through, rather than mental damage completely.
across (29,000 feet in diameter, or a total of stood upon). Environmental damage is sporadic, not
94 cubic miles), the space in current use is Anyone possessing a power gem for the constant. It does not absolutely prevent
only about 1600 by 2100 feet in width, vary­ Yellowskull can modify the transportation spell casting, but may cause problems. The
ing from 10 to 250 feet in depth. effect of the corresponding glyph (e.g. the DM should check each spell cast, rolling
The nodes exist only as long as their con­ smoky quartz can affect the air glyph-the ld6; if the result is 1, the caster takes some
nections to the dungeon remain unbroken. circle-but no other). The user must hold of the environmental damage during the
If Zuggtmoy is slain, the connections van­ the gem (either loose or mounted) while casting, which spoils the spell and prevents
ish, and the nodes do likewise. Any and all entering the glyph, concentrating on its completion. Ignore this effect, of course,
things within them at that time are sent another identical glyph ( those in the if the caster is magically immune to the envi­
whirling into a plane of the Abyss, either to dungeon or another node). After the usual ronmental damage.
Zuggtmoy's or one adjacent (planes 221- three segments, the user-and any other
223). creature(s) entering the glyph during the DEVELOPMENT
On two of the node maps-those for the same round-is sent to one of the identical
Air and Water nodes-the scale is much glyphs, rather than the center of the corres­ In play, the characters may find their way
greater than on the dungeon maps. Each ponding node. Use ld4 to randomly find the to the nodes in search of some means of
square thereon is 50 feet on a side, instead of actual destination: 1-2 - the same symbol in destroying Zuggtmoy, the Temple, and so
10. Despite the size of the areas, however, a node, 3 dungeon level 3 (area 351), 4 -
= forth -and the gems of the nodes provide
indoor scale is used throughout (limiting dungeon level 4 (area 421, 422, 424, 425, the keys to do so, given the discovery of the
range measurements). The other two maps 427, 428, 431, or 432 as per symbol). The Orb as well (either before or after the gems'
(the Earth and Fire Nodes) use standard glyph at the point of arrival is deactivated recovery, actually). But if they blunder into
scale, with 10-foot squares. With standard for one round by this use, but must be evac­ the nodes, or are forced therein by the press
slow and careful dungeon progress, a party uated quickly lest it send the traveler(s) of a massed monster attack (especially on
may take many days to explore the entire away in the next round (after the usual three Dungeon Level Four), they will doubtless
node map. But once characters become segments of occupation) . spend much time there, wandering and
more used to the terrain, they may move at Note that the Orb itself i s not needed for searching for the exit. Such victims are
up to 5 times normal rate if desired-a 6" the above change in the use of the symbols; nearly doomed unless they find and then
rate thus moving up to 30 squares per tum only one of the appropriate gems is discover the uses of the gems of power.
(or 6 on the Air and Water maps). Note, required. The modified result applies only Space does not here permit a full descrip­
however, that such a speedy rate increases to that use of the glyph, and does not per­ tion of each small part of the four nodes;
chances of surprise by + 1, to 3 in 6 (2 in 6 manently change it in any way. after all, even with the limited space in use,
for rangers) . Escape from the nodes by other means is each node complex comprises more area
highly unlikely. A wish, plane shift, and cer­ than all four dungeon levels! Random and
TRANSPORTATION tain other spell effects may allow transpor­ placed encounters are given, with other
tation, as detailed in the following list of notes, so that the whole is playable as it
On maps 14 through 19, the symbols used spell modifications. No other magical or stands. But a small amount of time, effort,
for the elements are a square for water, the mundane means will succeed. The number and skill on your part can develop the rough
eight-pointed symbol of fire, a circle for air, of current occupants of the nodes testifies to notes into fully polished gems of adventure,
and a triangle for earth. All of these symbols the security of the whole. just aching for discovery.
are magical, being the locations of gates. A The map areas have been numbered to
sizeable glyph about 10 feet across is visible ease your further development. Suggested

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areas for lairs are given in the area notes. guidelines for resident creatures, but elabo­ SPELL VARIATIONS
Select from the monster lists to populate the rate and expand on the basics given so that
map areas, and add rewards appropriate to the adventures herein are challenging and Some spells (but not item effects) can be
the treasure types. When magic is indicated, meaningful to your players, while offering deliberately altered if the caster knows how
roll ldlOO and refer to the Magic Treasure some slim chance of victory and escape. to do so. When the phrase 'Can be cast as . . :
Table to find the exact items. is given in the listing, the spell caster can
Hundreds of adventurers, humanoids, MODIFICATIONS 10 MAGIC learn how to produce the given altered
and others have vanished into the nodes, effect when the spell has been cast 2-3 times.
and their traces (or even descendants or sur­ The elemental nodes are very close to the In such listings, 'element' refers to the local
vivors!) may be found anywhere. Sacrifices Prime Plane, so distance causes no ill effects material at hand-create element creates
arrive daily, even now at a low point of the to most magical items. No 'plusses' are lost fire in the fire node, earth in that node, and
Temple's power, taken through the long from permanent items. However, many so forth. Once an altered version is under­
halls and tossed through the gates by the spell effects may be altered, and effects pro­ stood, it may be used on any element (i.e.
clerics and troops of the Greater Temple on duced by devices may be likewise (based on separate practice is not required for each),
Dungeon Level Four. the similar spell effect) . and may even be transcribed onto a scroll in
If any notable NPCs in your campaign Element-based effects and attacks have modified form, for later use, sale, research,
have been missing, they might show up double effect (range, duration, damage, etc. The unchanged spell may still be cast in
here. The same applies to singular magical etc.) in the node of the same element, but any node except for its 'opposite' ( as
devices once in their (or others') possession, half effect in one opposite node. For exam­ detailed above) .
of course. And for higher level parties, cer­ ple, a fireball would explode to double vol­ To introduce the spell variations in play,
tain powerful creatures once banished from ume (67,020 cubic feet, or a sphere of about check each spell cast in a node against the fol­
or defeated on the Prime Plane due to past 25' radius) and double damage in the fire lowing list. If it can be modified, tell the player
character actions might be found herein, node, or half volume (16, 705 cubic feet, or that the character senses the potential change,
having struck a pact with Iuz and Zuggtmoy just under 16' radius) in the water node. and can learn more with just a bit of practice.
in exchange for permanent or temporary Water and ice-based effects are halved in the When the character learns the modified ver­
visiting rights . . . . fire node; air and earth-based attacks are sions, it may be helpful to check off the spell
Herein should be all the tools for you, as modified in like manner. When an effect is on the list below, or to note the name of the
Dungeon Master, to tailor the game to the based on two elements, modifications are caster for future reference.
characters. If their powers are lacking, they halved-i.e. one-quarter damage instead of
can find equipment and allies. If healthy, half, or 50% extra instead of doubled. Sav­ Cleric Spells
they should not lack for opponents. You ing throws against double-strength effects
have complete control, with the freedom to are made at -4, and at + 4 against half­ aerial servant: Works only in the air node.
add subplots, clues, suspense, and excite­ strength. animate object: Automatically works on
ment as you see fit. Refer to the lists below for other altera­ solid elemental objects of all sorts.
In short, develop the nodes to suit your­ tions (both mandatory and possible) in control weather: No effect.
self and your characters. Apply the general spells and spell-like effects produced by create water, create food & water: Can be
modifications given for magic, and the items. cast to 'create element' instead of water.

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divination: Reveals information about predict weather: No effect. (2d10) is from the blows. The remainder
500 ' x 500 ' only (10 x 10 map produce fire: Can be cast as 'produce ele­ is from the cold (air element), and modi­
squares). ment', with normal effects. fied accordingly.
earthquake: Can be cast as 'element-quake', produce flame: Can be cast as 'produce ele­ incendiary cloud: This auack form is based
with normal effects. ment', with normal effects. on both air and fire, modified accord­
flame strike: Can be cast as 'element strike', protection from fire: Can be cast as 'protec­ ingly.
with normal effects. tion from element' (negating environ­ lightning bolt: No effect in earth node. Note
gate: Allows escape to plane of choice. mental damage and affecting underwater changes for water node
holy word: All the elemental beings are 'at element-based attacks). (DMG page 57).
home' in their respective nodes, so they purify water: Can be cast as 'purify ele­ lower water: See the cleric spell .
are not sent elsewhere. Damage is ment', with normal effects. maze: The size of the maze i s limited (just as
accrued normally. stone shape: Can be cast as 'shape element', is the node); find results 1 line down
insect plague: No effect. with normal effects. (faster than normal) .
lower water: Can be cast as 'lower element'. summon insects: No effect. monster summoning (any): N o effect.
part water: Can be cast as 'part element'. transmute rock to mud: Can transmute any move earth: Can be cast as 'move element'.
plane shift: Allows escape to the plane of the solid element to liquid, with normal phase door: If used at the boundary of the
spell component's orientation. effects. node, this allows escape into the ethereal
resist cold: Can be cast as 'resist element', wall offire: Can be cast as 'wall of element', plane.
with normal effects. with normal effects. pyrotechnics: Can be cast to affect any one
resist fire: Can be cast as 'resist element', water breathing: Can be cast as 'element element.
with normal effects. breathing', which negates environmental statue: Can be used to assume any solid ele­
stone tell: Works on elemental objects of all damage. mental form.
sorts. weather summoning: No effect. stinking cloud: Can be cast to create any ele­
wind walk: Can be cast as 'element walk', ment, with normal effects.
with normal effects. Magic-User Spells stone shape: Can be cast as 'shape element',
with normal effects.
Druid Spells affect normal fires: No effect in fire node. teleport: Cannot be used to escape from the
airy water: Can be cast as 'airy element', node.
animal summoning (any): No effect. with normal effects and negating envi­ transmute rock to mud: See the druid spell.
animate rock: Can be cast as 'animate ele- ronmental damage for all in the area of vanish: Too-heavy objects are replaced with
ment', with normal effects. effect. the element (not limited to stone), but
call lightning: Works only in the air node. anti-magic shell: Danger! Cuts off all benefi­ are lost in the abyss, not merely dis­
call woodland beings: No effect. cial magical effects which contain the ele­ placed into the ether.
chariot of Sustarre: Works only in the fire ments in the environment . Increase wall of stone: Can be cast as 'wall of ele­
node. damage (1 to 4, as noted above) from per ment', with normal effects.
commune with nature: No effect. turn to per round. water breathing: See the cleric spell.
conjure earth elemental: No effect in air cloudkill: Automatically creates a cloud of web: Can be made of the local element, with
node (only). poisonous element (gas, dust, smoke, or normal effects.
conjure fire elemental: No effect in water mist) appropriate to the plane. wish: Can be used to affect the contents of
node (only). cone of cold: Modify as if air-based. the same node only; cannot affect other
control temperature: Negates environmen­ conjure elemental: Attracts the attention of nodes or planes. Can be used to take up
tal damage from fire and air nodes all elementals in the node, but does not to 10 beings to the Prime Plane, to a loca­
(only). bestow control nor have any other tion of the caster's choice, with no
control weather: No effect. effect. chance of error.
control winds: Works only in the air node. contact other plane: Check all results at 1
create water: See the cleric spell. line lower (more distant). Illusionist Spells
creeping doom: No effect. control weather: No effect.
entangle: Works on any elemental plant­ distance distortion: Can be cast using an ele­ alter reality: Can be cast to create an escape
equivalent, including immobile molds mental native to the node, with normal route to any adjacent plane.
but excluding mobile growths. effects. fog cloud: Can be cast as 'elemental cloud';
faerie fire: Apply element modifications as fire charm: Modify as if magical fire. see obscurement (druid spell).
if standard magical fire. gate: Allows escape to plane of choice. maze: See the magic-user spell .
fire storm: Can be cast as 'element storm', glassee: Can be cast to affect any one solid summon shadow: No effect.
with normal effects. element. wall offog: Can be cast as 'wall of element';
insect plague: No effect. globe of invulnerability: Doubles environ­ see obscurement (druid spell).
obscurement: Can be cast to produce a mental damage (blocks some beneficial
cloud of any element (smoke, dust, magic; q. v. anti-magic shell).
sparks, fog). ice storm: For the hail, 213 of the damage

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TABLE Of MAGICAL TREASURES 24 Chain mail + 1 67 Chain mail + 3
25 Two-handed sword + 1, + 2 vs. 68 Longsword, cursed berserking
When developing encounter areas in the dragons 69 Boots of levitation (420 pound limit)
Nodes of Elemental Evil, use items from the 26 Potion of healing 70 Bastard sword + 1, + 3 vs. giant
following table if magical treasure is indicated 27 Longsword + 1 ('Snoop', AL NG, Int class creatures
by random roll for the monsters' treasure 13, empathy; can detect invisible 71 Potion of gaseous form
type. Roll ldlOO to determine the exact item. and detect magic, each to 10' range) 72 Ring of fire resistance
Place the item and delete it from the table; roll 28 Bracers of defense AC 3 73 Longsword + 3
again if the same roll occurs again. H all these 29 Spear + 1 74 Mace + 1
items are used, select magic randomly (DMG 30 Scroll of protection from traps (UA) 75 Potion of fire resistance
pages Ul-125) but ignore artifacts and books 31 Plate mail + 2 76 Broadsword of life stealing + 2
(librams, manuals, tomes, et al.). This should 32 Potion of fire breath (UA) 77 Scroll of 7 magic-user spells (levels 1,
not be necessary unless multiple parties spend 33 Helm of underwater action 1, 3, 3, 4, 5, S): taunt, wizard mark,
great amounts of time exploring the nodes in 34 Shortsword + 4, defender material, wind wall. magic mirror,
detail. 35 Ring of shooting stars avoidance, fabricate
Note that all spells on spell scrolls given 36 Potion of flying 78 Rope of climbing
below are detailed in Unearthed Arcana and 37 Scroll of 6 magic-user spells (levels 1, 79 Splint mail + 1
are of 1st-7th level (though you are not 2, 3, 4, 6, 6): run, preserve, item, 80 Necklace of strangulation
bound by either guideline in generating stoneskin, contingency, eyebite 81 Potion of clairaudience
additional magic items). You may divide the 38 Figurine, marble elephant (Asiatic) 82 Hammer + 1
scrolls given, if desired, into several smaller 39 Spear + 2 83 Axe + 1
ones. Other items detailed in Unearthed 40 Dagger + 2 84 Scroll of S magic-user spells (levels l,
Arcana are indicated by the initials UA. 41 Potion of speed 2, 6, 7, 7): firewater, flaming sphere,
42 Cloak of protection + 2 chain lightning, sequester, volley
d% Item 43 Scroll of protection from electricity 85 Short composite bow + 2
(UA) 86 Potion of flying (actually delusion)
01 Potion of super-heroism
44 Longsword + 2, + 3 vs. magic-using 87 Chain mail + 1
02 Wand of lightning bolts (67 charges,
UA) and enchanted creatures 88 Longsword + 1
03 Sovereign glue (UA) 4S Light crossbow + f 89 Gauntlets of dexterity
04 Scroll of S cleric spells (levels 1, 2, 3, 46 Potion of rainbow hues (UA) 90 Wand of size alteration (24 charges,
4, S): endure cold/heat, aid, nega­ 47 Scarab of protection -2 (cursed) UA)
tive plane protection, cloak of fear, 48 Shield + 1 91 Scroll of 5 cleric spells (levels 1, 2, 3,
spike growth 49 Ring of feather falling 4 , S): magic stone, wyvem watch,
so Decanter of endless water death's door, spike stones, air walk
OS Plate mail + 1
06 Potion of fire giant strength 51 Scroll of 6 illusionist spells (levels 1, 92 Potion of extra-healing
07 Rod of resurrection (15 charges) 2, 3, 4, S, 5): phantom armor, alter 93 Dagger + 1, + 3 vs. persons (all
08 Ring of shocking grasp (UA) self, wraithform, rainbow pattern, those affected by a hold person spell)
09 Mace + 2 advanced illusion, dream 94 Scale mail + 1
10 Scroll of protection from acid (UA) 52 Potion of ESP 9S Shield + 1
11 Potion of levitation S3 Shield + 3 96 Ring of protection + 2
12 Hat of disguise (UA) S4 Bracers of archery (UA) 97 Potion of ventriloquism (UA)
13 Scroll of protection from magic SS Arrows + 1 (10) 98 Scroll of 6 magic-user spells (levels 2,
14 Shield + 2 S6 Potion of water breathing (4 doses) 2, 2, 4, S, 7): bind, irritation, vocal­
15 Longsword + 2, + 4 vs. lycan- S7 Battle axe + 1 ize, shout, dolor, forcecage
thropes and shape changers 58 Scroll of 7 druid spells (levels 1, 1, 2, 99 Dust of disappearance
16 Potion of invisibility 2, 3, 3, S): detect balance, detect poi­ 00 Scimitar + 1 ('Schakha', AL LN, Int
17 Periapt of proof against poison son, flame blade, reflecting pool, 14; speaks alignment, azer, giant
18 Scroll of 6 cleric spells (levels 1, 2, 3, spike growth, starshine, moonbeam common, human common, and
3, 4, S): precipitation, withdraw, S9 Crossbow bolts + 1 (12, light) dwarf; can detect gems S', detect
cloudburst, remove paralysis, imbue 60 Leather armor + 1 secret doors S', detect traps 10 ' )
with spell ability, rainbow 61 Potion of heroism
19 Plate mail + 1 62 Broadsword + 1, flame tongue RESIDENTS
20 Wand of paralyzation (M) (53 63 Scroll of 4 illusionist spells (levels 1,
charges) 2, 3, 4): chromatic orb, fascinate, Most of the creatures inhabiting the nodes
21 Potion of polymorph (self) delude, dispel magic were brought or summoned here from the
22 Scroll of protection from elementals 64 Plate mail of vulnerability Elemental Planes by Zuggtmoy or Iuz.
(all) 65 Shield + 1 Some came from the Prime, trapped or
23 66 Potion of climbing lured here. Very few have escaped, even
Staff of striking (C, M) (11 charges)

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after many long years. Zuggtmoy's beloved Betrayed by his brother Alrrem (of the fire fourth dungeon level in search of the
molds and goops also wander the nodes, temple, area 212), he was sacrificed to the rumored great wealth therein. They found
coming and going at the bidding of their air temple and cast off into the nodes. But the gates to the nodes, and their leader
mistress. his feigned death saved him; he was able to ordered them through when approaching
It is important to note that the elementals cure his near-mortal wounds, and has sur­ ettins were sighted. The leader has since
and related creatures herein are free-willed, vived in the nodes by avoiding everyone been slain by monsters, as were over a
not conjured or summoned, but are and scavenging what materials he can find. dozen of the bandits.
trapped. They are unaffected by dispel He has a cache of spell components, both The remaining seven bandits are led by
magic, and are not blocked by protection clerical and magic-user types, hidden some­ their cleric, who literally rules by the
from evil. They are also not necessarily hos­ where in the nodes, and will use this to bar­ powers of life and death he wields through
tile, being Neutral and as eager to escape as ter should he be endangered by adventurers. his spells. They are scavengers and cow­
are the characters. Should communication Ashrem lives for revenge on his brother. ards, having survived nearly two months by
be established, or some indication of friend­ He wears ill-fitting and damaged chain mail, their methods. If left alone, they will lose
liness be given (such as offered treasure or taken from the body of a larger fighter, and one of their number each 1-4 days, until
food), elementals might very well agree to carries a scarred shield bearing the symbol none remain.
peaceful coexistence or even a limited part­ of Sir Robilar (a green dragon on yellow The bandits prefer to attack from
nership for a time. field). He carries a mace, hammer, and ambush, so an encounter with them will
The lists of creatures found in the Nodes many empty sacks (both small and large) probably (75 % ) given them 1-3 surprise seg­
give numbers appearing, but you may mod­ for scavenging. ments from such a situation. If so, they
ify these to suit the PCs' level and relative If questioned, Ashrem reveals his name begin with missile fire from cover. They pre­
health. Most creatures should be initially and profession, and seeks aid in escaping. fer to remain behind cover for as long as
encountered in small numbers, roving near He will eagerly join a party if asked. He has possible, but will engage if necessary. When
or far from their lair. Do not suddenly intro­ seen most of the other wandering humans at wounded, however, any bandit will flee at
duce the entire complement of a creature some time or another, but has avoided the beginning of the following round.
type in one sudden swoop. The several true them, believing them hostile and danger­
elementals found in each Node should be ous. Bandits (7): AC 8 (leather armor), MV 1r,
encountered singly, having no actual lair. Level 0 (HD 1-1), #AT 1 or 2, D by
Finally, some few residents, especially the ldlOO Result weapon, SA all have shortbows (D 1-6/
evil ones of lower intelligence, may still be 1-6, range 6 #/12 "18 "), each with 40
01 Ascomid
working toward a greater goal set by their arrows; AL NE, XPV 14 + l/hp
02 Basidirond
leaders luz and Zuggtmoy long ago. They
03-04 Gray ooze
may be developing areas, digging new tun­
05--06 Ochre jelly Grank, bandit leader/cleric: AC 4 (chain &
nels, or simply patrolling for intruders. In
07 Phycomid shield), MV 12 Cleric L3, hp 17, #AT 1,
w,

any event they are dangerous fanatics, D by weapon, SA spells, AL NE, XPV
08-10 Pudding*
fighting to the death to ensure the continued 11 171
Ustilagor
completion of their assigned tasks. Zygom S 13 I 10 W 16 D 12 Co 9 Ch 14
12
13 Wandering human (roll again) * * Spells (4,3): cure light wounds (x4), hold
person, resist element (x2)
RANDOM ENCOUNTERS
14-20 Node resident* * *
21-00 No encounter
To check for wandering monsters in any
* Pudding type varies by node: air - white, Darley
node, roll ldlOO once per turn and refer to
earth = black, fire - dun, water = brown When encountered, Darley appears as a
the table. All monsters are considered
* * See list below comely human female clad in robes. She is
native to their nodes, and do not take envi­
* * * Select or randomly determine one mon­ friendly, and claims to be a magic-user. She
ronmental damage. Wandering humans are
ster of the types placed in the node. will eagerly join a party if invited, and will
garbed in a manner appropriate to their sur­
behave perfectly for at least two days of
roundings, and have become immune to
Wandering humans (roll ldlOO) adventuring to allay any suspicions.
environmental effects through long expo­
Darley is an alu-demon who was once
sure to them. Roll Result Roll Result part of a demonic faction allied against luz.
Statistics for Zuggtmoy's pets can be
01-20 Ashrem 51-65 Jaer The group was utterly defeated, of course,
found in Appendix B (under Zuggtmoy);
21-40 Bandits 66-85 Sargen and its members scattered, banished, or
node residents are described in the following
41-50 Darley 86-00 Taki imprisoned. Darley is one of the lucky ones,
encounter keys. A few wandering humans
allowed to wander here in the nodes.
are detailed below.
Ashrem: AC 4; MV 12 �; AL CE; Cleric L6; Darley fakes spellcasting gestures and
hp 35; #AT 1; D by weapon; XP 635 sounds, in conjunction with her spell-like abil­
Ashrem
S 13 I 10 W 17 D 9 Co 15 Ch 7 ities, to bolster her magic-user image. She can
This bitter old man was once the chief
use any of the following abilities up to once
cleric of the air temple (dungeon area 210),
Bandits per round, each up to three times daily at 12th
but was replaced by Kelno a few years ago.
A large group of bandits once visited the level ability: chann person, ESP, shapechange

111

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GRANK JAER DARLEY

0 N G i ilAL ADVE ilTVRJ:S RE i il CAR_IlATED • THE TE Jh: PLE 0F E L E Jh: E ilTAL EVI L
ASH REM SARGErl TAKI

0 N G i il A L ADVE ilTVRJ:S RE i il CAR_Il ATED • TH E TE Jb: PLE 0 F E LE Jb: E ilTAL EVI L


(to humanoid form of same size &: weight), of some sort. 60 degree temperature (F) is comfortable to
and suggestion. She can also use dimension When encountered, Sargen has worked all herein, but the winds range from mild
door once per day. Her vampiric touch up his courage and approaches the party, gusts of 10-20 mph to full gales of 100 +
inflicts 1-8 points of damage, and cures her­ groveling. Believing them to be a troupe of mph. The environmental damage is due to
self of 1-4 at the same time. wandering demons, he plans to beg for dust, pebbles, and other debris blown by
Darley's true form is very similar to her release, offering thousands of gold pieces the winds.
human one, with the small addition of ves­ and future service in exchange. (His cash is Those arriving in the air caverns appear on
tigial horns and small bat-like wings. She at his home, on the Prime Plane, but is quite a plateau atop a central spire, standing 200 feet
will retain human form indefinitely to keep real. ) If attacked or threatened, he flees above the floor level and reaching to within SO
up the masquerade. immediately, and future encounters will be feet of the cavern's roof. A steep slope down
at a distance, again causing him to flee. spirals widdershins from the peak.
Darley: AC S, MV 12 w /12 w (MC:C), AL Sargen only retains two spells, saved for Light seems to come from the ceiling of
CE, HD 6 + 2, hp, #AT 1 or 1, D by emergencies-invisibility and fly. His spell the cavern, casting a soft twilight glow
weapon or 1-8 (touch), SA spell-like book is long lost. throughout the area. The visibility from the
powers, vampiric touch, SD 30% MR, peak is fair; many cave entrances can be
magic or iron weapon to hit, touch cures Sargen: AC 10, MV 12w, AL LE, Magic-user dimly seen in the distance. Dense clouds of
1-4 points, SZ M (S ' ), XP 3000 + 14/hp LS, hp 14, #AT l, D 1-4 (dagger), SD random shapes and sizes drift in the great
S 13 I lS W 9 D 10 Co 16 Ch 14 spells, XP 240 cavern. Though they are constantly pushed
S 12 I 16 W 9 D 10 Co lS Ch 8 and torn by the winds, they do not disperse
Jaer easily. At floor level, however, visibility
The weaver Jaer, once a solid resident of Taki varies widely. When necessary, the DM may
Nulb, came upon hard times and joined a This fearsome fighter stands a full seven roll 2d4 to find the number of map squares
group of bandits. He regretted his choice feet tall, and wears his own shining sky-blue (each SO ' across) visible in any one direc­
almost immediately, but when he tried to plate mail armor and shield, and carries sev­ tion, but this could change in a short time,
quit, was given to and questioned by the eral weapons-dagger, longsword, long­ possibly -0nly a round or two.
leaders of the Greater Temple, and then bow, and others. He was separated from his The slopes, stairs, and caverns themsel­
thrown into the nodes. party about four months ago when they ves are hewn of solid rock, apparently by
Jaer's survival is due to his craft. He has entered the Greater Temple. He was forced very good craftsmen . All surfaces are
made armor, shield, and tools by weaving to retreat down a side corridor, and ended strewn with rubble, an occasional bone or
scraps he has found. He has wandered the up in the nodes (fully equipped) . bit of lost, worn equipment, and an infre­
nodes for only three weeks, and is becoming Taki has survived by brute force. H e once quent shallow pit or landslide.
desperate. He was once looted and chased allied with Ashrem for a short time, receiv­ Though most of the Air Caverns are dry
off by the wandering bandits, and thus will ing curing in exchange for his combat prow­ and fairly mild, areas #13-16 are dotted with
be distrustful of the party at first. But he will ess . But after being tricked several times, his pools of icy water, with frozen lumps on the
eagerly ally with a friendly group, and will dislike of the cleric grew, and he went off on walls. These caves are even cooler towards
put his skills to good use. his own. their northern ends, where part of a glacial
Jaer's weapons include a normal sword, Taki will be suspicious of any party he outcropping can be seen (areas 15-16):
dagger, and hammer, and also 20 'fire balls' meets but, if invited, will adventure with
-woven bundles of flammable material, them for an hour or two, provided that any BRIEF AREA NOTES
which can be ignited and thrown to 3 w of his wounds are cured by PCs. He departs
range, inflicting 1-4 points of damage if a hit to sleep in a hiding place of his own prefer­ A1 Top of peak (point of arrival)
is scored. Jaer carries a lit lamp most of the ence, away from the party. After two or A2 East floor area
time for igniting his fire balls. three days with a well-behaved and intelli­ A3 North floor area
gent party, he will join them if asked. Any A4 South floor area
Jaer: AC 6 (woven-padded armor &: shield), evil or stupid behavior, however, causes AS Huge cavern south, at ground level
MV 12w, AL N, Level 0, hp 7, #AT 1, D him to leave and continue his lonely quest A6 Shelf, 120' above floor level, reached
by weapon, SA fire balls, XP 25 for escape. by a slope to the west
S 10 I 14 W 13 D lS Co 12 Ch 11 A 7 Cave at ground level
Taki: AC O, MV 12 w, AL NG, Fighter L7, hp A 8 Hidden niche, 80 ' above ground
Sargen SS, #AT 1, D by weapon, XP 1040 level, reached by a slope to the north.
This magic-user once came to the Temple S 18/28 I 12 W 8 D 16 Co 13 Ch 10 At the east end of the niche is an
in search of work, but was soon imprisoned eight-pointed symbol, gate to the Fire
and thrown to the nodes due to philosophi­ Node.
cal differences. He has little equipment, Air Node A 9 Large branch cave, at ground level;
having survived by hiding and eating any­ contains three outcroppings of hard
DESCRIPTION
thing he could find. He has passed into rock, each projecting 10-60 feet above
insanity in the last months, and believes Within the Air Caverns, the atmosphere floor level
every creature he sees to be a demon or devil is cool and windy. The relatively constant A 10 North niche (lair) of branch cave

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A 11 East niche (lair), 100' above floor Elementals, Air (6): AL N, MV 36n/36 " Vapor rat (2 lairs of 8 each): AL C(N), MV
level, reached by a slope to the west (MC:A), HD 8 (x3), 12 (x2), 16, AC 2, 12 • I 16 • (1 •, MC:E), HD 2, AC 6 (or spe­
A 12 Northeast niche (lair), as #11. #AT 1, D 2-20, SA whirlwind (1 tum to cial), #AT l, D 1-2, SA gaseous form at
A 13 Small cave at ground level create) slays under 3 HD, D 2-16 to oth­ will, SD serious wound or kill creates
A 14 Northeast corridor, at ground level ers, SD + 2 weapon to hit, SZ L, IN Low; stinking cloud effect on 1 creature in S-8
A lS Small cave, with entrance sloping XP 82S + 10/hp, 2850 + lS/hp, 5250 + feet, SZ S, IN Low; IL 30% , TT special
down 20 feet from ground level; the 20/hp (q. v. MM2 page lOS); XP S2 + 2/hp
north wall is almost entirely jagged These should be encountered singly or in These pests lair near the giants and
ice pairs. They have no lair. dragons, scavenging leftovers.
A 16 Large cave at ground level (lair); the
north wall is mostly ice Giants, Cloud (5): AL NE, MV lS ", HD 12 + Vortex (5): AL CN, MV lS • (MC:A), HD
A 17 Shelf, 40 ' above ground level, 2-7, AC 2, #AT 1, D 3-36, SA throw 2 + 2, AC 0, #AT 1, D spin (cone 40 'x
reached by a short slope to the south rocks to 24 n range (D 2-24), SD surprised 10' , D 1-3 per round and 5 % per round
A 18 Cave, reached from shelf #17; lair of on 1, SZ L (18 ' ), IN Average-Very; IL cumulative chance of death), SZ S-M, IN
ildriss grues. In their treasure is one of 40% , TT E, QxS; XP 42SO + 16/hp Non; XP so + 3/hp
the power gems, the aquamarine, The cloud giants have a well-defendable Due to their high Armor Class, these
which will send anyone touching it to lair, and may (SO% chance) have 1-3 human monsters can be very deadly. They are eas­
the Water Node. captives, holding them as slaves and for ily frightened, but will regroup and return
A 19 Corridor sloping up from ground future ransom or meals. These are level 0-7 repeatedly if hungry.
level, reaching 30-foot height at area (ld8-l) NPCs of any class, with no equip­
20 ment. Wind walkers (2): AL N, MV lS "/30 "
A 20 Wide cave (MC:A), HD 6 + 3, AC 7, #AT 1 area, D
A 21 South cave (lair) Hieracosphinx (2 lairs of 4 each): AL CE, 3-18, SD ethereal, spell immunities (q. v.
A 22 Shelf, 70 ' above ground level (40' MV 9 "/36 # (MC:D), HD 9, AC l, #AT MMl page 101), SZ L, IN Very, MR Spe­
above area 19), reached by a slope to 3, D 2-8/2-8/1-10, SZ L (7' ), IN Low; IL cial; IL 20% , TT C, R; XP S7S + 8/hp
the northeast (lair) 20% , TT E; XP 600 + 12/hp These potentially deadly monsters are
A 23. Shelf, SO ' above ground level, These hawk-headed predators may be inquisitive and often benign. They employ a
reached by a slope to the east (lair) serving as steeds for some other residents, in whistling language, and can also read minds
A 24 Elongated cavern exchange for an equal share of gains. They and respond by whatever means are availa­
A 25 Shelf, 130 ' above ground level, lair on high shelves. ble.
reached by a long slope to the south
A 26 Cavern, 90 ' above ground level, Ildriss grues (8): AL NE, MV 3 n or 24 •
reached by the slope to area 2S (MC:A) HD 4, AC 2, #AT 1, D 3-12, SD
I Earth Node
A 27 Large cavern at ground level. At the + 2 weapon to hit, SZ M, IN Low-Very;
west end is a square symbol, gate to IL 10 % , TT Qx2, X; XP 24S + S/hp DESCRIPTION
the Water Node. These creatures are invisible until they
A 28 Large cavern at ground level attack in fog cloud form. All air and The Earth Burrows are dark and slightly
A 29 North corridor branch sloping up 30 ' weather-based effects are dispelled within damp-a typical cave-dungeon setting. The
A 30 West cavern, ground level SO feet of them. temperature is a constant 45 degrees, with
A 31 Southwest cavern, ground level little or no air movement. The environmen­
A 32 Hidden cavern (entrance 10' wide); Mihstu (2): AL NE, MV 6 n/6" (MC:B), HD tal damage comes from the ever-present
slopes up from entrance to 40' above 8 + 2, AC -2, #AT 4, D 2-7 each, SA heavy dust in the air, and from occasional
ground level at the south end. Near envelop = drain 1 point Constitution rockslides, minor cave-ins, and so forth.
the end is a triangular symbol, gate to (rest regains l /day), SD + 2 weapon to Those arriving in the Burrows appear in
the Earth Node. hit, immune to missiles, electricity, & the center cave, a large broad area SO feet
magic missile, MR 10% , SZ M (6 ' ), IN tall at its center tapering to only 10-20 feet at
RESIDENTS High; IL 10% , TT I; XP 1700 + 12/hp the side corridors.
These dangerous monsters share a single The corridors have no light, and the
Dragons, White (3): AL CE, MV 12 n;3on lair, and have double the given chances for dusty air permits only half normal range of
(MC:E), HD S (hp 10), 6 (hp 42), 6 (hp treasures. sight, whether normal or infravision. Slopes
48), AC 3, #AT 3, D 1-4/1-4/2-16, SA are few, and the stone is dug out, rather
breath cone frost 70' x 2S ' , SZ L (24 ' ) , Toads, Giant Ice (10): AL N, MV 9 ", HD 5, than worked.
IN Average; IL 20% , TT E, 0, S; XP 40S, AC 4, #AT 1, D 3-12, SA radiate cold 112
852, 888 rounds (IO' range, D 3-18), SZ L, IN BRIEF AREA NOTES
This family shares a single lair. Note the Average; IL 40% , TT C; XP 20S + S/hp
bonuses gained by the adults if their off- The toads lair near the other ice creatures E1 Central cave (arrival point)
spring is attacked, as given in MMl, p . 30. of this Node. E2 North corridor
E3 Burrow

115

0 Rj: Gi ilAL ADVE ilTV� S RE i il CARJIATED • THE TEJll: PLE 0 F ELE Jll: EilTAL EVI L
E4 Cave Bowlers (12): AL N, MV 6 "-15", HD 5/s (hp These will probably be found together,
E5 Large cavern with long corridor. At 2-5), AC 4, #AT l, D 1 per hp, SA 50% and in water. They have no lair.
the south end of the cavern is an unnoticed over 40 ' range, SZ S-M, IN
eight-pointed symbol, gate to the Fire Semi; IL 35 % , TT self (gem); XP 5 + Dracolisk (1): AL CE, MV 9 "/15 " (MC:E),
Node. l/hp HD 7 + 3, AC 3, #AT 3, D 1-6/1-6/3-12,
E6 Cave This single colony survives by camou­ SA acid breath (range 3 D 4-24, save
•,

E7 Junction and small cave flage and cowardice, and should not prove for half), gaze petrifies, SD 90% immune
E8 Grotto dangerous unless cornered. Neither should to reflected gaze, SZ L (15-20 ' ), IN Low­
E9 Cave they become overly friendly, whatever Average; IL 35 % , TT C, l; XP 2200 +
E 10 Large south cavern occurs. 12/hp
E 11 South grotto with divided approach, As with the basilisks, this creature has 2-5
lair of chaggrin grues. In their trea­ Chaggrin grues (5): AL NE, MV 12 " (3 "), statues in or near its lair.
sure is one of the power gems, the gar­ HD 5 + 5, AC 4, #AT 2, D 3-6/3-6, SA 2
net, which will send anyone touching paw hits = cling (D 7-12 per round), SD Dragons, Black (2) : AL CE, MV 12 "/24 "
it to the Fire Node. dispels all earth-based spells in 40 ' , sha­ (MC:E), HD 7 (hp 35 each), AC 3, #AT
E 12 South cave pechange to large mole, hedgehog, man 3, D 1-4/1-4/3-18, SA breath stream acid
E 13 Junction and cavern (with merge in soil for surprise on 1-5), 60 ' x 5 ' , SZ L (30 ' ), IN Average; IL
E 14 Hidden cave SZ S, IN Low-Average; IL 20% , TT C, 30% , TT H; XP 1155 each
E 15 Huge southwest cavern Qx5; XP 425 + 6/hp This mated pair has recently produced
E 16 Small cavern If not surprised, the grues prepare by two eggs. These should hatch in 71-79 days,
E 17 Corridor intersections merging with the nearby earth for the sur­ but will probably not survive (a mere 15%
E 18 Long cavern (lair) prise benefits. chance) unless fed plenty of fresh meat­
E 19 Long west cavern. At the south end is humans and humanoids being an excellent
a square symbol, gate to the Water Crysmals (3): AL N(E), MV 6 ", HD 6 + 6, source.
Node. AC -4 or 0, #AT 1, D 3-12 (2-8), SA
E 20 Northwest cavern shoot appendage 2 " (D 9-16), SD AC 0 Elementals, Earth (6) : AL N, MV 6 ", HD 8
E 21 North grotto vs. blunt metal, immune to fire, cold, (x3), 12 (x2), 16 (xl), AC 2, #AT 1, D 4-
E 22 North cave poison, takes half damage from light­ 32, SD + 2 weapon to hit, SZ L, IN Low;
E 23 North cavern. At the west end is a cir­ ning, SZ S (3 1/z • to L (14 ' long, 2 ' XP 825 + 10/hp, 2850 + 15/hp, 5250 +
cle symbol, gate to the Air Node. wide), IN High-Exceptional; PSI 91-110, 20/hp
E 24 Great north cavern (lair) Modes BC/F; IL 0 % , TT self (4-32 These should be encountered singly or in
gems); XP 825 + 10/hp pairs. They have no lair.
RESIDENTS These creatures are prey of the xorn and
xaren, and avoid them at all costs. They Galebs duhr (2): AL N, MV 6 ", HD 8 to 10,
Basilisks (2), AL N, MV 6 ", HD 6 + l, AC 4, seek a diet of quartz and other minerals, and AC -2, #AT 2, D 2-16, 3-18, or 4-24 (x2),
#AT 1, D 1-10, SA petrification gaze (6 " will attack to gain them. SA once per round as L20 M-U-move
range), SZ M (7' ), IN Animal; IL 40 % , earth, stone shape, passwall, transmute
TT F ; XP 1000 + 8/hp Crystal oozes (2): AL N, MV 1 •; ;3 •, HD 4, rock to mud, wall of stone, animate 1-2
These creatures are 90% likely to have 2- AC 8, #AT 1, D 4-16 + paralysis, SA boulders (range 6, AC 0, MV 3 ", HD 9,
5 human or humanoid statues in the area hit = save vs. poison or paralyzed, SD D 4-24), SD immune to lightning, nor­
near their lair-but note that they are often 75% invisible in water, immune to acid, mal fire, save at + 4 vs. magical fire, SZ
encountered elsewhere. Their presence is cold, heat, fire, 1 point per hit from L (8-12 ' ), IN Very; IL 1 5 % , TT Qx3, X;
well known to most other residents. blows, SZ M-L, IN Animal; XP 225 + XP 2000 + 12/hp
4/hp The somber rock-lords have great power

0 N Gi ITAL ADVEITTV RJ: S RE i IT CARJIATED • THE TEJll PLE 0 F E LE Jll: E llTAL EVI L
and little patience, but are not innately hos­ 40% special (q. v. MM2 page 129), XP 55 is a power gem, the smoky quartz,
tile to any but those who feed upon stone or + 8/hp which sends anyone touching it to the
gems. They are likely to aid or at least par­ Note that these creatures are Neutral and Air Node.
ley with those bearing information about probably friendly towards others native to F 10 Square room
such vile creatures. their own Plane. F 11 Rectangular room
F 12 Cubicle (lair)
Giants, stone (6): AL N, MV 12 ", HD 9 + 1- Xom (2): AL N, MV 9 ", HD 7 + 7, AC -2, F 13 Side room
3, AC 0, #AT 1, D 3-18, SA throw rocks #AT 4, D 1-3(x3)/6-24, SA surprise on 1- F 14 Square room with door (lair)
(range 30", D 3-30), SZ L (12 ' ), IN Aver­ 5, SD immune to fire and cold, takes half F 15 East rhomb
age; IL 30% , TT D; XP 1800 + 14/hp damage from lightning; SZ M (S ' ), IN F 16 Central room (lair) with doors and
This large single family has an easily Average; IL 40 % , TI O, P, QxS, X, Y; XP side corridors
defensible lair, and probably several allies 1275 + 10/hp F 17 Side room with door
nearby. Note that these creatures are Neutral and F 18 Southeast fire pits (lair)
probably friendly towards others native to F 19 Triangular room. At the north end is a
Gorgons (2): AL N, MV 12 *, HD 8, AC 2, their own Plane. triangle symbol, gate to the Earth
#AT 1, D 2-12, SA 4x/day breath cone Node.
6 " x Z W (save o r petrify), SZ L , IN Ani­ F 20 Southwest fire pit room, with 2 rec-
mal; XP 1750 + 10/hp Fire Node tangular pits (lair)
These dangerous beasts are avoided by F 21 Side room with door
nearly everyone. Their location should be DESCRIPTION F 22 West rhomb
well-known and mentioned in even the most F 23 Side room with door
casual conversation. The rooms and corridors of the dreaded Fire F 24 Large room
Pits are humid and hot-so hot that the subse­ F 25 Cubicle (lair)
Khargra (4): AL N, MV 3 * (15 "), HD 6, AC quent environmental damage is inflicted over F 26 Large room
-3, #AT 1, D 3-18, SA surprise 7 in 8 periods of exposure. The areas are lit, either F 27 Side room with door
(jump 10' from wall), SZ S (3 ' ), IN Low; dimly or brightly, by the occasional pits of F 28 Side room with door
XP 300 + 6/hp burning embers and leaping flames, as noted F 29 Southwest circle room
The school of these strange rock-fish on the map. F 3·0 Hall with 3 fire pits. At the west end
wanders almost constantly. Note that they Those arriving here appear in the central of the hall is a square symbol, gate to
may damage metal weapons with their bites room, faced with a choice of eight doors. the Water Node.
(as explained in the AD&D® FIEND They, and all other portals in the Node, are F 31 Northwest circle room
FOLIO® Tome, pages 56-57). large stone constructions with brass fittings. F 32 Side room with door
They stick frequently (-1 penalty to all 'open F 33 Large hall
Rode reptiles (two lairs of 2 each): AL N, MV doors' rolls), but are edged by ample cracks F 34 Large corridor
6 ", HD 5 + 8, AC 3, #AT 1, D 9-12, SA which allow fire creatures and others of F 35 Oval room (lair)
surprise on 1-3, SD chameleon, SZ M-L (S­ mutable form to seep through them even F 36 Northwest rectangle room with side
U ' ), IN Animal; IL 30%, TT S (x1/4), T when closed. corridor (lair)
(x1/z) per lizard, and 25% J, K, L, M per The rooms and corridors, hewn from the
lair; XP 400 + 7/hp or 600 + 9/hp surrounding rock, are well-made, perhaps by RESIDENTS
earth elementals or magic. Many surfaces are
Storoper (1): AL CE, MV 1 *, HD 6, AC 0, scorched and scratched, but few are chipped. Fire Bats (2 lairs of 12 each): AL NE, MV
#AT l, D 1-10, SA 6 strands (SO' range), Bits and scraps are rare, only found in small 6 "/20 " (MC:B), HD 2, AC 8, #AT 1, D
first 2 hits charm (no save, for 10 rounds) piles and singed on the upper side. 2-8, SA hit attaches, SZ S, IN Semi; IL
and all cause weakness (-50% Str in 1-3 50% , TT I; XP 28 + 2/hp
rounds, for 2-8 turns), SD immune to BRIEF AREA NOTES These pests may haunt and track the
normal missile fire, SZ M (5 ' ), IN High; party for great lengths of time, avoiding
F1 Center room (arrival point), with
IL 90 % , TT M, N, Qx2; XP 500 + 6/hp outright attack until their prey is distracted
eight doors
This creature is probably encountered by larger opponents.
F2 North hall, with four fire pits (lair)
near some major intersection, where it can
F3 Octagonal room. At the north end is
hide and watch passers-by until finding one Bodak (1): AL CE, MV 6 *, HD 9 + 9, AC 5,
a circle symbol, gate to the Air Node.
that appears digestible. It is hungry. #AT 1, D by weapon, SA gaze death ray
F4 Northeast rectangle room with side
(range 30 ' ), SD + 1 weapon to hit,
corridor (lair)
Xaren (2): AL N, MV 9 " (3*), HD 5 + 5, AC immune to charm, hold, sleep, slow, poi­
F5 Dead-end room
1, #AT 4, D 1-3/1-3/1-3/4-16, SA sur­ son, SZ M, IN Low; XP 1950 + 14/hp
F6 Passage and rectangular room
prise on 1-5, can shift (AC 8) to merge/ This horror, a sometime ally of Darley the
F7 Northeast fire pits (3 pits, lair)
move at 9 * rate, SD immune to fire and alu-demon (see wandering humans), is all
F8 Square room
cold, takes half damage from lightning, that remains of a once powerful magic-user
F9 Great Hall with four square fire pits,
SZ S (4 ' ), IN Average; XP IL 70 % , TT who allied with the demonic uprisirig
lair of harginn grues. In their treasure

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0 IV G i il A L ADVEil'fV�S RE i il CARJI A'fED • T H E TEJh: PLE 0F E L E Jh: E llTAL EVI L


against Iuz. Though now of Low intelli­ 5, AC 3, #AT 1, D 5-30, SA throw rocks of the water, mostly to the northeast comer
gence, he is exceedingly cunning, and will (range 20", D 2-20), SD immune to all of the map.
hide, track, and use hit-and-run attacks on a fire, SZ L (12 ' ), IN Average-Low; IL Newcomers to the Node land asplash in
preoccupied party if at all possible. 35 % , TT E; XP 2700 + 16/hp the central pool area, which is only 10 feet
This group may be in one or two lairs, deep and protected · from most of the sea
Dragons, Red (2) : AL CE, MV 9 •;24 • probably sharing with some non-Chaotic dwellers by a coral reef. Some few small
(MC:E), HD 10 (hp 60), 11 (hp 66), AC - ally. scavengers might be lurking therein, but
1, #AT 3, D 1-8/1-8/3-30, SA breath fire they will probably avoid a group of nervous
cone 90 ' x 40 ' , spells, SD spells, SZ L Harginn grues (8): AL NE, MV 15", HD humans.
(48 ' ), IN Exceptional; IL 60% , TT H, S, 4 + 4, AC 3, #AT 1, D 5-8, SA dispels fire
T; XP 5640, 8006 spells within 20 ' , shapechange (bonfire, BRIEF AREA NOTES
This former mated pair has split up, due 8 ' column, humanoid), SD + 1 weapon
to marital arguments about treasure. They to hit, blink at will, SZ M, IN Average­ W1 Center pond (arrival point). A coral
will be encountered singly, and may even High; IL 15 % , TT Ix1/2; XP 245 + 5/hp ridge surrounds this area, fencing a
avoid humans, knowing them to be danger­ From 1-3 of these will probably observe pool about 75 ' by 450 ' in size.
ous. Each dragon can speak and use the fol­ the party before being detected, as they are Within the area are several rock and
lowing spells once per day: enlarge, shield, fond of hiding in pillar-of-flame form in and coral outcroppings, jutting 10-30 feet
mirror image, web, dispel magic, slow. near various fire pits. If thus forewarned, above the surface of the water.
the harginn can be formidable enemies. W 2 North sea
Efreeti (l): AL LE, MV 9 "/24 " (MC:A), HD W 3 Shelf, rising from the water to 10'
10, AC 2, #AT 1, D 3-24, SA detect Salamanders (3): AL CE, MV 9 ", HD 7 + 7, above it at the northern edge.
magic, enlarge, gaseous form, grant 3 AC 5/3, #AT 2, D By weapon/1-6, SA W 4 Shelf-grotto (lair). This appears as if a
wishes, illusions, invisibility, polymorph hot attacks (each adds D 1-6), SD + 1 water-filled cave, but its floor rises to
self, produce flame, pyrotechnics, wall weep, charm, hold, SZ M, IN High; IL above water level past the entrance.
of fire (each l/day), limited telepathy, 75 % , TT F; XP 825 + 10/hp Around the corner to the northwest is
SD immune to normal fire, -1 per die Plagued by recent attacks by humans and a circle symbol, gate to the Air Node.
from magic fire, SZ L (12 ' ), IN Very; XP giants, these creatures are 80% likely to flee W 5 Northwest sea
1950 + 14/hp if damaged, and will always negotiate if cor­ W 6 Shelf, 5 ' above water level (lair)
This clever creature probably masquer­ nered. W 7 Shelf, just under water level, encir­
ades as an elemental for a time if possible, cled by stone on the south and west
and may even join and help a party in that sides (lair)
guise until the PCs can be observed in com­ Water rtode W 8 West sea, north branch
bat and their weaknesses found. W 9 Lagoon with shelf to the south. Near
DESCRIPTION the south end of the shelf is an eight­
Elementals, Fire (6): AL N, MV 12 •, HD 8 pointed symbol, gate to the Fire
(x3), 12 (x2), 16 (xl), AC 2, #AT l, D 3- The Water Maze is a great indoor ocean, a Node.
24, SD + 2 weapon to hit, SZ L, IN Low; magical place suitable to both salt and fresh­ W 10 Shelf, just under water level, encir­
XP 825 + 10/hp, 2850 + 15/hp, 5250 + water beings. The ceiling of the great cavern cled by stone on the west and north
20/hp casts a soft moonlight-bright glow. From sides
These should be encountered singly or in the central pool, one might imagine the W 11 West sea, south branch
pairs. They have no lair. place to be a tropical atoll; but danger lurks W 12 Southeast sea
throughout. W 13 Hidden grotto
Fire snakes (5): AL N, MV 4 ", HD 2, AC 6, The air is changeable, once a lilting warm W 14 Hidden shelf. The entrances to this
#AT 1, D 1-4 + paralysis (2-8 turns), SA breeze and then suddenly a chilling draft. area are underwater, but the shelf
surprise 60% , SZ S (3 ' ), IN Semi; IL Swirling eddies in both the water and the air rises sharply reaching 10 ' above
100% , TT Q; XP 73 + 2/hp produce sudden changes in waves at any water level at the northernmost
These small pests are likely to be time. Mists rise from the water, adding an grotto. Therein is a triangle symbol,
found lairing anywhere, possibly with or air of mystery and suspense to the visually gate to the Earth Node.
near other fire creatures. peaceful setting. But it is these oddly tinted W 15 Channel
mists that poison the very air, causing the W 16 Southwest cave, with submerged
Firetoads (5): AL CN, MV 6 ", HD 4 + 1, AC given environmental damage to the unpro­ entrance (accessible only by a brief
10, #AT 1, D = hp (fireball), SZ S (4 ' ), tected. underwater swim; lair)
IN Low; IL 20% , TT C; XP 165 + 5/hp The depth of the water varies widely but W 17 Southwest sea
The toads live scattered, foraging for averages about 50 feet. The dozens of W 18 Submerged shelf, about 10' below
small food sources. One or two will be craggy islets reach 10 to 80 feet from the sur­ water level. Two outcroppings jut
encountered at any one time. face, stretching towards the cavern roof far above water, to 20-30 ' height.
overhead (100-150 feet up) like pointing W 19 West sea
Giants, fire (6): AL LE, MV 12 •, HD 11 + 2- skeletal fingers. Icebergs dot the coldest part

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W 20 Shelf, rising to S ' above water level breath frost cone (3x/day, D 2-12), SZ S Sea hags (2): AL CE, MV lS */12*, HD 3,
W 21 Hidden grotto, lair of varrdig grues. (3 ' ), IN Low, MR 80; IL 30% , TT G; XP AC 7, #AT 1, D 1-4, SA 3x/day death
In their treasure is a power gem, the 25S + 4/hp gaze 3 .., sight s save vs. spells or lose 112
carnelian, which will send anyone These playful beasts are pets of the frost STR for 1-6 turns, SZ M, IN Average,
touching it to the Earth Node. giants (above). MR 50% ; IL 10 % , TI C, Y; XP 600 + 3/
W 22 Northwest sea hp
W 23 Shelf, 10 feet above water level (lair) Ixitxachitl (40): AL CE, MV 0/ 112 *, HD This pair of old hags dwells in some
W 24 Submerged shelf, 3 feet below water 1 + 1, AC 6, #AT 1, D 3-12, SZ M, IN secluded part of the Node. They are bitter
level, with two entrances and a stone Average-High; IL 60% , TI P, R, S; XP 28 and vengeful, having been tricked into com­
outcropping blocking the southeast + 2/hp; q. v. MMl page SS for leaders, ing here with promises of 'the easy life'.
side (lair) clerics, vampires, etc. They believe themselves near to completing
This isolated group dwells near the bot­ a potion that will enable them to escape­
RESIDENTS tom of one of the deepest seas, avoiding but, of course, are wrong. When it fails,
most other creatures. The have decided that they will try to sell samples to others as
Dragon Turtles (2): AL N, MV 3 */ /9 .., HD survival hinges on avoiding conflict, and bona fide items . . . .
12 to 14, AC 0, #AT 3, D 2-1212-12/4- are thus surprisingly placid-though they
32, SA breath steam cloud 60' x 40' x will attack furiously and in force if seriously Varrdig grues (5) : AL NE, MV 6 .. //18 .., HD
40' , SZ L, IN Very; IL S % , TT B, R, S, T, threatened. 6 + 6, AC S, #AT 2 (1), D 1-4/1-4 (4-16),
V; XP 7300 + 18/hp SA water jet to 6' (116 chance for blind
These powerful monsters are encountered Koalinth (40): AL LE, MV 6 *//9 *, HD 1-4 rounds), SD dispels all water & ice
singly. They look upon all other creatures as 1 + 1, AC S, #AT 1, D 1-8 or weapon, SZ spells in 30 ' , SZ M, IN Semi-Average; IL
minor nuisances, and are quite accustomed M (6 ' + ), IN Average; IL 2S % , TT J, M, 20% , TT Fx 112; XP 6SO + 8/hp
to having their own way about everything, D, QxS; XP 20 + 2/hp These disgusting creatures inflict little ini­
considering the entire node to be their pri­ The aquatic hobgoblins dwell near the tial damage but are quite durable and can
vate pool. They are very susceptible to flat­ ixitxachitl, in hopes of a future alliance pose severe threats when attacking helpless
tery and bribes, and expect apologies for (mostly for their curing abilities). They fear and blinded opponents. They will stay in
intrusions. and hate the merrow, and might ally with a water for the near-invisibility this affords,
party if such would result in the merrows' and for the greater movement rate.
Elementals, Water (6): AL N, MV 6 ..I 118 *, defeat.
HD 8 (x3), 12 (x2), 16 (xl), AC 2, #AT 1, Vodyanoi (2): AL CE, MV 6 ../6 .., HD 8, AC
#AT 1, D S-30, SD + 2 weapon to hit, SZ Kopoacinth (10): AL CE, MV 9 *//lS *, HD 2, #AT 3, D 1-10 + 2x2/1-10, SZ L (8 ' ),
L, IN Low; XP 82S + 10/hp, 28SO + 151 4 + 4, AC S, #AT 4, D 1-3/1-3/1-6/1-4, IN Average; IL 30% , TT G: XP 6SO + 10
hp, S2SO + 20/hp SD + 1 weapon to hit, SZ M, IN Low; IL These slow relatives of umber hulks are
These should be encountered singly or in 20 % , TT MxlO, C; XP 16S + S/hp hungry, as most potential prey avoids them.
pairs. They have no lair. These water-gargoyles are marauding They wander in search of food most of the
scavengers, likely to attack any new crea­ time, and will attack a party on sight. They
Eyes, floating (10): AL N, MV 0//30*, HD tures just as a pastime. They are slow to are currently trying to figure out how to
112, AC 9, #AT 1 gaze, D 0 + paralysis, unite in defense if threatened. take control of the koalinth and merrow.
SZ S (l ' ), IN Non; XP 30 + llhp
These dangerous pests are always accom­ Lacedons (14): AL CE, MV 9 .. I 19 *, HD 2, Water weirds (2): AL CE, MV 0/ 112 *, HD
panied by other water-dwelling creatures. AC 6, #AT 3, D 1-3/1-3/1-6 + paralysis 3 + 3, AC 4, #AT 1, D drowning (save vs.
(elves immune), SD immune to sleep, paralysis or be dragged under), SA
Giant, frost (6): AL CE, MV 12*, HD 10 + charm, SZ M, IN Low; IL 20 % , TT B; XP attack as 6 HD, control water elemental
1-4, AC 4, #AT 1, D 4-24, SA throw 6S + 2/hp SO % , SD edged weapon inflicts 1 point
rocks (range 20*, D 2-20), SD immune to Marine ghouls can be found nearly any­ damage, reforms 2 rounds after 'death',
cold, SZ L (lS ' ), IN Average-Low; IL where, especially near other lairs where a slowed by cold, takes half damage from
30% , TT E; XP 2250 + 14/hp few scraps might be stolen. fire, SZ L (10 ' + ), IN Very; IL SO% , TT
The family of giants keeps the ice lizards I, 0, P, Y; XP 370 + 4/hp
(below) as pets. Their grotto lair is easily Merrow (12): AL CE, MV 6 .. //12 *, HD It is 7S % likely that one of the weirds has
defended with an ample supply of boulders. 4 + 4, AC 4, #AT 3 or 1, D 1-6/1-6/2-8 or gotten control of one of the elementals. If
They enjoy long swims, and may thus be weapon (spear, D 1-6), SA surprise on 1- so, the other weird will be lurking nearby.
encountered in the water (but if so, always 4 from cover, SD 10-80% invisible in ter­ The elementals will be aware of the situa­
in pairs or more). rain, SZ L (9 ' ), IN Low-Average; IL tion, nearly powerless and eager to find
20% , TT A; XP 130 + S/hp; q. v. MMl allies who can help.
Ice lizards (2): AL CE, MV 9 w;1s * (MC:C page 96 for leaders, shamans
or E), HD 3 + 3, AC 1, #AT 3, D 1-6/1- This tribe of aquatic ogres bully the
3x2, SA cast sleep and fear, polymorph koalinth and frequent their area, taking the
self into white dragon (each 2x/day), best pieces of kills and often picking fights.

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Appendices
Appendix A : STANDARD DIVINE ABILITIES feeblemind, cure insanity, detect charm,
detect evil, detect good, detect illusions,
Deities lit The following spell-like powers are com­
detect invisibility, detect lie, detect magic,
mon to all deities in this setting. Each is usa­
Demigods ble at will, up to once per round, and is
detect traps, ethereal travel, geas, infravis­
ion, know alignment, levitate, mirror
activated by brief concentration alone.
Before the start of this scenario, you or the
Astral travel, comprehend languages, image, polymorph self, read languages,
players should determine the characters' dei­
continual darkness, continual light, cure read magic, teleport (no error), tongues,
ties. A list of the greater and lesser gods of the and ultravision.
blindness, cure deafness, cure disease, cure
WORLD OF GREYHAWK"' Fantasy Game
Setting, with active demigods, is given hereaf­
Greater Gods
ter. St. Cuthbert and Iuz, both germane to this Beory FC Oerth Mother, nature, rain N(G)
campaign, are then specifically detailed. They, Boccob C Magic, arcane knowledge N m
lncabulos C Evil, plagues, nightmares NE m
along with other deities commonly involved
lstis B Fate, destiny N f
with adventurers are likewise found in the Kord S Athletics, sports, brawling CG m
WORLD OF GREYHAWK"' Game Setting. Lendor S Time, tedium LN m
Nerull FC Death, darkness, underworld NE m
There is ample reason to allow players to
Pelor FC Sun, strength, light, healing NG m
carefully peruse this list of deities, and the gen­ Procan OC Oceans, seas, salt N(C) m
eral descriptive notes given in the WORLD OF Rao FC Peace, reason, serenity LG m
GREYHAWK"' Setting Catalogue. As inhabit­ Tharizdun U Eternal dark, decay, malign knowledge E m
Ulaa UC Hills, mountains, gemstones LG f
ants of the Flanaess, the characters would cer­ Wee Jas S Magic, death LN f
tainly be aware of this information. From the Zilchus OC Power. prestige, influence, LN m
money, business
list they should choose deities appropriate to
their characters' alignments and places of ori­ Demigods

gin. Iuz
Rudd
FC
oc
Oppression, deceit, pain
Chance, good luck, skill
CE(N)
CN(G)
m
f
Remind your players that the local folk tend Wastri u Bigotry, amphibians LN(E) m
towards the Druidical faith (Ehlonna, Obad­ Zagyg c Humor. occult studies, eccentricity CN(G) m
hai, and most of all Beory), or follow St. Zuoken BC Physical and mental mastery N m

Cuthbert, or serve some deity of Evil (in the Lesser Gods


Allitur FC Ethics, propriety LG(N) m
oc
case of unsavory elements).
Atroa Spring, east wind NG f
Because of the plots of Iuz and various Beltar s Malice, pits, deep caves CE(N) f
demons and evil elemental types, St. Cuthbert Berei FC Home, family, agriculture NG f
c
has become actively aware of events, and has
Bleredd Metal, mines, smiths N(C) m
Braim SC Insects, industriousness N(L) f
indirect assistance from Beory (who resists ele­ Celestian oc Stars, space, wanderers N(G) m
mental destruction) . The enmity between luz Delleb 0 Reason, intellect LG m
EhJonna c Forests, flowers, meadows NG f
oc
and St. Cuthbert may result in direct confron­
Erythnul Hate, envy, malice, panic CE(N) m
tation! Fharlanghn oc Horizons, distance, travel N(G) m
In the following list, the deity's name is Fortubo s Stone, metals, mountains LG(N) m
Geshtai BC Lakes, rivers, wells N f
oc
followed by the racial origin, using simple
Heironeous Chivalry, honor, justice, valor LG m ..
abbreviations: Hex tor oc War, discord, massacre LE m
Joramy c Fire, volcanoes, anger, quarrels
c
N(G) f
Common in most areas KureU 0 Jealousy, revenge, thievery CN m
0 Oeridian Lirr c Prose, poetry, art CG f
s
LIerg s Beasts, strength CN m
Suloise Lydia SC Music, knowledge, daylight NG f
F Flan Myhriss c Love, Beauty NG f
B Baklunish Norebo s Luck, gambling, risk CN m
Obad-Hai FC Nature, wildlands, freedom, hunting N m
c
u Unknown or indeterminate origin
Olidammara Music, revelry, roguery, wine N(C) m
Phaulkon s Air, winds, clouds CG m
Note that deities can be of a certain racial Pholtus oc light, resolution, law LG(N) m
Phyton s Beauty, nature CG m
s
origin and common in general at the same
Pyremius Fire, poison, murder NE m
time. Ralishaz c Chance, ill-luck, misfortune CN(E) m
The major attributes are given in column St. Cuthbert c Wisdom, dedication, zeal LG(N) m
Sotillion oc Summer. south wind, ease, comfort CG(N) f
s
three, followed by alignment and sex. With
Syrul Decei!, false promises, lies NE(L) f
respect to alignment, the standard capital Telchur oc Winter. north wind, cold CN m
letters are given, possibly with a parentheti­ Trithereon c Individuality, liberty, retribution CG m
Velnius 0 Sky, weather N(G) m
oc
cal after-note .
Wenta Autumn, west wind, harvest CG f
Xan Yae BC Twilight, shadows, stealth N f
Xerbo s Sea, water travel N m
Zoda! FC Mercy, hope, benevolence NG m

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IUZ (The Old) ability to generate a disgusting spittle which
he can expectorate once per round. This
Demigod (Oppression, deceit, wickedness, substance ages the victim struck by 1-6
pain) years (no saving throw), and withers the
area hit, numbing one member and making
ARMOR CLASS: -4 (-8 with cape) it useless for 2-5 rounds. His wrinkled vis­
MOVE: 18 " age projects a negative Charisma ( 4 ) which
- ,

HIT POINTS: 165 causes Horror to all those of 6 or fewer Hit


NO. OF ATTACKS: 1 or 2 Dice, for a -55% reaction penalty.
DAMAGE/ ATTACK: By weapon type Iuz is rumored to have a Soul Object
or 2-5/2- 5 ( + 9 strength bonus) secreted on the Abyssal Plane dominated by
SPECIAL ATTACKS: See below the demoness Zuggtmoy, with whom he is
SPECIAL DEFENSES: + 1 or better known to consort. He is thus free to roam
weapon to hit outside his domain without fear of perma­
MAGIC RESISTANCE: 45 % nent harm. He is also said to wear an old,
(65 % with cape) short cape which boosts his Magic Resist­
SIZE: M ance by 20 % , and serves as a cloak of pro­
ALIGNMENT: Chaotic Evil tection + 4 as well.
WORSHIPPERS' ALIGNMENT: Evil (any) Great emnity exists between Iuz and St.
SYMBOL: Grinning human skull Cuthbert. This is carried on by the servants
PLANE: Prime Material (Oerth) of the two, as well.
CLERIC/DRUID: 16th level cleric Clerics of Iuz dress in rusty black (their
FIGHTER: Nil master's favorite color) or white streaked
MAGIC-USER/ILLUSIONIST: Nil/Nil with rust-red bloodstains. At 3rd level each
THIEFI ASSASSIN: 16th level assassin gains the ability to change self (as the illu­
MONK/BARD: Nil/Nil sionist spell) once per day. Their ceremonies
PSIONIC ABILITY: Class III include the burning of foul-smelling sub­
Attack/Defense Modes: All/all stances, the beating of great drums and the
clangor of bronze bells, and blood sacrifice
S 21 I 18 W 20 D 18 Co 18 Ch 18 (-4) whenever possible. Places of service to Iuz
must be old, filthy, and dark. Altar services
Whether Iuz is a human who has become are typically of bone, and include many
demon-like through the centuries, or skulls.
whether he is a semi-demon, a cambion (as In addition to the standard divine abilities
some suggest, a by-blow of Orcus), no mor­ and the other abilities listed above, Iuz also
tal knows. He is, however, the first known has the following standard powers of any
godling of Chaotic Evil, whose wickedness demigod.
and treachery are infamous throughout the As often as desired: finger of death, invis­
Flanaess. ibility, phantasmal force, protection from
This cruel being can appear as either a good 1 0 ' radius, remove fear, summon fol­
massive (7' tall) fat man with demoniac fea­ lowers (1-2 creatures of the same type and
tures, reddish skin, pointed ears, and long alignment, up to 20 Hit Dice total), wall of
steely fingers, or as an old and wrinkled force.
manikin scarcely 5 feet in height. Either Three times per day: cure light wounds,
might be Iuz' true form-or even both. raise dead.
Iuz rules a portion of Oerth, a horrid ter­ Twice per day: dispel good, dispel illu­
ritory which bears its master's name, from sion, dispel magic, true seeing.
the cursed city of Molag. Few creatures Once per day: anti-magic shell, command
beyond the boundaries of this domain will (2 round duration), gate, heal, unholy
even speak his name, let alone adore him. word, limited wish, symbol.
In his demoniac form, Iuz prefers to wield
a great two-handed sword + 3, though he
can, of course, use other weapons. In any
guise, Iuz can use his exceptionally long and
sinewy digits to claw, strike, and strangle. If
he strikes thus twice, the victim of his stran­
gling grasp will die in 2-5 rounds unless
freed. In his manikin-like form, luz has the

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0 Jtj Gi ilAL ADVE ilTV�S RE i il CAR!JATED • TH E TE Jll PLE 0 F E L EJll E ilTAL EVI L
ST. CUTHBERT ( of the Cudgel)
•.. backsliding of "true believers:· He seldom
leaves his plane, unless some great duty
Lesser god (Wisdom, common sense, truth, brings him forth. When on the Prime Plane,
forthrightness, dedication) he sometimes appears as a manure-covered
yokel, or as a wanderer clad in brown and
ARMOR CLASS: -3 (-8 if in his plate mail) green robes, or as an elderly and slight tin­
MOVE: 21 N ker. In these guises he tests the doctrine of
HIT POINTS: 224 his faithful, or seeks new converts. He can
NO. OF ATTACKS: 2 gate to or from Arcadia or the Prime Mate­
DAMAGE/ ATTACK: By weapon type rial Plane at will.
( + 8 strength bonus) The three orders of the priesthood of St.
SPECIAL ATTACKS: See below Cuthbert are the Chapeaux, the Stars, and
SPECIAL DEFENSES: + 3 or better the Billets. The Chapeaux dress in varying
weapon to hit garb, but all wear crumpled hats. They seek
MAGIC RESISTANCE: 80 % to convert people to the faith. At third level,
SIZE: M each gains the ability to cast one shillelagh
ALIGNMENT: Lawful Good (Neutral) spell per day.
WORSHIPPERS' ALIGNMENT: The Stars wear dark green robes with a star­
Lawful Good/Lawful Neutral burst holy symbol of copper, gold, or plati­
SYMBOL: Wooden Billet, Starburst, num (depending on their status). They seek to
Crumpled Hat retain doctrinal purity amongst the faithful.
PLANE: Arcadia At fourth level, each Star cleric gains the abil­
CLERIC/DRUID: 22nd level cleric/ ity to cast one ESP spell per day.
8th level druid The Billets are the most numerous of
those in the orders, serving as ministers and
FIGHTER: Nil protectors of the faithful. Billets dress in
MAGIC-USER/ILLUSIONIST: Nil/Nil simple brown and russet garments, and use
THIEF I ASSASSIN: Nil/Nil a holy symbol of an oaken or bronzewood
MONK/BARD: 7th level monk billet. At second level, each gains the ability
PSIONIC ABILITY: Class VI to cast one friends spell per day.
Attack/Defense Modes: All/all While St. Cuthbert has many large places of
worship, wayside shrines and small, rude
S 20 I 10 W 23 D 19 Co 25 Ch 19 chapels are the usual. His followers are found
mainly in the central Flanaess, around Grey­
St. Cuthbert appears as a stout red-faced hawk, the Wild Coast, Umst, and Verbobonc.
man, with a drooping white moustache and A great rivalry exists between those who fol­
flowing white hair. He wears a simple plate low St. Cuthbert and the followers of Pholtus
mail of + 5 enchantment. Atop his helmet is (of the Blinding Light).
a crumpled hat, and a starburst of rubies set In addition to the standard divine abilities
in platinum hangs on his chest. (given at the beginning of this Appendix)
In his left hand he carries a billet of wood. and the other abilities listed above, St.
This bronzewood cudgel is actually, in St. Cuthbert also has the following standard
Cuthbert's grasp, a + 3 weapon equal to a powers of any lesser god.
morning star. Any human touched by the cud­ As often as desired: control temperature
gel must make a saving throw vs. spells or be 10' radius, improved invisibility; improved
beguiledfor 5-20 turns. In his right hand is the phantasmal force, remove curse, remove
fabled Mace ofSt. Cuthbert, a mace ofdisrup­ fear, summon followers (1-3 creatures of the
tion + S with other powers. H the "to hit" roll same type and alignment, 25 Hit Dice total).
is a natural 20, the victim loses 1 point of intel­ Four times per day: dispel evil, dispel illu­
ligence (no saving throw, no magic resist­ sion, dispel magic.
ance). The Mace of St. Cuthbert has the Three times per day : cure serious
following additional powers: bless (by tapping wounds, resurrection, true seeing.
touch), know alignment (once per day), Twice per day: anti-magic shell, gate,
tongues, exorcise (once per month), and heal, holy word, polymorph others, protec­
remove curse (seven per week). tion from evil 20 ' radius, symbol.
St . Cuthbert hates Evil, but his major Once per day: command (3 round dura­
interest is in Law and Order, and the dual tion), death spell, minorglobe of invulnerabil­
work of conversion and prevention from ity; quest, restoration, trap the soul, wish.

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Appendix B : in addition to the standard listings. When­
for the two blows). Zuggtmoy may choose
to trample, instead of striking with blows. ever Zuggtmoy is in her lair, she is accompa­
M o n sters Trampling, effective only against prone or nied by all of the creatures on the
small (under 4 ' ) creatures, consists of two summoning table (in the maximum numbers
ZUGGTMOY (Demoness Lady of Fungi) attacks against one opponent, each inflict­ given), as well as poisonous toadstools,
ing 2-12 points of damage; if both hit, the molds (brown, russet, and yellow), and a
FREQUENCY: Very rare victim is also stunned for 1-4 rounds. host of other dangerous and disgusting
NO. APPEARING: 1 (unique) In her human form, appearing as an old growths.
ARMOR CLASS: O (body) or -2 (head) and feeble crone, Zuggtmoy can only attack As she is currently bound in a portion of
MOVE: 15" (6 " on walls or ceilings) with some weapon or spell-like power (at the dungeons of her own creation, the XP
or U " in human form 22nd level of magic use). award for Zuggtmoy's conquerors is much
HIT DICE: 49 (222 hp) Zuggtmoy has the following spell-like less than normal: 28,770. (See area 353 for
% IN LAIR: 40% powers, each usable at will: details on her limits, and for revised XP val­
TREASURE TYPE: H, S, T ues if she is partially freed.)
NO. OF ATTACKS: 2 + 2 or 2 anti-plant shell
DAMAGE/ ATTACK: 2-8 each (x4) astral spell Summon Fungi Table
or 2-U/2-12 charm plants
SPECIAL ATTACKS: See below continual darkness Die Roll Fungi Summoned
SPECIAL DEFENSES: + 2 or better detect good 1 1-2 ascomids
weapon to hit detect magic 2 5-8 phycomids
MAGIC RESISTANCE: 85 % entangle 4-6 zygoms
3
INTELLIGENCE: Genius fear 15' radius 4 3-6 ustiluagors
ALIGNMENT: Chaotic Evil improved invisibility 2-4 basidironds
5
SIZE: L (M in human form) hold plant 6 5-8 violet fungi
PSIONIC ABILITY: 222 levitate
Attack/Defense Modes: All/ all locate plants Description: Zuggtmoy's natural form is
plant door bulbous. She resembles a puffball mush­
LEVEL/XP VALUE: X / 45, 170 (and see plant growth room with a toadstool growing on top. Four
below; x 10 if slain permanently) pass plant elephantine legs with suckered bottoms sup­
pollute food & drink port the spherical body. The globular torso
Zuggtmoy, Demoness Lady of Fungi, dread programmed illusion is flattened at the bottom and bulges at its
and fell ruler of the 222nd ghastly plane of read languages equator, so that the legs reach to a bit over
the Abyss, aspired to establish her rule over read magic 3-foot height, the body another 30 inches
a portion of the world. With the aid of Iuz, silence 15' radius higher, but with a horizontal diameter of
she formed the Temple of Elemental Evil and snare nearly five feet. The mushroom-stem neck is
for a time wrought death, destruction, and speak with plants two feet long, capped by a head which
great suffering. Then the forces of Good telekinese (10,000 gp weight) appears to have squashed humanoid fea­
fought a campaign against her, and she was tongues tures. The eyes are round, black, and blank
surprised and bound during the intaking of transport via plants -looking.
the Temple. The opposing clerics and magic­ trip Zuggtmoy can extrude a pair of three-foot
users confined her somewhere beneath the
long pseudopodia) arms from either hemi­
ground, reputedly with the aid of one or She can become ethereal twice per day, and sphere of her body, at will. These growths can
extend opposing digits if desired.
more deities. can use each of the following once per day:
Though Zuggtmoy has a relatively light limited wish, gate, summon Fungi. Her gate The body coloration is variable, as
armor class for a major demon, she has a (70% successful) may be attempted up to Zuggtmoy is able to change it to suit her sur­
great number of hit points. Further, she once per round, but will succeed only once roundings, though she is typically of a pale
regenerates 1 hit point per round, or double daily; it summons (01-50) 1-4 Type I grayish-white or brownish-white color, the
that if standing upon or in loose soil. demons, (51-75) 1-3 Type II demons, (76-90) head slightly darker. Color can be moss
In her natural form, Zuggtmoy is able to 1-2 Type III demons, "or (91-00) 1 babau green, dull brown, red-orange, mottled pur­
move rapidly despite her bulk, and can demon. (The first three are described in the ple, etc., ranging the whole spectrum of col­
walk on walls or even inverted (such as on AD&D® MONSTER MANUAL, pages 16- ors possible to fungi growths. Body texture
ceilings), though such modes reduce the 18. See MONSTER MANUAL II, page 36, and odor are likewise obviously fungoid. In
maximum rate. She can use her 4 pseudo­ for the babau.) all, Zuggtmoy is revolting to behold and
pods to strike opponents, each inflicting 2-8 When Zuggtmoy uses her summon fungi disgusting to smell; blotchy patches of
points of damage. Up to two hits can be ability, refer to that table and roll ld6 to find mold, smut, and blight cover her body. Her
made on a single opponent; if both hit, an the monsters responding. The monsters strength is great (19), and her gross weight is
additional 5-8 points of crushing damage arrive within 1 round, oozing forth from her quite high, despite her fungoid nature­
also applies (a total damage of 9-24 points bloated body. All fungi are described below, over 2,000 pounds . .

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ZUGGTMOY'S BELOVED
Phycomid (MM2 page 101): AC 5, MV 3 ",
Here are summarized the details of the vari­ HD 4, #AT 2, D 3-6/3-6, SA infection,
ous molds and growths typically found with SD half damage from fire ( + 4 saving
Zuggtmoy. Most can be easily added to throw bonus), AL N(E), SZ S (2 ' diame­
adventures, but do not supplement Zuggt­ ter), L/XP: V/280 + 5/hp
moy's current companions (see Dungeon
Level Three) until or unless she gains more Pudding, Black (MMl page 10): AC 6, MV
freedom, especially the ability to summon 6 ", HD 10, #AT 1, D 3-24, SA dissolves
fungi. wood & metal, SD immune to all but fire,
Ascomid (MM2 page 10): AC 3, MV 12 ", divided by blows, AL N, SZ S-L, L/XP XI
HD 6 + 6, #AT 1, D infection, SA chok­ 1350 + 14/hp
ing spore jet, SD immune to blunt weap­
ons, 1 point from edged weapon, 1/2 Pudding, Brown (MM2 page 102): AC 5,
normal damage from spells ( + 4 saving MV 6 #, HD 11, #AT 1, D 5-20, SA dis­
throw bonus), AL N(E), SZ L (5-10' solves leather and wood in 1 round,
diameter), L/XP VII/775 + 8/hp; (takes SD immune to acid, cold, poison,
double damage from piercing weapons, divided by blows, AL N, SZ S-L, L/XP
normal damage from cold) VIIl/1600 + 16/hp

Basidirond (MM2 page 15): AC 4, MV 6 ", Pudding, Dun (MM2 page 102): AC 7, MV
HD 5 + 5, #AT 1, D 2-8 + smothering 12 ", HD 8 + 1, #AT 1, D 4-24, SA dissolves
(save vs. poison or die in 2-5 rounds), leather in 1 round, metal at 112 rate black
SA hallucinatory spores to 20-35 " pudding, SD immune to acid, cold, poi­
radius, SD cold attack only slows, AL son, divided by blows, AL N, SZ S-L, LI
N(E), SZ M (6-7' tall), L/XP Vl/475 + 6/ XP Vlll/1000 + 12/hp
hp
Pudding, White (MM2 page 102): AC 8,
Fungi, Violet (MMl page 42): AC 7, MV l ", MV 9 ", HD 9, #AT 1, D 7-28, SA dis­
HD 3, #AT 1-4, D rot, AL N, SZ S-M, solve flesh only, SD immmune to acid,
L/XP IIl/135 + 4/hp cold, poison, divided by blows, AL N,
SZ S-L, L/XP VIIl/1200 + 12/hp
Mold, Brown (MMl page 71): AC 9, MV O",
SA cold damage 4-32 to all within 5 feet, Slime, Green (MM1 page 49): AC 9, MV O",
SD fire enlarges, affected only by magical HD 2, #AT 1 drip, D turn to slime in 1-4
cold, AL N, SZ S-L rounds, SA corrodes metals, AL N, SZ
S, L/XP II/110 + 2/hp
Mold, Russet (MM2 pages 91-2): AC 9, MV
0 ", HD 12-16 hp per patch, SA spore cloud Slime, Olive (MM2 page 110): AC 9, MV O",
3 ' radius = Dmg 5-20 and save vs. poison HD 2 + 2, #AT 1 drip, D turn to slime crea­
or die in 2-5 turns, SD immune to fire, ture in 7-12 days, SD harmed only by acid,
cold, blows, most spells, AL N, SZ S-L cold, fire, or cure disease, AL N, SZ S, LI
XP V/330 + 3/hp
Mold, Yellow (MMl page 71): AC 9, MV O",
HD 2 per patch, #AT 1, D 1-8, SA 10' cube Ustilagor (MM2 pages 122-3): AC 5, MV 9#,
cloud, save vs. poison or die, SD affected HD 3 + 3, #AT 1, D 2-5, SA save vs. poi­
only by fire or light, AL N, SZ S-L son or take 2-5 caustic damage, telem­
pathic projection, energy control, AL
Ochre Jelly (MMl page 75) : AC 8, MV 3 #, N(E), SZ S (12-18 inch diameter), PSI 155-
HD 6, #AT 1, D 3-12, SD lightning 180, D/F, L/XP IIl/135 + 4/hp
divides, AL N, SZ M, L/XP Vl/150 +
6/hp Zygom (MM2 page 132): AC 8, MV 1 ", HD 3,
#AT 1, D infection, SA sticky secretion,
Ooze, Gray (MMl page 49): AC 8, MV 1 w, AL N(E), SZ S-L (by host), L/XP III/ 85
HD 3 + 3, #AT 1, D 2-16, SA corrodes + 4/hp
(same rate as pudding), SD immune to
spells, heat, cold, AL N, SZ M-L, Psi 21-
121 (rare), L/XP IV /200 + 5/hp

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JUGGERNAUT ation permitting). If the juggernaut hits, all
the victim's items must be checked vs.
FREQUENCY: Rare crushing blow. The victim takes considera­
NO. APPEARING: 1 ble damage, a maximum of 10-100 (lOdlO)
ARMOR CLASS: 2 points if the juggernaut is large and heavy.
MOVE: 1 " to 12 " (see below) The victim may make a saving throw vs.
HIT DICE: 10 to 13 death ray to take half damage, but success
% IN LAIR: 0 % does not negate the crushing effect on items.
TREASURE TYPE: See below
NO. OF ATTACKS: Up to 6
DAMAGE PER ATTACK: 2-12 each
SPECIAL ATTACKS: Crush (D 10-100)
SPECIAL DEFENSES: Immune to all fire
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal to Average
ALIGNMENT: N(E)
SIZE: L (8-20' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil

LEVEL/XP VALUE: X/3,000 + 14/hp

A juggernaut is a creature related to the


mimic, appearing as a large stone object of
some sort. The creature's form always has
wheels, runners, or some other source of
mobility.
Just as the mimic can project a pseudo­
pod, so can its cousin produce several
growths-including slim toothy heads, pin­
cers, rams, and so forth. It can make up to
six attacks per round in this way, depending
on the limits of its shape.
The juggernaut can also change form to
some extent, but more slowly than the
mimic. Once pseudopods are cut off or re­
absorbed into the body mass, up to a month
may be needed to re-grow them, again
depending on their forms. Heads on pseudo­
pods may permit the juggernaut to make
noises of many sorts, and some few can
even speak (though poorly) .
A juggernaut with wheels o r rollers can­
· . ...
not turn sharply or reverse directions unless
it first comes to a complete halt. For every
ten feet it travels it can turn about three feet;
it must travel 30 feet to make a 90 degree
turn. It is also slow to start. In the first
round of animation it can move but ten feet
per round, gaining 1 " additional movement
each round thereafter until its maximum 12 "
rate is achieved. (For example, in the ninth
round of animation it moves at 9 " rate. )
This ungainly movement is, o f course,
balanced by an additional attack form.
Such a juggernaut may attack by simply
rolling over a victim, crushing everything in
its path. A normal "to hit" roll is made (situ-

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Appendix C : cation, but lesser doses have little or no capacity for a pocket is 3 x 6 x 12 inches.
effect . (Thus, vials of holy water would easily fit,
M agic Items One vial o f ichor can be used t o treat one but a dagger or wand would not, in most
apple-sized foodstuff (about 10 square cases.)
GARGOYLE CLOAK inches of area) or any beverage.
Effects of intoxication are summarized fRAGARACH
GP Sale Value: 6,000 XP Value: 1,000 below. Note that all modifiers are penalties
except for those affecting NPC Bravery and GP Sale Value: 90,000 XP Value: 18,000
When donned, this garment polymorphs Morale. Recovery from intoxication simply (plus scabbard value: 35,000 gp)
the user into a gargoyle, with effect as the requires time, and (if a Comatose condition
polymorph self spell . No command word is results) sleep. The times needed are 2-4 This hefty steel broadsword bears a mighty
used. Items carried are absorbed within the hours for Mild, 4-6 hours for Great, and 7- enchantment. It was originally fashioned
gargoyle form, unusable. Immunities, fly­ 10 hours for Comatose. for a demigod of elsewhen, and eventually
ing ability, and all other gargoyle character­ passed into the WORLD OF
istics are bestowed. Armor Class is likewise Mild Great GREYHAWK"' Setting. It served well for a
altered, but is modified by the user's true Strength 0 0 short time, all too soon falling into the
Dexterity, magical effects, and protective Intelligence -3 -6 hands of the minions of Chaotic Evil. It has
devices worn or carried (but excluding mod­ Wisdom -4 -7 been in their grasp for a decade or more,
ifications from armor and shield). Dexterity -2 -5 resting in hiding in the Temple of Elemental
The cloak's effects may be produced up to Constitution 0 0 Evil, guarded by the worst of elemental
a maximum of three times per day. The Charisma -1 -4 grues. Fragarach means "The Answerer:'
polymorph occurs within 1 segment after 'To hit" rolls -1 -5 The sword is of Chaotic Good alignment.
the cloak is donned, without the sparkling Saving throws + 1 + 5 Any Lawful creature trying to grasp it takes
lights usually accompanying a polymorph. Bravery* + 2 + 4 1-6 points of damage and falls senseless for
After the first full tum of use, there is a 10% Morale* + 10% + 15 % 1-10 rounds. A Neutral creature holding it
chance per tum (cumulative) of the wearer takes only 1-3 points and swoons for 1-4
being mentally changed into a gargoyle as •NPCs only rounds. In evil hands, Fragarach has no "to
well. If this occurs, the user either attacks or LEOMUND'S LABILE LOCKER hit" bonus whatsoever; in Chaotic Neutral
flies off (just as would a real gargoyle). Only hands, it will strike but one opponent per
a wish or death can then return the victim to GP Sale Value: 25,000 XP Value: 5,000 round. The sword functions perfectly only
normal form. for a Chaotic Good user. In such hands, its
The cloak is easily damaged by any edged This copper-bound box is two feet wide and + 4 bonus always operates, and it will strike
weapon, fire, and other hazards. If the tall, and three feet long. Invisible runes are
wearer takes 20 or more points of damage scribed upon its front; these reveal four
WAND Of A WONDER
from such attacks, consider the cloak command words. The first shrinks the box
destroyed. The cloak may be repaired magi­
cally (via limited wish or similar enchant­
to a twelfth of normal size, with all contents
likewise becoming minute. The weight of
GP Sale Value: 10,000 XP Value: 6,000
ment) but not by normal means. the shrunken chest, empty or filled, is 30
Quite similar to its cousin, the ever- popular
As a final note, other cloaks of poly­ pounds. The second word causes the chest
morphingmay be found. Each is designed to wand of wonder, this item produces strange
(if of normal size) to function as one upon
and unpredictable results for users of any
change the user into one specific creature. which a Leomund's secret chest spell has
class or type. The exact effect produced in
Each confers benefits and hazards in the been placed (but with no smaller replica
any single use is determined by a random
manner given above-a full polymorph self necessary! ) . The third word causes the box
ldlOO roll, with reference to the following
(lacking only the spell's curative effects), to return to full size or normal place, as
chart. The wand uses 1 charge per function.
with the given chance of permanent mental applicable. The fourth word causes growth
It may not be recharged. Allow saving
change as well. to quadruple dimensions, with sides, top,
throws wherever applicable, vs. wands
and bottom of one foot thickness, huge cop­
unless the effect suggests another category.
ICHOR Of INIDXICATION per bands, and a weight of 1,200 pounds.
The wand performs at 6th level of experi­
GP Sale Value: 900 XP Value: 500 POUCH OF HOLDING
ence, as is normal for such devices, and all
physical changes produced (growths, poly­
GP Sale Value: 4,000
morphs, etc.) are dispellable at normal
This substance is a colorless syrup found in
XP Value: 800 (per pouch)
chances.
half- ounce vials. It can be mixed with a liq­
uid, applied to food, or simply ingested
straight. The ichor dries when exposed to These apparently normal leather or cloth
air, hardening in 1 tum. pouches are found in groups of 3-6 (ld4 + 2)
When a vial of the fluid is consumed, the attached to a belt. Each pouch can hold 100
user becomes greatly intoxicated within 1 gp (or ten pounds weight) as if it were but 1
round (see effects below) . If more is then gp (or a tenth of a pound). However, noth­
consumed, the user becomes comatose from ing larger than 1 x 2 x 3 inches can fit into
the excess. A half-vial produces mild intoxi- a pocket, and the maximum cubic volume

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as many opponents unerringly as have producing a continual light effect within one
struck at its possessor. Fragarach always round. Viewed from the cloudy side, the
hits all such targets, the + 4 pertaining to users (those on the clear side) appear as the
additional damage only. Note, however, purest opposites of their actual forms. A
that The Answerer always strikes last in a paladin would appear demonic or diabolic;
melee round. Against evil opponents, the a Chaotic Evil monster might appear as a
bonus doubles (to + 8) whenever a natural paladin, or as a deva, planetar, or solar.
20 is rolled for "to hit" determination. Additional visual effects (flames and
The sword has a hilt of silver and gold smoke, sky and fluffy clouds, etc.) are auto­
wire, most cunningly wrought. Its guard matically produced as a background setting
and pommel are set with perfect emeralds appropriate to the visual (false) form. Sub­
(corundum)-7 gems, total value 65,000 gp. tle feelings (fear, peace, etc.) are likewise
Its scabbard is likewise trimmed with pre­ projected to the viewers of the illusion,
cious metal and decorated with many gems allowing no saving throw (though innate
of green and golden hue, worth another total immunity to ESP negates the emo­
35,000 gp. tional effects). The cloudy side of the lens
quickly darkens when the user(s) back away
OTHER SWORDS OF ANSWERING from the clear side.
The lens will function as often as desired.
GP Sale Value: 50,000 XP Value: 10,000 It is protected by a powerful and permanent
(plus scabbard: 16,000 gp) force field, and is impervious to harm by
anything less than a godling. Even passwall
When Fragarach first came to this world, it and glassee are useless against its mighty
received immediate attention and quick dweomer. Once mounted, as it is herein, it
renown; so much so, in fact, that six other cannot be removed by a power lesser than
swords like it were forged and enchanted. Iuz', except for a wish-and even that may
These are lesser weapons, of course, and cause the lens to shatter in the attempt (a
their alignments vary. Each has a + 2 bonus 25% chance). A final dweomer lets Iuz
(and cannot hit opponents struck only by know if the lens is destroyed, and who did
+ 3 or better weapons). On a natural "to it.
hit" roll of 1, no bonus applies; on a natural
20, like their predecessor, the bonus is dou­ THE ORB OF GOLDEN DEATH
bled (to + 4). These lesser swords are identi­
fied by the differing gems set in guard and Artifact GP Sale Value: 75,000
pommel. They are reported to be amethyst,
aquamarine, garnet, peridot, topaz, and This item (a.k.a. Yellowskull, Goldenskull,
tourmaline stones, with combined value of or the Death Orb) is a powerful magic item
about 24,000 gp per weapon, 16,000 gp per created by Zuggtmoy and luz. Because of its
scabbard. These weapons are named Rebut­ nature and aura, no paladin will touch it
ter, Scather, Replier, Retorter, Squelcher, willingly, nor will any Good cleric; they feel
and Back-Talker, in honor of Fragarach. its immense innate Evil.
The Death Orb is a gold sphere three
LENS OF TRANSFORMATION inches in diameter, shaped to resemble a
human skull sans lower jaw. Atop the
Artifact GP Sale Value: 22,500 crown is a raised diadem with depressions,
the latter designed to accept four large
This device is a sheet of cloudy crystal, 7 gems, one representing each element. The
feet broad and tall and 3 inches thick. It was Orb has only limited powers without these
created by Iuz, who placed it in the dungeon gems. Its possessor can, at will, detect lie,
for his own evil purposes. know alignment, and poison (as the reverse
The crystal sheet appears cloudy from of a neutralize poison spell).
one side, but clear from the other. No detect The possessor learns directly from The
spell works within 20 feet of it, except for Orb full details of usable powers, but no
detect magic, which reveals that a powerful information about Charisma effects
dweomer is upon the crystal sheet, and (if (explained below), potential powers (such
the lens is activated) that a lesser magic as those gained by addition of gems), unfa­
affects the area within 20 feet of it. vorable effects, nor the Orb's following pro­
The lens is activated whenever any life tection ability. Neither Zuggtmoy nor luz
force (living or undead) approaches within 3 can harm the possessor of Goldenskull, nor
feet of the clear side. The cloudy side of the can either be the agent employing another
lens then begins to brighten, its radiance to cause the user harm.

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(though they cannot take it by force). How­ Elemental Plane at will (as if by using the
ever, the possessor is forced to react to these teleport without error spell, but with no
Evil beings in a somewhat cooperative man­ chance of error).
ner, the degree corresponding to Charisma 3. Comfortable existence in the corres­
loss (from the use of the Awe Power)-a ponding element or Elemental Plane,
10 % chance of persuasion existing for each taking no environmental damage.
point so lost. In play, if the character does 4. Conjure elemental once per week, sum­
not naturally cooperate, roll d % to check moning from the appropriate Plane;
the correct current chance, and privately however, no mental control is needed as
inform the player if persuasion has long as the Orb is held (producing an
occurred. effect much like the druid spells). The
Any character who actually gives the elemental is of small size (8 HD) but max­
Death Orb to either Zuggtmoy or luz imum hit points (64). (Note, however,
becomes the hopeless thrall of the appropri­ that such summoning is NOT possible
ate Evil being ever afterwards. (This perma­ while on the same Elemental Plane. )
nently removes the character from PC play. ) S . Summon and control a demon of the
If the possessor gazes upon the great type noted up to 3 times per day, but
throne in the Temple of Elemental Evil The Elemental Power Gems never more frequently than once per
(upper level, area 3), he or she immediately The gems of the Orb, and additional powers hour (6 turns).
knows how to operate it. The Throne can be they bestow, are as shown on the table.
caused to raise and lower itself, with the The four gems of the correct size and Before the final assault on the Temple by the
user, between the upper Temple works and shape to fit the diadem of the Orb are hid­ forces of Good, Zuggtmoy carefully hid the
dungeon level three (area 340) . den in the Elemental Nodes connected to the gems in their corresponding Elemental
The user's Charisma with respect to Cha­ Temple of Elemental Evil. Nodes. She then entrusted the gemless Yel­
otic Evil creatures is raised to 20, or to -3 Each gem radiates a strong enchantment. lowskull to her priesthood, while she faced
when angry. The corresponding effects When touched, a loose gem immediately the onslaught of those whose magic then
apply, i.e. for Charisma 20, + 4S % Reac­ transports all creatures within SO feet to the trapped her in her own stronghold.
tion Adjustment, Maximum 2S Henchmen corresponding Elemental Node. No saving
(all Chaotic Evil), 60% Loyalty Base, Awe throw applies, and the victims arrive in the Destroying the Orb:
Power affecting up to 2 Hit Dice or Levels; center of the Node map (q. v.) . The gem tra­ The Death Orb can only be destroyed if all
for Charisma -3, -SO% Reaction Adjust­ vels with the victims. No other effect of its gems are properly inset. It must then
ment, Horror affecting up to 4 Hit Dice or occurs, and no powers are bestowed. No be subjected to the following effects, in
Levels (again, only of Chaotic Evil crea­ effect occurs if a gem is touched while in its quick succession and in the· proper order: a
tures) . Those affected by Awe or Horror are corresponding Node, but remember that the wind of SO or more mph force; the strike of a
stunned into inaction by the mere sight of transport effect occurs elsewhere whenever maul made from a solid piece of granite; a
the possessor (no saving throw), and (;annot the loose gem is touched. Repeat trips may very hot flame (1,000 degrees F.); and
initiate any action other than physical thus occur before the possessor realizes that immersion in very cold water (32 degrees
defense. a container (ideally the Orb) must be used to F. ). The procedure causes the Orb to shatter,
prevent involuntary travel. which causes the Elemental Nodes and the
Ill Effects: When one of these gems is placed within Greater Temple (Dungeon Level Four, area
No Good ever results from the employment its diadem mounting, the possessor gains 417) to collapse, and the dungeon levels
of the Death Orb's powers, except on a very the following abilities, and immediately above as well. Zuggtmoy takes 111 points
short-term or temporary basis. Thus, if evil realizes (and magically understands the of physical damage, is unable to use any
can result from any use of the Orb, that process of) each of the effects. powers for four days, and cannot leave her
occurs along with whatever was actually own Abyssal Plane for 40 years. luz, having
done. For example, an elemental conjured 1. The noted spell power, usable once per less invested in the Death Orb, merely loses
to fight against some evil creatures will do week. the services of evil elemental creatures for
so, but in such a way as to allow them to 2. Travel to and from the corresponding four years.
harm the conjurer's associates to a maxi­
mum extent . Also, each time the Awe Element Gem Spell Demon
Power is brought forth, the user actually Air Smoky quartz Wind walk Babau ·
loses 1 point of Charisma (but only with
Earth Carnelian Earthquake Type I
respect to those not Chaotic Evil) .
Fire Gamet Flame strike Type II
Both Zuggtmoy and luz know the iden­ Water Aquamarine Wall of ice Type III
tity and exact location of any person in pos­
session of Yellowskull (their detection
ability overpowering any and all protec­
tions magical or mundane). The protection
of the Death Orb notwithstanding, Zuggt­
moy and/ or Iuz can attempt to persuade or
coerce the possessor to hand over the Orb

128

0 RJ G i ilA L A.DVE ilTV�S RE i il CARJIATED • THE TEJb:PLE 0 F E L E Jb: E llTA.L EVI L


THE
TEMPLE OF This booklet contains all the maps neccessary to play the entire campaign adventure. Each

ELEMENTAL is keyed to a specific section in the adventure book. Feel free to mark on and change these
maps as the dungeon becomes altered during play.

EVI L

e�

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1 All

0 N Gi IIAL ADVEIITV�S RE i II CAR.._IIATED • TH E T E lh: PLE 0 F E L E lh: E llTAL EVI L


MAP 2
TH E VI LLAG E
O F H O M M LET

Buildings
......

Stream
Ford

a--.r-.-tt+--11 Swamp
��=.I Hedge

..,"""""'...,....,.. Stone Wall

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5"
.-t f--l--+-+--+--+--+--+--+--+-+--+---l---1f--l--+-+--+---if---bH
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:u SCALE
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f . ���!:..'!'ttt-.l�+-l--t-+-+-�*"--+----+"..Af'--+-..t:�-=-.ti�f--l�t-::.�1"\:-:J.J.-t---fJ���--tlw-l-"\-l-t-
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3

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MAP 3 I N N OF TH E WELCO M E WENCH

13

12

UPPER FLOOR

MAP 4
TRADERS'
ESTABLI S H M ENT

FIRST FLOOR

CELLAR c19as TSR, Inc. All Rights Reserved.


4

0 RJ Gi II A L ADVEII TV RJ; S RE i II CAR__II ATED • THE TEJb: PLE 0 F E L E Jb: E llTAL EVI L
MAP 5 CH U RC H OF ST. CUTH B E RT

TURRET ROOF

TURRET

PARAPET LEVEL

UPPER HALL

l
l MAP 6 G UARD TOWE R
MAIN HALL

LOWER LEVEL

SCALE: 1 SQUARE EQUALS 1 0 FEET


<>1985 TSR, Inc. All Rights Reserved.
5

0 N Gi il.A.L ADVE ilTV}\J:S RE i il C.A.RJI.A.TED • TH E TEJb:PLE 0 F E L E Jb: E llTAL EVIL


MAP ? R U I N S O F TH E M OAT H O U S E

. +-- PARAPET

- ARROW SLOT

BATTLEMENT

CRUMBLCO WALL

MAP S MOATHO U SE D U N G EO N S

� Door
- Stairs Up

EE Secret Door
- Subterranean
Passage

liil False Door

"1 985 TSR, Inc. All Rights Reserved.


6

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MAP 9 N U LB

o ./ 0 o.- I" .u ...


'H �.l..�� �./ r .-y .:. ., ••,,,.

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)

MAP 1 0 TOWE R R U I N S

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.,....,.
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0NGiIIAL ADVEIITVR,J:S REiIICA1'_IIATED • THE TEJh:PLE 0F ELEJh:EIITAL EVIL


0 N GiIIAL ADVE IITV�S RE i II C AR.._II ATED • �
TH E TEJll PLE 0 F E LE Jll E IITAL E V I L
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0 Ri G i II AL ADVE IITV�S RE i II CAR.._II ATED • T H E TEJh:PLE 0 F E L E Jh: E IITAL EVI L
12 "1985 TSR, Inc. All Rights Reserved.

0 RjGi il A L A.DVEil'f'VRJ:S RE i il CA 1'_Il A1'ED • TH E TEJll PLE 0 F ELE Jll E ilTA.L EVI L
13 s1 9s5 TSR. Inc. All Rights Reserved.

0 RJ Gi ilAL A.DVE ilTV �S RE i il C A R..Il ATE D • THE TEJh PLE 0F ELEJhEilTA.L EVI L
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i

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0 R.i G i rrn. L ADVEIITV�S RE i II CA R.._IIATE D • TH E TE Jh PLE 0 F E L E Jh E nTAL EVI L
0

111
46363 09 1 47

0 N G i IIAL ADVE IITV�S RE i II CAR._II ATED • TH E TEJb: PLE 0 F E L E Jb: E IITAL EVI L
CHAPTER TH REE

Overview of the Adventure

his adventure is a fifth edition conversion of the n 0TE S F 0 R TH E D U llGE 0 n


j classic dungeon modules Tl -4: The Temple of El-
emental Evil, originally published in 1 985. The
Jh:ASTE R
Temple of Elemental Evil was designed as a classic be­ The Temple ofElemental Evil is a mega-dungeon adven­
ginning adventure that featured a fully designed village ture in 1 5 chapters. Chapter 3 outlines the adventure
(Hommlet) and a nearby small ruin (the Ruined Moat­ and contains useful information on the setting, details
house and Dungeons) which new players could cut their for the DM on how to start the adventure, and cus­
teeth on. Following their investigation of that site, the tom encounters to suit the characters. Chapter 4 de­
characters learn of an evil plot to return the nearby Tem­ scribes the Village of Hommlet. Chapter 5 details the
ple to its former glory. This leads them to the despic­ Ruined Moathouse and its Dungeons. Chapter 6 de­
able village ofNulb and eventually to the nearby Temple tails the wilderness around the villages and the Temple
proper. The Temple itself is a mega-dungeon contain­ and includes wandering monster tables. Chapter 7 pre­
ing four fully developed levels plus gates that potentially sents the Village of Nulb, fully designed for this fifth
lead to plane-hopping through elemental pocket planes edition conversion. Chapters 8 through 1 2 describe the
called Nodes. All told, the original modules contained Temple of Elemental Evil and its four dungeon levels.
over 220 developed encounters! Chapter 13 details the introduction on the Elemental
The Village of Hommlet (chapter 4) and the Ruined Nodes, while chapters 1 4 through 1 7 detail the four
Moathouse & Dungeons (chapter 5) comprised the Elemental Nodes, which have been fully designed for
original module T l and is designed for characters oflev­ the fifth edition conversion based on the outlines in the
els 1 through 3. The Village of Nulb (chapter 7) and original release. The various appendices contain deities,
the Temple of Elemental Evil and the Elemental Nodes pre-generated characters, nonplayer characters (NPCs),
(chapters 8- 1 7) comprised the sequel T2-4 and are de­ full monster statistics blocks for creatures introduced in
signed for characters of levels 3 through 7. Consult Ta­ this book, new spells and magic items, handouts, maps,
ble 1 for recommended character levels per chapter. The and a glossary.
original adventure was intended for a group of six to Before beginning the adventure, please read the book
1 0 characters, but the fifth edition conversion is suit­ thoroughly to become familiar with the details of The
able for a group of four to six characters. See the section Temple ofElemental Evil, including the extensive back­
below for instructions on how to design appropriately story of the original rise to power 1 0 years ago and the
challenging encounters depending on the size party and involvement of several deities. To run the adventure effi­
level of the characters. ciently, you need the fifth edition D&D core rulebooks:
Ifyou plan to participate in this adventure as a player, the Player's Handbook (PH), the Dungeon Master's Guide
please stop reading at this point! The information in (DMG), and the Monster Manual (MM). The Monster
the rest of this book is for your DM only, so that she Manual contains full statistics blocks for many of the
may guide you and other players through the adventure. creatures encountered in The Temple of Elemental Evil.
Knowledge of the contents of this book will spoil the Stat blocks for creatures that don't appear in the Monster
surprises and the excitement of the game for everyone Manual are located in appendix C, and those for fully
concerned. developed NPCs are located in appendix B. When you
see a creature's name or NPC in bold, that visual cue

0 RiGi ilAL A.DVE ilTV�S RE i il CARJIATED • T H E TE Jll: PLE 0 F E L E Jll: E llTA.L EVI L
directs you to the look up the full stat block in the Mon­ Play it to the hilt. Do it with flair and wit. Be fair both
ster Manual, or the text will direct you to the appropri­ to the characters and to yourself. Be cunning, but just
ate appendix. Spells and normal equipment are detailed and honest when in the role of a warding ranger. Be
in the Player's Handbook. Magic items are described in deceitful, clever, and thoroughly dishonest when act­
the Dungeon Master's Guide. New spells, equipment, ing the part of a rogue. Think of the parts you take as
and magic items introduced in this adventure are fully those of characters you are playing, and act accordingly.
detailed in appendix D. But temper your actions with disinterest in the eventual
In the encounter keys, the encounter number matches outcome and keep only the viewpoint of that particular
the location of the encounter on the maps. For the four role. Wearing two, three, or a dozen different hats is
levels of the Temple's dungeons, each room number has challenging, but that is part of being an outstanding
three numerals. The first numeral indicates the Dun­ Dungeon Master.
geon Level, while the following two indicate the actual As a historical note, the area of Hommlet, as well as that
room number. For example, area 1 2 1 is room 2 1 on of the Temple, was developed in order to smoothly inte­
Dungeon Level 1 , while area 423 is room 23 on the grate players in the original Greyhawk campaign (both
fourth level. experienced and otherwise) into a scenario related to
the "old timers" only by relative proximity. All had new
Encounter sections that appear in italics are designed
characters, although experienced players were assigned
to be read aloud to the players when their characters
first arrive at a detailed encounter, or under a specific characters with levels above 1 st or 2nd. The whole at­
tempt turned out quite well, and many of the NPCs in
circumstance as described in the text. More experi­
the adventure are the characters and henchmen devel­
enced DMs are encouraged to paraphrase or embellish
oped through play. The situation and the surroundings
these read-aloud sections as they feel comfortable. It is
have been altered because of the actual experiences of
encouraged that the DM use not only visual descrip­
tions, but audible, olfactory, or even tactile cues when these participants, although the clock has been turned
describing an adventure site for the first time. back to give you and your group of players an oppor­
tunity to make history of your own. [Original author's
The other sections of the encounter contain informa­ note: While I am strongly tempted to relate the events
tion the players should not know in advance but may of the campaign we played, I believe it to be inappropri­
learn in the course of the exploring the area, interacting ate to the adventure.]
with the monsters or NPCs, or delving into the back­
story of the adventure. These key features are generally Only some of the villagers are named. Please name the
presented in the order of prominence, or in the order others to suit your campaign. A list of random villager
that the characters are likely to encounter them. This is names is located in chapter 4 for use by the DM. The
by design, in an effort to assist the DM in processing DM is encouraged to create such a list for the residents
the information at a glance while running the game at of Nulb (see chapter 7) as well. Most of the local folk
the table. Before the adventure (or a particular encoun­ are of the Old Faith (druidical) and consider the Druid
ter) begins, the DM should decide what information of the Grove (see area 24, chapter 4) to be their spiritual
to give the players (and how they can get it) and what caretaker. Many of the villagers are human commoners
information to hold back. but any alterations to their statistics (such as armor worn
and weapon wielded) are noted in the text, should the
The whole is quite general, in fact, and while some need arise for combat. Please note that the need for vil­
characteristics of the NPCs are given, there is sufficient lager statistics should be infrequent, at best. It is impera­
latitude for you to completely personalize the adventure tive to keep detailed notes on the character and villager
to fit your style of play and satisfy your players. Follow interactions via roleplaying for future reference. The
the guidelines given, but round them out to make each Dungeon Master's aid in appendix E is a comprehensive
encounter unique and to suit your particular campaign. table listing the NPCs inhabiting Hommlet. Use this
The persons that are met at the inn, along the road, aid to track the names of NP Cs and any notes regarding
and so forth, are you; for the Dungeon Master is all: interactions with the characters. The DM is encouraged
monsters, NPCs, and all else but the player characters. to create one of these aids for Nulb as needed.

0 N Gi IIAL ADVE IITV�S RE i II CA R._II ATE D • TH E TE Jll PLE 0 F ELE Jll E IITAL EVI L
Floor plans for most of the buildings and structures in • •
Hommlet and Nulb are not given, so you should de­ AB B �ViA'fi o n s
sign them for areas in which you expect action to occur.
Change the map of Hommlet as the game progresses. The following abbreviations a re uti l ized th roughout the
Note any places destroyed and add new ones for persons text of this adventure:
you move into the place. If a general battle seems likely,
AC = Armor Class LG = lawful good
you can list the village militia and fight it out on the tab­
letop. In short, the scenario has been left as open as pos­ DC = Difficulty Class CG = chaotic good

sible for your own taste in development. Have fun! XP = experience points NG = neutral good

pp = p latinum piece(s) LN = lawful neutral


As a final note, remember that the NPCs who are noted
as agents of various evil powers will send a continuous gp = gold piece(s) N = neutral

stream of information to their superiors. All will be cau­ ep = electrum piece(s) CN = chaotic neutral

tious in their actions and are unlikely to be duped or sp = silver piece(s) LE = lawful evi l
maneuvered. If they participate in any adventures or if cp = copper piece(s) C E = chaotic evi l
they are imprisoned or ill-treated, their masters will be N PC = non player character N E = neutral evi l
very unhappy if this information is received. The con­ D M = Dungeon Master
cerned parties will absolutely seek to redress matters ac­
cording to their alignments, personalities, and ultimate • •
goals. There are wheels within wheels in the Village of fighter-types, an arcane spellcaster, and a divine spell­
Hommlet and the lands around. Behind each person caster, would be ideal. A rogue or two would also be
lurks another, the circles growing wider and the figures useful as much of this adventure involves exploring ru­
shadowy but very powerful. ins and dungeons often laden with traps. Experienced
players can also enjoy the scenario, but they should
Messrs. Gygax and Mentzer, the original authors, often
start newly created 1 st-level characters to do so. If you
used esoteric terms and descriptors when designing ad­
happen to have a group which is experienced with the
ventures in the late 1 970s and early 1 980s. This fifth
game, allow them to bring their existing characters;
edition conversion attempts to remain true to the origi­
there is no sense in requiring that they begin the busi­
nal prose, although it is updated for the modern gamer.
ness all over again. Experienced 1 st-, 2nd-, and even
Therefore, the reader is directed to appendix G, a glossa­
3rd-level characters can easily begin in Hommlet. If
ry of uncommon terms used throughout this book with
characters are higher than 1 st-level, modify the material
which the DM or players might not be familiar.
in the "Getting Started" section below, of course, and
This adventure is designed for beginning level play us­ use the information in the "Designing Appropriately
ing the fifth edition Dungeons & Dragons ruleset. A Challenging Encounters" section based on the number
good mix of character classes, including at least two and average level of the characters. You should sharply
TA BLE 1 : SUGG ESTED CHARACTER LEVELS

Chapter Description S uggested Levels

Chapter 4 The Village of Hommlet 1st Level


Chapte r s The Ruined Moathouse & Dungeons 1 st Level
Chapter ? The Vil lage of Nulb znd Level
Chapter 8 Rui ns of Elemental Evi l 3rd Level
Chapte r 9 The Temple of Elemental Evi l : Dungeon Level 1 4th Level
Chapter i o The Temple of Elemental Evi l: Dungeon Level 2 sth Level
Chapter11 The Temple of Elemental Evi l: Dungeon Level 3 6th Level
Chapter i z The Temple of Elemental Evil: Dungeon Level 4 7th Level
Chapters 14-17 The Elemental Nodes 7th Level or higher

0 RJ G i IIAL ADVE II'fV�S RE i II CARJIA'fE D • TH E TElhPLE 0F E L E lh E IITAL EVI L


• • gered leprechauns, a rogue or two, or perhaps some
WO RJ,D O F G�YHAW�S E'f'fi n G brigands-to rid them of a few of those cumbersome
gems, coins, and magical items.
Publisher's Note: The following section from the original work If the players do not already have characters, the pre­
is largely based on Mr. Gygax's home campaign and is included generated ones located in appendix B may be used. If
for completeness. the party has few members or is lacking some of the
Homm let, N u l b, the Temple-al l are vital parts of G rey­ typical classes for a balanced team, the DM may allow
hawk. This epic adventure formed the basis for a m i n i­ NPC retainers to strengthen the party. There are several
cam paign with i n the larger Greyhawk Campaign. It NPCs in the Village of Hommlet that might be will­
wasn't exactly a side show, as it turned out, b ut the ad­ ing to accompany the characters for an equal share of
venturi ng began that way. Many veterans of the Grey­ the loot. These are detailed in the individual encounter
hawk Campaign, as wel l as many newcomers, began areas. The Dungeon Master is also encouraged to adjust
adventuri ng i n and around Homm let about ten years the challenge of the encounters based on the relative
ago. From these episodes rose Burne and Rufus, Jaroo, power of the characters and the skill of the players to
Terjon, Otis, Y'dey, and the rest. After cleari ng out all provide a fair and exciting adventure. The end of this
of the Tem ple's agents i n the Hommlet area, various chapter includes notes and details on how to adjust en­
characters banded together to assault the Temple itself. counters into suitable challenges based on the number
Levels rose sufficiently that characters from the original of characters and their average level of experience.
G reyhawk Campaign became i nvolved, and Lord Robilar
eventual ly entered the Temple with a small party. Sometimes, a new player will want to join the party,
or a player will need to replace a character who has
Robilar arrived on h is carpet of flying, and then set off i nto been killed. The pre-generated characters can be used
the Temple depths, leavi ng h is trusty ore hero Quij to
for this, or the player can create a level-appropriate
guard the transport device and a pair of griffons. While
character on their own. The DM can always treat new
other adventurers had proceeded circumspectly, Robi lar
characters as wandering adventurers or villagers with a
bul led h is way through. Two days later, m uch of the Tem­
former background as an adventurer.
ple was sacked, bits and pieces of monsters were spread
about, and a certai n personage was loosed. But i n the pro­ This is a long-term adventure, designed to be com­
cess, the minions of Good had been alerted, and they too pleted over many sessions of play and several months
arrived i n the area, i n force. Robilar left with pursuit hot of real time. Successful characters should probably
on his tai l, Quij wearing a new poncho he'd made from reach the 3rd level of experience by the time they are
"master's flying rug" (two days being a longtime to wait i n ready for the challenges of the Temple. Should they
the cold)! Robilar's ravages were followed by the army of continue their quest into the depths of the Temple's
enraged Good folk, led by Tenser and associates-includ­ dungeons, they will likely reach 7th level (or higher)
ing Otis, Burne, Rufus, et al. Zuggtmoy had been freed, by its conclusion. The DM should not move the action
but not much remained for her after all this fun, so, like too quickly; give the players ample short rests between
Robilar, she also departed i n some haste. The final result
encounters and long rests to regain spells and resources
was a draw, with a strategic edge for Chaotic Evi l .
between sessions.
A l l of this happened on another world from yours. Now,
As the characters delve deeper into unraveling the
you have a sim i lar setting. Who knows how your cam­
mystery of the Temple reborn of evil, the challenges
paign wi l l develop?
get even more difficult. The DM can track experience
• • points normally or use the milestone experience pro­
limit the amount of gear and treasure they can bring gression as described on page 26 1 of the Dungeon Mas­
to the village, as you will understand when you read ter's Guide. In this case, each chapter is roughly equiva­
and prepare the adventure for your particular group. lent to one to two levels of experience. For optimal
If your group of players has had exceptional luck early encounter balance, the characters' levels should match
in their adventuring careers, simply engineer a minor the appropriate section of the adventure as summa­
encounter or two along the way-maybe light-fin- rized on Table 1 .

0 IQ G i IIAL ADVEIITV RJO S RE i II CARJIATED • TH E TEJb: PLE 0 F E L E Jb: E IITAL EVI L


The original publication of The Temple ofElemental Evil Gate or the rolling hills to the east of Waterdeep. Alter­
was located in the exciting World of Greyhawk fantasy natively, a more central location such as the Dalelands
setting. It is a world rich in history, intrigue, and mag­ would be suitable. In Eberron, the nation of Thrane
ic... a place of opportunity and of danger as well. This would make a fine location for the Temple. The nation
story unfolds in a small part of that world, a very small of Breland would be an intriguing choice due to its bor­
part indeed. But this place, at the foot of the Kron Hills der with the monstrous nation of Droaam to the west.
and not far north of the great Azure Sea, could breed Appendix A details a few of the deities found in the
dangers to threaten the nearby greater realms with fine­ World of Greyhawk setting which play a prominent
sounding names, such as the Archclericy of Veluna and role in this campaign, both from a historical perspective
the kingdoms of Celene and Furyondy. Hommlet and and current events. The DM should review those notes
Nulb, two small villages featured prominently in our with the players either before starting the campaign or
story, squat in the vales between these great powers like sometime early in the characters' careers. If another set­
two dark and tiny eyes, surrounded by the ancient wrin­ ting is utilized for this adventure, please substitute the
kled hills on the face of some evil demiurge. For a brief appropriate pantheon of deities.
primer on the surrounding region, including random
encounter tables plus several set piece encounters, please D E S I Gn i n G APPR0 PRIATE LY
refer to chapter 6. CHALLE nGi nG E nc0u nTE RS
If the DM is using his own campaign setting, any tem­
The Temple of Elemental Evil is a super-adventure (or
perate frontier land of rolling hills bordering a deep for­
mega-dungeon crawl) designed for characters of 1 st
est with a nearby capital city will serve fine. If the For­
through 7th level. For this conversion to fifth edition,
gotten Realms setting is used, many suitable locations
we have not altered the original encounters to make
along the northern parts of the Sword Coast would
them game balanced. The DM must exercise caution
blend well-perhaps the Troll Hills north of Baldur's
when running these encounters for the party based on

0 RJ G i ilAL A-DVE ilTV�S RE i il C A RJIATED • T H E TEJlI PLE 0 F E L E JlI E ilTA-L EVI L


their number and level of experience. There are four If the characters get in over their heads with a particu­
categories of encounter difficulty: Easy, Medium, Hard, lar encounter, encourage them to flee. Alternatively, the
and Deadly. The XP value of all the monsters or NPCs noise generated by a given encounter might attract an­
is used to calculate the difficulty of the encounter. Most other wandering monster, which could be an advantage
encounters should be Easy or Medium, with Hard and for the outmatched characters. For example, if a battle
Deadly encounters reserved for set pieces, sub-bosses, with a blood-crazed ogre is not going in the characters'
or even boss battles. A typical, balanced, well-equipped favor, have a wandering group of ores show up, pro­
party of adventurers with average luck can handle six viding just the distraction the characters need to have
to eight Medium or Hard encounters before requiring a chance to escape. Or a gelatinous cube might wan­
a long rest in a typical dungeon setting (in other words, der into the fray, attacking the ogre. Or the ogre might
one that tends to feature more encounters is succes­ come to his senses and switch tactics to capture as many
sion). Use Tables 2 and 3 to alter the design of original characters as possible for dinner at a later time. If a few
encounters in the dungeon or when creating new chal­ of the characters escape, give them an opportunity to
lenges and encounters as the party explores The Temple regroup and mount a rescue operation.
ofElemental Evil and the nearby environs.

TABLE z: EXPERI ENCE BU DG ETS

Experience Budgets Equivalent Experience

Character Level Easy Medium H ard Deadly

1 St 1 00 200 300 400


2nd 200 400 600 800
3rd 300 600 900 1 ,600
4 Characters 4th soc 1 ,000 1 , SOO 2,000
sth 1 ,000 2,000 3,000 4,400
6th 1 ,200 2,400 3,600 s,600
7th 1 ,400 3,000 4,400 6,800
1 St 1 2S 2SO 37S soc
2nd 2SO soc ?SO 1 ,000
3rd 37S ?SO 1 ,1 2S 2,000
5 Characters 4th 62S 1 ,250 1 ,875 2,500
sth 1 ,2SO 2,500 3 .?SO s . soo
6th 1 ,500 3,000 4,500 7,000
7th 1 , ?SO 3, ?SO 5,500 8,500
1 St 1 50 300 450 600
2nd 300 600 900 1 ,200
3rd 4SO 900 1 ,350 2,400
6 Characters 4th ?SO 1 , SOO 2,250 3,000
5th 1 ,500 3,000 4,500 6,600
6th 1 ,800 3,600 SACO 8,400
?th 2,1 00 4,500 6,600 1 0,200

0 N G i ilAL ADVEil'fVRJOS RE i il CARJIA'fED • THE TEJh PLE 0F E L E Jh E llTAL EVI L


First, determine the number of characters in the party, TREAS U RE I ll TH E 0 RI Gi llAL
including NPCs (on the left side of the table). Next
determine their average level; the table has XP budgets PU B L I CATI 0 ll
for levels 1 through 7, although the DM can expand The Temple ofElemental Evil has been faithfully converted
the table to include higher levels (or more characters) to the fifth edition of the world's most popular roleplay­
as needed. Then cross-reference the XP budgets for the ing game. The encounters have not been balanced, and as
different encounter difficulties. such, the treasure either carried by individuals or placed in
For example, if the party includes a 3rd-level wizard, a hoards is not balanced. In many encounters, the rewards
4th-level rogue, a 2nd-level fighter, a 3rd-level cleric, are close or close enough for a typical campaign. But sev­
and a 3rd-level ranger, we would have five characters eral encounter areas contain significantly high amounts
of treasure that could unbalance a campaign. The reader
averaging 3rd level. An Easy encounter for this group
is reminded that, in earlier editions of the game, experi­
would be 375 equivalent XP, while a Deadly encounter
ence points were granted for treasures recovered, and this
would be 2,000 equivalent XP.
was an important facet of the level advancement system.
To determine how difficult an encounter is, add up the Depending on the chosen class, tens of thousands--or
XP of all the combatants and then adjust the amount even hundreds of thousands--of experience points were
by using the multiplier in Table 3, based on the total required to advance from one level to the next.
number of combatants. Monster XP values are based The DM is encouraged to review the contents of chapter
on challenge rating (CR) values and are included in the 7 of the Dungeon Master's Guide prior to running this
Monster Manual or stat blocks provided in the appendi­ classic adventure for the modern (fifth edition) gam­
ces. For example, an owlbear (CR 3, 700 XP) would be er. This chapter details the different types of treasures
a Medium encounter for our described party. But five including coins, gems, jewelry, art objects, and magic
gnolls (CR 1 /2, 1 00 XP each) plus a gnoll pack lord items. It also contains tables on how to determine the
(CR 2, 450 XP) would be a Deadly encounter for our amount of treasure possessed by an individual or in a
five 3rd-level characters (5 x 1 00 500 + 450 950 XP
= =
lair, based on the challenge rating.
x 2 = 1 ,900 equivalent XP) . Keep in mind these calcu­
Several examples are presented below to illustrate these
lations are merely guidelines, and other factors (such as
concerns.
terrain, surprise or other tactics, or magic items used
by the combatants) could alter the difficulty of the en­ Example #1: The Village of Hornmlet, Area 18. There
counter. Note that this calculation is the equivalent XP are five commoners (CR O), with an expected treasure
for the encounter. The characters are only awarded the "hoard" of 1 00 gp to 500 gp. In the original publica­
actual experience points (in this case, 950 XP) for de­ tion, they had 1 2,780 gp in coins, gems, jewelry, and
feating this group of monsters. art objects.
Example #2: The Village of Hornrnlet, Area 24. The
TA BLE 3 : M U LTI PLI ERS
druid Jaroo is a CR 4 encounter. One could expect his
# of Monsters Encountered XP Multiplier "hoard" to be about 500 gp in coins, gems, and art
X1
objects plus l d4 magic items, likely from Tables A, B,
or C-in other words, relatively minor or consumable
2 x 1 .5
magic items. In the original publication, Jaroo has four
3-6 X2 magic items on his person (including a legendary ring)
7-1 0 x 2.5 and three more magic items in his hoard. In addition,
11-14 X3 he has a cache of gems worth 1 6,380 gp.
1 5+ X4 Example #3: The Ruined Moathouse, Area 35. Lareth
is a CR 3 encounter. One could expect his "hoard" to
For more information on designing and balancing en­ be about 500 gp in coins, gems, and art objects plus
counters for fifth edition game play, the DM is referred l d4 magic items. He carries three magic items, includ­
to chapter 3 of the Dungeon Master's Guide. ing one very rare staff, and his hoard comes in at 20,890
gp worth of treasure! Although this would be consid-

0 N G i ilAL ADVE il'fV�S RE i il CAR.._IlA'fE D • T H E TEJh:PLE 0 F E L E Jh: E llTAL EVI L


ered a classic boss encounter, adjusting the amount of GETTI IlG STARTE D
treasure gained is warranted.
Players, you should each have a character of first or sec­
Example #4: The Temple of Elemental Evil, Area
ond level of experience. You are young novices about to
404. Senshock is a CR 5 evil wizard. His expected
set forth on the path to adventure. The road may seem
"hoard" would likely be 4,000 to 5,000 gp in coins,
gems, and art objects plus 1 d4 magic items. Senshock clear at first, but many twists and turns await you-in
himself has five magic items, and has another in his the near future and in the far as well. Prepare to set
hoard, plus a trove of 2 1 potions and all his spellbooks. forth on a tale of adventure!
The gold piece value of his hoard, as originally present­ Dungeon Master, your tasks are many. You must por­
ed, is worth hundreds of thousands of gp. To be fair, tray two entire villages, person by person. Scoundrels
20,000 gp of this is his alchemy lab equipment, which lurk in shadows, monsters prowl the nearby ruins, and
would be a challenge to transport. all play their parts in the game. But the challenges, situ­
The first two examples detail encounters that occur in ations, or amusements they present are only as good
the Village of Hommlet. Since it's not expected that as your skills at weaving the stories and plots herein.
the characters would be defeating most of the good- or Before the first game, the DM should read and become
neutral-aligned NPCs in the village, alterations here are roughly familiar with the entire adventure. Skip minor
likely not required. But the next two examples, from the details, concentrating on the overall themes and their
Ruined Moathouse and the Temple, likely need adjust­ connections in the different locales. If an encounter in­
ments to bring them in line with modern game conven­ cludes special notes which will apply before a party can
tions. During game preparations, it is suggested the DM react, highlight or mark such passages as a reminder, so
adjust these treasure amounts by a suitable percentage, you are sure of properly including each detail. If you
perhaps as high as 75% to 90% for certain encounters. start the adventure before reading the whole, limit the
This can be done by removing treasure or reducing the first game session to Hommlet itself Then, read at least
gold piece value of gems, jewelry, or art objects. For ex­ enough in advance to keep ahead of the players.
ample, if a CR 1 encounter has a 6,000 gp gold necklace
You can have one player read the following "Players'
as treasure, reducing its value to 600 gp would be a suit­
Background" section to the rest, supplying map 1 for
able solution, and the characters will still get a sense of
their reference. The background is a bit lengthy, but the
receiving a piece of treasure for their efforts.
road ahead is a long one, as well. Alternatively, the DM
The same goes for magic items. Magic items are as­ can provide this information in smaller pieces prior to
signed a rarity: common, uncommon, rare, very rare, the first session, giving characters separate pieces of the
or legendary. Common and uncommon magic items backstory that can be shared via interaction.
are appropriate for 1 st-level and higher characters,
while rare magic items should be reserved for 5th-level P LAYE RS ' B A C K._G R.._O V Il D
or higher characters. This is just a guideline, of course.
The DM can allow a rare or even a very rare magic item The Village of Hommlet, or merely "Hommlet," as it
to fall into the hands of a 1 st-level character, but this is commonly called, is situated in the central part of
should be the exception to the rule and involve a de­ the Flanaess, that portion of eastern Oerik Continent
tailed story hook in the campaign. When adjusting the which is known and "civilized." The hamlet-sized vil­
magic items found in this adventure, options include lage (local parlance having distinguished it with the
removing them altogether or replacing them with sim­ greater term) is located some 30 leagues southeast of
ilar objects of lower rarity. For example, instead of a the town ofVerbobonc, or thereabouts, on the fringe of
+2 longsword (rare), replace it with a + I longsword (un­ the territory controlled by the noble Lord the Viscount
common) or even just a longsword that sheds light in of Verbobonc. It is at a crossroads.
a 30-foot radius on command (common) . You can also To the north is the mighty Velverdyva River, along
replace permanent items with consumable magic items, whose south bank runs the Low Road. Many days'
such as potions, sp ell scrolls, or enchanted ammunition. travel to the east, on the shores of the Lake of Un­
Consumable magic items carry half the gold piece value known Depths (the Nyr Dyv), is the great walled city
as permanent magic items. of Dyvers. The village of Sobanwych lies about halfway

e zj Gi ITA L A.DVEil'fV�S RE i IT CARJIA'fE D • TH E TE lll PLE 0 F E L Elll E ITTAL EVI L


along the route. Below that to the southeast and east are was untroubled by war, outlaws, or ravaging beasts. The
miles and miles of the twisted boughs of the Gnarley area was free, beautiful, and bountiful with natural re­
Forest, beyond which is the Wild Coast, the Woolly sources. Too much so, in the eyes of some.
Bay, and the Sea of Gearnat. The road south forks a Whether the evil came west from Dyvers (as is claimed
league or so beyond the little community, one branch by one faction) or crept up out of the forestlands bor­
meandering off towards the Wild Coast, the other roll­ dering the Wild Coast (as others assert) , come it did.
ing through the lower Kron Hills to the village of Ost­ At first, it was only a few thieves and the odd group of
verk and then eventually turning southward again into
bandits molesting the merchant caravans. Then came
the elven kingdom of Celene. The western route leads small bands of humanoids-kobolds or goblins-raid­
into the very heart of the gnomish highlands, passing ing the flocks and herds. Local militia and foresters of
through Greenway Valley about a day's travel distant the Waldgraf of Ostverk apparently checked, but did
and going onwards to the Lortmil Mountains far be­ not stop, the spread of outlawry and evil throughout
yond. the region.
Hommlet grew from a farm or two, a rest house, and a A collection of hovels and their slovenly inhabitants
smithy. The roads brought a sufficient number of trave­ formed the nucleus for the troubles which were to in­
lers and merchant wagons to attract tradesmen and arti­ crease. A wicked cleric established a small chapel at this
sans to serve those passing through. The rest house soon point. The folk of Hommlet tended to ignore this place,
became a thriving inn, and a wheel and wainwright Nulb. But its out-of-the-way position was ideal for the
settled in the thorp. More farmers and herdsmen fol­ fell purposes planned for this settlement, as was its posi­
lowed, for grain was needed for the passing animals and tion on a small river flowing into the Velverdyva. The
meat was in demand for the patrons of the inn. thickets and marshes around Nulb became the lair and
Prosperity was great, for the lord of the district was hiding place for bandits, brigands, and all sorts of evil
mild and taxed but little. Trade was good, and the land men and monsters alike. The chapel grew into a stone

0 R.,j G i ilAL A.DVE ilTVRJ:S RE i il CAR!IATED • TH E TEllIPLE 0 F E L E llI E llTA.L EVI L


temple as its faithful brought in their ill-gotten tithes. But then, perhaps a year ago, the bandits began to ply
Good folk were robbed, pillaged, enslaved, and worse. their nefarious trade along the roads again, and bands
In but three years, a grim and forbidding fortress sur­ of humanoids prowled about the countryside-not too
rounded the evil place, and swarms of creatures wor­ frequently, but to some effect nevertheless, and closer
shiped and worked their wickedness therein. The serv­ to the village time and time again. To the good folk
ants of the Temple of Elemental Evil made Hommlet of Hommlet, this seemed all too familiar, so they sent
and the lands for leagues around a mockery of freedom word to the Viscount of Verbobonc that wicked forces
and beauty. Commerce dwindled or ceased altogether, might still lurk thereabouts. This information has been
spread throughout the countryside, and the news has
while crops were ignored and eventually withered. A
attracted outsiders to the village once again. Who and
deep malaise fell upon the once bountiful region, and
what these mercenaries are, no one can be quite sure.
pestilence was now abroad.
All claim to be bent on slaying monsters and bringing
But the leaders of this malignance were full of hubris peace and security to Hommlet, but deeds speak more
and, in their overweening pride, sought to overthrow loudly than words and often lies cloak the true pur­
the good realms to the north, who were coming to the poses of the malevolent.
rescue of the land being crushed under the tyranny
wrought by the evil temple. A great battle was fought ADVE llTU RE H 0 0 KS
in the Emridy Meadows, northwest of Hommlet.
It is suggested the DM provides a reason for the charac­
When the good people of Hommlet saw streams of
ters to be heading to Hommlet. These could be any of
ochre-robed men and humanoids fleeing south and
west through their community, there was great rejoic­ the following, or perhaps each character has their own
ing, for they knew that the murderous oppressors had motivation for traveling to the village.
been defeated and driven from the field in panic and • The character(s) have been hired to transport an impor­
rout. So great was the slaughter, so complete the victory tant item (likely a minor magic item, such as a wand
of Good, that the walled stronghold of the Temple of or a ring) to Burne in the Village of Hommlet. Burne
Elemental Evil fell within a fortnight, despite the aid will know what to do with the item once he receives it
of a terrible demon. The place was ruined and sealed in good faith, and he pays the characters the remainder
against a further return of such abominations by pow­ of their fee. Burne is a key NPC that can be used to get
erful blessings and magic. the characters to the Ruined Moathouse.
Life in Hommlet quickly returned to a semblance of its • The characters are hired as caravan guards due to the
former self, before the rise of the Temple. For five years increased bandit activity in the region. They receive
afterward, the village and the surrounding countryside the second part of their payment at Hommlet.
have become richer and more prosperous than ever be­
fore. A monstrous troll which plagued the region for a • The characters have a close family member or asso­
time was hunted down by a party of passing adventurers. ciate that lives in Hommlet that has recently gone
Carrying the ashes and a goodly fortune as well, the ad­ missing. Another family member or associate begs the
venturers returned to the village. Before going elsewhere characters to make haste to the village and investigate,
to seek their fortunes, the adventurers also returned a with a cryptic warning of dark times.
portion of the villagers' losses. Other adventurers, know­ • This hook works particularly well for a cleric or pala­
ing of the evil that had once resided in the area, came to din that worships St. Cuthbert. The character receives
seek out similar caches, and several did find remote lairs a cryptic vision regarding the old Temple of Elemental
and wealth. Just as some never returned at all. Evil and indications that Evil is on the rise again. The
After a time, adventurers stopped coming to the area. character could even have some or all of the mysteri­
It seemed that no monsters were left to slay, and no ous poem that provides valuable clues to the current
evil existed here to be stamped out. The villagers heaved situation at the Temple (see player handout 9). The
a collective sigh. Some villagers pained at the loss of character can be acting on his own accord or at the
income, but others were relieved by the return to the behest of his distant church.
quiet, normal life. And so Hommlet continued its quiet
• The nearby elves of Gnarley Wood send the characters
existence for four years more.

0 N Gi ilAL ADVEil'fV�S RE i il CAR.._Il A'fED • TH E TEJhPLE 0 F E L E Jh E fiTAL EVI L


to Hommlet to seek the advice of Jaroo Ashstaff on escape if strongly opposed by adventurers.
a druidic matter. It could concern a recent blight af­ Over the course of a few hours, the characters should
fecting important crops, strange unnatural creatures pass travelers hastening away from the village. Some are
stalking the countryside, or unusual weather patterns merchants, but many are tradesmen and farmers (treat
(such as snow in the summer) representing the insta­ all as human commoners) that are clearly moving on.
bility of Elemental Evil during the reawaking of the None are willing to interact for more than a minute,
Temple. Jaroo can then point the characters in the whispering dark times are coming.
direction of the Ruined Moathouse to investigate ru­
mors there. The sun shines brightly on a fine, yet crisp, autumn after­
noon. The road is in poor shape, crisscrossed with deep wag­
Regardless of the adventure hook used, the DM might on wheel ruts and occasional standing puddles of muddy
want to run a prelude encounter along the road on the water. To either side ofthe road is lush forest complete with
way to Hommlet. This appears to be a typical bandit overgrown understory shrubs and bushes. The leaves are al­
ambush, but it provides several key clues that the char­ ready beginning to turn to yellows, oranges, and reds, and
acters can follow up on to eventually lead to the Ruined leaf litter covers the ground The forest is alive with bird
Moathouse. The ambush is led by the spy, Kilrent (see chatter and insect droning.
area 32 in the Village of Hommlet, chapter 4) , with
aid from the brigands currently residing in the Ruined Ahead, coming around the bend a single form shambles
Moathouse (see area 7, chapter 5). along the road. The man is clearly wounded as evidenced
by a blood-soaked cloth bandage wrapped around his head
P RE LU D E E ll C0 U llT E R! e n Another makeshift, crimson-stained bandage is wrapped
around his left thigh. He sees your group and attempts to
TH E R0A.D T0 H 0 D:c D:c LET hailyou before collapsingfrom exhaustion.
DM Note: Use map 2 for this prelude encounter. Note The "wounded" farmer is Kilrent, a NE male human spy
the tactics of the brigands and their leader, as they seek to for the Temple of Elemental Evil. He resides in the labor

0 IQ G i il A L ADVEilTVJ\!OS REi il CARJIATED • TH E TEJ'll P LE 0 F E L EJ'll E ilTAL EVI L


camp (see area 32, chapter 4) at the Village ofHommlet, the ground. Rope ladders dangle from the tree stands to
undercover as a laborer working on the castle construc­ provide access. These brigands use crossbow fire to pin
tion. He is tasked with keeping an eye on notable persons down the characters. If the characters move into the for­
in the village and travelers, especially potential trouble­ est to seek these fellows, they fire off one last shot before
makers to the Temple such as adventurers. He reports to using an action to climb out of the tree and then flee as
the traders (see area 1 3, chapter 4) and works with the described below.
band of brigands that has moved into the Ruined Moat­
Kilrent and the brigands have created paths both to the
house, seeking to join the ranks of the Temple guards.
east and west that aid them in escaping on foot. They
The goal of this attack is more to instill fear in travelers as
are not hindered while fleeing. Meanwhile, the charac­
opposed to wipe them out. As such, these brigands flee
ters moving through the underbrush are considered to
after a few rounds of staunch opposition.
be passing through difficult terrain. A few hundred feet
Kilrent is not wounded, and the bandages are simply off the path, the brigands have created several hollows
covered with red dye. To discover his ruse, a character on the ground, each under a makeshift lean-to covered
must succeed on a Wisdom (Insight) check contested with leaf debris. Each is sized for a prone Medium-sized
by Kilrent's Charisma (Deception) check. At a distance creature, and in a matter of seconds, a brigand can roll
greater than 30 feet, the character's check is made with into one of these hiding spots and trigger the leaf-cov­
disadvantage. Kilrent waits for a target to get next to ered lean-to to collapse, creating an excellent hiding
him to get a closer look at his "wounds," then attacks location. Discovering one of these requires a success­
with a sneak attack using his + 1 dagger ( + 5 to hit, 5 ful DC 20 Wisdom (Perception) check, but only if the
[ l d4 + 3] piercing damage) hidden in the folds of his seeker knows to stop and look. The brigands are willing
clothes. This signals the brigands to attack with ranged to hide for a few hours before heading back to their lair
weapons. Kilrent attacks for a round or two before us­ via a circuitous route.
ing his Cunning Action trait each round, first to Dis­
engage and then to Dash to flee to the east. Brigand #3 None of these brigands or Kilrent (save his dagger)
(see below) is hiding in the underbrush and engages any carry any coins or other valuables, but each carries a
targets trying to follow. While the spy attacks, the head token hidden on their person. Each is a smooth, flat,
bandage falls off, uncovering his previously concealed river rock inscribed with an eye and a tear (see player
forehead scar. A successful DC 1 3 Wisdom (Percep­ handout A) . It could be hidden in a boot or a concealed
tion) check notices the scar. flap in a cloak or even secreted in the brigand's under­
There are four NE human brigands (treat as bandits, garments. It requires a successful DC 1 5 Intelligence
save for the equipment carried by each, summarized on (Investigation) check to find one of these. A convinc­
the table). All wear face paint plus brown cloaks adorned ing Charisma (Intimidation or Persuasion) check might
with leaf litter and twigs that grant advantage on all loosen one of the brigand's tongues about these tokens
Stealth checks. Brigand #3 is stationed in the underbrush or their affiliation. Each of these tokens is used to con­
to the east, along the road. He throws his handaxe and firm their loyalty to the new Temple regime. First, a
then moves into melee to cover Kilrent's retreat. The oth­ brigand or spy touches their left eye, and then wipes it
er three (#'s 4 through 6) are stationed about 60 feet into to the left. If the responder touches their right eye, the
the forest on wooden tree stands roughly 1 0 feet above token is produced to confirm.

B ri gand Armor AC Weapons

Brigand #3 Leather, shield 14 Spear (+2 to hit, range 20/60 ft 3 [1d6] piercing)
..

Handaxe (+2 to hit, range 20/60 ft., 3 [1d6] slashing)


Brigand #4 Leather armor 12 Shortsword (+3 to h it, 4 [1d6 + 1] piercing)
Light crossbow (+3 to hit, range 80/320 ft .. s [1d8 + 1] piercing)
Brigand #S Leather armor 12 Club (+2 to hit, 2 [1d4] bludgeon i ng)
Heavy crossbow (+3 to hit, range 1 00/400 ft., 6 [1d10 + 1] piercing)
Brigand #6 Leather armor 12 Mace (+2 to hit, 3 [1 d6] bludgeoning)
Light crossbow (+3 to hit, range 80/320 ft., s [1 d8 + 1] pierci ng)

0 RiGi il .A. L ADVE il'fV�S RE i il C.A.RJI .A.'fED • TH E TEJh:PLE 0 F E L E Jh: E ilTAL EVI L
MAP 2
PRELUDE ENCOUNTER: ,
.J _,, -ON . i.1
THE ROAD TO H�!tfM�T.1;:'!'�;\I .-+.- ��Mri-'+t:T.::r'll\l-Hf+-::l��....+-:-�::+-'-+:-+ ·
- �-,-<-t':,.�
11(1 1 , ... • . .. .. .

S = Spy
.·B# = Brigand � .. . � ...
·
.,
.-
xxxx = Hidden Path 1-1-'-+.+-+..- -:: �:.--'t!Cll--M��,;f-.-'�.J-+A�J-R���...n,�-\\--H--fi'l\+f
f-:.-:.J
"

Developments. As stated above, the goal of these brig­ about the bandit attack. If shown one of the Temple
ands is to instill fear in the commoners of the region, and tokens, they recommend an audience with Burne, who
then seek to flee, using their hideout lean-tos as need be. can connect the dots between the token symbol, the
Persistent characters might be able to track these brig­ brigands, and the Ruined Moathouse.
ands, but they eventually lose the trail. Still, a successful If the characters defeat any of the brigands, be sure to
DC 1 5 Wisdom (Survival) check reveals a generally east adjust their numbers at the Ruined Moathouse.
passage that then veers off to the south (avoiding the vil­
lage and heading toward the Ruined Moathouse). Play proceeds in the Village of Hommlet in chapter 4.
Several of the prominent NPCs in Hommlet (such as
Ostler, Jaroo, and Terjon) are very interested to hear

0 Jtj Gi ilAL ADVE ilTV � S RE i il CAR!IATED • TH E TEJh: PLE 0 F E L E Jh: E ilTAL EVI L
CHAPTER FOU R

The Vil lage of Hommlet

'r hen the players are ready to embark on their ad­


venture, set the stage by reading the following
G E fi E RA.L F EATU RE S
The Village of Hommlet is depicted on map 3.
passage:
Your party is now approaching the Village of Hommlet, Construction. The village buildings are constructed
having ridden up from lands of the Wild Coast. You are from a variety of materials as detailed in the individual
poorly mounted, barely equipped, and have no large sums location descriptions. Many of these are predominantly
of coin. In fact, all you have is what you wear and what wooden, but a few are stone. Most are one story tall.
you ride, plus the few coins that are hidden in purses and Roof types are either wooden shingles sealed with tar,
pockets. Whatyou do possess in quantity, though, is daring or fitted slate, and even a few are thatch.
and the desire to become wealthy andfamous. Thus, your Doors. Unless otherwise noted, all doors in the village
group comes to Hommlet to learn. Is this indeed a placefor are wooden. Doors are maintained in suitable working
adventurers to seek theirfortunes? You all hope, of course, condition and have locks and wooden beams to bar.
to gain riches and make names for yourselves. The outcome Locks require thieves' tools and a successful DC 1 3
ofthis is uncertain, butyour skill and daring, along with a Dexterity check to pick. A barred door requires a suc­
good measure ofluck, will be the main ingredients ofwhat cessful DC 1 5 Strength (Athletics) check to break open.
follows, be itfor weal or woe. Doors are unlocked during the daytime and locked
The small community at the crossroads is a completely un­ at night. All village doors are AC 1 4 and have 1 5 hit
known quantity. What is there? Who will be encountered? points. Doors are vulnerable to bludgeoning damage
Where shouldyou go? These are yourfirst explorations and but immune to poison and psychic damage.
encounters, so chance may dictate as much as intelligence. Wandering Monsters. There are no wandering mon­
Will outsiders be shunned? Are the rumors true? Is the sters in the village, but during the daytime, there is a
whole community engaged in evil practices? Are the folk 75% chance every 2 minutes of encountering l d3 ran­
here bumpkins, and easily duped? Does a curse lay upon dom villagers going about routine activities. At night,
those who dare to venture into the lands which were once this drops to 1 5% and is limited to those staggering
the Temple's? All these questions will soon be answered. home from the inn.
The dusty, rutted road is lined with closely grown hedges Villager Alignment. Unless specified in an encounter
of brambles and shrubs. Here and there it cuts through a description, assume villagers who follow St. Cuthbert
copse or crosses a rivulet. To either hand, forest and meadow to be some form of good and those who follow the Old
have given way to field and orchard A small herd ofkine Faith to be some form of neutral. In other cases where
graze nearby, and a distant hill is dotted with the white of faith is unclear or irrelevant, as a guideline use lawful
a flock ofsheep. Ahead are thatched roofs and stone chim­ neutral for potential allies of the party and neutral evil
neys with thin plumes of blue smoke risingfrom them. A for potential foes.
road angles west into the hill country, and to either side
Random Villager Names. Not all the villagers are
of the road ahead are barns and buildings-Hommlet at
named. If the OM needs to make up a name for a non­
last! The adventure begins. . .
player character for a particular encounter, roll or assign a
name from the table. First roll l d6 to determine the col­
umn selected, then roll l d l 2 for either a male or female
name. For continuity and consistency, when the OM
names a given NPC, it is recommended he jot down a
few notes in case the same NPC is encountered again.

0 RJ G i il A L ADVE il'fV� S RE i il CARJIA'fED • TH E TEllr PLE 0F E LE llr E ilTAL EVI L


Male Names Female Names

012 06: 1-3 06: 4-6 06: 1-3 06: 4-6

Landon Toren Bethea lzenc

2 Fletcher Athen A l ina Robinya

3 Hammet Rogar Emel inine Nora

4 Josep Garen Mall eta Tal ia

5 Americ Sam mus Katia Tasadra

6 Thoma Oser Murriel le Dan ilia

7 Guernon Honus Mal l anya lse

8 Merrimac Cainen Mol l e Oran a

9 Buchard Clem Gal l ia Myrna

10 Worbur Ti mwaz Eve l inia Asula

11 Zoss Ceras Aga i l a Eora

12 Alton Yusk Olyne Celadaine

DM Note on Treasure: Most of the village locations


include an entry detailing treasure. Most of these are
cunningly hidden life savings or family heirlooms. They
are certainly not detailed so the characters can recover
this loot as in a typical dungeon setting.

H 0 1li llI LET RU llI 0 RS


DM Note: Kind DMs may allow each character to
Prior to reaching the Village of Hommlet, the D M can make a DC 1 5 Intelligence (History) check. Characters
utilize this table to impart rumors the characters may succeeding on the check may add 1 rumor to the num­
have heard about the place in their travels or gleaned ber known.
from a tavern tale. The table contains various nuggets of
information about the village, the surrounding region, The rumors known are determined by the player's roll
and even some of the villagers. Many of them are ac­ of the 20-sided die, and the DM reads the appropriate
curate, but some are misleading or fanciful. information off the table to the player for each roll. This
table and/or the table presented in the Village of Nulb
At the beginning of the campaign, to determine rumors chapter (which tends to deal more specifically with the
known by each character, each player should roll a d4 Temple) can be used. It is suggested this is done secretly
in secret conference with the Dungeon Master. NPCs, where the other players cannot overhear. The DM then
hirelings, and followers do not get a roll. The result of tells the player that this is the extent of background in­
the roll determines the number of rumors known by formation known by their character. Whether or not
the individual rolling the die: the player chooses to share this information (all or part
04 Rumors Known of it) with the other players is a personal decision. In
One rumor known
this manner, each player is given a chance to see what
2 Two rumors known
bits of additional information their character knows be­
fore the adventure begins.
3 Th ree rumors known

4 No rumors known

Rolls of l , 2, or 3 will result in that many rolls on the


Rumors table using l d20. A roll of 4 indicates that the
adventurer has no knowledge of any rumors pertaining
to Hommlet or its history.

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RVM O R.S
" F" denotes a false legend o r rumor.

Dzo Legend/Rumor

(F) There is a secret passage below the inn that leads to an extensive set of forlorn cham bers of a long-dead wizard.
2 Roving bands of gnolls are becoming more common i n the region. Something or someone m ust be the driving
force for their bold attacks on travelers.
3 (F) Ordering the ven ison stew at the I n n of the Welcome Wench sign ifies a wi l li n gness to joi n the local thieves'
guild.
4 Old man H roth is actually the head of the local mil itia. Some say he can sti l l swi ng a sword better than the
young'uns.
s (F) The I n n of the Welcome Wench has some of the fi nest food i n the region. and at very reasonable prices.
6 The nearby Vil lage of Nul b is a despicable nest of fi lth and treachery. You should be cautious if you find yourself
needing to wal k those streets!
7 The mercenary Zert is staying at the I n n of the Welcome Wench. He is i n between jobs, and h is sword arm is fo r
h i re. He seems to b e a decent chap.
8 There is a down-on-h is-luck wizard staying at the I n n of the Welcome Wench. He seeks magical scri ptures and
pays handsomely for any he can acq ui re.
9 (F) Bandit activity on the H igh and Low Roads has increased lately. They are i n league with an evi l wizard with
a score to settle with the local vil lages.
10 Some great beast is sta l king travelers along the H igh Road. Travel it with caution!
11 (F) Black Jay, a mysterious and forlorn herdsman. is i n league with the local bandits. He tips them off when a
l i kely score is passing through the village.
12 ( F) Y'dey, the head cleric of the vi l lage, has disappeared mysteriously. The priest, Terjon. is awfully close­
mouthed about the situation. I bet he played no sma l l role in her disappearance. He is in charge now!
13 (F) T h e trees o ft h e Gnarley Forest come al ive a t n i ght to disrupt a l l attem pts to l u m ber that rich resource.
14 The Emridy Meadows are wide plai ns to the south of Verbobonc. They were the battleground when the forces
of Good confronted the evi l hordes of the Temple 10 years ago. Some say those fields are haunted to this day!
15 There is a settlement of gnomes to the west i n the Kron H i l ls. They are a hearty folk known for mountain goat
cheese, fine brews. clockwork contraptions, and swift use of a war pick!
16 (F) T h e bargefol k that ply the Velverdyva R iver are noth ing more than a loose band of pi rates a n d thieves. and
they should not be trusted.
17 There is a Rui ned Moathouse i n the fens to the east. It was once a bastion of evi l for the Temple. Surely that ruin
holds great hidden wealth from a bygone era-and great peri l as wel l !
18 (F) Burne and Rufus are noth ing but lackeys for the Crown of Verbobonc. Once they complete their castle
("Burne's Fol ly" as I cal l it) . they wi l l reveal their true motivations. and we w i l l be under the thum b of Verbobo­
nc's tyrann ical rule.
19 A farmer's daughter named Lysia is itch ing to explore the Ruined Moathouse, but s h e needs some equipment
and a few companions. I hope she can swi ng a sword better than she can plow a field!
20 Travelers give wide berth to the Rui ned Moathouse. They report strange noises and l ights at night. Perhaps that
forsaken rui n is cursed or haunted!

0 N G i il A L A.DVE ilTV}\J:S RE i IT CARJIATED • TH E TEJh:PLE 0F E L E Jh: E llTA.L EVI L


KEY TO TH E Vi LLAGE O F dagger (+2 to hit, 2 [ l d4] piercing damage) at all times.
They take arms only in self-defense or when called up by
H O M M LET ( ItlA P 3 ) the village elder.
The two farm dogs (mastiffs) attack intruders if their mas­
AREA 1 - PROSPEROUS FARM
ter or his family are attacked or even visibly threatened.
COTTAGE AND LARGE BARN
This house ofwood and plaster is well-kept, and the barn be­ There is nothing here ofinterest to the adventurers. Oth­
yond is bulging with hay, grain, and soforth. Severalfat ani­ er than feed grain or hay, the farmer has nothing to sell
mals are about. Two largefarm dogs noisily bark at your ap­ or trade.
proach, and a rosy-cheeked goodwife appears at the doorway. Treasure. The farmer has 57 pp hidden in his mattress and
The large goodwife, Mona (human commoner) , is a blue spine! (500 gp) sewn into the lining of his pouch,
friendly, greeting all who call, while her four children saved for hard times. The coin stash can be easily located
look on. Inside, a young girl and her old granny do vari­ by searching the mattress, but finding the gem requires a
ous chores. The lintel over the front door is carved with successful DC 20 Intelligence (Investigation) check.
acorns and oak leaves. If politely asked, any adult in the
AREA 2 MODEST FARMHOUSE AND
-
family will state that the family is of the Old Faith (i.e.,
druidical) . The head of the house and his two full-grown BARN
sons (all human commoners) are at work in the nearby Clean but slightly run-down buildings indicate that this
fields. These three are members of the town militia. The farm is not very prosperous. However, the stock appears
elder has a halberd (+2 to hit, 5 [ l d l O] slashing damage) quite healthy andplump. An active lad of 12 summers or so
and a ring mail jack (AC 1 4), while his sons have leather is doing chores. Nothing appears ofparticular interest.
armor and shields (AC 1 3), and they wield a flail (+2 to An elderly couple herein are master and mistress; the
hit, 4 [ l d8] bludgeoning damage) and a handaxe (+2 to boy is a servant. The mistress and the servant are human
hit, 3 [ l d6] slashing damage), respectively. Each carries a

0 R,j Gi ilA L A.DVEil'fV�S RE i il CARJIA'fE D • TH E TE Jll PLE 0 F E L EJll: E llTA.L EVI L


commoners. The elderly farmer is Hroth, a retired NG He gladly accompanies the characters on an adventure,
fighter (use the lieutenant statistics in appendix B) still provided they furnish him with "chain armor and a BIG
somewhat in practice, although not quite as spry (his axe." If employed, he dons his own mail (see above) in
Dexterity is 1 2 [ + 1 ] ) . He owns a suit of scale mail and place of that given (or under a lighter type) and uses his
a shield (AC 1 7) , a longsword, and a light crossbow (+3 own magical battleaxe as well.
to hit, range 80/320 ft., 5 [ l d8 + 1] piercing damage),
Should anything dire befall Elmo, his brother Otis will
all kept in a chest in the front room. He is, in fact, cap­
eventually hear of it and seek redress. See area 2 in the
tain of the local militia, though he will say nothing of it.
description of Nulb (chapter 7) for details.
These folks have nothing to trade. The elders say that
their son, Elmo, human ranger (see appendix B), AREA 3 - COTTAGE
would be interested in talking with strangers-he's at This rustic cottage is set awayfrom the road among a small
the inn having a jack of ale. Their other son, Otis (they copse of trees. The brown wooden abode sports green shut­
sadly shake their heads) , took service with some gentle­ ters and a woodplank roof
men and is away seeking his fortune. Elmo is strong,
This dwelling houses the local woodcutter, Fenn, who is
but not too quick, and is overly fond of brew.
a member of the local militia. He lives with his wife and
Treasure. Underneath some rusty nails in a keg in the three young children, all human commoners. He has
back shed are 1 72 ep, 5 1 gp, and 20 pp. It requires nothing of interest to characters and is not interested in
a successful DC 1 4 Wisdom (Perception) check to lo­ adventuring. He keeps his leather armor (AC 1 1 ), bat­
cate this small hoard. A cupboard in the house holds tleaxe (+2 to hit, 4 [ l d8] slashing damage, or 5 [ l d l O]
a silver service ( 1 ,300 gp) which can be easily found. slashing damage if used with two hands) , and heavy
Elmo's valuables are hidden in a lead-lined oaken chest crossbow with 30 bolts (+2 to hit, range 1 00/400 ft.,
buried in the dirt floor of the barn. A successful DC 5 [ l d l O] piercing damage) in a chest in the bedroom.
1 7 Wisdom (Perception) check is required to find this
Treasure. In a pouch under the floorboards of his cot­
stash. The large chest holds a suit of + 1 chain mail, a +2
tage are 38 cp, 1 7 sp, 1 3 ep, and 9 gp. It requires a
shield, + 1 battleaxe, 1 00 sp, 50 gp, 1 0 pp, and 1 0 small
successful DC 1 5 Wisdom (Perception) check to locate
pearls ( 1 00 gp each) . The lead is thick enough to foil all
this modest stash.
attempts at magical detection. He also owns a longbow
with two score arrows, half of them silvered, though he Developments. Fenn is of the Old Faith and reports
does not bring this weapon on adventures. anything unusual to the druid (area 24) .
Developments. Elmo may (50% chance) return while
AREA 4 - WELL-KEPT FARM
the party is here or may (25%) be encountered on the
road after the characters depart; otherwise (25%), he The house and barn show that this farmer is doing well,
will be at the inn. and the stock in the fenced-in yard are very fine-looking.
The house and barn sport a fresh coat of matching red
Elmo will reveal his status (man-at-arms) to any who paint, and the yard is tidy and well-tended You see afetch-
ask. While in town "carousing," he is unarmored (AC ingfeminineface in a window.
7) but he always carries his +2 dagger. If asked about
it, he proudly proclaims "My brudder Otis gave it to A widow and her two grown sons dwell here, the lat­
me!" Elmo's speech is slow and halting. He often ap­ ter with their wives and eight children. All are human
pears tipsy and jovial, frequenting the Inn of the Wel­ commoners, although the two grown sons are mem­
come Wench much of the time. Elmo only pretends bers of the militia. Each is armed with a handaxe ( +2 to
his inebriation; he is, in fact, a ranger and an agent of hit, range 20/60 ft., 3 [ l d6] slashing damage) in addi­
the Viscount of Verbobonc. His town visits are for the tion to a club. They are interested in neither trade nor
purpose of observing newcomers to insinuate himself in adventuring. These folks are all of the Old Faith.
their expeditions. Treasure. In a large, iron pot buried beneath the tree in
He is willing to work as a hireling and states his in­ the backyard are 42 1 sp and 97 gp. Unless prompted to
terest: money (obviously to be used for ale purchases) . search here, finding this hoard requires a successful DC
22 Wisdom (Perception) check.

0 zj G i ITAL ADVE ilTVRJ;S RE i il CARJIATED • TH E TEDI PLE 0 F E L E Dl E ilTAL EVI L


AREA 5 - PROSPEROUS FARMHOUSE age) and a sling (+2 to hit, range 30/ 1 20 ft., 2 [ l d4]
A neat, mid-sized, wooden cottage is situated along the bludgeoning damage) . The son wears leather armor
road. Behind the structure are the even rows ofa smallplot (AC 1 1 ) and carries a dagger (+2 to hit, 2 [ l d4] pierc­
of apple trees, laden with crimson fruit. A hedge of thick ing damage) and a sling (+2 to hit, range 30/ 1 20 ft., 2
evergreens lines the property edge to the north. [ l d4] bludgeoning damage) .

This farmer is a widower of middle age with the trying Treasure. Sewn into an old horse collar are 27 gp, 40
task of raising five children, the two eldest being teen­ ep, and a silver necklace (400 gp). It requires a success­
aged daughters. A manservant laborer helps with the ful DC 20 Wisdom (Perception) check to find these
chores. All are human commoners. The farmer is the valuables.
brother of the farmer to the south (area 1 ) and is quite
distant and taciturn. He turns folk away unless they AREA 7 - LARGE BUILDING WITH SIGN
have farm business. The square wooden sign shows a buxom and smiling girl
holding a flagon of beer. This must be the Inn of the Wel­
The farmer and the manservant are both militiamen.
come Wench, a place renowned for its good food and ex­
The farmer keeps his leather armor (AC 1 1 ) neatly
cellent drink! Passing merchants make a point ofstopping,
hung near the front door and has a longsword (+2 to
as do many other sorts of wayfarers, and it is said that the
hit, 4 [ l d8] slashing damage, or 5 [ l d l O] slashing dam­
place is always filled with patrons.
age if used with two hands) concealed in a closet. The
manservant has a glaive ( + 2 to hit, 5 [ 1 d 1 0J slashing The three levels of this place are depicted on map 4, and
damage) stashed with the other gardening tools. the building is described in detail below.

Treasure. Inside a crock in the manure pile are hidden A young stable boy and a groom handle the draft and
55 gp, 37 pp, and three zircons (50 gp each). The farm­ riding animals, and themselves live in the stables. Both
er carries 8 cp, 22 sp, 1 5 gp, and 8 pp in his purse at all are human commoners and wield spears (+2 to hit, 3
times. [ l d6] piercing damage, or 4 [ l d8] piercing damage if
used with two hands) .
AREA 6 - HOUSEWITH LEATHER HIDE The innkeeper is Ostler Gundigoot (see appendix B),
TACKED TO FRONT DOOR always found bustling about the place along with his
Situated in the town's center square, directly across from goodwife, Glora. Their two daughters (Leah and Lai­
the inn, is a long, low building of wood with a matching na) , a serving wench or two, and a pair of potboy ap­
wood slate roofand blue shutters. Hanging over the door is prentices round out the staff. All except the innkeeper
halfa saddle along with several other leather goods, such as are human commoners. Ostler is the sergeant of the
a wineskin, a cured animal hide, and a high leather boot. militia, and the stable boy and groom are also members.
The top halfofa double door is wide open, and movement Several (4d4) customers are in the main room most of
can be seen in the interior. The strong scent ofcured leather the time. The host talks freely but says little. He has a
hide permeates the grounds. sharp eye and a good sense for judging character. He
This is the home and business of the village leather­ serves all comers and will rent a room to anyone who is
worker and his wife, her brother (a simpleton who does not causing trouble.
not bear arms), and three children, the eldest of whom Menu and Prices. The cost of food and drink at the Wel­
is a 1 2-year-old boy. All are human commoners. The come Wench is higher than usual. It is the only inn for
leatherworker is a "jack of all trades," being shoemaker, many miles; the place is renowned, its food is better than
bootmaker, cobbler, saddler, harness maker, and even average, and the area is prosperous. The daily menu chang­
fashioner of leather garments and armor. The latter re­ es and is displayed on a chalkboard in the main room. See
quires some time and a number of fittings and boiling. player handout 2 for a sample menu, but feel free to mod­
The leatherworker is not interested in any sort of ad­ ify it if the characters return here often. The locally brewed
venturing, but is a militiaman, as is the eldest boy. The ale and beer are supplemented by brews from other sites,
leatherworker has leather armor and a shield (AC 1 3) and wine, mead, and brandy from all over the Flanaess
and carries a handaxe (+2 to hit, 3 [ l d6] slashing dam- make their way to the boards of the Welcome Wench.

0 N Gi ilAL ADVEil TV�S RE i il CAR_Il ATE D • TH E TEJh PLE 0 F E L E Jh E llTAL EVI L


0 Ri Gi rrn.L ADVE IITV�S RE i II C.A. R.._II .A.TED • THE TEln PLE 0 F E LE ln E nTAL EVI L 0 RJ G i II .A. L ADVEIITV�S RE i II C.A.R.._IIA.TED • TH E TE ln PLE 0 F E L E ln E llTAL EVI L
KEY TO TH E I Il il O F T HE
WE LC O M E WE IT C H ( lh: AP 4 )
1 1 . COMMON ROOM
This large place is bright and cheerful It contains several
rough-hewn tables and chairs, boards, and benches. Natu­
ral tree trunk pillars support the ceiling overhead, all dark
with smoke and age. A motley group ofpeople is here.
In the daytime, half of the 4d4 customers in the place
are travelers (merchants, tinkers, peddlers, etc.), and half
are local folk. In the evening, double the number rolled,
with a 50% chance that each of the NPCs who have
chambers above (see areas I6, 1 1 0, 1 1 3, and 1 1 4) are in
the common room. Roll for each NPC once per hour.
Several barmaids and potboys circulate, bringing viands
and drink, taking away the empty plates and flagons,
stoking the fire if the day is chilly, and so forth.

12. PRIVATE ROOM


This chamber is for visiting noblemen, rich merchants,
and the like. Behind a door, the room contains a long
table and comfortable side chairs. It is also used by
those wishing to have a private meal. It is nicely fur­
nished, with tapestries and paintings on the walls. It is
Meals are served on pottery, pewter, or copper services, expected that Ostler's palm be greased to use this room.
according to the order. Various leather jacks, pottery
mugs, wooden. tankards, pewter steins, glass flagons, 13. PRIVATE ROOM
crystal goblets, or silver chalices are used for potables.
This place is generally kept aside by Ostler Gundigoot
Rooms. The upper rooms are very clean, and all except for those of his patrons who wish privacy to confer, ,

the common dormitory are heated. Each has a fine bed, game, or whatever. It is in a dark and inconspicuous /

many covers, washstand, chamber pot, towels, pegs corner.


for garments, and several chairs and stools. The larger
A secret door is concealed in the wooden paneling
rooms have armchairs, tables, footstools, bed warmers,
along the southeast wall. It requires a successful DC 20
curtained beds, and good rugs on the floor as well as
Wisdom (Perception) check to locate. It can be opened
wall hangings with a local fl.air. The cost of each room
by pressing a concealed button to release the catch. The
varies and is noted in the key to the second floor. A suc­
panel then slides upwards revealing a narrow, stone
cessful DC 1 5 Charisma (Persuasion) check is required
staircase leading down to a secret room in the cellar (see
to negotiate a better deal, but only for a longer-term
area I28) .
(one week or more) stay.
Developments. This place was used extensively during
Developments. The first potboy is an aspiring druid
the time of trouble with the Temple of Elemental Evil,
(see appendix B), and he serves as the courier to the
but it is now in disuse and few of the village folk know
Druid of the Grove (see area 24) , bearing messages of
it exists.
interesting tidbits to him. At the DM's discretion, this
young lad could be ready to accompany the characters
on an adventure.

0 IQ G i IIAL ADVEII'tV�S RE i il CA 1'_II A'tED • TH E TE Jll: PLE 0 F E LE Jll: EilTAL EVI L


14. BAR 16. PRIVATE ROOM
This is the proprietor's usual station. He sees to the fill­ This chamber is rented by Zert, a human fighter who
ing of jacks of ale, tankards of beer, and flagons of wine. is ostensibly awaiting the return of a caravan from the
Boiled eggs, cheeses, and hard biscuits or crackers are south, but who is actually a NE spy for the Temple. The
often atop the trestle. Serving girls carry the food from traders (see area 1 3) know who Zerr really is and where
here to the common room. There are great barrels of his loyalties lie, but he does not know that they are also
ale and beer, tuns of wine, and a cask of brandy with pawns of Evil. He is quite strong (Strength 1 6 [+3]) and
spigots ready at the host's hand. able to drink great quantities without becoming drunk.
Treasure. A box under the bar holds coins in separate com­ He wears scale mail and carries a shield (AC 1 8 when
partments: 61 cp, 33 sp, 1 7 ep, 47 gp, and 1 1 pp. This fully outfitted) . He carries a longsword ( + 5 to hit, 7
ready money is taken upstairs each night. Gundigoot keeps [ l d8 + 3] slashing damage, or 8 [ l d l O + 3] slashing
about 1 00 gp worth of various coins in his apron pockets. damage if used with two hands) and a dagger (+5 to
hit, range 20/60 ft., 5 [ l d4 + 3] piercing damage) . His
15. KITCHEN warhorse and lance (+5 to hit, 9 [ l d 1 2 + 3] piercing
The huge fireplace usually has various pots and kettles damage) are in the stables.
within, a roast turning, and several fowl kept warm in Treasure. Zerr carries 20 gp in his purse. Saddlebags
its side places. Goodwife Glora Gundigoot is in charge on the table in his room hold other garments. A pouch
here, keeping the cook and scullions hopping from late in plain view holds 27 sp, 1 2 ep, and 40 gp. Hidden in
in the afternoon to deep into the night. a locked coffer under some of his clothing are 265 gp,
At the west end of the kitchen are steps leading down to 1 00 pp, and 1 0 black pearls. Zerr has the only key (in
the cellar (see area 12 1 ) and up to the private apartment his pocket), although the lock can be easily picked with
of the owner (see areas 1 1 8-120). thieves' tools and a successful DC 1 2 Dexterity check.

e zj Gi IIAL ADVEII'f'VR,J:S RE i II CARJIA'f'ED • TH E TEJh PLE 0 F E L E Jh E llTAL EVI L


NW

i UPPER FLOOR

CELLAR

0 RJ. G I· n tt.
" L A.DVEn'fv� S RE i il CA RJI A'f E D • TH E TE-PLE
•n 0F E L E D:t: E ilTA.L EVI L
Each pearl appears to be worth ( 1 d6 + 4) x 1 00 gp, but gp, 1 1 pp, and three zircons (50 gp each) . The coins are
they are flawed (only 1 00 gp each) . This fact can be dis­ in his pouch, and the gems are secreted in the hem of
cerned with a successful DC 1 7 Intelligence (Investiga­ his cloak. These can be found with a successful DC 1 5
tion) check or following examination by someone with Intelligence (Investigation) check.
jeweler or gemcutter experience in their background or
Developments. If approached, he will claim to be work­
proficiency with jeweler's tools.
ing for a sage and offer to accompany the characters to
Developments. Zert happily offers to go with charac­ the Ruined Moathouse in exchange for all spell scrolls
ters on an adventure for an equal share of treasure. In found. Otherwise, he attempts to shadow the party and
addition to reporting back to the traders at area 13 on glean what he can about the Ruined Moathouse.
their activities, Zert looks for an opportunity to betray
the characters. He gladly switches sides with the charac­ 1 1 1 . PRIVATE ROOM
ters' enemies in hopes of slaying them and taking their This simple place has a single one-person bed and an
goods. extra table and two chairs. A black bear rug in poor
condition (25 gp) is under the table and chairs. Cost: 5
17. PRIVATE SUITE ep per night.
The noble or wealthy rent this suite which includes
breakfast furnished. The outer room is a sitting room 1 12. PRIVATE ROOM
with a table and upholstered chairs. The inner has a This sparse room has two single beds and a standard
huge feather bed, chairs, and a closet. Cost: 5 gp per chest with a padlock and key. Cost: 1 gp per night.
night.
1 13. PRIVATE ROOM
18. PRIVATE ROOM This comfortable room is the quarters of one Furnok
This simple room has two wooden beds, each with a of Ferd, a "treasure finder." Furnok is a N half-elf pick­
lumpy mattress. There is also a round table and two pocket (see appendix B). Since he is a half-elf, adjust
wooden chairs plus a chest with a padlock and key. his statistics accordingly:
Cost: 2 gp per night.
• He has darkvision out to a range of 60 feet.
19. PRIVATE ROOM • He has advantage on saving throws against being
This simple room has one bed but also an extra table charmed, and magic can't put him to sleep.
and chairs. Cost: 5 ep per night. • He has the additional skills Investigation +4 and Per­
suasion +4.
1 1 0. PRIVATE ROOM
• He speaks Common, Elvish, Orcish, and Thieves'
This place is currently the lodgings of Spugnoir, a LN
Cant.
human fledgling mage (see appendix B) currently
down on his luck. He came into the village with a mer­ He loves to gamble, in part since he knows how to
chant wagon and is staying in hopes of gathering spells, nick cards, and has a pair of loaded knucklebones. For
for he recently lost his spellbook. Currently, he is un­ game purposes, treat this as Furnok having Expertise
dergoing the tedious task of gathering new spells; so far, with his gaming sets; for knucklebones he makes Dex­
he has only managed to acquire comprehend languages, terity checks (+8), and for cards he makes Intelligence
detect magic, and sleep. He has learned that a warlock checks (+6) . He is careful to play so as not to be caught
was housed in the Ruined Moathouse and plans to qui­ cheating, and makes a modest living thus, mostly skin­
etly search it. His garb is nondescript, as he does not ning passing merchants and pilfering coins. If the worst
wish to attract attention nor be recognized as a wizard. should come during one of his scams, he uses his magic
ring (see below) to escape.
Treasure. A large trunk in his room holds his cloth­
ing, professional paraphernalia, and a fair assortment of Treasure. Furnok's funds consist of a small hoard of 37
dungeon exploration equipment (equivalent to a dun­ gems worth 50 gp each (three bloodstones, eight car­
geoneer's pack) . His funds currently amount to 7 sp, 9 nelians, four chalcedonies, four citrines, six onyx, nine

0 RJ Gi IIAL ADVE II'fV RJ;S RE i II CARJIA'fED • T H E TEDIPLE 0 F E L E DI E llTAL EVI L


zircons, and three rock crystals) , and 1 2 sp and 1 2 gp I 1 5. D ORMITORY SLEEPING ROOM
for gambling. He has a + I dagger (+7 to hit, 7 [ l d4 + Here, most of the lesser travelers can spend a warm
5] piercing damage) hidden in hi:t> boot, which can be and a safe night for a mere silver piece. The place has
found after a thorough search and a successful DC 1 4 a dozen pallets, and in the morning, the table in the
Intelligence (Investigation) check. He also has a ring of center is loaded with hot tea and fresh loaves at no ex­
invisibility and a scroll ofprotection (fey) . tra cost. Even these folks receive warm water and clean
Developments. If offered a chance to adventure, Fur­ towels for morning ablutions; such is the quality of the
nok is willing to go along for an equal share (plus all he Welcome Wench Inn! There are always 2d6 (or more)
can surreptitiously lift, particularly magic items which sleeping here. Cost: 1 sp per night.
he covets). To show his good faith, however, he will put
up his scroll ofprotection (fey) , hoping to parlay it into I 1 6. SPARE ROOM
far more. This place is rented if the inn is exceptionally crowded,
but it is normally the quarters for the potboys and scul­
1 14. PRIVATE ROOM lions, for Ostler Gundigoot is a very kind master. On
This place houses a strange pair: a hulking fighter, Kob­ cold nights, he will have a fire in the room, too! Cost: 5
ort by name, and his associate, a small and thin fel­ sp per night, if available.
low called Turuk.o, a Bakluni from unknown parts (see
appendix B for both) . Kobort carries a longsword and I 17. SERVING WENCHES' ROOM
dagger and keeps a lance ( +6 to hit, 1 0 [ 1 d 1 2 + 4] pierc­ Though this chamber has cots for four, two wenches
ing damage) , a flail (+6 to hit, 8 [ l d8 + 4] bludgeoning currently share the room. When the busy season arrives,
damage), and a battleaxe ( +6 to hit, 8 [ 1 d8 + 4] slash­ one or two likely lasses will be hired on.
ing damage, or 9 [ l d l O + 4] slashing damage if used
with two hands) in the stables with his warhorse. Tu­ 118. GUNDIGOOT'S CHILDREN'S ROOM
ruko keeps weapons handy at all times and has a riding The host's two young daughters are quartered here, un­
horse in the stables. Kobort was passing through these der the watchful eye of Goodwife Gundigoot. There are
parts when the dim-witted brute fell in with the monk. two simple beds, floral-patterned linens and curtains,
Turuko convinced the huge man that he could make and a small closet. An array of wooden toys are scat­
them wealthy and famous. The monk believes himself tered about the floor.
to be highly clever.
They currently have only 40 cp, 5 sp, and 1 2 gp between I 19. GUNDIGOOT'S CHAMBER
them. "Something must be done soon!" says Turuko. In addition to bed, dresser, and armoire in a bedcham­
ber, Ostler Gundigoot and his wife have a small side
Developments. Turuko's plan is to waylay and rob ad­
venturers returning from a successful expedition to the room where accounts are kept, and the riches are stored.
Ruined Moathouse, for he knows that there are mon­ Treasure. A small, secret compartment in the north wall
sters and treasure there. The pair tries to accompany holds a locked iron box. The compartment can only be
a small party, hanging back during fights and then at­ found with a successful DC 1 7 Wisdom (Perception)
tempting to overwhelm the characters when they are check. Ostler carries the only key, although it can be
weakened. Otherwise, these two will spy on a large picked with thieves' tools and a successful DC 1 6 Dex­
group and attack only if it is weakened and the pair terity check. Inside are six pieces of jewelry worth a to­
have a clear advantage. IfTuruko is defeated, the char­ tal of 1 6,000 gp. These include a pair of matching gold
acters might be able to persuade Kobort to surrender. bracers (1 ,000 gp each) , an electrum jewelry box inlaid
He has good intentions; it's just that he is easy to ma­ with onyx (2,000 gp), a platinum ring set with a pink
nipulate. If treated with respect, the somewhat simple­ pearl (3,000 gp), a gold necklace (4,000 gp), and a pair
minded fighter could become a staunch ally and de­ of silver earrings set with rubies (5,000 gp) . There are
voted hireling. also two sacks of coins, one of gold (400 gp) and one of
platinum ( 1 00 pp) .

0 R.f G i ilA L A.DVEil'f"V�S REi il CARJIA'f"E D • T H E TE ill PLE 0 F E L Eill E ilTA.L EVI L
A ladder leads to the loft over this small portion of the 125. MAIN CELLAR
place, and a concealed door from there leads to the attic Various old furniture and unused items are stored here,
of the inn proper. The concealed door can be located along with empty crates, hogsheads, barrels, rusty tools,
with a successful DC 1 2 Wisdom (Perception) check. an old wheelbarrow, and miscellany. A large supply of
If anyone of highly suspicious nature stays at the inn, cordwood is stacked to either hand just at the entry so
Gundigoot gets the Druid of the Grove (see area 24) to as to assure plenty of dry fuel for the many fireplaces of
spy upon the room of concern by means of small sliding the hostel.
ceiling panels.
126. HUGE CASKS
120. PARLOR
In addition to a number of empty kegs, barrels, hogs­
This is the living and dining area for the Gundigoot heads, pipes, butts, and tuns, three great casks are here.
family. It has heavy wooden furniture, polished brass Two have dregs of wine in them, but the third is empty
pieces (candlesticks, serving plates, and platters as well and hides a secret door that can be located with a suc­
as several goblets), tapestries, and so forth which display cessful DC 20 Wisdom (Perception) check. A portion
comfortable affluence. of its side swings up to allow entry into the interior
(which is dry) , and a hidden catch allows the far end to
12 1 . STORAGE AREA swing inwards if triggered by insertion of a dagger blade
Here are sacks of various cooking supplies for the kitch­ (or another thin metallic object) in the proper crack in
en, boxes of linens, barrels of flour, and so forth. Herbs the fieldstone wall. The secret door provides access to
and other items are hung from the beams overhead. area 128.
This section of the basement is kept warm and dry from
activity in area 122. 127. ASHPIT
The sweepings from the fireplace above are dumped
122. SUMMER KITCHEN down a chute and deposited here. They are gathered pe­
In very hot weather, cooking which cannot be handled riodically for use in soap making or for fertilizer. Ashes
on an outside fire is done here. In winter, additional from the other fireplaces in the inn are stored here as
cooking is also done here, so the area is dry and warmer well, since a grinder and separator mechanism are here.
than the rest of the cellar. Scullions and menials some­ Since the place is entirely made of stone and iron, the
times sleep here. Various foodstuffs are stored in cup­ risk of a fire hazard is minimal. Inadvertently discarded
boards, as are extra plates, platters, etc. valuables are sometimes present.

123. LOCKED STORAGE 128. DISUSED SECRET ROOM


The doors to this room are locked, and Ostler and Glo­ When Evil held sway in the territory, this place served
ra each have a key. The lock can be picked with thieves' as the meeting room and headquarters of the folk op­
tools and a successful DC 1 5 Dexterity check. posed to the Temple. It still contains many bunks built
A well and heavy stone wall keep this room cool, where along the walls, several tables and benches, stools, and
perishable cheeses, butter, meats, and such are kept. carefully stored arms, their metal greased to prevent
Smaller barrels of ale, beer, mead, and table wine are rust. Food, clothing, and bedding are easily moved to
also stored in this room. the place from the inn in a time of need. The ceiling of
this room is very low compared to the rest of the cellar.
124. LOCKED STORAGE A false crawlspace, flagged with stones and a layer of
The doors to this room are locked, and Ostler and Glo­ earth, is between it and the inn floor above. The room
ra each have a key. The lock can be picked with thieves' is thus nearly soundproof
tools and a successful DC 1 5 Dexterity check. Ten wooden bucklers and 17 shields are hung on the
This is the wine cellar. The rarest wines and brandies walls. Helmets and leather jacks ( 1 2 of each) are kept in
in butts and tuns are along the walls. Shelving in the a great wooden unlocked chest.
center holds small casks and pottery jars of the same. Stored here against future dark times are:

0 Rj Gi ilAL A.DVEil'fV�S RE i il CARJIA'fE D • T H E TEJb:PLE 0 F E L E Jb: E llTA.L EVI L


• Seven battleaxes
• Three halberds
• Seven light crossbows with 1 30 bolts
• Twelve daggers
• Three glaives
• Twenty javelins
• Three maces
• Two morningstars
• Four lances
• Eight spears
• Twelve longswords
• Twelve shortswords

AREA 8 - OPEN SHED AND HOUSE


BEHIND
Horseshoes are nailed to three faces of the post in front of
this shed, and within sit a forge and bellows. This is obvi­
ously the smithy. A short, but brawny man is vigorously
pounding away at a piece ofred-hot iron in an open work­ the village hall recently constructed for feasts and coun­
shop attached to the main building. cils by Burne and Rufus (see area 3 1 ) .
The smith is obviously hard-working, forthright, and A tapestry on the back wall shows a green field with two
likeable. He can do all sorts of metalwork, even fashion­ acorns above a sheaf of grain; the banner of Hommlet
ing iron and steel weapon heads, helmets, and shields. (see player handout 1 ) .
He will readily admit that he is not capable of fine ar­
moring. Brother Smyth is a N human druid and the AREA 1 0 - WELL-KEPT DWELLING
assistant to Jaroo Ashsiaff of the Grove (see area 24). Al­ WITH A SIGN
though he will never advance up very high in the ranks
Two large oak treesflank this quaint shop with a tidy yard.
of the druids because of his occupation, he is capable to
The exterior is freshly painted, light blue with contrasting
assume the role of religious advisor to the faithful.
dark blue shutters. A wooden sign depicting a bag of wool
Treasure. He has a small chest filled with 82 cp and and a loom dangles above the doorway.
28 sp tucked away in the living quarters. The rest of
Herein dwells the elderly weaver and his wife, their
his wealth he donates to the needy. In no event does he
daughter, and her husband. Four young apprentices are
leave his fireside to go adventuring.
also here, as business is very good. There are bolts of
AREA 9 - NEW BUILDING
woolen and flaxen doth here, but nothing else of pos­
sible interest.
This building appears to be infine shape, perhaps recently con­
structed It has brown, painted walls and a shale roof A pair The folk here are all human commoners and followers
ofgreen double doors lead into the structure. Behind the hall of St. Cuthbert. They moved to the area only two years
are several even rows ofrecentlyplanted maple tree saplings. ago. The son-in-law has a suit of padded armor (AC 1 1 )
and an old spear (+2 to hit, 3 [ l d6] piercing damage, or
The doors are unlocked, and a few benches and stools 4 [ l d8] piercing damage if used with two hands) to use
stand by the bare walls, with a large, plain table at the in a pinch. He and the apprentices all carry daggers (+2
far end of the room. Currently, the hall is empty. This is to hit, 2 [ l d4] piercing damage) .

0 N Gi DAL ADVE ilTV IQ; S RE i il CARJIATED • THE TEJb: PLE 0 F E L E Jb: E ilTAL EVI L
Treasure. The weaver has a cache of seven small gold but have nothing of interest to adventurers. The folk
ingots (25 gp each) and a gold pin (200 gp) set with an here are of the Old Faith and have lived in Hommlet
amethyst ( 1 00 gp) hidden behind a loose stone in the all their lives.
fireplace. The loose stone is slightly off-colored and re­
The farmer and his son are both militiamen and have
quires a successful DC 1 5 Wisdom (Perception) check stashed leather armor and shields (AC 1 3) . Each has
to locate. Strength 1 6 ( +3), and the father wields a flail ( + 5 to hit,
7 [ l d8 + 3) bludgeoning damage) while the son wields
AREA 1 1 - COTTAGE
a morningstar (+5 to hit, 7 [ l d8 + 3) piercing damage).
7his small cottage appears to be a converted storage shed
7he small building sports two windows, each obscured by Treasure. A clay pot filled with dried flowers hides 36
frilly curtains inside. gp and a gold ring ( 1 50 gp) . It can be found with a suc­
cessful DC 1 6 Intelligence (Investigation) check.
Here lives a diminutive (he stands just under 5 feet tall)
and mild-mannered tailor, a bachelor of 30 years or so. AREA 1 3 - WOODEN BUILDING WITH
He is an expert at making or repairing garments and SHUTTERED WINDOWS
constantly fidgets with a pewter thimble. He is a well­
Outside the door, a shield and lantern are suspended from
traveled individual and speaks Dwarvish, Elvish, and
chains. 7he shield is painted, showing a sword and a cheese
Halfling in addition to Common. He is a devout fol­
wedge. 7his appears to be the local tradingpost, and the door
lower of St. Cuthbert.
is wide open. 7he room beyond is cluttered with goods and
He has recently moved to the village but has not been wares. 7he barn out back is stocked with a variety ofanimals.
invited to join the militia due to his small size and per­
This is the local trading post. Refer to map 5 for a floor
ceived lack of skill with weapons. He has thus practiced
plan of this location and below for a detailed room key.
at ranged weapons to prove himself useful, becoming
The shop is run by Rannos Davl, who is best described
expert at throwing a knife (treat as a dagger) and shoot­
as slow, fat, clumsy, and placid. His partner, Gremag, is
ing a light crossbow. This is equivalent to having the
tall and thin with sharp features and protruding eyes.
Sharpshooter feat (Player's Handbook, p. 1 70). His Dex­
Gremag tends to dither and fuss at customers and at
terity is 1 5 ( +2), so his AC is 1 2 and he is +4 to hit
Rannos as well. Both traders proclaim that they are
with either weapon (range 60 ft., 4 [ l d4 + 2) piercing
willing to deal with all customers, regardless of profes­
damage for the dagger; range 320 ft., 6 [ l d8 + 2) pierc­
sion, alignment, or faith. Furthermore, they gladly buy
ing damage for the light crossbow) . Otherwise, he is
considered a human commoner. any items they are willing to part with. See the sidebar
for information on pricing and haggling.
Treasure. The tailor has only 1 9 sp in a false bottom
When the characters enter this establishment, continue:
of his thread box. It requires a successful DC 1 7 Wis­
dom (Perception) check to locate; although, if the box 7he whole front building is filled with various goods. In
is handled, its weight and the jingling of coins grants addition to such mundane supplies as candles, lanterns,
advantage on this skill check. cookery, rope, andfarm tools, you see weapons, armor, and
standard dungeoneering equipment.
AREA 12 - AVERAGE FARM BUILDING
In the rear barn are various animals for sale: mules, po­
7his plain building is somewhat run-down, clearly re­ nies, riding horses ( l d4 + 1 of each type), and one
paired in locations, as the roof has recently been repaired warhorse. Small mounts sold can be restocked in 1 d6 +
with a mismatched patch job. Several chickens meander 6 days from passing dealers. If warhorses are desired, it
the yard, and a large barn sits behind the house. will take 5d6 days to obtain l d4 of them with a maxi­
This place is the home of a strapping farmer and his mum of four such animals obtainable in any 30-day
equally large son, the farmer's wife, and six daughters, period.
one of whom has a small child. The boy's father, Elam, A groom is a human commoner, and a man-at-arms is
has gone missing (see area D6 in chapter 8). All are a human guard. Both are neutral and available to hire
human commoners (but see below) . They are friendly out at the rate of 2 gp per day, but only if the characters

0 Ri Gi ITAL ADVEIT'f'V�S RE i IT CARJI A'f'ED • T H E TEJb: PLE 0 F E L E Jb: E llTAL EVI L


• •
LET' S Jb: A � A D E A L

None of the items are marked with prices. The trad­


ers determine the price based on what they feel the
characters can pay. Un less stated otherwise below, the
starting price of an item (see the available items i n the
detai led description below) is 1 50% of the price listed in
the Player's Handbook. These nefarious traders are wi l l­
ing to haggle, but at no point go lower than 1 1 0% of the
listed value. The DM is encouraged to roleplay these so­
cial interactions with the characters. Alternatively, suc­
cessful DC 1 5 Charisma (Persuasion) checks can be used
to reduce prices. The OM can roll 1 d4 x 1 0% and reduce
by the resulti ng percentage.
The traders have "holy water" for sale for 30 gp per flask.
They have eight flasks available but only one is real . The
others are fake (plain water), which can be discerned
with a successful DC 15 I ntel l i gence (Rel igion) check.
The traders have the real flask marked and produce it
to buyers who want to closely examine the wares. But
then, Ran nos uses Sleight of Hand to swap out the ac­
tual holy water flask for the fakes.
For an item brought i n for sale, assuming it's i n good Rannos Davl is a human spy with these changes, which
condition, the traders i n itial ly offer 25% of its l isted val­ increase his challenge rating to 2 (450 XP) :
ue. Through bartering, via roleplayi ng or a successful DC • His AC is 1 7 ( + 1 leather armor, ring ofprotection) .
15 Charisma (Persuasion) check, the traders can be con­
• He has 45 ( 1 Od8) hit points.
vinced to offer up to (1d4 + 3) x 1 0% of the item's value.
• His Dexterity is 1 8 ( +4) .
• •
buy chain mail armor here for their use (and only if one • His Sneak Attack deals an extra 3d6 damage.
of the traders specifically approves) . Both men serve • He wears an amulet ofproofagainst detection and loca­
in the militia, spying for the shopkeepers. The groom tion concealed under his jerkin.
wears leather armor and carries a shield (AC 1 3) . He • He keeps a + 1 shortsword ( + 7 to hit, 8 [ 1 d6 + 5] pierc­
wields a longsword (+2 to hit, 4 [ l d8] slashing damage, ing damage) under the counter.
or 5 [ l d l O] slashing damage if used with two hands)
and a spear (+2 to hit, range 20/60 ft., 3 [ l d6] piercing • He carries a +1 dagger (+7 to hit, range 20/60 ft., 7
damage). The man-at-arms has leather armor (AC 1 2) [ l d4 + 5] piercing damage).
and carries a longsword ( +3 to hit, 5 [ l d8 + l ] slashing Gremag is a human assassin with these changes, which
damage, or 6 [ l d l O + l ] slashing damage if used with decrease his challenge rating to 4 ( l , 1 00 XP) :
two hands) and a longbow (+3 to hit, range 1 50/600 • His AC is 1 8 ( +3 chain shirt).
ft., 5 [ l d8 + l] piercing damage) .
• He has 44 (8d8 + 8) hit points.
Rannos Davl is chaotic, evil, and highly suspicious.
• His Dexterity is 1 8 (+4) and his Constitution is 1 3
Gremag is as evil and even more chaotic. Both are serv­
(+ 1).
ants of the Temple of Elemental Evil, who report activ­
ity in Hommlet to a brigand courier or another mes­ • His skills are Acrobatics +6, Deception +2, Perception
senger from the Temple. They aid any and all other evil +2, and Stealth +8.
creatures who come in Temple service. • His passive Perception is 1 2.

0 Rj Gi IIA L A.DVE IITV�S RE i II CARJI ATED • T H E TEJb: PLE 0 F E L E Jb: E fiTA.L EVI L
• His Sneak Attack deals an additional 3d6 damage. T l . CLOTHING AND PACKS
• He carries three packets of dust ofdisappearance. Peasant equipment is about 90% of list price, rounded
• He carries a dagger of venom (+7 to hit, 7 [ l d4 + 5] down. Dungeoneering items are 1 1 0% of list, rounded
piercing damage plus poison). up. Common items include things from burglar's packs,
dungeoneer's packs, and explorer's packs.
Developments. Rannos and Gremag are naturally desir­
ous of having their agents accompany the party. If the T2. FOO'IWEAR, GLOVES, BELTS
group does not hire one, the traders instead keep close
Prices for adventurers will be 1 25% of list and 80% of
track of their activities by any means possible, including
list for villagers.
following them personally if the situation warrants it. For
example, if the characters have been particularly success­
T3. HAND TOOLS
ful exploring the Ruined Moathouse, they gain the atten­
tion of these agents. For such missions, these two utilize Hammers, adzes, planes, nails, saws, etc. A file would
all their magic items, typically stashed for safekeeping. cost 1 sp and up. A saw costs about the same as a
handaxe, or about 5 gp.
KEY TO TH E TR.f\. D E RS t
T4. LIGHTING EQUIPMENT
E STA B Li S H M E ilT ( lhA P 5 )
Tinderboxes, candles, oil lamps, wicks, lanterns, etc., are
Virtually all sorts of saleable goods are offered here. If it sold for 1 1 0% of list price, rounded up. These are com­
isn't listed below, include any item which seems likely monly stocked items used by villagers and travelers alike.
to be in use by villagers or demanded commonly by
dungeon explorers. Rare or unusual items can be ob­ TS. FOOD AND HERBS
tained at a price and in time (and will often be spurious Rations include jerky, dried fruit, and nuts along with
and faulty!). Magic items are never sold here. Limit all hardtack. They are packed to go in one-day portions
quantities according to the stock normal for a small vil­ and are sold for 1 20% of list price. Herbs cost 1 50%
lage. For all base prices, consult the Player's Handbook, of list.
unless otherwise noted.

D = 1 0 Feet

0 zj Gi IIAL ADVEIITV�S RE i II C A RJIATED • THE TEJh: PLE 0 F ELE Jll E llTAL EVI L
T6. ROPES, CHAINS, AND item is a pass into an area of the Temple of Elemental
DUNGEONEERING GEAR; WRITING Evil (see area 4 1 9, chapter 1 2), but there is only a 20%
chance that even a sage would recognize it as such. Ran­
MATERIALS AND RELIGIOUS ITEMS
nos and Gremag each have a key, or the coffer's lock can
Each of these costs 1 1 0% of list price. Holy water is be picked with thieves' tools and a successful DC 1 5
sold for 30 gp per flask, but it is just plain water (see Dexterity check.
notes in the sidebar) .
T 1 2. BARN AND STABLES
T7. POLEARMS AND SHIELDS
Mules, ponies, and riding horses are stabled here.
Each of these weapons costs 1 1 0% of list price. See the notes above for livestock availability. Prices are
1 1 0% of list, while warhorses cost 1 20% of list. Vari­
TS. OTHER WEAPONS, MISSILES, AND
ous small animals such as mice, doves, chickens, etc.,
ASSOCIATED GEAR are also available here for l d20 cp or l d 1 2 sp each.
Each of these costs 1 20% of list price.
T13. BARNYARD
T9. ARMOR AND HELMETS Out in the yard are l d4 + 1 swaybacked, potbellied,
Padded, leather, and studded leather armor are in stock. spavined old plugs (treat as draft horses) with a like
There is a 70% chance that a ring mail jack is available, number of vicious, cowardly mongrel dogs (treat as
50% for a suit of scale mail, 30% for chain mail, and mastiffs) . These miserable creatures are for sale at 70%
1 0% for a breastplate. All armor is at 1 50% oflist price. of list price as draft horses and hunting dogs.
Armor can be specially ordered at a cost of 200% of list Developments. The horses are 50% likely to stop each
price. Half the price is due in advance with a waiting 1 5 minutes of use to rest, and if pushed by hard rid­
time of 1 Od4 days, but the fit is not guaranteed. Roll ing or a heavy load, 50% likely to die (check every 30
l d6: 1 , too small; 2-5, fits; 6, too large. If a suit of ar­ minutes). The dogs bite and snap at handlers at every
mor is too small or too large, it requires a skilled crafts­ opportunity, and they certainly run away (and return to
man, 2d4 x 1 0 gp, and 1 d4 days to remedy. the traders) as soon as they are not tied fast. Naturally,
the traders claim that it is a case of caveat emptor or
TIO. TACK, HARNESS, WHEELBARROWS, that the dog is absolutely another which resembles the
DUNGEON CARTS one purchased only superficially. The traders have been
Most are available at list price. Dungeon carts are at known to add a spot of dye to alter an animal's appear­
75% of list. One to a customer! ance to complete the ruse.

Tl l . TRADERS' QUARTERS AREA 1 4 - WEATHER-BEATEN

This room is adequately furnished with two comfort­ BUILDING AND BARN
able bunks, table and chairs, wall shelves and pegs, a A wooden sign shows a cart and horse, indicating that this
chest of drawers, and a pair of lockers for personal gear. is the domicile and quarters ofthe local carter. The house is
The traders both reside here. run-down, complete with peeling paint and sagging shut­
ters. To the left is an attached barn, and the fenced yard
A secret door can be located with a successful DC 1 5
has a larger barn to the rear.
Wisdom (Perception) check. A portion of the outer
wall is triggered to swing out at the bottom if a small This teamster, his wife, a grown son, and five other chil­
board is slipped sideways. This leads to area T 1 3. dren live in the house. The adults are all human com­
moners. The carter has scale mail (AC 1 4), and he has a
Treasure. A small locked coffer holds 300 gp, 1 50 pp,
halberd ( +2 to hit, 5 [ l d l O] slashing damage) stored in
50 gems (a mix of amethysts, garnets, pearls, and tour­
the shed, and a longsword (+2 to hit, 4 [ l d8] slashing
malines worth 1 00 gp each), two potions ofinvisibility,
damage, or 5 [ l d l O] slashing damage if used with two
a potion ofspeed, and a small black scarab inscribed with
hands) in the house. His son has ring mail and a shield
the glyphs "TZGY" (see player handout 1 6). The latter
(AC 1 6) and carries a spear ( + 2 to hit, 3 [ 1 d6] piercing

0 J:ti Gi ilA L A.DVEil'fVRJ:S RE i ilCARJIA'fE D • TH E TEJll PLE 0 F E L EJll E ilTA.L EVIL


I
damage, or 4 [ l d8] piercing damage if used with two
hands) in addition to the typical club.
:
The smallish barn to the rear houses a dozen mules.
The attached barn has two wagons and two carts below,
and two drivers live in the loft. The drivers are human
commoners, but each has leather armor (AC 1 1) and
carries a light crossbow (+2 to hit, range 80/320 ft.,
4 [ l d8] piercing damage) in addition to a club. The
teamster, his son, and the two drivers are all militia­
men. Another newcomer and advocate of St. Cuthbert,
the teamster is very honest. He dislikes the traders, but
isn't sure why, and will take time to speak of it if the
questioner is careful and also a customer.
Treasure. Having lost a wagon and team lately, the fel­
low has only 1 9 sp hidden under a loose floorboard in
the kitchen. It requires a successful DC 1 8 Wisdom
(Perception) check to locate.
Development. This fellow and his associates are dour,
but gladly accept hire. The going rate for a driver is 2 sp
per day or 2 gp per day if asked to bear arms and armor.

AREA 1 5 - STURDY NEW BUILDING


events. He keeps a + 1 dagger in his boot and a + 1 long­
WITH A SIGN
word under the counter. His cash box holds 200 cp,
Ihe sign. displays three yellow coins; this must be the local 200 sp, 200 ep, and 200 gp. A small, iron box nearby
moneychanger. A bored guard in chain mail stands by the contains 50 pp, 1 2 pieces of lovely but clear quartz (5
door, wearing a longsword on his belt and cradling a light gp each), two citrines, three moonstones, and a piece of
crossbow in his arms with a bolt loaded Two large, mus­ onyx (the latter six gems are worth 50 gp each).
cled dogs are sniffing in your direction.
The guard at the front door is a retired N human ser­
The proprietor is Nira Melubb, a N human scout with geant (see appendix B), although he carries no shield
the following changes: (AC 1 6) and has a longsword (+4 to hit, 6 [ l d8 + 2]
• His AC is 1 2 (no armor) . slashing damage, or 7 [ l d l O + 2] slashing damage if
used with two hands) and a light crossbow (+2 to hit,
• His Intelligence is 1 6 (+3).
range 80/320 ft., 4 [ l d8] piercing damage). Each dog is
• His skills are Investigation +5, Insight +3, Perception trained to attack on command and has the statistics of a
+3, and Persuasion +2. mastiff with the following changes:
• His passive Perception is 1 3. • It has AC 1 3 (barding) .
• He carries a + 1 dagger (+5 to hit, 5 [ l d4 + 3] piercing • It has 1 1 hit points (2d8 + 2).
damage) .
• Its Strength is 14 (+2) .
• He has his + I longsword (+5 to hit, 5 [ l d8 + l ] slash­
• It has an improved bite attack:
ing damage, or 6 [ l dl O + l ] slashing damage if used
with two hands); see below. Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 ( l d6 + 2) piercing damage. If the target is
Nira asks no questions and is always obliging and po­
a creature, it must succeed on a DC 1 2 Strength saving
lite. Though the rise of evil is not desired by him (as it
throw or be knocked prone.
would hurt business) , he has no other interest in these

0 Ri G i il A L ADVEil'fV�S RE i il CA R._Il A'fE D • T H E TEJb: PLE 0 F E LE Jb: E llTAL EVI L


• •
AREA 16 - SMALL HOUSE WITH SIGN
Jll O II EY TAA.II S AC'fi o rr s This small cottage has a tidy front porch with a broom
leaning near the door. A nicely painted sign hangs to the
N i ra wi l l happi ly exchange coins and metal fo r other left ofthe door and depicts a painted shield and a chest of
more transportable items such as gems o r jewel ry, drawers.
charging only 1 0% of the val ue traded. N i ra also deals
This building is the shop and home of the local cabinet
in gems, jewel ry, and art o bjects. He pays (1d4 + 4) x
maker, his wife, and two young children. He has an
1 0% of actual val ue and sells for (1 d3 + 9) x 1 0% above
actual val ue.
apprentice who does most of the rough work, while he
crafts the fine details, delicate carving, and the limning.
N i ra has a set of artisan's tools to craft custom jewel ry. He is quite adept at shield designs and sign work, and
The fee is double the val ue of the materials used, but he can make almost any sort of furniture. The cabinet
this becomes the val ue of the new jewel ry. It takes 3d4 maker happily does commissioned work of any sort,
+ 2 days to craft such an item. but he is not interested in adventuring, of course, nor is
Be sure to keep track of all transactions made. The stock his apprentice. The folk here follow the Old Faith.
i n trade must be correct; for example, gems can not be
The cabinet maker and his apprentice are both hu­
obtained when N i ra has exhausted his supply. He can
man commoners and serve as militiamen. The cabinet
purchase more from merchants, at market value, every
maker has ring mail and a shield (AC 1 6), a spear (+2
1 d6 + 6 days.
to hit, range 20/60 ft., 3 [ l d6] piercing damage, or 4
• •
[ l d8] piercing damage if used with two hands), and a
In the living quarters of the establishment is a locked,
morningstar (+2 to hit, 4 [ l d8] piercing damage) hang­
oaken chest. Nira has the only key hidden in his sock.
ing on the wall in his main room. The apprentice owns
Otherwise, it requires thieves' tools and a successful
padded armor and a shield (AC 1 3) and wields a spear
DC 20 Dexterity check to unlock. The lock has a poi­
( +2 to hit, range 20/60 ft., 3 [ l d6] piercing damage, or
soned needle trap; if triggered, the victim must make a
4 [ l d8] piercing damage if used with two hands) and
successful DC 1 3 Constitution saving throw or take 7
a club.
(2d6) poison damage and become poisoned for 1 hour.
Furthermore, if the top of the chest is opened, acid Treasure. A small cache of 30 ep, 2 1 gp, and 1 8 pp is
sprays out in front in a 1 0-foot cone, inflicting 1 2 (5d4) kept under a rock near the back door. It requires a suc­
acid damage to each target in the area. A successful DC cessful DC 22 Wisdom (Perception) check to find this
1 4 Dexterity saving throw results in half as much dam­ cache.
age. Each trap can be located with a DC 1 7 Intelligence
(Investigation) check, and each can be disarmed with AREA 17 - MODEST COTTAGE
thieves' tools and a successful DC 1 7 Dexterity check. Next to a thick hedge ofevergreen shrubs is a modest, yel­
A trick catch on the back of the chest allows safe entry. low cottage with a thatch roof A smallplaque hangs near
It requires a successful DC 1 7 Intelligence (Investiga­ thefront door that depicts an earthenware jug.
tion) check to find this catch. The potter is busily engaged in the manufacture of vari­
Treasure. Inside this chest are 1 ,000 cp, 1 ,000 sp, 1 ,000 ous sorts of dishes and vessels, although most of his
ep, 500 gp, 200 pp, nine amethysts ( 1 00 gp each) , two work goes to passing merchants or the traders. He has
large pearls (500 gp each), one slightly flawed diamond a variety of earthenware bottles and flasks available for
( l ,000 gp), and seven pieces of jewelry (worth 900 gp, sale. Plain jugs and flasks sell for 1 d6 cp each, while
1 , 1 00 gp, 1 ,600 gp, 2,000 gp, 2,500 gp, 4,000 gp, and fancy ones fetch l d6 sp each. The potter, his wife, and
6,000 gp, respectively). There is a false bottom in the four children all work in the business. The family is of
chest which can be located with a successful DC 20 the congregation of St. Cuthbert.
Wisdom (Perception) check. If found and lifted, 50 The potter and his two eldest sons are human com­
gold ingots ( 1 00 gp each) are revealed. moners and militiamen. The potter has a suit of pad­
ded armor and a shield (AC 1 3) and keeps a sturdy
halberd (+2 to hit, 5 [ l d l O] slashing damage) over the

0 R.iGi IT A L ADVEil'fV � S RE i IT CARJIA'fED • THE TEJh: PLE 0 F E L E Jh: E ilTAL EVI L


fireplace. His sons each have padded armor (AC 1 1 )
and have spears (+2 to hit, 3 [ l d6] piercing damage, or
4 [ l d8] piercing damage if used with two hands) and
light crossbows (+2 to hit, range 80/320 ft., 4 [ l d8]
piercing damage) stashed in a shed.
Treasure. A crock hidden in the well holds 40 sp, 27
gp, and six agates (three banded and three mossy; worth
1 0 gp each) . It requires a successful DC 20 Wisdom
(Perception) check to locate the hidden crock.

AREA 1 8 - TYPICAL COTTAGE AND


IMPOSING STONE BUILDING WITH A
BARREL HANGING FROM CHAINS
Set on a slight rise overlooking the swiftly flowing river is
a typical cottage with an imposing stone building to the
side. An oaken cask suspendedfrom a pair of thick chains
is displayed in front ofthis building.
This house is the home of the local Braumeister and his
wife and young child. A nephew and his wife have re­
cently come to help run the affair, as it is very successful.
At night, a large dog (mastiff) runs free in the house.
The stone building is a brewhouse complete with a cel­ Treasure. The family owns a dinner service of sterling
lar for aging. Several vats are on the main floor, and the silver (6,000 gp) and a gold decanter ( 1 ,250 gp). A
side sheds hold ingredients. Three apprentices dwell in small, iron coffer hidden in an upper closet requires a
the brewhouse attic. The apprentices brew the various successful DC 1 5 Intelligence (Investigation) check to
ales and beers under the direction of the Braumeister locate. It contains 73 pp, three huge white pearls (500
and can drink almost anyone (except the master and his gp each) , and three pieces of jewelry: a silver tiara (500
nephew) under the table. gp), a string of pearls ( 1 ,000 gp), and a gold wedding
The family members all are of the Old Faith, as are two of ring ( 1 ,800 gp) . The apprentices possess only a few
the apprentices. The third is a recent convert to the faith ( 1 d4) copper pieces among them.
of St. Cuthbert. The apprentices, the Braumeister, and
his nephew are all human commoner militiamen. The AREA 19 - MODEST COTTAGE
Braumeister owns a suit of scale mail stored on a rack in On the outskirts oftown, situated on small ridge is a sim­
his bedroom and a shield (AC 1 6) mounted on the wall. ple, unadorned hut with a thatch roof Three large, shaggy
In a storage shed is a spear (+2 to hit, range 20/60 ft., 3 dogs sprint around the perimeter of the yard. Behind the
[l d6] piercing damage, or 4 [ l d8] piercing damage if used house, at least two score sheep lazily graze in a meadow.
with two hands) and a mace ( +2 to hit, 3 [ l d6] bludgeon­ The three dogs (mastiffs) guard this, the home of the
ing damage). The nephew owns a suit of ring mail and a grizzled and bitter herdsman named Black Jay. He
shield (AC 1 6) and is trained in the spear ( + 2 to hit, range maintains a flock of sheep. The herdsman is a loner;
20160 ft., 3 [ l d6] piercing damage, or 4 [ l d8] piercing he does not like company or strangers and says so to
damage if used with two hands) and shortsword (+2 to any who come onto his property. This retired warrior is
hit, 3 [ l d6] piercing damage). The apprentices don't have friendly with the elves to the northwest but refuses to
armor but have a spear (+2 to hit, range 20/60 ft., 3 [ l d6] partake of any adventuring. His house was raided, and
piercing damage, or 4 [ l d8] piercing damage if used with his wife and children slain when he was away in the war
two hands), a club, and a morningstar (+2 to hit, 4 [ l d8] against the Temple.
piercing damage) among them.

0 R,j Gi ilAL ADVEilTV�S RE i il CARJIATED • THE TEJh: PLE 0 F E L E Jh: E ilTAL EVI L
Black Jay has the statistics of a half-elf scout with the The villagers say that Terjon is not particularly friendly,
following changes: and his stern demeanor is a cause of some speculation.
• He is neutral. Canon Terjon is a LN human priest with these changes:
• His AC is 1 8 (chain mail, shield) . • His AC is 1 8 (chain mail, shield) .
• His Strength is 1 7 ( +3). • He has 45 hit points (6d8 + 1 8).
• He has advantage on saving throws against being • He has a speed o f 20 feet.
charmed, and magic can't put him to sleep. • His Constitution is 1 6 (+3) .
• He has Animal Handling + 3 as an extra skill. • He speaks Common and Halfling.
• He has darkvision out to a range of 60 feet. • He has an improved Spellcasting trait (see below) .
• He speaks Common, Elvish, and Goblin. • He wields a + 1 mace ( + 3 to hit, 4 [ 1 d6 + 1 ] bludgeon­
• He wields a longsword ( + 5 to hit, 7 [ l d8 + 3] slashing ing damage).
damage, or 8 [ l d l 0 + 3] slashing damage if used with • Terjon owns a ring of invisibility and a ring ofanimal
two hands) instead of a shortsword. influence.
Treasure. His possessions are few; he has only his ar­
Spellcasting: Terjon is a 6th-level spellcaster. His spell­
mor and weapons and a few coins in his purse. The rest casting ability is Wisdom (spell save DC 1 3, + 5 to hit
of his wealth is hidden in an old jar in his cupboard: 20 with spell attacks) . Terjon has the following cleric spells
cp, 1 9 sp, 8 ep, 1 1 gp, and 4 pp. It requires a success­ prepared:
ful DC 1 5 Wisdom (Perception) check to locate this
hoard. He also hides a few magic items in an unlocked • Cantrips (at will) : guidance, light, mending, resistance
chest under his simple bed: 1 0 + 1 arrows, a cloak of • 1 st level (4 slots) : bless, command, cure wounds, detect
elvenkind, and boots ofelvenkind. magic

AREA 20 - CHURCH OF ST. CUTHBERT • 2nd level (3 slots) : holdperson, lesser restoration, protec-
tion from poison, silence
Locatedjust outside ofthe village on a small rise is an im­
pressive stone structure that does not match any others in • 3rd level (3 slots) : dispel magic
the village. An elongated, two-story hall hasfour separate Holy water can only be obtained from here or the
wings. Double doors facing the street provide access to an trading post (area 1 3, but buyer beware as the traders
obvious hall ofworship. Behind the church, rows ofweath­ purvey plain water as holy) . The church has 1 0 flasks
ered headstones line a nearby field. available, and Calmert asks for a donation of, at least,
This newly built edifice was raised by the viscount in 1 0 gp per flask. The honest Calmert is known for his
honor of the aid rendered to him by the Archcleric of zeal in obtaining contributions. He is anxious to give a
Veluna during the war against the Temple of Elemental sum to the builders of the fortress under construction.
Evil. For more information on the church, see map 6 Though it should seem otherwise, most of the miscel­
and the detailed room key below. laneous money he collects "for the church" will go to­
wards building the castle!
A somewhat distant cleric and his assistant officiate
during services and otherwise serve their flock. Other Developments. Detailed information on the Canoness
than at services, anyone coming to the church must Y'dey is given in the Nulb encounter key (chapter 7,
deal with the assistant, the LG human cleric (see ap­ area 3).
pendix B) Calmert. Canon Terjon recently became the
chief cleric of the church, taking over from the Canon­
ess Y'dey, who left unexpectedly and has not returned.

0 R.i G i II AL ADVEIITV RJ: S RE i II CAR.._II ATED • THE TEltr: PLE 0 F E L E ltr: E llTAL EVI L
KEY TO T H E CHVR._C H O F ST. • Evil which cannot be removed must be eliminated
CVTH B E R.f ( lll A P 6 ) • Foolishness can be beaten.
• Lawful correction lies in a stout billet.
C l . HALL • Capricious behavior brings knots to the heads of those
This is where the faithful come to hear the sermon given lacking wisdom.
on Godsday Eve. The place is floored in well-polished • Preach quietly, but have a large cudgel handy.
wood with wooden pillars extending all the way to the
ceiling high overhead. The walls are painted in pastoral C4. STUDY AND AUDIENCE CHAMBER
scenes, and tinted glass mosaic windows of many shades Those entering the church must come through this
of color bathe the hall in natural light. There are no room, except on holidays. Calmert, after bidding visi­
benches, pews, or stools, as the congregation is expected tors to be seated on hard benches near the door (not on
to stand during all services. the padded chairs near the fireplace), invites them to
peruse the religious tracts and scrolls on a nearby table
C2. PROCESSIONAL and indicates the location of the poor box (which is
Worshipers, as well as those to be confirmed, married, emptied after each visitor) before stepping out for 2d6
and so forth, are allowed to enter this way, led by the minutes. Upon returning, the cleric enquires as to the
cleric or clerics concerned. The latter are robed and visitors' business. If it is with the chief cleric, nothing
carry a metal thurible and a ceremonial billet of bronze­ further is said until a contribution to the needy is given.
wood during services. The floor here is of lighter wood, A suitable donation would be about l d l O gp per level
and the walls are deep blue, sprinkled with starbursts in of the average character in the party. Sometimes (50%
silver leaf. chance) , the person desired is unavailable, and the pe­
titioners must return at a later time and go through the
C3. ALTAR AND SANCTUARY same routine. Injured, sick, or needy folk are not sub­
The circular chamber is screened by a drape of deep jected to this treatment, but all aid given is always for a
green velvet. Inside is a life-sized statue of a smiling St. return according to the recipient's ability (at the DM's
Cuthbert, the great cudgel held high in the right hand discretion).
while the left hand beckons the doubter and the faithful
alike. Growing ferns and other plants are behind this CS. VESTRY
statue, while to either side are tree stump podiums from This private chamber is for the rest and relaxation of
which the clerics officiate. The altar is carved from a the clerics as well as for their use in dressing for services.
single piece of bronzewood with billets, star bursts, and Steps lead to the upper floor (areas C l 1 to C l 5).
the sacred sign of the Crumpled Hat.
C6. CHURCH KITCHEN
The walls are wainscoted with carved panels, and the
painted walls show various marvels performed by St. A serving woman and her husband, both human com­
moners, prepare meals and care for the churchmen's
Cuthbert. A band of holy sayings is above the walls and
wood; if one of the faithful require guidance or advice, needs here. All normal meals are taken here.
small sticks are tossed upon the altar, and their confir­
C7. MEDITATION ROOM
mation enables the cleric to select which holy saying (or
combination of sayings) applies. Examples of St. Cuth­ This circular room is open. The floor has several plush
bert's wisdom include: cushions for kneeling and thoughtful meditation.
• Square corners can be pounded smooth.
CS. EXERCISE ROOM
• Thick heads are not made ofglass.
The faithful of St. Cuthbert spend an hour a day on
• Salvation is better than smart answers.
cudgel practice. Hanging on the wall are a wide variety
• Some goodfolk can understand only one thing.
of clubs, many oversized and overweight. Attached at
• Enlightenment can penetrate even the helm ofiron. the four compass points of the wooden pillar are man­
nequins used for sparring practice.

0 N Gi ilAL ADVEil1'V�S RE i il CARJIA°f'ED • THE TEJh PLE 0 F ELEJhEilTAL EVI L


C9. SACRED TROPHIES GALLERY C13. ASSISTANT CLERIC'S CHAMBERS
Here are displayed replicas of dented helmets, maces, Here Calmert and any other under-priests find quarters.
clubs, and knob bed cudgels of fame. Most hang on the The room is large and well enough appointed with two
walls, but a few wooden pedestals bear a few important cots, a brazier, and various miscellaneous furnishings.
relics. All furnishings are rustic, plain, and crafted of wood.
Many cords and ropes hang from the center with color­
C I O. CELLS
ed wooden beads of appropriate size attached to the
Needy, laity, acolytes, criminals, and offenders against ends. Above, where the tower extends yet another 30
the faith can be housed or confined in the small rooms feet or so beyond the ceiling overhead, are a collection
here. Each has only a peg, pallet, and pail. The tiny of bells, chimes, and gongs. These are sounded at cer­
window is barred, and the heavy, iron-bound door of tain times of the day (dawn, noon, and dusk) and dur­
each cubicle can be bolted fast from the outside. Once ing Godsday services in certain melodies and patterns.
the bolt is in a place, only a successful DC 22 Strength Calmert sees to this requirement.
(Athletics) check can break down a door.
Treasure. One of the large black beads is actually a
C l l . CHURCH LIBRARY lump of platinum (250 gp), Calmert's total cache. It
can be discovered with a successful DC 1 7 Wisdom
Here are many religious and legal works, tomes, li­
(Perception) check.
brams, scrolls, volumes, and so forth. Hidden in a thick
book entitled Legal Affairs in Veluna, 213 to 3 12 CYis a C l 4. CHIEF PRIEST'S CHAMBER
bundle of seven spell scrolls glued into the binding, bear­
ing a cantrip and one spell of each level 1 through 6, This is a comfortably furnished, well-appointed room.
and an amulet ofhealth in a hollowed-out section of the There is a large, oak poster bed with two matching
binding. This cache of magic items can be found with nightstands. In the corner is a round, wooden table and
a successful DC 1 7 Intelligence (Investigation) check. two chairs.
The spells inscribed on the scrolls include: Treasure. The mantle of the fireplace contains a hidden
• Cantrip: shillelagh cache known only to Y'dey (see chapter 7, area 3). A suc­
cessful DC 1 8 Wisdom (Perception) check is required
• 1 st level: cure wounds to find it. The mantle lifts to reveal compartments
• 2nd level: spiritual weapon which hold a bronze neck chain (set with six rubies,
each worth 1 ,000 gp), an amber carved cudgel (2,500
• 3rd level: tongues
gp) descending from a chain (7,500 gp), a +1 mace, and
• 4th level: divination a scroll ofprotection (fiends) . Terjon keeps church funds
• 5th level: commune in a locked iron coffer under his bed, which currently
holds 546 cp, 3 1 7 sp, 88 ep, 1 02 gp, and 1 6 pp. Terjon
• 6th level: true seeing holds the only key, hidden in a fold of his robes. The
Developments. The clergy offer these spell scrolls to ad­ lock can also be picked with thieves' tools and a success­
venturers in need, assuming they prove their cause is ful DC 1 5 Dexterity check.
just and furthers the teachings of St. Cuthbert (such Developments. Of all relatively minor contributions,
as opposing the Temple). In return, the characters are 30% is first removed (20% for Terjon, 1 0% for Calm­
assumed to make a donation to the church. Accept­ ert), and the remainder placed in the coffers. These are
able donation amounts are 1 00 gp for the cantrip scroll the usual salary amounts, but they are reduced in cases of
or the 1 st-level scroll, 500 gp for the 2nd- or 3rd-level large grants or gifts to the church or times of dire need.
scroll, and 1 ,000+ gp for each of the higher-level scrolls.
C 1 5. BALCONY
C12. UPPER HALL
From this spot, about 1 5 feet above the floor below, the
During sermons, visiting clerics can sit here in large up­ chief cleric of the church delivers his weekly and special
holstered chairs and couches. addresses and sermons.

0 N G i ilAL ADVEilTV� S RE i ilCARJIATE D • THE TEJll PLE 0F E LE Jll E llTAL EVI L


AREA 2 1 - COTTAGE AND LARGE BARN
The stench of manure and sour milk permeates this yard.
A simple wooden cottage and an expansive barn are set
among a stand ofmassive oak trees.
These well-kept buildings are obviously those of a cow­
herd, 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
trading post and the inn take what does not sell to pass­
ing merchants, so very little is available to individual
purchasers. The family is part of the congregation of St.
Cuthbert.
The farmer, Kolin, and his three older sons are all hu­
man commoner militiamen. The farmer has leather ar­
mor (AC 1 1 ), and has a handaxe (+2 to hit, range 20/60
ft., 3 [ I d6] slashing damage) and a worn war pick (+2
to hit, 4 [ l d8] piercing damage) that are also used for
odd jobs around the farm. The eldest son has leather ar­
mor (AC 1 1 ) and uses a morningstar (+2 to hit, 4 [ I d8]
piercing damage) in addition to a club. The younger
sons have leather armor and shields (AC 1 3) and use
glaives (+2 to hit, 5 [ l d l O] slashing damage) as well as
slings (+2 to hit, range 30/ 1 20 ft., 2 [ I d4] bludgeoning 3 [ I d6] piercing damage, or 4 [ I d8] piercing damage
damage) they often use to take small game. if used with two hands) and a shortsword (+2 to hit, 3
[ I d6] piercing damage). The servant has leather armor
Treasure. Under the floor of the cheese storage shed is a
(AC 1 1 ) and uses a shortbow (+2 to hit, range 80/320
sack containing 1 89 cp and 42 sp. It requires a successful
ft., 3 [ I d6] piercing damage) or a battleaxe (+2 to hit, 4
DC 1 6 Wisdom (Perception) check to find this cache.
[ I d8] slashing damage, or 5 [ l d l O] slashing damage if
used with two hands).
AREA 22 - MILL AND ATTACHED
HOME Treasure. The miller has saved a store of gems (two
chrysoberyls, two spinels, five garnets, and a tourma­
A wooden mill with green shutters sits next to the swirling
line; each worth 1 00 gp) . He keeps them in a hidden
waters ofthe river. A wooden wheel gradually turns to the
niche within an old millstone, which requires a DC 1 8
tune ofa soothing, creaking sound
Wisdom (Perception) check to locate.
Here dwells the village miller, Mytch, along with his
wife, three children, and two servants. All are human AREA 23 - COTTAGE AND SMALL BARN
commoners. They grind grain into flour, of course, and At the end of the road is a small unassuming cottage. A
the goodwife also does some bread baking for the vil­ sturdy barn is situated on the banks of a sluggish part of
lage. The folk are of the Old Faith, pillars of the com­ the river. The barn doors are wide open and reveal several
munity, and tend to be cool toward strangers. They are dressed deer and afew animalpelts stretched on racks to dry.
suspicious with good cause, given recent developments
in these parts. A somewhat reclusive farmer, his spinster daughter, and
his son dwell here. They are not particularly successful
A large dog (mastiff) is kept inside the millhouse. at farming, but they maintain a few unproductive corn
Mytch and one of the servants are militiamen. The mill­ and root vegetable plots. They are excellent fishers, trap­
er maintains a suit of scale mail and a shield (AC 1 6) for pers, and hunters, and sell dressed game and seafood to
service, along with a spear (+2 to hit, range 20/60 ft., the inn and pelts to passing traders. The villagers are

0 R] Gi ilAL A.DVEil'fV�S RE i il CARJIA'fED • TH E TE lll PLE 0 F ELElll E ilTA.L EVI L


not overly fond of these folks, as they don't follow any Treasure. Hidden in his cottage are a spell scroll of con­
particular religious persuasion. Therefore, they are ex­ trol weather, a potion of invulnerability, and a decanter
cluded from most village functions. ofendless water. Each item can be found with a success­
The farmer and his son are human commoner militia­ ful DC 1 7 Wisdom (Perception) check. The command
men. The farmer has padded armor (AC 1 1 ) and can words to the decanter are known only to Jaroo. There
use a pitchfork (treat as a trident; +2 to hit, 3 [ l d6] is a stone box hidden beneath the floor of the root cel­
piercing damage, or 4 [l d8] piercing damage if used lar that requires a DC 20 Wisdom (Perception) check
with two hands). The son also has padded armor (AC to locate. The box is trapped with an explosive runes
1 1 ) and carries a worn quarterstaff (+2 to hit, 3 [ l d6] version of a glyph of warding. The glyph can be discov­
bludgeoning damage, or 4 [ l d8] bludgeoning damage ered with a DC 1 4 Intelligence (Investigation) check.
if used with two hands) and a sling (+2 to hit, range If not dispelled, when opened, it explodes for 22 (5d8)
30/ 1 20 ft., 2 [ l d4] bludgeoning damage) . For details fire damage on a failed DC 1 4 Dexterity saving throw
on the daughter, see "Developments" below. or half as much damage on a successful one. It holds
a mess of 42 gems worth a total of 1 6,380 gp. These
Treasure. They have saved 73 sp in the hollow of a tree include seven moss agates, one amethyst, three blood­
to the north. If the characters knew the approximate stones, two carnelians, two citrines, five black opals,
location, it would still require a successful DC 20 Wis­ three blue opals, two fire opals, two black pearls, two
dom (Perception) check to locate these coins. white pearls, four sapphires, one topaz, six turquoises,
Developments. The daughter, Lysia, is in her mid­ and two zircons.
twenties, and is attractive but has a bossy attitude. She Developments. Jaroo is actually an agent of the druids
has some skill with weapons (use the statistics for a hu­ of Gnarley Wood, sent to Hommlet to see if the Temple
man guard) . She would gladly join the characters on an of Elemental Evil is totally destroyed and to help repress
adventure, but she lacks armor and only carries a dagger any rise of evil of that sort. His surveillance is aided
(+3 to hit, 3 [ l d4 + 1 ] piercing damage) and a sling (+3 by a wandering N female half-elf druid named Shirral.
to hit, range 30/ 1 20 ft., 3 [ l d4 + 1] bludgeoning dam­ Since she is a half-elf, adjust her statistics accordingly:
age) . For an equal share of treasure, some armor, and a
• She has darkvision out to a range of 60 feet.
longsword, she is willing to sneak away from her family
for a chance at glory. • She has advantage on saving throws against being
charmed, and magic can't put her to sleep.
AREA 24 - THE GROVE • Her skills are Medicine +4, Nature +3, Perception +4,
This is obviously a place of worship. The trees are neatly Stealth +3, Survival +4.
pruned, and the grass is well tended. A carefully placed • She speaks Common, Druidic, Elvish, Gnomish, and
line of bluish stones sits off the path leading to a rock Sylvan.
cairn where flowers, nuts, berries, and garlands of leaves
are placed. A small path leads beyond the shrine to a low­ Shirral sends Jaroo regular reports via animal messengers.
roofed, wooden building placed under the great boughs of If the visitors are suspicious sorts, one of the druids fol­
the central oaks ofthe copse. lows at a distance to discern what the characters are up
to. Jaroo also has a huge black bear (with maximum hit
A call will bring forth the druid, Jaroo Ashstaff (see points) named Mobley, which is always nearby, but out
appendix B). All comers to the Grove are expected to of sight 95% of the time.
make an offering here and there (and the druid will re­
mind them, if necessary) . If the visitors are not of the AREA 25 - LARGE BARN AND
Old Faith, they are expected to give several gold pieces
CONNECTED HOME
to Jaroo as donations towards the needy of Hommlet.
The druid listens to requests for assistance from those A well-maintained, blue barn is attached to a modest cot­
who contribute. His aid comes in the form of casting tage that's in need ofa new roof In a nearby pasture, doz­
spells or trading magic items, but under no circum­ ens ofhead ofsheep lazily graze on the grass.
stances will he accompany a party. This place is obviously that of a herdsman. His wife is

0 R.i G i il A L ADVE n'fv � s RE i il CARJIATED • T H E TEJh PLE 0 F ELEJhEilTAL EVI L


TURRET ROOF

TURRET LEVEL

PARAPET LEVEL

UPPER HALL

tO ER FLOOR
--t�,._,.i.--+--11...-1r-t--4--t--'
dead, but a full-grown son and his wife care for the five Treasure. He has 1 40 sp set aside for his little daugh­
children. A cousin helps to tend the flocks along with ter's dowry; the sum being kept in a pouch hanging in
two herding dogs. These folks are friendly, but they are a back closet. A simple search of the closet reveals the
not interested in adventure and have little in the way of pouch.
goods. They all follow the Old Faith, and the herdsman
is close friends with Druid of the Grove (see area 24) . AREA 27 - WALLED MANOR HOUSE
The herdsman, his son, and his cousin are all human This place has an 8-foot-high stone wall and a heavy gate.
commoners and serve in the militia. The herdsman has It is obviously the residence ofsome well-to-do folk and ap­
padded armor (AC 1 1 ) and has a handaxe ( + 2 to hit, pears easily defensible in times of trouble. The house itself
range 20/60 ft., 3 [ l d6] slashing damage) and a glaive is constructed ofstone matching the wall, with a slate roof
(+2 to hit, 5 [ l d l O] slashing damage) stored in a shed. The yard is tidy and well-tended with pruned rose bushes.
The son has leather armor (AC 1 1 ), a spear (+2 to hit, This is the home of the village elder (essentially, the
3 [ l d6] piercing damage, or 4 [ l d8] piercing damage if mayor), Kenter Nevets, his wife, and their four grown
used with two hands), and a yew shortbow (+2 to hit, sons. Two of the sons are married, and their wives and
range 80/320 ft., 3 [ l d6] piercing damage) . The cousin three children live in the spacious, two-story house.
has a shield (AC 1 2) stashed in his room, along with a The elder is a retired farmer and a life-long resident
spear (+2 to hit, 3 [ l d6] piercing damage, or 4 [ l d8] of Hommlet. He is quite wise (Wisdom 1 6 [+3]) and
piercing damage if used with two hands) . The two herd­ greatly respected. His sons now care for the fields and
ing dogs are mastiffs. livestock (which includes six cows, 1 4 goats, and a vari­
Treasure. The herdsman has managed to save 33 cp ety of horses) . All his sons have fine riding horses and
and 9 gp, which he has stored away in a small, wooden are very proud of their status. Two servant girls and a
box hidden in the rafters of the upper main room. A hired farmhand are quartered in the stable loft. All are
successful DC 1 5 Intelligence (Investigation) check is human commoners and dedicated to the Old Faith.
required to find the box. The four sons and the hired hand are members of the
militia. The elder's sons have been outfitted with brand
AREA 26 - BARN-LIKE HOUSE WITH A new scale mail and shields (AC 1 6) and finely crafted
WHEEL NAILED TO A POST • •
This house appears to be convertedfrom a rustic barn. A TH E c o v n c i L O F H O Jil Jil LE't
wheel with a broken spoke is mounted to a simple postjust
offthe road The Vi llage of Homm let is governed by a counci l of well­
This is the residence and shop of the local wheel and respected residents. The counci l is led by the vil lage el­
wainwright. The main part of the structure is a barn der. The other mem bers (in order of seniority) are:
where he builds and repairs carts and wagons. The arti­ · Jaroo, the Druid of the Grove (see area 24)
san, his small child, and two helpers (nephews) live in
· Terjon, ch ief cleric of the ch urch (see area 20), stand-
the side apartment. Ever since his wife died a few years i n g in for Canoness Y'dey
ago, he tends to drink too much, but is goodhearted.
The folks are followers of St. Cuthbert. · H roth (Elmo's father), captain of the m i litia (see area 2)
· Ostler Gundigoot, the i n n keeper (see area 7)
All the men are human commoners and in the militia.
The wainwright has leather armor and a shield (AC 1 3) · Mytch , the m i ller (see area 22)
hanging in his barn. Hanging on the wall over the en­ · Burne, the wizard (see area 31)
trance to the barn is a battered battleaxe ( + 2 to hit, 4 · Rufus, Burne's associate (see area 31)
[ l d8] slashing damage, or 5 [ l d l O] slashing damage if
used with two hands). Each nephew maintains a suit of The latter two are new arrivals to the Town Counci l . The
padded armor (AC 1 1 ) and a spear (+2 to hit, 3 [ l d6] elder is also the J ustice of the Peace. Once each new
moon, he holds a vil lage meeti ng to hear ideas and
piercing damage, or 4 [ l d8] piercing damage if used
com plai nts.
with two hands) for service.
• •

0 R.i G i mn ADVE ilTVRJ;S RE i il CAR!JATED • THE TEDI PLE 0 F E L E Dl E ilTAL EVI L


I longswords (+2 to hit, 4 [ l d8] slashing damage, or 5 AREA 29 - STONE HOUSE

r
[ l d l O] slashing damage if used with two hands) . They 7his well-crafted, stone dwelling seems recently built. It is
also have spears (+2 to hit, range 20/60 ft., 3 [ l d6] pierc­ set offfrom the road by a low, stone wall. No animals are
ing damage, or 4 [ l d8] piercing damage if used with two seen, but some children are playing in the yard.
hands) in a shed. The hired hand has padded armor (AC
1 1), a handaxe (+2 to hit, 3 [ l d6] slashing damage) and The stonemason, another of the recent newcomers to
a heavy crossbow (+2 to hit, range 1 00/400 ft., 5 [ l d l O] Hommlet, built this home. His wife and two children
piercing damage) stashed in the barn. are here, but he and his three apprentices are at work
building the new castle on the low hillocks to the south­
Treasure. The elder and his sons each carry about 1 0 gp east (area 3 1 ). The mason has offered to help with the
worth of various coins in their purses. In the bedroom, working of several large monoliths for the Grove (area
there is a secret compartment that requires a successful 24) after the castle is finished.
DC 20 Wisdom (Perception) check to locate. It holds
an unlocked, iron box which contains 428 gp, 1 00 pp, The mason is well regarded in Hommlet. He has be­
and four pieces of jewelry (a 400 gp gold necklace, a come quite friendly with the wizard, Burne (see area
900 gp electrum bracelet, a 2,000 gp silver crown set 3 1 ) . All are human commoners, and these folks are of
with emeralds, and 5,000 gp gold scepter) . In the kitch­ the Old Faith.
en, a set of silver dinnerware (29 pieces worth 3,750 The mason and his apprentices are militiamen. The
gp total) and four gold dishes (575 gp each) are stored mason owns a suit of chain mail and a shield (AC 1 8,
when not in use. speed 20 ft.) and keeps a war pick (+2 to hit, 4 [ l d8]
Development. In the event of large-scale attack on piercing damage) in his workshop. His three appren­
the village, the villagers nearby seek safety in this com­ tices lack armor, but each has access to a light hammer
pound. (+2 to hit, range 20/60 ft., 2 [ l d4] bludgeoning dam­
age) and a club.
AREA 28 - LARGE NEW BUILDING Treasure. The mason has stashed 20 gold ingots (50 gp
7he sign, before this large building depicts a saw and ham­ each) in a secret hollow under the stone wall out front.
mer. 7he building appears newly constructed with a fresh It requires a DC 20 Wisdom (Perception) check to lo­
coat ofredpaint. cate these ingots.
This new home is the shop and residence of the local
AREA 30 - DOUBLE FIELDSTONE
carpenter, his wife, and his younger brother. The car­
penter often works for other craftsmen in town, and WALLS FILLED WITH EARTH
he is currently at work on barrel staves. As is typical of 7hese two adjacent hilltops are the site of recent construc­
most townsfolk, he is too busy to think of adventuring. tion, complete with recently excavated trenches, piles of
Having come to the village about two years ago, this dirt, and stackedfieldstone. Wooden stakes, each color-cod­
family is still considered "outside" folk, and will be until ed with brightpaint or a ribbon, adorn the site demarking
their beards grow gray. All three are human common­ planned walls and buildings.
ers and followers of St. Cuthbert. Here are the beginnings of a smallish castle being built
The carpenter and his brother serve in the militia. The around a new tower atop the low mound. Workers have
carpenter has studded leather armor and a shield (AC dug deep trench lines about 1 0 feet wide and as deep,
1 4) and wields a battleaxe (+2 to hit, 4 [ l d8] slashing down to a hard clay. They seem to be in the process
damage, or 5 [ l d l O] slashing damage if used with two of mortaring the foundations of the wall to be built
hands). The brother has padded armor (AC 1 1 ) and uses above. Work has barely begun, but the outlines of bas­
a handaxe (+2 to hit, range 20/60 ft., 3 [ l d6] slashing tions, towers, a gatehouse, and a keep can be noted with
damage) or a spear (+2 to hit, 3 [ l d6] piercing damage, wooden stakes.
or 4 [ l d8] piercing damage if used with two hands) . The keep is to be constructed atop the second hillock,
Treasure. The wife owns a silver chain with 1 2 silver and considerable excavation has already taken place.
coins (25 gp) . The earth from this digging has been used in the walls

.......................................................................................------------------------------�
0 Ri Gi ilAL ADVEil'fV�S RE i il CARJIA'fED • TH E TEJhPLE 0 F E L E Jh E llTAL EVI L
bandit force which had plagued Verbobonc, and it is
rumored that they gained a considerable hoard by de­
feating a green dragon which preyed on the Kron Hills
to the west. These two are friends of all the important
folk in the village. It is well known that they are tough
and very cautious, but willing to give some aid to ad­
venturers (for a price).
All sorts of standard equipment are stored in the keep,
both mundane and magical (see the room key for more
details) . In addition to the items they carry, both Burne
and Rufus have odd potions and scrolls. If the charac­
ters are in need, these consumable items can be traded
or sold as necessary.
Burne, "His Most Worshipful Mage of Hommlet," is
a goodhearted wizard, clever, but a trifle on the greedy
side. All services he renders (such as training or the cop­
ying of spells) will be paid for handsomely. He is a fol­
lower of St. Cuthbert, and very conscious of his duty to
protect the village and monitor for evil. His adventur­
ing (if any) will be calculated to accomplish those ends
and gain him a third of the treasure found as well. He
is not likely to risk his life or be duped. Burne is on the
around the whole. Some dressed stone blocks are vis­
young side for a wizard (appearing in his mid-thirties) ,
ible, but these are not similar to local stone.
average in appearance and dress, and often frequents
The whole is being financed by the Viscount of Ver­ the Inn of the Welcome Wench for meals and to keep
bobonc and the Archcleric of Veluna for favors done by an ear to the ground.
the owners of the tower (which they also built) , Burne
Rufus is a goodhearted warrior. In about a year, he is to
and Rufus. These two will, in turn, serve the viscount
return to Verbobonc for special service on the viscount's
by holding the area safe for him and reporting on any • •
untoward happenings.
B V RII E ' S S PE LL B O O �
AREA 31 - TWO -STORIED TOWER
This structure is about 60 feet tall a smaller tower. rising I n addition to the spells listed as prepared (see appen­
inside the greater at about 35feet above the ground Its en­ dix B), Burne has the fol lowing spells i n his spell book:
trance is accessible only by going up a curvingflight ofstone · i st level: comprehend languages, identify, mage armor,
stairs which terminates in a landing about 10feet above the magic missile, protection from evil and good, shield, sleep,
ground The outer door ofthe tower lowers to form a draw­ unseen servant
bridge to the stone landing. There are several arrow slits · 2nd level : continual flame, darkness, darkvision, gust of
around the tower, and it has a splay around the base to about wind, invisibility, ray ofenfeeblement, see invisibility, spider
6feet in height. The lower and upper battlements are ma­ climb, suggestion, web
chicolated, the merlons beingpiercedfor archery as well. Two · 3 rd level : blink, glyph ofwarding, haste
men-at-arms watchfrom its roof, cradling heavy crossbows.
· 4th level: arcane eye, fire shield
Map 7 has the floor plan of this tower; see below for a
Assuming the characters have a good rapport with
detailed room key. Inside dwell Rufus, a dashing hero,
Burne, he allows arcane spel lcasters to copy spel ls from
and Burne the wizard (see appendix B for both) . Both
his spe l l book for a fee of l ,ooo gp per spell level. I n ad­
came to Hommlet some three years ago following con­
dition to coin, he accepts magic items as payment.
siderable success in adventuring. They defeated a large
• •

e R.i Gi ilAL ADVEilTV�S RE i il CAR.._Il AT E D • T H E TEJb:PLE 0 F E L E Jb: E nTAL EVI L


behalf Thus, he is not interested in risking his life or KEY TO TH E GVARP TO W E R_
becoming involved in foolish adventures. If he renders
service to a party, he requires not less than 20% of the
( Jll A P 7)
total treasure gained. Rufus leads a squad of men-at­
arms (see the sidebar) and has been appointed as the G E fi E AAL F EATU RES
overall commander of the village troops as well. Doors. There are two types of doors in the tower.
Wooden doors are AC 1 5, have 1 5 hit points, are vul­
nerable to bludgeoning damage, and are resistant to
piercing and slashing damage. Wooden doors can be
broken down with a successful DC 1 7 Strength (Ath­
letics) check. Iron doors are AC 19, have 25 hit points,
and are resistant to piercing and slashing damage. Iron

B U RJI E ' S B A D G E RS

These h uman mercenaries are a l l chaotic neutral or true neutral i n align ment. They were brigands for a ti me, but they
decided that there was better pay and less risk serving Burne and Rufus, who took them prisoner and then spared
them. They are loyal and their morale is h igh. They have seen some action against other marauders, they receive top
money, and they spend an ample amount of off-duty time dri n king and carousing at the i n n .

I
Use the guard stats for these 1 6 men-at-arms. A l l wear the Burne's Badger sym bol (see player handout 3 ) on their ar­
mor or pai nted on their sh ields. The Badgers all wear different armor and carry different weapons (al l with an attack
rol l bonus of +3 to h it). Some are also adept at operating the engi nes. Each has been assigned a letter code for ease of
tracki ng. This i nformation is summarized i n the table below:

Code AC Armor Weapons Siege Experience

A 14 Leather, sh ield Spear, longsword Catapult


B 14 Leather, shield Longsword, handaxe Catapult
c 14 Leather, shield Longsword, mace Catapult
D 14 Leather, shield Morningstar, longsword Catapult
E 14 R i n g mail Shortbow, mace Scorpion
F 16 Chain mail Light crossbow, longsword Scorpion
G 12 Leather armor Light crossbow, longsword
..
H 12 Leather armor Longbow, longsword
12 Leather armor Shortbow, longsword
12 Leather armor Light crossbow, longsword
K 12 Leather armor Trident, longsword
L 13 Studded leather Light crossbow, longsword
M 14 Leather, sh ield Spear, longsword
N 15 Scale m a i l Glaive, longsword
0 16 Ring m a i l , shield Spear, battleaxe
p 16 R i n g mai l, s h ield Spear, longsword
The Badgers have two leaders: the Badger Captain and the Badger Lieutenant (see appendix B for both). Both leaders
l i ke the vil lage and have no desi re to leave it or their current employment.

0 zj G i ilAL ADVEil'f'V�S RE i il CARJIA1'ED • THE TEll:t PLE 0F E L E ll:t E ilTAL EVI L


doors can be forced open with a successful DC 20 check, or the chains can be burst with a successful DC
Strength (Athletics) check. 22 Strength (Athletics) check.
There is a secret door along the north wall that can be
G I . MAIN HALL
located with a successful DC 1 8 Wisdom (Perception)
This is the entry to the tower on this level. The draw­ check. The catch is on the underside of the stone ramp
bridge is I -foot-thick oak planking bound with iron and, once depressed, allows the stone door to pivot on
and is operated by a windlass. The small entryway is a central pole. The secret door leads to a small natural
closed off by a stone wall and an inner door of iron. A cave with a spring of cold fresh water.
Badger Guard (see appendix B) is on duty at all times.
The door is flanked by shuttered arrow slits, and two G4. HALL AND LADDERWAY
murder holes are in the ceiling.
The stairs from area G 1 lead to this hall. The upper
Flanking the inner portal are two fireplaces where most levels of the tower can be reached from this point by a
of the cooking is done by two to three servants. The steep set of retractable wooden stairs about 3 feet wide.
lords of the place sit in judgement either here or at a These are very similar to a ladder. A pair of wooden
table in the curved alcove. Trestle tables can be extend­ doors leads to areas G5 and G6, respectively.
ed down and across to accommodate about 40 people
A Badger Guard (see appendix B) is on duty at the foot
when a feast or revel is held. Several comfortable chairs of the ladderway.
are placed along the walls, and the walls themselves are
hung with tapestries and decorated with shields, arms, GS. RUFUS'S CHAMBER
and hunting trophies. These include 1 2 shields, four
This is a well-furnished room with a large bed, chest,
longswords, two greatswords, four spears, two battle­
chest of drawers, armoire, and wardrobe. A large chair,
axes, and the heads and horns of various creatures. ·
table, and stool complete the matching furniture. There
Smooth, fitted-stone stairs curve upward to area G4 are rugs and animal skins on the floor, tapestries on the
and a smooth stone ramp leads downward to area G2. wall, and a longbow and quiver of arrows hanging near
the bed. The quiver contains 14 silvered arrows with
G2. LOWER LEVEL green fletching and six +2 arrows with red fletching.
This is the ground level where the outer batter (splay)
Treasure. There is a loose stone concealed in the floor
thickens the wall. Here are all sorts of supplies-food,
of the fireplace that requires a successful DC 20 Wis­
ale, beer, wine, oil, and so forth. This place is not pierced
dom (Perception) check to locate. Under the stone is a
with slits or windows. Smooth ramps lead up to area
small cavity that holds an unlocked iron box with 200
G 1 and down to area G3.
gp, 1 00 pp, five violet garnets (500 gp each) , and five
black pearls (500 gp each) .
G3. DUNGEON OR CELLAR LEVEL
Horses are sometimes stabled here, and there are heaps G6. BURNE'S CHAMBER
of straw, hay, and oats to provide for their needs. Nor­
This room is quite similar to Rufus's, though it is more
mally, only the steeds of Burne and Rufus (warhorses)
spartan. A workbench occupies so much space that a nar­
are kept here at night, but there is room for eight such
row pallet must serve as a sleeping area, instead of a com­
mounts. Four cells along the southeast wall are for pris­
fortable bed. Robes, cloaks, and capes of various sorts
oner retention. Each is closed by an oaken door, barred,
and colors are hanging from pegs near the entry where a
locked, and chained. The lords have the keys to the
large, gnarled, black, wooden staff inlaid with silver runes
doors and the chains inside the cells. The door locks can
leans against the wall. Although it appears magical, this is
be picked with thieves' tools and a successful DC 20
but a normal quarterstaff that bears a permanent Nystul's
Dexterity check, but only from the outside. Breaking magic aura (false aura effect) cast upon it.
down a barred, locked door requires a successful DC
24 Strength (Athletics) check. In each cell are fetters Various items of use in magical research line the shelves
and chains. The manacles inside the cells can be picked above the workbench-alembics, beakers, jars, flasks,
with thieves' tools and a successful DC 1 8 Dexterity and the like-most filled with strange substances.

0 RJ G i il A L ADVE ilTVRJ:S RE i il CAR_Il ATED • T H E TEDI PLE 0 F E LE DI E llTAL EVI L


A clutter of parchments, scrolls, and a few books are GS. MERCENARY CAPTAIN'S ROOM
spread on a table-desk. Clumps of dried vegetable mat­ This chamber is sparsely furnished with a simple wood­
ter, bunches of herbs, bones, skulls, and bottles of fluids en bed, a small table, and a single chair. Hangii:ig on a
fill a wall case, hang from the ceiling, and appear here peg near the door is a quiver with a score of arrows, and
and there in the clutter. 1 00 crossbow bolts are stored in an open cask to the left
A box tucked under the sleeping pallet can be easily of the door. This room belongs to the captain of Burne's
found. It holds three daggers, a score of darts, and vari­ Badgers (see sidebar) .
ous items of dungeoneering equipment: six vials of holy Treasure. A small coffer under the bed holds 1 73 pp
water, a silver holy symbol, a wand with continualfla.me and two star sapphires ( 1 ,000 gp each) .
cast upon it (kept in an ivory tube lined with black vel­
vet), and a silver-bladed knife ( 1 0 gp) . G9. MERCENARY LIEUTENANT'S
Burne's spellbook is camouflaged to appear as the seat ROOM
of the only armchair in the room. It can be found with a This room is much the same as the captain's quarters
successful DC 20 Wisdom (Perception) check and only (area G8) regarding the furnishings. To the right of the
if the armchair is closely examined. See the sidebar for door is an open wooden crate with eight quivers full of
the contents of the spellbook. arrows (20 each) but no crossbow bolts. This room be­
Treasure. A flat chest, fastened among the rafters and longs to the lieutenant of Burne's Badgers (see sidebar).
appearing as if part of the flooring overhead, contains Treasure. At the bottom of the wooden crate (easily
the wizard's wealth. It requires a successful DC 22 Wis­ found if the quivers are moved) is a purse containing
dom (Perception) check to discern from the flooring 50 gp and a cache of gems including five amethysts,
and a bit of ingenuity to retrieve. In it are 1 22- gems five red garnets, four red spinels, and a piece of amber
worth a total of 1 4,500 gp (five emeralds, eight topazes, ( 1 00 gp).
five aquamarines, and four peridots, along with 1 00 or­
namental 1 0 gp stones) and a locked iron coffer which GlO. PARAPET
holds 200 gp, a ring set with an emerald (3,000 gp) , As noted previously, the battlement is machicolated.
and a bundle of seven spell scrolls. Burne is debating The merlons are pierced for archery, and a light cata­
whether to use the scrolls to expand his spellbook or pult (see sidebar) is at each position marked ''A" on the
to save them for an emergency. The scrolls contain the map. Smooth boulders (24) and small rocks are stacked
spells comprehend languages, jla.ming sphere, ice storm, around the base of the turret and near the catapults as
mirror image, stone shape, suggestion, and web. Burne has well.
the key to the coffer, or it can be picked with thieves'
tools and a successful DC 1 6 Dexterity check. Two Badger Guards (see appendix B) are on duty here
at all times. They are fully trained in the use of the cata­
Developments. Once Burne learns of the Temple re­
pults.
build, he is willing to use the scrolls for an emergency.
He is willing to trade any of the spell scrolls to the char­ G 1 1 . TURRET LEVEL
acters for their use. He asks 1 00 gp for a 1 st-level spell,
This place is filled with racked pallets for the men-at­
500 gp for a 2nd-level spell, and 1 ,000 gp a 4th-level
arms, who generally sleep here but are otherwise busy
spell, but is willing to take other magic items or trade
elsewhere. There are 20 pallets and 20 simple wooden
goods in addition to hard coin.
footlockers.
G7. HALL
G 12. TURRET ROOF
The ladderway from below exits here, where an iron
This position is reached by ladder from below. The bat­
door leads to the parapet surmounting the tower. An­
tlement is machicolated with pierced merlons.
other ladderway extends to the upper level of the turret.
A scorpion (see sidebar) is at each position marked "S"
A barrel of 20 javelins stands beside the door.
on the map, and a long box which holds their ammuni-

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tion, 30 heavy spears, rests nearby. Another chest con­
tains rags and pots of oil for the making of flaming mis­
siles to fire from the scorpions.
There is usually a Badger Guard (see appendix B) here
during the daylight hours until about midnight.

AREA 32 - TENTS AND WATTLE HUTS


About a dozen ramshackle tents and lean-tos have been
hastily constructed along the edge of this copse of trees. A
thin curl ofsmoke risesfrom a centralfirepit.
These tents house 1 0 human peasant laborers (com­
moners) and associated train-women, children, and
four stray dogs (mastiffs) roam about the area as well.
They are the workers constructing the new castle. A
few villagers also work on the project from time to
time; each one puts in half a day's labor once per week.
Whenever a load of materials is sent from Verbobonc,
six new laborers arrive with it, and a like number then
return to that town with the empty wagons.
One of the laborers is a NE human spy named Kilrent,
an agent that reports to the traders (see area 1 3). He is a
grizzled human with a scruffy beard and a distinct scar
their guard) to give reports, as needed. After the tower
on his forehead. He secretly meets with the traders (or
is complete, he is expected to work for the traders as
• • a guard in garb that will probably leave his duplicity
L I GHT CATAPU LT undetected. He carries a + 1 dagger (+5 to hit, 5 [ l d4 +
Large object 3] piercing damage) concealed in his left boot and has a
AC: 1 5 (17 due to half cover i n its current location) club (+2 to hit, 2 [ l d4] bludgeoning damage) with his
H it Points: 75 personal belongings in his tent.
Damage Immunities: poison, psychic Developments. Kilrent led the brigand ambush, "On
It takes two actions to load a l ight catapult, two actions the Road to Hommlet," as described in chapter 3. If he
to aim it, and one action to fi re it. escaped the ambush and one of the characters noticed
Stone: Ranged Weapon Attack: +5 to h it, 150/600 ft. his forehead scar, it can be recognized now with a suc­
(can't hit targets with i n 60 feet of it), one target. Hit: 22 cessful DC 1 2 Wisdom (Perception) check if the party
(4d1 0) bludgeon ing damage. spends time here among the workers.

S C O R.P i o n AREA 33 - 0VERGROWN TRACK


Large object This track leads off into the rugged hills and tangled
scrub above the town. Several leagues away is a Ruined
AC: 1 4(1 6 due to half cover i n its current location)
H it Points: 40
Moathouse, a former warning post for the destroyed
Damage Immunities: poison, psychic
Temple. The location is a fully detailed area for explora­
tion in chapter 5.
It takes one action to load a scorpion, one action to aim
it, and one action to fi re it.
Heavy Spear: Ranged Weapon Attack: +5 to hit, 200/750
ft., one target. Hit: 1 8 (4d8) piercing damage.
• •

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CHAPTER FIVE

The Rui ned Moathouse &.. Dungeons

he following information may be gleaned, piece A scrub ofthorns, thistles, weeds, and shrubs grows thickly

,, by piece, through conversations with the villagers


of Hommlet. (See the "Hommlet Rumors" sec­
along the edge of the track which leads to the ruins. Even
the track is mostly overgrown and cluttered with fallen
tion presented in chapter 4.) Old-timers know far more branches and trees. Here and there, it is washed out, while
of the tale than newcomers, and certain special individ­ in other places a soggy mire.
uals (notably, those on the Town Council) could relate Some game evidently stillfollows the pathway, however, for
the whole story as found here, given sufficient provo­ faint traces can be seen. But even considering this, going
cation and trust in those inquiring. It is unlikely that is slow. Eventually, as the track turns more northerly, the
such trust will be cause for revelation even so, unless land begins to sink and become boggy. Tall marsh plants
seriously interested characters attend a special council grow thickly where cattails and tamaracks do not. Off to
meeting for the express purpose of aiding the village the left can be seen the jagged silhouette of the Moathouse.
through their explorations.
This place was once the outpost of the Temple of El­ RU i llS 0 F TH E Dl 0ATH 0 U S E
emental Evil, its watchtower, and an advance base for
raids, looting, and destruction. From this area, servants GE ll E RAL F EATU RE S
of the Temple were to bring the Village of Hommlet and The Ruins of the Moathouse are depicted on map 8.
all the lands around it into subjection. The conquered
Construction. The Ruined Moathouse was set off the
folk were then to be used as slaves to construct yet an­
main road in the fetid marshes. The track continues
other fortress further west, spreading the evil power of
past the ruins for many miles. Eventually, after seven
the Temple in ever-growing rings to encompass all the
leagues, in fact, this route leads to Nulb. It takes over an
land around its base.
hour to reach the place on horseback or two to trudge
This outpost was ignored during the destruction of the along on foot. Considerable hacking and clearing are
Temple, for the army of Good which came against the necessary to make the way passable, so double the time
wicked hordes was so strong as to be totally immune to required for the first trip to the Moathouse.
any pinpricking from the garrison of the Moathouse.
Only after the end of the battle which destroyed the Fill was added to the center of a sluggish stream which
main armies of the Temple of Elemental Evil was atten­ now flows around the structure forming a natural moat.
The water surrounding the small castle is 5 to 8 feet
tion turned to this place. A detachment of horse and
foot with a small siege train then came to the marsh­ deep and choked with reeds and vegetation concealing
lands to lay the castle low. The common folk from miles the water's edge.
around came to help, and the Moathouse was surround­ The Moathouse walls are constructed of fitted stone
ed, cut off, and battered into extinction. The place is blocks a full 1 0 feet thick. The tops of the outer walls
now shunned by the people of Hommlet, who hate its are crenulated battlements, providing cover for soldiers
former evil and the memory of the terror brought to standing on the parapet. Arrow slits are indicated on
them by the black lord of the fortress-a vile cleric of the map. These provided full cover to archers or cross­
damnation-and his evil men and humanoid troops. bowmen that defended the Moathouse. See the diagram
associated with the map for these features. Several sec­
This read-aloud section is to be presented to the char­
tions of the walls (as indicated on the map) have been
acters as they head for the ruins of the Moathouse for
destroyed and can provide access to the interior. Passing
the first time.
through the rubble here is considered difficult terrain.

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With the exception of areas 4 and 7, the wooden upper BRIGANDS
floor has collapsed. Stone rubble and rotting wooden This small group of NE human brigands (bandits)
timbers are strewn about most locations. has recently arrived at the Ruined Moathouse seeking
Doors. All doors in the upper ruins (unless noted in to join the other brigands in area 7. These fellows are
the text, such as area 7) are wooden and bound in iron. armed with shortswords (+3 to hit, 4 [ l d6 + 1 ] slash­
Doors are unlocked and in a state of disrepair from the ing damage) and spears (+2 to hit, range 20/60 ft., 3
battle years ago and general weathering. In their current [ l d6] piercing damage) . The spears can also be used
state, all doors are AC 14 and have only 1 2 hit points. two-handed in melee (+2 to hit, 4 [ l d8] piercing dam­
Doors are vulnerable to bludgeoning damage but im­ age) . Each brigand also carries a handaxe (+2 to hit,
mune to psychic and poison damage. There is a 50% range 20/60 ft., 3 [ ld6] slashing damage) . They wear
chance a door is jammed, requiring a successful DC 1 2 scale mail (AC 1 5) instead of leather armor. All carry
Strength (Athletics) check to force open. light crossbows with 20 bolts. Each one carries 2d6 sp
in a pouch. If half their number are defeated, the rest
Peepholes. The chambers bordering the courtyard (area
flee or surrender.
5) are lined with peepholes. These can be used to spy
on anyone in the courtyard. A peephole can be found
GIANT RATS
on the outer walls with a successful DC 20 Wisdom
(Perception) check. The Ruined Moathouse has attracted numerous vermin,
such as a pack of giant rats. Although their main lair is
Illumination. Unless otherwise noted, the upper ruins in area 1 3, small groups of giant rats forage around the
are not lit. All keyed locations, save the towers (area 4 ruins at all hours. They fight to the death.
and area 7), are exposed to natural sunlight due to the
collapse of the upper level. GIANT TICK
Wandering Monsters. Wandering monsters are en­ A giant tick (see appendix C) hides (Stealth +4) in a
countered on a roll of 1 on l d l 2. Check for wandering rafter above the party. If not observed, it drops on a ran­
monsters once every 1 0 minutes of exploration. Wan­ dom character, getting advantage on its surprise attack
dering monster checks could also be called for if the via its Ambusher trait. Once satiated with blood, the
characters employ flashy magic (such as fireball or light­ bloated arachnid detaches and attempts to scurry away,
ning bolt) or create an unusual amount of noise (DM's although now at a reduced speed of 20 feet.
discretion) . A typical skirmish or combat would likely
not attract a wandering monster. Roll 1 d6 for the type STRANGE NOISE
of monster encountered or choose one from the table. The Ruined Moathouse is alive with strange noises,
These encounters are designed for 1 st-level characters, echoes, and sounds, but if this encounter occurs, the
but the DM is encouraged to alter the number of crea­ characters are alerted to something noteworthy. Roll
tures encountered based on the size of the party, their l d6 and consult the table for the noise and its origin.
average level, and their general health.
06 Noise Origin

WA N DE R I N G MONSTERS: U PPER RU I N S 1-2 Scra p i n g noise Rubble o r ti m bers shifting above

06 Encounter # App XP Source Notes 3-4 Low wh istle The wind, blowing t h rough a rui ned
arrow s l it
1-2 Strange NA NA NA See
noise descri ption 5 Squeaki n g a n d Rats o r giant rats i n t h e fl o o r below
rust l i n g
3-4 Giant rats 2d4 25 MM, p .
3 27 6 Footste p s The p arty's own via a trick of echoes

5 Giant tick 1 00 A p pendix


c

6 Brigands 1 d4 + 1 25 MM, p . As bandits


343

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S CAL i ll G TH E E n c0 u nTE RS
The encounters presented in the Ruins of the Moat­
house were designed for five to eight 1st- or 2nd-level
characters. For this conversion, they are presented as
they occurred in the original text. Most parties of fifth
edition characters range in size from four to six, likely
all 1 st-level assuming the Moathouse is their first foray
into a dungeon. Thus, the DM might want to adjust the
challenge of several of the tougher encounters to bring
them in line with modern standards. These include:
Area I. Remove one giant frog and one small giant frog.
Area 7. Remove the aide, brigand #6, and brigand #7.
Area 12. Use a standard giant poisonous snake but
reduce its poison damage to 7 (2d6).

KEY TO TH E RV i n s O F TH E
Jll O ATH OVS E ( Jll A P 8 )
AREA I - POOL
A side path, banked high to cross over the wetland to either
side, is located just south of the entrance of the ruin. The
track here is only about 15feet wide or so, with crumbling The target can spend an action on its turn to remove
embankments making travel near the edge dangerous. The the tongue. On each of its turns, the frog can make a
vegetation appears dense and prolific, but somehow sickly contested Strength check against the stuck target. If the
and unhealthy, with creepers and vines throwing their target is Large or larger, the frog has disadvantage on
strangling loops over the skeletons ofdead saplings and liv­ this roll. If the frog wins, the target is pulled next to it.
ing bushes alike. The rushes and cattails rustle and bend The frog can bite only the stuck creature next to it and
even to a slight zephyr, and weird birdcalls, deep croak­ has advantage on the attack roll to do so. The frog can
ing, and other unwholesome sounds come faintly across the have only one target stuck at a time.
odoriferous fen. Several clouds of noisome, flying insects
swarm exposedflesh eager to bite. If characters are mounted, check to see if the horses
panic and throw their riders or plunge into the marsh
Hiding in a small patch of standing water choked with and become mired. Each mount needs to succeed on
weeds and cattails are two giant frogs and four small a DC 1 2 Wisdom saving throw or become panicked.
giant frogs (see appendix C). Due to the fact these Warhorses have advantage on this saving throw. If pan­
creatures are nearly submerged in the turbid, weed-in­ ic occurs, unless the rider makes a successful DC 1 3
fested water, they are granted advantage on their Stealth Wisdom (Animal Handing) check, they are thrown off
checks. If unnoticed, they attack with surprise using their mount and land prone (but unharmed) in the sog­
their Standing Leap trait to jump into the characters' gy marsh. The mount then flees for 1 d6 minutes, with a
midst. They attack madly, for they are voraciously hun­ 50% chance of becoming stuck in a mire.
gry at all times, and fight to the death.
Treasure. One of the giant frogs (determined random­
The giant frogs also have the following Sticky Tongue ly) has swallowed an amethyst ( 1 00 gp), which can be
action: found if the characters take the time to cut open its gul­
Sticky Tongue: Melee Weapon Attack: +3 to hit, reach let and examine its contents.
1 O ft., one target. Hit: The tongue is stuck to the target.

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AREA 2 - ROTTING DRAWBRIDGE through, suffers 3 ( l d6) slashing damage, and has its
The partially splinteredplanks ofa rotting, wooden draw­ movement reduced by 1 0 feet until the creature regains
bridge rest on the spongy ground Creeping vines and leaJY at least 1 hit point. If the creature is a mount, its move­
weeds obscure parts of the bridge, although thick, iron ment and carrying capacity (see Player's Handbook, p.
bands can be discerned among the wreckage. Two sun­ 1 5 7) are both reduced by half until it regains at least 1
dered chains ofthick, black metal disappear into the algae­ hit point.
choked water to each side ofthe bridge. It appears that one
can safely pick their way across the rotting timbers with AREA 3 - BROKEN GATES
caution. A great, thick, wooden door reinforced with corroded met­
al bands limply hangs open on one great hinge. The other
When the Moathouse was taken, part of the drawbridge
door is splintered and holed but still in position, wedged
was battered through, and the attackers crossed on the
and shored closedfrom the inside.
planks to gain access to the inner gates. The chains of
the drawbridge were broken, and it fell. It has remained A careful examination of the ground here, with a suc­
thus since, although lack of care and upkeep has com­ cessful DC 1 3 Wisdom (Survival) check, reveals hu­
promised its integrity somewhat. manoid boot prints on the ground heading across the
courtyard to the building steps at area 5 .
It is strong enough to bear a Medium or smaller crea­
ture, but any Large creature (such as a mount) cross­ Developments. It is 50% likely that a pair of brigands
ing over may break through and injure a leg. Each such from area 7 are here on watch. As soon as they observe
Large creature needs to make a successful DC 1 2 Dex­ the party, they retreat to their lair and give warning to the
terity saving throw. Failure indicates the creature breaks other brigands. Unless the party is using Stealth or magic

0 R,j Gi ilAL ADVEil"fV�S REi il CAR_IlA°fE D • T H E TEJh PLE 0 F E L E Jh E ilTAL EVI L


(such as invisibility or arcane eye, for example) and avoids This 50-foot-by-50-foot hall is abandoned. The north
the giant frog attack at area 1 , there is no chance the party and east walls sport arrow slits and alcoves. Centered on
can detect these brigands before they flee to area 7. the west wall is a corridor, while the northeast corner of
the room hosts a recently repaired stout door.
AREA 4 - TOWER
Developments. If the characters are still undetected by
DM Note: Even if an arrow slit is peered through, dark­ the brigands in area 7, the brigands become alerted to
vision reveals nothing as the occupant lurks above, out their presence if they make any significant noise search­
of sight. ing this chamber.
The upper portion of the tower has collapsed, and the in­
terior is dark. A scattering ofhusks and a few bones lie on AREA 7 - BRIGANDS
thefloor among the gleam ofcoins. DM Note #1: The heavy door has been repaired by the
A giant wolf spider is crouched, hiding on the remains outlaws that reside here, and it is usually barred and
of an upper floor some 1 5 feet overhead. It leaps to at­ bolted as well. The door is AC 1 5 and has 20 hit points
tack the first creature that steps into the tower. If un­ (to reflect the reinforcements) and requires a DC 1 8
noticed (Stealth + 7) , its first attack is with surprise. It Strength (Athletics) check to break down. As usual, the
door is vulnerable to bludgeoning damage but immune
fights to the death to protect its lair.
to psychic and poison damage.
Treasure. Amidst the rubbish on the floor are 7 1 cp,
DM Note #2: If brigand sentries were at area 3 when
38 sp, and an empty, ivory box about the size of a large
the party approached (a 50% chance), they have re­
book. The box is covered with dirt and grime and, thus,
treated here, and the others are warned of the party's
only appears to be worth 50 gp. A successful DC 1 2 In­
telligence (Investigation) check and some effort clean­ approach. Likewise, if the characters make significant
noise in area 6, the brigands are on alert.
ing reveals this box is actually worth 1 25 gp.
The chamber is floored in black flagstones and has ebon­
AREA 5 - LITTERED STEPS colored wall hangi,ngs (now burnt and tattered) in addi­
A broad, stone staircase, littered with stone rubble and tion to the jumbled wreckage strewn about the floor. Sev­
wooden splinters, climbs up to the living quarters of the eral bedrolls are sloppily pitched in odd corners, and the
fort. The doors at the head of the stairs are broken. One, remains offires can be noted in the northern fireplace.
mostly intact but weathered, isflat on the ground while the This chamber was the quarters of the former lord of
other is sundered andpartially hangs from its hinges. the castle. Holed up here are eight NE human brigands
This staircase indeed leads to the house portion of the (stats as bandits but see the table for armor and weap­
fortress. A careful examination of these steps with a ons) and their NE human bandit leader (see appendix
successful DC 1 3 Wisdom (Survival) check reveals that B).
some traffic (human, animal, and perhaps, otherwise) At least one brigand always watches the escape route
has passed this way recently. (the ruined wall in the southeast corner, which leads to
steppingstones across the moat). The brigands' tactics
AREA 6 - GREAT HALL vary by the party's apparent strength, assuming they
This was once a great audience chamber, as shown by the were spied on in area 3:
tattered banners and tapestries on the walls, destroyedfur­
Weak. The brigands leave the door unbarred and hide
niture, and heaps of rotting cloth discarded into corners.
in the clutter of wrecked furniture. They attack with
Once richly appointed, it has been thoroughly searched,
surprise using a volley of ranged weapon attacks, un­
sacked, and despoiled. Leaves and dirt cover the floor, and
less the party wins a Perception vs. Stealth contest. If
cobwebs hang from walls and the ceiling above. Looking
the party defeats half of the brigands or the leader, the
up, you see that exposed beams and slabs of stone poke
rest seek to flee via the southeast wall and the stepping­
through, indicating that the upper stories of the place are
stones across the moat.
totally destroyed and likely to be impassable to anything
larger than a rat. Capable. The brigands lock their door and leave if it is

0 N G i ilAL ADVEil'fV�S RE i il CARJI A'fED • T H E TE Jll PLE 0 F ELEJll E llTAL EVIL


battered open. They take only their petty loot, leaving Developments. If the DM decided to run the prelude
the rest assuming it is safely hidden. encounter ("On the Road to Hommlet," in chapter 3),
Overwhelming. The brigands sneak out via the south­
deduct any brigands defeated in that skirmish from the
east corner wall as soon as the party is detected, taking roster here. In addition, each brigand here carries a token
all their loot and heading for greener pastures. hidden on his person. Each is a smooth, flat, river rock
inscribed with an eye and a tear (see player handout A). It
Consult the roster below for each brigand's armor worn could be hidden in a boot or a concealed flap in a cloak or
and weapons carried. even secreted in the brigand's undergarments. It requires
Along the east wall is a long forgotten secret door that a successful DC 1 5 Intelligence (Investigation) check to
can be located with a successful DC 1 5 Wisdom (Per­ find one of these. A convincing Charisma (Intimidation
ception) check. After spending 1 0 minutes clearing or Persuasion) check might loosen one of the brigand's
rubble away, the stone door can be swung open after tongues about these tokens or their affiliation. Each of
depressing a hidden catch near the floor. Beyond is a these tokens is used to confirm their loyalty to the new
staircase that leads down to a 1 0-foot-square landing on Temple regime. First, a brigand or spy touches their left
the lower level near area 24. The brigands are unaware eye, and then wipes it to the left. If the responder touches
of the secret door and the stairway down. their right eye, the token is produced to confirm.
Treasure. Each brigand has 3d6 sp. The aide has an ad­ AREA 8 - STAIRWAY UP
ditional 3d4 ep and 2d4 gp. The leader has 5d4 pp, two
After a few steps, the risers are covered with dust, crushed
citrines (50 gp each), and wears a gold chain {200 gp).
stone, broken wood, and burned heaps ofcloth.
The brigands have buried a chest under the rubble
At the landing halfway up, the steps are completely cov­
where the wall collapsed. It can be located with a DC
ered with rubble, and it is impossible to clear the loose
1 5 Intelligence (Investigation) check. It requires about
stone and a huge wall section to allow further passage.
30 minutes of digging (and, at least, two wandering
The entire upper floor is collapsed and ruined.
monster checks) to uncover the loot. The chest holds
2,000 cp, two bolts of fine cloth (60 gp each), a crystal
AREA 9 - LITTERED ROOM
flagon and four goblets (worth 80 gp as a set), an inlaid
wooden box with ivory handles and decorations (45 This 15-foot-by-20-foot chamber has a truncated north­
gp) , and four +1 arrows with purple fletching wrapped west wall. The floor is littered with woody debris, perhaps
in a swatch of leather. the remains ofa once-fine table and numerous chairs. Its
dirt and wreckage show no signs ofany recent occupant,
B R I GA N D ROST E R

Brigand Armor AC Weapons

Aide R i n g m a i l , shield 16 Longsword (+2 to hit, 4 [1d8] s l as h i n g)


Flail (+2 to h it, 4 [1d8] bl udgeon i n g)

Brigand #1 Padded, s h ield 14 Shortsword (+3 to h it, 4 [1d6 + 1] pierci ng)


3 javelins (+2 to h it, range 30/1 20 ft., 3 [1d6] pierci ng)

Brigand #2 Studded leather 13 Halberd (+2 to hit, s [1d10] slas h i n g)

Brigand #3 Leather, shield 14 Spear (+2 to h it, range 20/60 ft., 3 [1d6] pierc i n g)
Handaxe (+2 to hit, range 20/60 ft., 3 [1d6] slas h i n g)

Brigand #4 Leather armor 12 Shortsword (+3 to hit, 4 [1 d6 + 1) piercing)


Light crossbow (+3 to h it, ran ge 80/320 ft., s [ids + 1] piercing)

Brigand #S Leather armor 12 Club (+2 to h it, 2 [1d4] bludgeoning)


Heavy crossbow (+3 to h it, range 1 00/400 ft., 6 [1 d1 0 + 1] pierci ng)

Brigand #6 Leather armor 12 Mace (+2 to h it, 3 [1d6] b l udgeon i n g)


Light crossbow (+3 to h it, range 80/320 ft., s [1 d8 + 1] p iercing)

Brigand #? Leather armor 12 Glaive (+2 to hit, s [1d10] slas h i ng)

0 R.i Gi il A L ADVEilTV]\J:S RE i il CA RJIAT E D • TH E TEJh: PLE 0 F E L E Jh: E ilTAL EVI L


although a couple of small rats are seen scurrying away After one of their number was slain here a few weeks
with a few startled squeaks at your approach. ago, the brigands gave this room and the entry corridor
This room was once a conference chamber but is now a wide berth. A huge adder, over 1 2 feet long, dwells
empty. The only item of any value within is a very fine here. It crawled up the rubble that has spilled into the
longsword wedged behind a splintered wall case, which moat and found a nice, safe lair where it could hole up
can be located with a successful DC 1 3 Intelligence (In­ after hunting. When the characters arrive, the creature
vestigation) check. The contents of the wall case have is curled up among the rocky debris in the southeast
long since been removed. corner of the room (Dexterity check at +4 to hide),
somewhat naturally blending in with its gray and drab
AREA l O - EMPTY BEDCHAMBER brown, scaly hide. Although it recently fed, it attacks if
a character searches the rubble in this location.
This quaint chamber appears to have once been a bed­
room. Splinteredplanks of wood and piles of rotting cloth The enormous adder is a giant poisonous snake with
are heaped about the floor in a jumbled mess. the following changes, which increase its challenge rat­
ing to 1 /2 ( 1 00 XP) :
Once the quarters of a castle troop leader or some other
petty official, this place is now a total wreck. The bed • It has 26 (4d8 + 8) hit points.
is chopped to pieces, and the furniture is smashed or • Its Constitution is 1 4 (+2).
missing. • Its bite attack does 7 ( 1 d6 + 4) piercing damage, its
poison save DC is adjusted to 1 2, and on a failed save
AREA 1 1 - SALON
the target takes 1 4 (4d6) poison damage, or half as
As you open this door, your nostrils are assaulted by a pun­ much damage on a successful one.
gent, musty stench of animal waste. Above, the ceiling is
Treasure. In the litter of its nesting place is a jeweled
mostly intact, although sunlightpeaks through several gaps
here and there. The ceiling appears to be covered with a dagger worth 850 gp that can be located with a success­
brown mold or fungus. The floor is a cluttered tangle of ful DC 1 4 Intelligence (Investigation) check.
broken, wooden furniture parts and piles of torn cloth all
AREA 13 - STOREROOM AND STAIRWAY
covered with ochre-splattered stains.
An opening in the west wall leads to a small shelflined
This room was once very opulent, obviously a place of storage area. Around the cornerfrom the shelves is a stair­
many expensive furnishings. The remaining bits and way leading down into the inky dark ofa basement.
tatters still appear rich (though none are of any value).
The stains on the floor are bat guano, and the primary If a character searches the shelves, some rustling and
source of the acrid stench. squeaking betrays the presence of a hungry horde of
giant rats that inhabit the wooden walls and shelves of
If any creature enters the room to investigate, a small this location. There are 1 3 of these vermin, and they are
colony of bats roosting on the remains of the ceiling are
hungry, attacking without fear.
disturbed. Treat this disturbance as a swarm of bats, but
the startled creatures seek to escape through the arrow The stairs lead down to area 1 8.
slit or any gaps in the ruined ceiling. It takes 4 rounds Treasure. Though they have no treasure, an overlooked
for the bats to disperse, during which time there is only a jug of oil ( 1 0 flasks' worth) can be easily located on
50% chance a random character is "attacked" in the con­ the upper shelf of the storage area. On the fifth stair
fusion. After 2 rounds, the effectiveness of the swarm's down is a simple gold ring (40 gp), covered with dirt
attack is as if it has been reduced to half of its hit points. and grime. Unless the stairs are specifically searched,
the ring is only discovered on a successful DC 20 Wis­
AREA 12 - CORNER ROOM dom (Perception) check.
The corridor ends at this open corner chamber, perhaps 40
feet wide and 20feet deep. The room is mostly empty, save AREA 1 4 - TROPHY ROOM
for some scattered rubble. The southeast corner wall has It seems that this abandoned chamber was once a trophy
fully collapsed into the moat and provides a potential exit. room. Only a few mangy pelts, stuffed animal heads, and

1 --------�
0 RJ Gi mu ADVEil'fV�S RE i il C.A.RJI.A.'fED • TH E TEDI PLE 0 F E L E DI E nTAL EVI L
shattered antlers remain follow­ A wooden cask near the
ing a complete ransacking. fireplace on the north
All worthwhile items have wall looks inviting, but
been removed many years anyone approaching it
ago. Considerable time is attacked by a giant
may be spent search- tick (see appendix C) that
ing the litter herein, but drops from its hiding spot
nothing of value will among the remains of the
be found. But the DM ceiling! If not noticed with
should make, at least, a successful Perception
one wandering monster vs. Stealth contest, it
check during the search. uses its Ambusher trait.
This horror came in
AREA 1 5 - through the chimney.
If it becomes satiated
DOMICILE
with blood, it attempts
This tiny chamber ap­ to flee up the chimney.
pears to be a spartan liv-
ing quarters, perhaps for a There is no treasure in
single person. The shattered here.
remains ofa bed and possibly
AREA 17 - BARRACKS
a small table are intermixed with
rubblefrom the ceiling. Beyond a pair ofdouble doors is a partially
collapsed chamber, its ceiling mostly intact but sagging to­
This place was the domicile of the major-domo of the
ward the middle of the room. Among the rocky debris are
castle but is now stripped of everything save the ruined
the remains ofcots and plain wooden chests indicating that
furnishings described.
this was once a barracks room for castle guards.
Treasure. One wall cresset remains near the outer wall,
If the overhead ceiling or rubble is forcibly prodded or
and its nondescript torch stub is a silver baton (30 gp) .
moved, it may further collapse with a 50% chance per
Discovering this curiosity requires a successful DC 14
round of disturbance. All those in the room during a
Wisdom (Perception) check.
collapse must make a successful DC 1 2 Dexterity sav­
ing throw or suffer 3 ( l d6) bludgeoning damage.
AREA 16 - KITCHEN
The door to this chamber has rotted and hangs limply A giant lizard slumbers in the south end of the room,
from one hinge. Beyond is a chamber that once served as a near an intact chest. The giant reptile attacks anyone
kitchen. The sour, moldering remains offoodstuffi assault invading its lair, fighting to the death. This specimen
your senses. On the opposite wall is a brick fireplace with has footpads that grant it the Spider Climb variant trait
a dusty, wooden cask nearby. A sturdy, wooden table still (MM, p. 326) .
stands in the center of the room, its surface covered with Treasure. The giant lizard has previously swallowed a
mold and cookery. Likewise, mold-clad pots, pans, and + 1 shield, which can be discerned with a successful DC
utensils are strewn about the floor. 10 Wisdom (Perception) check following the battle. Al­
The remains of moldering foodstuffs and kitchen work­ though unpleasant, it's an easy task to cut the shield out
tables are visible. Several of the pots and pans are sturdy of its gullet. The chest is unlocked and holds 33 cp, a
metal and are quite serviceable following a good clean­ suit of scale mail (sized for a human), a light crossbow
ing. The utensils include large spoons, two-tined forks, (missing its string), and a case of 20 bolts.
and a few shoddy knives (treat as daggers if used in
combat, but on an attack roll of 1 are rendered useless) .

0 Rj Gi IIAL A.DVE II'fV�S RE i IICA1'_II A'fED • TH E TEJhPLE 0 F E L E Jh E IITA.L EVI L


Jh: 0ATH 0 U S E D U llGE 0 ll S average level, and their general health. With the excep­
tion of the ogre and the gnoll patrol, these encounters
G E fi E RA.L F EATU RE S don't deplete similar monsters encountered elsewhere in
the Dungeons.
The Moathouse Dungeons are depicted on map 9.
Construction. The underground chambers of the Moat­ BUGBEARS
house Dungeons were tunneled into the soft, spongy These burly goblinoids are bugbears on patrol. Cur­
earth of the fen. The walls were shored up with a mix rently in disfavor with their allies in area 27, they fight
of mismatched rocks and cobble collected nearby. Swol­ to the death with determination to regain favor by re­
len timbers support the walls and ceilings in places. The turning to them with the spoils of a won battle. Each
floors are all cut flagstones. The chambers are cooler and one carries two javelins for ranged attacks and 2d6 gp
damp with a faint, musty, organic smell. Ceilings are in a belt pouch.
generally 1 0 feet high, unless otherwise noted.
GIANT RATS
Doors. All doors (unless noted in the text, such as ar­
eas 1 9, 20, 25, and 28) are wooden and bound in iron. Just as above, the Moathouse Dungeons are inhabited
Doors are unlocked and feature various stages of rotting, by many vermin. In this case, the party blunders into
although still functional. In their current state, all doors or disturbs a pack of giant rats. They fight to the death.
are AC 1 4 and have only 1 2 hit points. Doors are vul­
nerable to bludgeoning damage but immune to psychic GNOLLS
and poison damage. There is a 50% chance a door is This patrol of gnolls hails from area 29. They charge
jammed, requiring a successful DC 1 2 Strength (Athlet­ into battle leading with halberds (+4 to hit, 7 [ l d l O +
ics) check to force open. 2] slashing damage), but discard these for morningstars
(+4 to hit, 6 [ l d8 + 2] piercing damage) when in close
Illumination. Unless otherwise noted, all subterranean
combat. If the characters have the upper hand, one gnoll
chambers are unlit. Most chambers usually have torch
attempts to flee back to area 29 to warn the others. Each
sconces evenly spaced out about every 30 feet.
gnoll carries 3d6 cp and 3d6 sp.
Wandering Monsters. Wandering monsters are en­
countered on a roll of 1 on l d6. Check for wandering OGRE
monsters once every 1 0 minutes of exploration. Wan­ The ogre Lubash (see area 24) is hungry and in a foul
dering monster checks could also be called for if the mood, stalking the corridors of the Dungeons looking
characters employ flashy magic (such as fireball or light­ for a fresh meal. He will attack anyone, including hu­
ning bolt) or create an unusual amount of noise (DM's manoids, unless they are displaying the symbol of the
discretion) . A typical skirmish or combat would likely new Master (a yellow eye of fire) . He is armed only with
not attract a wandering monster. Roll 1 d8 for the type a massive, double-headed greataxe (+6 to hit, 1 7 [2d1 2
of monster encountered or choose one from the table. + 4] slashing damage) . If reduced to 1 0 hit points or
These encounters are designed for 1 st-level characters, fewer, he attempts to flee back to area 24. If defeated as
but the DM is encouraged to alter the number of crea­ a wandering encounter, he does not appear in area 24.
tures encountered based on the size of the party, their

WA N D E R I N G MONSTE RS: D U N G EO N S

08 Encounter # App XP Source Notes

1 -2 Strange noise NA NA NA See description

3-4 G iant rats 3d4 25 MM, p. 327

5 Bugbears 1 d2 200 MM, p. 33

6 Zom bies 2d4 so MM, p. 316

7 Gnolls 1 d4 + 1 1 00 MM, p. 1 63

8 Ogre 450 MM, p. 237

0 N G i IIAL A.DVE II'fV � S RE i II CARJIATED • T H E TElll PLE 0 F ELE lll E OTA.L EVI L
STRANGE NOISE liance with the new Master, so they might be willing
The Moathouse Dungeons are alive with strange noises, to surrender or parley with the characters (as per the
echoes, and sounds, but if this encounter occurs, the discussion in their lair description) .
characters are alerted to something noteworthy. Roll Area 33 and Area 34. The guards and leaders here could
1 d6 and consult the table for the noise and its origin. easily overwhelm a party of 1 st- or 2nd-level charac­
06 Noise Origin
ters-but that is the purpose of the encounter. It is sug­
gested that these guards are faced in waves as described
1 -2 Footsteps The party's own via a trick of echoes
in the tactics, and if need be, encourage the characters
3-4 Thumping The giant lizard (see area 1 7) or some
to flee and employ hit-and-run tactics. Instead of killing
other passi n g creature out hunti ng
the characters, the guards could use nonlethal blows to
5 Moaning The wind blowing through some
cracks and crevices
capture them instead. Captured characters are impris­
oned in area 2 1 until being transferred to the Temple
6 Rattl i n g I n t h e distance, a n d it could be
anything
of Elemental Evil in a few days. The DM is encouraged
to have the characters engineer an escape prior to that
ZOMBIES transfer. With an AC of 1 9 (20 while dual wielding),
the party will be hard-pressed to land a blow on Lareth.
A pack of mindless zombies wanders about the for­
Consider swapping out his + 1 plate for chain mail giv­
saken halls of the Moathouse Dungeons. They attack
ing him AC 1 6 ( 1 7 while dual wielding) .
until destroyed and relentlessly pursue characters that
attempt to flee.
KEY TO TH E Jl:1: 0 AT H O V S E
S CAL i n G TH E E n c e u nTE RS
D V Il GE O il S ( 1l:1:A P 9 )
The encounters presented in the Moathouse Dungeons AREA 1 8 - STAIRWAY ARCH
were designed for five to eight 1 st- or 2nd-level charac­ A 10-foot-wide stone stairway descends into the Dungeons
ters. For this conversion, they are presented as they oc­ below the Ruined Moathouse. The air is thick with humid­
curred in the original text. Most parties of fifth edition ity, and the walls glisten with moisture. A faint stench of
characters range in size from four to six, likely all 1 st­ organic rotting tingles your nostrils.
level unless they gained a level during their adventures
in the upper reaches of the Moathouse or on wilderness This staircase is an obvious route to the lower chambers
forays. Thus, the DM might want to adjust the chal­ beneath the Moathouse.
lenge of several of the tougher encounters to bring them Two nauseous blobs of green slime (see Dungeon Mas­
in line with modern standards. These include: ter's Guide, p. 1 05) have been carefully placed and fed in
Area 2 1. Reduce the number of zombies encountered a position over the central arch at the base of the stair­
by hal£ Keep two in the hall and have the four remain­ way. Anyone descending the stairs will probably (75%
ing arrive from the cells one per round. This leaves one chance) cause one of the two slimes to dislodge itself and
cell (the southernmost) empty. fall squarely upon the victim as soon as they set foot on
the floor of area 1 8. A cautious approach and a success­
Area 27. Six bugbears are a very deadly encounter for
ful DC 1 2 Wisdom (Perception) check reveals the green
a group of 1 st-level characters. Consider breaking them slimes. If noticed, a successful DC 1 0 Dexterity check is
up into groups of two and have two pairs out on patrol required to avoid one of the slime's drop attacks. Failure
at any given time. If the characters are having their way indicates the slime has hit; the target takes 5 ( 1 d 1 0) acid
with just two, have a patrol return! damage immediately and again at the start of each of its
Area 29. Nine gnolls are a very deadly encounter for turns until the slime is scraped off or destroyed. Note
a group of 1 st-level characters. Consider reducing the that regardless if the first slime hits or misses, the char­
number to five and have the other four out patrolling acters need to deal with the second slime.
the lower Dungeons, so they can be encountered sepa­ The room at the bottom of the stairs contains no treasure.
rately. These humanoids are not satisfied with their al- A few torn sacks, broken barrels, and shattered weapon

0 R.i Gi ilA L ADVEil'fV�S RE i il CA R!I A'fED • TH E T E Jh PLE 0 F E L E Jh E llTAL EVI L


MAP 9 MOATHOUSE DUNGEOJVS ·

KEY

� Door
- Stairs Up
E Stairs Down
� Secret Door
- Subterranean
Passage
liil False Door
D = 1 0 Feet

racks reveal that this large area was once a storage place Treasure. Inside the room are 30 shields, 1 2 suits of
and armory for the fortress. Great heaps ofworthless rub­ leather armor, and 1 1 barrels. Most of the latter contain
ble and broken containers (mostly casks and crates) and salted meat, but two in the rear are 5-gallon kegs filled
furniture are at the western end of the room, all obviously with an average brandy (80 gp each) .
junk. This pile of junk conceals the doors to rooms 1 9
and 20, which can be noticed with a successful DC 1 0 AREA 20 - DOOR
Wisdom (Perception) check, or simply by spending 1 0 Behind the pile ofjunk is a stout, wooden door reinforced
minutes moving the pile. It takes another 1 0 minutes of with thick, iron bands. The door has clearly been restored,
effort to clear the junk to fully access both doors, a process oiled, and appears to be locked.
which could call for another wandering monster check. Similar to the door blocking passage to area 1 9, this re­
cently repaired portal is locked. The lock can be picked
AREA 1 9 - DOOR
with thieves' tools and a successful DC 1 7 Dexter­
Behind the pile ofjunk is a stout, wooden door reinforced ity check. If not picked, the door can be chopped or
with thick, iron bands. The door has clearly been restored, smashed down with weapon blows. The repaired door
oiled, and appears to be locked. is AC 1 5 and has 24 hit points, vulnerability to bludg­
The lock to this portal is secured, obviously new, and eoning damage, and immunity to psychic and poison
well-oiled. The lock can be picked with thieves' tools damage. If a suitable axe is employed to chop down the
and a successful DC 1 7 Dexterity check. If not picked, door, grant vulnerability to its slashing damage.
the door can be chopped or smashed down with weap­ This storeroom contains the following weapons: 50
on blows. The repaired door is AC 1 5 and has 24 hit spears, 10 glaives, six halberds, three battleaxes, and two
points, vulnerability to bludgeoning damage, and im­ crates of ammunition. One is packed with 1 20 arrows
munity to psychic and poison damage. If a suitable axe and the other with 200 crossbow bolts. Another long,
is employed to chop down the door, grant vulnerability wooden box contains 70 black capes, each emblazoned
to its slashing damage.

0 N GiITAL A.DVEil'fV�S RE i IT CARJIA'fED • THE TEDI PLE 0 F E L E DI E llTA.L EVI L


with a yellow eye of fire sewed on the center (see player At first glance, this place seems long abandoned as dust,
handout 4) . More containers of dried and preserved dirt, and cobwebs abound. Yet, there is no dust on the
provisions round out the contents of the room. floor as the occupants are careful to keep it swept. A
careful perusal with a successful DC 1 3 Intelligence
AREA 2 1 - CORRIDOR AND CELLS (Investigation) check reveals, however, that the two
This 20-foot-wide hall extends from north to south. The skeletons in the place are not old remnants, and some
ceiling, 20feet overhead, is supported by three equidistant, of the instruments and mechanisms have been used
smooth, stone pillars centered in the hall. Along the west very recently indeed. A careful search of the floor with
wall are five sets of rotting, wooden cell doors, each sport­ a successful DC 1 5 Wisdom (Perception) check reveals
ing a window covered with bars. Along the east wall is an some drops of blood leading south. This was the trail of
archway leading to another chamber. a sloppy ghoul heading back to its lair (area 3 1 ) .
Two zombies are hiding behind the southernmost pil­ There is a secret door located o n the southern pillar. It
lar at the end of the hall. They deliberately move to can be found with a successful DC 1 7 Wisdom (Per­
attack any intruders approaching the entrance to area ception) check. If the trail of blood is discovered, it
22. One round after they are engaged, another pair of leads to the pillar, granting advantage on the check.
zombies appears from the northernmost cubicle (near­ Once located, the trip is a small button concealed near
est the stairs) , attacking the characters from the rear. the floor, which releases the door, which slides to the
Each of the remaining four cubicles also contains two right. Inside the pillar is a shaft some 30 feet deep, with
zombies, and another pair enters the engagement each iron rungs set into the stonework for easy descent. The
round until all 1 2 zombies are in battle. These mindless rungs are obviously used with some frequency and lead
undead use rudimentary tactics, such as trying to cor­ to area 3 1 .
ner the party in area 22. The zombies attack until slain
and if turned, retreat to the cells. AREA 23 - LITTERED STOREROOM

This pillared hall provides access to the five cells lin­ DM Note: Unlike most doors in the Dungeon, these
ing the west wall. Behind each ramshackle door is a are not stuck, and open rather easily with little sound. A
squalid, 1 O-foot-by- 1 0-foot cell. The floor of each is successful DC 12 Intelligence (Investigation) check re­
covered with nameless stains and some woody debris veals the hinges have been repaired and recently greased.
mixed with rubble. This floor of this 20-foot chamber is a jumble of debris,
Treasure. The zombies have no treasure, but a yellow­ rubble, and refuse. In the opposite corner of the room is
green peridot (500 gp) was long ago hidden behind a another door.
loose stone in the southernmost cell (the last to disgorge The mess of filth and broken junk is utterly unremarka­
zombies). If this cell is searched with a successful DC ble. The floor is considered difficult terrain. If the char­
1 1 Wisdom (Perception) check, the off-colored, loose acters dally here, have one (or more) characters make a
piece in the wall can be found. DC 1 1 Dexterity check. Failure indicates losing footing
in the debris and trash and falling prone. This grants
AREA 22 - TORTURE CHAMBER the occupant of area 24 a DC 1 3 Wisdom (Perception)
This chamber is covered with wispy cobwebs, and a fine check to hear the disturbance and become alert. There
coat of dust blankets the furnishings. The foul purpose is a 50% chance he comes to investigate in l d3 rounds.
of this chamber is all too obvious. Several intact wooden
tables, affixed with manacles, are covered with an array AREA 24 - LARGE ROOM
of metal hooks, spikes, and blades. One table still hosts a This large room reeks of animal waste intermixed with
bound skeleton. Along the east wall, which sports several a foul body odor. The floor is fittedflagstones and mostly
lengths ofchains ending in manacles, are several metal bra­ clear. Four equidistant, stone pillars, with a fifth in the
ziers along with an assortment of metal pokers and vices. center, support the ceiling, although it still sags in places. In
A skeleton dangles by its feetfrom a set of chains attached the northeast corner ofthe room is a pile offurs and other
to the ceiling. To the north and south are stone pillars, sup­ fabrics. Nearby rests a battered, wooden chest, its lid closed.
porting the ceiling.

0 Rj G i il .A. L A.DVE il'fV�S RE i il C .A. RJI.A.TE D • T H E TEJh PLE 0 F E L E lh E ilTA.L EVI L


Lubash, an ogre, has been lured here and into service for a bed and a large, unlocked, wooden chest for his
by baubles and the promise of fresh humanoid meat. treasures. Inside is a mess of worthless glass beads, brass
He immediately attacks intruders who do not wear the candlesticks (also worthless) , and other trash, along
symbol of the new Master (the yellow eye of fire; see with 823 cp, 46 sp, and 3 gp. However, by some trick
player handout 4). Those properly dad must still make of fate, a cloak of elvenkind is intermixed with the old
the secret sign (crossed arms before the face) to prevent carpeting and rags of his bedding. Unless a detect magic
the ogre's attack. Lubash waits for a moment or two, spell is used, it requires a successful DC 1 5 Intelligence
expecting the signal. He wields a massive, double-head­ (Investigation) check to distinguish this soiled cloak
ed greataxe (+6 to hit, 1 7 [2d l 2 + 4] slashing damage) from the other worthless bits of clothing.
with a battered and notched set of blades. He fights to Developments. Lubash enjoys the flesh of humanoids
the death, simply not knowing any better. and hopes to devour the slain at the first opportunity,
There is a secret door in the southeast corner of the tossing wounded and prisoners into room 25 for safe­
room. It can be located with a successful DC 1 7 Wis­ keeping. He pursues fleeing characters, but only as far
dom (Perception) check. Once a nearby pressure plate as the stairs (area 1 8) to the upper ruins.
is stepped on, the door's catch is released, although
now it needs to be pushed inward to reveal a concealed AREA 25 - OAK DOOR
1 0-foot-square passage/chamber. This is the landing for DM Note: This portal is heavily barred on the outside,
the secret stairs from area 7 in the upper ruins. There for this is the grisly pantry of Lubash the ogre. It can be
is another secret door on the east wall that can be lo­ easily opened from area 24.
cated with a successful DC 1 5 Wisdom (Perception)
7he floor of this 20-Joot-square chamber is covered with
check. This door is unlocked by pulling down two torch
damp straw. 7hree humanoids-two humans and a scraw­
sconces simultaneously.
ny gnome-cower in their squalid cell as the door opens.
Treasure. The ogre has a heap of old clothing and skins

0 RJ Gi ilAL A.DVEil'f'VR!OS RE i il CA R.._IlA'f'E D • TH E TE lll PLE 0 F ELElll E llTA.L EVI L


The chamber currently houses a pair of human com­ ningly concealed stone knob-is found, it can be twist­
moners who have undergone only mild torture (each ed counterclockwise to release the door catch. The door
one currently has only 2 hit points) plus the badly beat­ then pivots on a central pole. Beyond the door is an L­
en Knarfallan, gnome rogue (or just Knarf; see ap­ shaped corridor that leads to a winch, which is used to
pendix B for full stats, but he currently has only 3 hit haul the grate back up. The lowered grate is very heavy
points) upon whom Lubash intended to soon dine. The and requires a successful DC 20 Strength (Athletics)
tough and bony gnome will make a mere snack but will check to raise, although a character can use the Help
be a nice palate change, nonetheless. There is nothing action to grant advantage to another character making
else of interest in the chamber. the roll.
Developments. If rescued, the humans, Creg and Jai,
AREA 27 - RECRUITS
admit to being merchants and ask to be freed. The
gnome was caught spying on the Ruined Moathouse This oddly shaped chamber is about 40 feet wide and of
by the gnolls in area 29, and he, too, begs to be freed. similar depth. Several crumbled bedrolls are haphazardly
Both merchants promise large rewards for their release, scattered about a metal brazierfull ofglowing embers. Sev­
vowing to send the monies to Hommlet as soon as they eral blackened haunches of meat lay directly on the coals,
return to their homes in Dyvers. Four weeks after their the source ofa tangy scent in the air.
release, a passing caravan will deliver 1 00 sp per mer­ This is the lair of six bugbears, who have recently been
chant to the rescuers. recruited by the new Master (see area 35). Recent arriv­
The gnome gives a plain, iron ring to the character who als, they know that the Master is quartered somewhere
first agrees to release him. This ring is recognized 70% to the south. They enjoy going on patrol, but they are
of the time by gnomes within 1 00 miles of the area as a unsure of their exact task so are likely to attack first and
sign that the bearer is an ally. The bearer of this ring has ask questions later.
advantage on all skill checks during social interactions If any lights are used in the chamber to the south, these
with gnomes. creatures sneak forth quietly (Stealth +6) to investigate
Awarding Experience. If the merchants are rescued and attempt to ambush any interlopers. These brutes
and released, divide 25 XP for each prisoner between do not have javelins, so they seek to engage in melee as
the characters. Divide 50 XP among the characters if soon as possible. They fight to the death.
they release Knarf. Double these awards if the prisoners The brazier of glowing embers emits dim light in this
are escorted back to Hommlet. chamber.
Treasure. Each bugbear has 1 2 gp. The leader wears a
AREA 26 - UNDETECTED TRAP
bracelet, which is actually a silver necklace (450 gp) set
Concealed in the ceiling is a huge, iron grate that could with five chrysoprase gems (four small, worth 50 gp
fall from above at this point in the corridor. The un­ each, and one of larger size worth 1 00 gp) .
derside is even with the tunnel ceiling located 1 5 feet
above, and it's painted a grayish brown to blend with AREA 28 - DOOR
the stone. It requires a successful DC 1 8 Wisdom (Per­
Each of these portals is a fake and can be easily opened.
ception) check to locate, but only if the ceiling is inves­
When pulled open, a bare, stone wall is revealed behind.
tigated.
At the same time, a distant clangor echoes through the
Developments. The trap's two triggers are false doors, lower halls. This is the grate falling in area 26 . The DM
described as area 28, but located separately. should immediately make a wandering monster check.

AREA 26A - SECRET DOOR AREA 29 - ODD SIDE ROOM


As indicated on the map, there is a secret door along This oddly shaped chamber has several alcoves along the
the north wall just east of where the metal grate might north and south walls. The floor is clear, and several un­
fall. This door can be found with a successful DC 20 kempt bedrolls are scattered about. Several axes, shields,
Wisdom (Perception) check. Once the trigger-a cun- and bows are leaning against the opposite wall.

0 R.i Gi ilA L A.DVEil'tV� S RE i il CA R.._IlA'tE D • T H E TEJhPLE 0 F E LE Jh E ilTA.L EVI L


Herein is the lair of nine gnolls from the nearby wilds lin, Ogre, and their own tongue, but not Common,
recruited by the new Master (see area 35). Their leader which could be an interesting roleplaying opportunity.
is a brute with 35 hit points. There are only four bed­
Treasure. Each gnoll has 3d6 cp and 3d6 sp. The leader
rolls present, as the remaining five humanoids sleep in has 1 1 gp and a pretty lump of blue quartz ( 1 0 gp).
a tangle of soiled hammocks attached to the walls of
the northern alcove, which is more like a 30-foot-long Developments. If offered 6 gp or more each (triple that
corridor that has gone unfinished. A few poorly crafted amount for the leader), they gladly abandon their cur­
archery targets stuffed with rotting reeds are stored at rent station. If double this fee is offered and paid, they
the far end. become friendly, actually lead the characters to the pas­
sage toward the new Master's room, and divulge infor­
They wield battleaxes (+4 to hit, 6 [ 1 d8 + 2] slashing mation on the number of human guards. The gnolls
damage, or 7 [ l d l O + 2] slashing damage if wielded then proceed east to the exit and never return.
with two hands). These gnolls don't use shields (AC 1 3),
as they prefer to use their battleaxes with two hands and AREA 30 - POOL
employ longbows for ranged attacks. The gnolls attack
A short flight ofstone steps, slick with condensation, leads
intruders, fighting fiercely until half their numbers are
to this sunken chamber, perhaps 30feet on a side. The room
cut down. At that point, they are 75% likely to stop
is dominated by a pool ofwater nearly 20feet in diameter.
and offer to parley. They are not satisfied with their lot
A wet ledge surrounds the pool's placid surface. Along the
and can be swayed to indifferent with a successful DC
southern wall, the ledge is strewn with bleached bones.
1 3 Charisma (Persuasion) check. They have recently
lost six members while raiding to the east and south When the Dungeons were dug, this natural pool of wa­
of the ruins, are dissatisfied with their take of loot, and ter was found. As it is considerably below floor level,
are irate about the greater status accorded the newly re­ the area was dug lower, and the entrance to the pool
cruited bugbears (see area 27) . These gnolls speak Gob- enlarged. Some connection to an underground stream

[
I

l

0 R,j Gi il.A.L A.DVEil1'V�S RE i il C.A. RJI .A.1'ED • T H E TEJh PLE 0 F E L E Jh E llTA.L EVI L
must exist, for some time ago, a giant crayfish (see ap­ get corpses to eat from the new Master, and occasion­
pendix C) took the pool as its own. It now disputes ally prey on those not yet dead (from area 22) , enjoying
with any creatures entering, hoping to make a meal in some "sport" before dining. If turned, they retreat into
the bargain. The guards from area 33 hold it at bay by unused crypts. They have no treasure in this chamber.
prodding it with polearms while they dispose of bodies There are two crypts of note. The single crypt on the
no longer of use. east wall in the northern part of the room has a secret
When the characters enter, the creature hides near the door. It is partially open, so it can be easily discovered
bottom of the pool (approximately 20 feet deep in the with a successful DC 1 0 Wisdom (Perception) check.
center) . Although the water clarity is excellent, the lack Beyond is a cramped, 5-foot-high-and-wide passage
of light and the crayfish's natural coloration grant ad­ that leads to the secret door in the pillar in area 22. The
vantage to its Stealth check. If a creature approaches a western crypt on the southern wall has a broken-out
ledge, it attempts to attack with surprise. If it grapples a back wall, which leads to a foul, damp corridor trave­
target, it retreats underwater to consume its meal (once ling due south for about 30 feet. This corridor leads to
it stops thrashing about) . If reduced to 9 hit points or area 3 1A.
fewer, the crayfish retreats to a very deep central section A. Ghoul Den. The back of one of the southern crypts
of the pool and does not return for 24 or more hours. is collapsed, leading to an earthen tunnel, which is foul
Treasure. The monster has been fairly successful, and and damp. The 5-foot-high tunnel leads to a noisome
there are bones and litter in and around the pool. Near den, about 35 feet in diameter, with several natural col­
the back (northwest) edge of the pool are 1 7 cp, 30 umns formed when stalactites melded with stalagmites
sp, 19 gp, and a normal longsword. In the water on a from mineral-laden water seepage. In the middle of
ledge is a platinum pin set with a smallish ruby (2,000 these natural formations is the ghouls' nest.
gp) and a bone tube. Each can be discovered with sepa­ Treasure. Their treasure is scattered in the mess: 800 sp,
rate successful DC 1 5 Wisdom (Perception) checks seven vials of holy water, a potion ofmass undead control
if the water is searched. The pin is under a skull, and (see appendix D), and a scroll ofprotection (undead).
the tube rests under some bones. Unless searchers use In the west wall is another rough earthen passage about
their hands, either or both treasures may (50% chance 4 to 5 feet high. A trail of gold pieces ( l d4 per 1 0 feet of
for each) slip off the ledge and be lost below, unless tunnel) begins at area 3 1 B, leading generally westward.
grabbed with a successful DC 1 4 Dexterity check. The
tube is watertight but does not float. It contains spell B. Warrens. A warren of small burrows (3 feet in di­
scrolls offly, push (see appendix D), and stinking cloud. ameter and smaller) starts here. Medium-sized creatures
need to crawl through these twisting passages. After
AREA 3 1 - BURIAL CRYPTS about 30 feet of travel, the trail of gold ends. These
passages are very confusing. If the characters follow the
The corridor ends at a vaulted chamber that widens to 20
tunnels off the mapped portion, allow them to proceed
feet across. Thefar end opens up to create a T-shaped cham­
another 1 00 feet, and then tell them they are lost. It
ber. Lining the walls are burial niches, apparently unused requires a successful DC 1 5 Wisdom (Survival) check
as none ofthem appear to be sealed
to find a route back out. Each failure results in being
The builders of the Dungeon planned for a long ten­ lost for 1 hour.
ancy, although their expectations were not met. This Development. Wandering monsters encountered here
chamber was designed to provide access to numerous are giant rats or strange noises only.
crypts (22 in total, as depicted on the map). Most of the
niches are empty, but a few contain splintered coffins, AREA 32 - PASSAGE
wrappings, and gnawed and split bones (a sure sign that
The corridor here begins to gradually slant upwards,
all is not safe here) . which can be discerned by a character with the Stone­
Squatting in the south end of the room are four ghouls, cunning trait. A slight breeze of fresh air can be felt after
who attack as soon as they see intruders. These creatures traveling 1 00 feet beyond the edge of the map. After

e R.i Gi DA L A.DVEil'fV�S RE i D CA RJI A'fED • THE TEJhPLE 0 F E LE lh E nTA.L EVI L


another 300 feet of travel, the tunnel ends in a narrow AREA 34 - BARRACKS CHAMBER
opening amidst rocks, thick briars, and brambles. This DM Note: Quartered here are 1 2 NE human guards
is an exit from the Dungeons. and two human NE sergeants (see appendix B), all
armed and armored as those in area 33, except that six
AREA 33 - ROOM AND CORRIDOR
guards bear spears instead of crossbows. These six and
DM Note: At each position marked "X" on the map their sergeant are the reinforcements arriving in area
stands a NE male human guard, garbed all in black 33 if fighting occurs there. The new Master's lieuten­
with gold eyes of fire embroidered upon his tunic and ant (see appendix B) , a NE male human warrior, is also
cloak (see player handout 4). These six are the alert and here. He always stays near his liege lord and will accom­
fearless guards of the new Master (see area 35). Their pany him wherever he goes.
NE male human sergeant (see appendix B) is usually in
This 30-foot-square chamber appears to be a barracks. At
area 33, but he patrols the whole area regularly. Unless
least a dozen sleepingpallets line the north and west walls.
the characters are using Stealth, the three guards in the
Empty weapon racks line these walls. Flickering illumina­
corridor are ready to attack with loaded light crossbows
tion is provided by several lit torches.
if the door from area 32 is opened.
Most likely, the characters encounter the guards and
These guards are wearing scale mail and have shields
leaders posted here in a skirmish in area 33. Consult
slung over their backs. When wielding light crossbows
that area for tactics. There are 1 5 sleeping pallets all
(+3 to hit, range 80/320 ft., 5 [ l d8 + 1 ] piercing dam­
lined with fresh rushes for comfort. All the guards keep
age), they are AC 1 5 . When they switch to longswords
personal wealth with them at all times.
(+3 to hit, 5 [ l d8 + 1 ] slashing damage, or 6 [ l d l O + 1 ]
slashing damage i f used with two hands), they spend an In the 20-foot-by-40-foot room to the southwest are
action to retrieve their shields (AC 1 7). supplies for the guards. Several crates hold salted meat,
hard biscuits, dried fruit, and so forth. Several casks
Upon opening the door, you are greeted by a loaded cross­
hold watered-down wine and fresh water. There are also
bow aimed at your torso. The wielder is a human male,
mounds of fresh rushes and grass for bedding and for
wearing a black tunic bearing the symbol ofa blazing eye
two warhorses stabled at the south end of the place.
in yellow. Behind him is a long corridor and several more
Saddles, tack, and a lance are nearby.
guards, also armed with crossbows.
Treasure. Each guard carries 2d4 sp, l d4 + 1 gp, and
The three guards in the long corridor try to fall back to
1 d4 pp. Each sergeant carries double the coins and
area 33 and continue to use ranged attacks. When me­
wears a gold chain (50 gp) around his neck. The lieu­
lee is unavoidable, each quickly drops his crossbow and
tenant has 29 gems in his purse, each worth 1 00 gp
draws a longsword. They attempt to block passage fur­
(three amethysts, eight pieces of fine coral, nine red
ther down the corridor, aware that reinforcements are on
garnets, six pearls, and three tourmalines), and wears
the way. When attacked, a guard sends up a low hooting
a platinum chain of office ( 1 ,000 gp) in which a topaz
sound while engaging. This brings the others from area
(500 gp) is prominently set.
33, plus eventually (after 6 rounds) one of the sergeants
and all six spear-wielding guards from area 34.
AREA 35 - CHAMBER OF THE NEW
Treasure. Each guard has 2d4 sp, l d4 + 1 gp, and l d4 MASTER
pp. The sergeant has double those amounts of coin and
This chamber is lavishly furnished with thick rugs, wall
wears a gold chain of office around his neck (50 gp).
hangi,ngs, soft chairs, a couch, and cushions. Wines, liq­
Developments. Ifhalfthe guards or the sergeant are de­ uors, and dishes ofsweetmeats abound A brazier continu­
feated, the remaining ones all start howling. This brings ally burns, warming the place and sending a fragrant in­
the rest of their fellows from area 34 and the Master, as cense into the air.
well. These reinforcements take 1 d2 + 3 rounds to ready
The brazier emits dim light in this chamber.
themselves, and then 1 round to move to area 33 and
the northern part of the corridor. The new Master, Lareth the Beautiful (see appendix
B), resides in this chamber. An evil priest, he is the dark

0 N Gi ilAL ADVEil'f'V�S RE i il CARJIA'f'ED • THE TEDI PLE 0 F E L E Dr: E llTAL EVI L


be likewise dealt with, for Lareth wants no potential
usurpers or threats to his domination.
Lareth aids his guards' melee with his spells, keeping
a defensive posture while commanding his troops' at­
tacks. Before rushing to their aid, he uses defensive
spells as appropriate, such as sanctuary or protectionfrom
energy. He uses hold person on an obvious fighter-type
and silence to nullify a potential enemy spellcaster. He
follows that up with blindness/deafness or bestow curse
depending on the circumstances. He reserves at least
one slot for cure wounds. After using his spells, he gladly
wades into melee as an accomplished dual wielder. He
wields a mace in his left (off) hand and a staffofstriking
in his right.
Treasure. Lareth carries but 9 pp and one black opal
( 1 ,000 gp) . On his left hand is a ring of.free action which
grants him uninhibited movement through difficult
terrain, immunity to speed reduction, and immunity
to becoming paralyzed or restrained from magic effects.
His enchanted plate armor is black and sports the ele­
mental symbol of a burning eye (see player handout 4) .
His chamber contains several valuable objects. Silver
hope of chaotic evil; he is young, handsome, well-en­ serving pieces and goblets (total value 4,000 gp) and
dowed in abilities and aptitudes, thoroughly wicked, an alabaster box filled with unguents (total value 800
depraved, and capricious. Whomever harms Lareth had gp) are in plain sight. Hidden in a cabinet is an exqui­
best not brag of it in the presence of one who will in­ site piece of jewelry made with 1 0 matched fire opals
form the Demoness Lolth! ( 1 ,000 gp each) on a gold chain and settings with dia­
Lareth has been sent to this area to rebuild a force of mond chips (5,000 gp) .
men and nonhuman fighters to gather loot and restore Developments. If seriously threatened, Lareth will of­
the Temple of Elemental Evil to its former glory. He is fer all his nonmagical treasures, jewelry, and coins as
but one of many so charged, of course, but is looked ransom for his life. If Lareth is slain, there will be cau­
upon with special favor and expectation. He and his tious and discreet inquiries in Hommlet, as the servants
minions have been careful to raid far from this area, of Evil therein make every attempt to find out what
never nearer than three or four leagues, traveling on happened. If any of Lareth's possessions turn up, the
foot or riding in wagons of the traders from Hommlet. slayers are revealed. An evil human assassin comes to
None of the victims are ever left alive to tell the tale, the village in 5d4 days to eliminate the offender(s) . The
and mysterious disappearances are all that can be re­ DM is encouraged to handle this as she sees fit. Jaroo
marked upon. No trace of men, mounts, goods, wag­ and Terjon of Hommlet certainly aid those attacked,
ons, or draft animals is ever found. especially if the assassin is too powerful a challenge for
Evil to the core, Lareth is cunning. If a situation appears the neophyte adventurers. Alternatively, the DM can
in doubt, he uses bribery and honeyed words to sway replace the assassin with a spy with the Assassinate trait
the balance to his favor. He is tasked with gaining new (MM, p. 343) for a more balanced encounter. If the as­
recruits of all sorts, and gladly accepts adventurers into sassin is killed, nothing further is attempted.
the ranks (though he will test and try them continu­
ally) . Those who arouse suspicion will be quietly mur­
dered in their sleep. Those with too much promise will

0 N Gi IIA L ADVEIITVRJ:S REi II CAR..._II ATED • TH E TEJb: PLE 0 F ELEJb:EllTAL EVI L


CHAPTER SIX

Wandering and Wilderness Encounters

I llTE RLU D E : H 0 Jll: Jll: LET T0 to a semblance of normal activity-questionable at best,


for the place has always been rumored to house thieves,
llU LB brigands, smugglers, and pirates. But as Nulb stinks of
D M Note: Adjust the following to reflect the players' garbage andfilth, the Temple area reeks ofthefoul corrup­
actions in Hommlet. tion andpervading Evilfrom whence it was spawned. No
wonder that both places have again been le.ft to their own
The pleasant and seemingly peaceful village of Hommlet
devices.
turned out to be filled with intrigue, with agents of Cha­
otic Evil hiding within the hamlet. The supposedly deserted When the Temple of Elemental Evil flourished, earth­
and ruined Moathouse nearby held a new champion of quakes, storms ofall sorts, greatfires, andflashfloods struck
the nearby Temple of Elemental Evil. All of this brought areas nearby with seeming capriciousness. All that ceased
danger and difficulty to the members ofyour group, but it when the Temple was assaulted and sealed. You have been
also offered adventure, experience, and wealth. advised of all this and urged to go elsewhere to seek your
fame andfortunes. The unease which prevails upon those
You have either slain or driven offthe evil men and crea­
merely passing near the ruins shows that some wickedness
tures, and the able guardians ofHommlet-Jaroo, Terjon,
still haunts the place. There are many evil folk in Nulb,
Elmo, and the rest of the sturdy militiamen-can surely
and still greater perils amidst thefallen Temple.
see to it that their area remains clean of the taint ofEvil
hereafter. Having accomplished most ofyour goals, you Yet the lure ofsuch adventure beckons to you, drawingyour
must now look elsewhere for yet greater challenges (and party as surely as a lodestone draws iron. Warnings against
commensurate rewards). Ifagents ofthe Temple were still loss of life-or even worse fates-cannot counter the ir­
active in Hommlet, then there must certainly be work for resistible pull of treasures secreted deep underground, of
Jou at thatfountainhead ofwickedness. monsters still unbeaten, ofmysteries to be unraveled. There
are whispers of occult places beneath the interdicted Tem­
Just about a two days'journey afoot, east along the High
ple, where mighty Evil is yet wrought and noble folk are
Road, lies the disreputable community of Nulb, and the
imprisoned. With care and cunning, luck and great deeds,
Temple hidden in the hills nearby. This vile place spawned
caution mixed with boldness and daring, you andyour as­
much suffering, ruin, and death before the hosts of Good
sociates can win through to achieve exploits of the stuffof
brought it low and bound its power. It is evident that the
legend! The journey ofa hundred leagues begins with the
place was wounded but not slain, for dark things crept
initialpace, and the time for your sojourn has come.
into Hommlet under direction of someone or something
still lurking in the shunned edifice ofEvil How you and your fellow adventurers plan to overcome
the perils of the Temple is a matter that you must decide
The Upper Works of the Temple were thrown down and
for yourselves. Is it best to reconnoiterfrom Hommlet? Base
destroyed in the final siege of the war against its hordes.
your activities from the village of Nulb? Try to make a
Because ofits great power and evil, however, the conquer­
secure wilderness camp somewhere near the ruin? Or per­
ors did not actually raze the Temple proper, instead sealing
haps lodge somewhere within theforeboding Temple itself
its great doors and placing mighty wards ofall sorts upon
The decision is now. It is certain that both vast treasure
the place and the black labyrinth beneath. Even as great a
and horrible death await, so you must gain the one while
force as overthrew the Temple could not cleanly deal with
cheating the other. Fortune and the gods must smile upon
what lurked below.
such an undertaking.
Since that great battle, the Temple area has been shunned,
its ruins deserted. The nearby village ofNulb has returned

0 Ri Gi ilAL A.DVEil'f'VRJ:S RE i il CARJIA'f'ED • TH E TEJll PLE 0 F ELEJll E fiTA.L EVI L


P LAYE RS t H I ST0 RI CAL ll0TE S the Temple, fighting two battles along the way. 7he first
was conclusive, thought the forces of Good who held the
DM Note: The following is a summary of information field afterward, so they gained the reputation of victory,
assumed to have been obtained from various sources in and their ranks swelled with local men. 7he second battle
the village of Hommlet. Most or all of it should have saw a great sla.ughter ofkobolds, goblins, ores, hobgoblins,
been revealed to players at this time. The Dungeon evil men, and the like. 7he Temple was thereafter besieged,
Master should review it first, however, deleting such fell and its inhabitants put to the sword. It is reported by
passages that are incorrect in the campaign, and others some sources that the Temple and its precincts resisted com­
that may (in the DM's opinion) be too revealing as yet. plete destruction, but the majority state that the whole was
It can be presented as a read-aloud section, or just sum­ razed so that the cult could never emerge again nor could
marized information as the DM sees fit: anyfind where it onceflourished
For many years, a cult of Chaotic Evil flourished some­
where on the shores ofthe Nyr Dyv. Although the location neTES F0R TH E D U llGE0 n Jh:ASTER
of their Temple is lost, these facts regarding it and its fol­
The dungeons of the Temple of Elemental Evil are ex­
lowers are known.
tensive. It is quite likely that many long game sessions
7he cult was based on the premise that the elementalforces must be conducted before your players have exhausted
ofthe universe are Chaotic and opposed to mankind, and, its possibilities. You will, therefore, become not only in­
thus, are (from a humancentric viewpoint) Evil. 7he Tem­ timately familiar with the Temple but will also come
ple of the cult sought to destroy all works of Good and to to know the Village of Nulb as if it were your own. In
disrupt order. Its members were thieves, assassins, brigands, fact, the place is only briefly detailed so that you can, in
and the like. Fire was regarded as the first elemental evil, effect, make it so.
and its penchant for Chaos fitted the premise of the cult.
This adventure began in the Village of Hommlet, rough­
�ter was likewise worshiped as an even more powerful
ly 30 miles west and south of the edge of the Nulb area
force of Chaotic Evil in the form offloods, storms, and
map. Consult the Overland Map (map 1 0) for a view of
raging seas beating upon the la.nd and ocean vessels. 7he
epitome of Chaotic Evil, however, was regarded as a com­ the region surrounding both villages.
bination of air and earth, represented by bla.ckness and The players might wish to base their characters in
corresponding with the demonic Abyss. 7his combination Hommlet and ride to the Temple for adventures. This
was regarded as a complete negation ofmatter. exposes them to more random wilderness dangers, but
7he cult grew powerful and rich, attractingfollowers ofthe it does give them a more friendly home base than oth­
worst sort and offering them safety within the walls ofthe erwise, in all likelihood. If they inquire or search for
Temple stronghold. From this fortress would the followers themselves, they find that the only ford of the Imeryds
ride to rob, pillage, and la.y waste the la.nds about, tith­ Run is at Nulb, the next nearest being six leagues up­
ing the cult from the spoils of the carnage. Captives from stream. This chapter has a key to the Overland Map's
those raids were brought back to the Temple to serve as hu­ fixed encounter locations and random encounter tables
man sacrifices (children to thefire, men to the water, and to be used for such journeys.
women to the bla.ckest Evil) or to slave away their lives in If characters base themselves in Nulb, they can stay at
bondage. Besides the extensive Upper Works ofthe Temple, the hostel, or may attempt to buy a deserted structure
a deep la.byrinth beneath the pla.ce was constructed, but somewhere else in the place. It's the DM's option as to
virtually nothing is known about these dungeons except location and description, but the cost should be about
that they were inhabited by a plethora ofcreatures serving ( 1 d4 + 4) x 1 00 gp for the land and building, with an
Chaos and Evil. It is rumored that a demon took up abode initial asking price of at least double. A slow, hard bar­
in the deepest level to better receive the sacrifices to it. gaining session, requiring at least a few successful DC
1 5 Charisma (Persuasion) checks if the players don't
Eventually the neighbors of the Temple grew tired of these
depredations. All Good, both Lawful and Chaotic, banded roleplay the interaction, is required to get the price
down from the initial range. All repairs and safety meas­
together to form a mighty host. 7heir army marched to
ures must be accomplished by the characters, of course.

0 N Gi IIAL ADVEIITV RJ; S RE i II CAR!JATED • T H E TEJb: PLE 0 F E LE Jb: E IITAL EVI L


A party based in Nulb will certainly attract attention if after are a few brief ideas for your own development as
they are obviously of good alignment or well-heeled. A needed or desired.
few successful raids on the Temple draw prowling night
Hommlet and Nulb. If you expand the latter village in
monsters to the party-with some offensive aid from the manner given for the former, many natural devel­
the inhabitants ofNulb. Consult Table 5 below for suit­ opments will suggest themselves. New arrivals of typical
able encounters. A great load of booty brought to Nulb townsfolk should be fairly common, and NPC adventur­
by a weakened party is an open invitation to every pi­ ers will arrive with regularity. Some of the latter may be
rate, brigand, and town militiaman to band together of interest or use, available as hirelings or mercenaries.
and overwhelm the strangers to get the treasure! In any Some will have their own ideas for adventure and may as­
event, if there is continuing action in the village, the semble a rival party which the characters may encounter
DM might want to expand on the material presented now and again in their explorations. And, of course, few
and prepare more maps of the important locations (and are what they seem, and some may be quite powerful.
possibly some of its main buildings) , following the ex­
amples found in Hommlet. Think of the day-to-day life in these small villages and
imagine the needs of the local folk. A new mill or win­
As with the village, the Temple is reasonably well-or­
ery would not find much welcome, as these are already
ganized. While there is no particular rivalry in the vil­ represented in Hommlet. But a new blacksmith might
lage, the citizens are Chaotic and Neutral Evil by and provide a convenient excuse, in drawing off business,
large, so concerted action is limited in scope (i.e., num­ for Elmo and/or Otis to become a bit more active in
bers and time) . Nulbish folk make fast raids but are not their secret tasks. A new butcher, candlemaker, dairy­
prone to become involved in protracted plans and long man, fisherman, glassblower, hunter, milliner, and/or
sieges; they have other preferences. The Temple suffers potter might arrive and prosper in either village, per­
from the same attitude, and it has its rivalries as well. haps bringing news, hidden professional skills, or other
As with any adventure, be certain to read and familiar­ developments to the campaign.
ize yourself with all the material thoroughly before you If some minor but nevertheless entertaining foray
start this portion of the campaign. Adjust details to suit would provide a means for low-level characters to gain
your own concept of a fantasy milieu; personalize things those extra few experience points needed to gain a lev­
for your group; add things to make the work a more el, design an interlude accordingly. It need not fit any
complete setting for the action to come-and have at greater campaign purpose, but it should be logical to
it! It is a certainty that the adventures cause changes; the setting.
just accept them as they come, and amend accordingly.
As the local situation changes with the activity (or lack
F U RTH E R D EVE L 0 P Jh: E llT of activity) of the characters, any number of notewor­
thy events might occur. The factions of the Temple, be­
Though characters who start their careers in Hommlet ing chaotic and not well organized as yet, may decide
should, after finishing with the place, be able to take on on a brief and probably premature foray into the coun­
the villains of Nulb and the Temple, not all adventurers tryside. Some individual might arrive to replace Lareth
are lucky. Some characters will no doubt perish over the Beautiful (the evil priest stationed at the Ruined
the course of this adventure, and events do not always Moathouse, assuming that characters end his promis­
proceed as planned. As Dungeon Master, you should ing career). And as a greater challenge, evil elemental
gauge the progress of the players and characters alike. forces could be sent forth from the dungeons to test
If they need more seasoning before continuing to the the speed and severity of the reactions of the forces of
greater challenges, you may-and should-design and Good-a small and simple probe in the broader tactics
develop other adventures in the area. The details of such of Zuggtmoy, luz, and the rest. The King of Furyondy,
"side jaunts" are left entirely to you, but for this conver­ one of the greater powers concerned with and carefully
sion of the adventure, several are presented later in this watching the activity in this area, might send reinforce­
chapter. The myriad details of your campaign and per­ ments in response. The druidical leaders might counter
sonal preferences will suggest some natural outgrowths, with their own elemental powers and other forces of
as will the actions of the characters, ifwell played. Here- nature. Large-scale escalation is unlikely at this point in

0 Rf GiilAL A.DVEil'fV�S RE i D CARJIA'fED • THE TEJll PLE 0F ELEJll E ilTAL EVI L


the Temple's recovery, but the appearances and effects And where the water flows, creatures follow. A simple
of such developments might seem otherwise . . . boating jaunt, either upstream or down, can encoun­
ter river pirates and sundry random aquatic encoun­
L0 CATI 0 llS 0 F TH E RE GI 0 ll ters (freshwater only, of course) . Neophyte adventurers
should be discouraged from such endeavors to some ex­
These locations are depicted on map 1 0 .
tent, but those more seasoned might perhaps find other
Kron Hills. Nearly 20,000 rock gnomes live i n this hilly arms of the powers of Chaos and Evil lurking in the
region area. This is known to most of those nearby, as waters nearby. And who knows what things-or even
the gnomes were instrumental in driving the human­ kingdoms-lurk in the depths.
oid hordes from the Lortmil Mountains adjacent to the
Verbobonc. The obvious source of new adventurers to
southwest as well as playing a crucial role in the over­
replace those lost, this city also offers more and better
throw of the Temple a decade ago. The enclaves and ter­
equipment, a greater scope of information, and so forth.
ritories of the gnomes should not be invaded, but other
The spies of the rising Temple are here also and will fol­
caves and ruins aplenty lie scattered in the region. This
low those who seem to be on their mistress's trail. As this
is a natural setting for some other small dungeon of your
is a city of 1 1 ,600 and the capital of the Viscounty (total
own design, which can be tailored to challenge the par­
pop. 35,000), considerable design time is required for
ty's resources while remaining within their capabilities.
full details. Small portions-the palace ofViscount Wil­
Gneiss Vale. This is one of the more prominent rock frick, City Hall, and the mayor's residence, guild halls,
gnome settlements. Roughly 700 of them reside in a strongholds of the nearby gnomes and elves, etc.-may
well-defended vale with but one entrance. The walls suffice, if accompanied by general street descriptions
of the vale are adorned with caverns leading to mines, and a broad selection of random encounters.
workshops, and living quarters. The interior of the vale
Gnarley Forest. This deep wood stretches from the
has stone buildings to refine ore and perform animal
City of Greyhawk to the Kron Hills. Although it is
husbandry. The community is well known for their
mostly flat, there are some hilly areas along the western
mountain goat cheese, honey ale, and an abundance of
border. It is a temperate hardwood forest, full of oak,
skilled tinkerers. The latter are proficient in clockwork
maple, and birch trees, with a well-developed understo­
construction, favoring toys and useful everyday gadgets.
ry. The oak trees grow especially massive and typically
A near steady stream of merchant caravans comes and
sport twisted, gnarled trunks, likely the origin of the
goes from the Vale, bringing these devices to markets as
forest's name. It is abundant with deer, bears, smaller
far away as the City of Greyhawk.
mammals, and a wide variety of birds, including owls,
Gneiss Vale sent a contingent of footmen to fight in the hawks, and ravens. The dark boughs of the wood are
Battle at Emridy Meadows 1 0 years ago. Nearly 1 00 also stalked by larger beasts.
rock gnomes from Gneiss Vale did not return, but the
Humanoids are common in the forest, thanks to its
community proudly wears this as a badge of honor. A
proximity to the Wild Coast. Bugbears, gnolls, and
gneiss statue erected in the village center commemo­
ogres are all common, but the dominant humanoids are
rates these deeds. Today, Gneiss Vale can field a force of
ores, especially in the eastern borders. Although several
1 50 footmen wearing chain shirts, carrying small metal
nations lay claim to parts of the forest (including Fury­
shields, and wielding war picks and shortswords.
ondy, Celene, and the aforementioned Wild Coast) , it
Velverdyva River. The natural flow of the river is east­ is really an untamed wilderness scouted by a few score
ward from the lower Yatil Mountains and the Clatspur rangers and allied druids. The elves of the Faerie Nation
Range, southward through Veluna, past Verbobonc, and of Celene are perhaps the forest's most diligent protec­
continuing through the Gnarley Forest into the great tors, limiting lumbering efforts and overhunting.
Nyr Dyv, the Lake of Unknown Depths. One of its
The upper northwest corner of the wood is noticeably
sources is in the far northern Burneal Forest, in the land
forlorn and corrupted with a sinister malaise. This is
of Blackmoor itself! The Imeryds Run is a sluggish, tur­
the influence of the Temple of Elemental Evil and the
bid tributary that flows from the Gnarley Forest, quite
nearby village of Nulb.
close to Nulb, before winding its way to the Velverdyva.

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lmeryds Run. This is a sluggish arm of the great Velver­ valleys of the Kron Hills, in the shadow of the great
dyva River. Bargefolk and pirates ply this waterway Gnarley Forest. It avoids the dark wood entirely and
from the larger river to the seedy port of Nulb. Pas­ is considered the safest route, although not the fastest.
sage south requires active rowing, often performed by
DM Note: When rolling for wandering monsters along
scripted laborers or worse: slaves!
the Low Road, use the Table 2, but add 1 to the result
Emridy Meadows. These open fields, to the south and ( l d6 + 1 ) to determine what is encountered.
east ofVerbobonc and south of the Velverdyva River, are
The High Road. The High Road starts off as an unused
gently rolling, open lands. In these meadows 1 0 years trace road to the east of the Hommlet. It eventually
ago, the main offensive in the war against Elemental
turns north, passing through a sinking, bog-like fen be­
Evil took place here, which soaked up the blood from
fore passing the Ruined Moathouse. It then turns east
evil humanoids and good folk alike. Travelers on the and enters the Gnarley Forest. Although a faster route
road to the capital city often claim sightings of ghostly than the Low Road, the passage through the dark wood
contingents of footmen or hear the telltale thunder of is fraught with peril.
an unseen cavalry charge. A few locations here still reek
of evil and despair. DM Note: When rolling for wandering monsters along
the High Road, use Table 2, but add 2 to the result ( l d6
The Low Road. The Low Road is frequently used by
+ 2) to determine what is encountered.
travelers from Hommlet to Nulb and vice versa. Situat­
ed to the east of Hommlet, the road meanders through

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WA.fiD E Ri n G Dl: e n sTE RS TABLE 3 : RIVER/WATERWAY

There are several encounter tables presented, depending Use this table to generate wandering monsters while the
on the terrain the characters are traveling through. characters travel along one of the riverbanks (Velver-
dyva River, lmeryds Run, etc.) or on a boat. Encounters
TABLE 1 : MARSH/FEN have a 1 in 1 0 chance of occurring each hour. Roll 1 d6
Use this table to generate wandering monsters in any and consult the table for the appropriate encounter.
marsh/swamp area, such as the immediate area around 06 Encounter # App XP Source Notes
the Ruined Moathouse. Encounters have a 1 in 8 G iant 1 d4 450 Appendix (
chance of occurring each hour. Roll l d8 and consult crayfish
the table for the appropriate encounter. 2 G iant gar 700 Appendix C

08 Encounter # App XP Source Notes 3 Riverfo l k Varies 10 MM, p. 345 As


barge commoners
Ko bolds 2d6 + 2 2S MM, p. 1 9 S
4 Pi rate Varies Varies Varies See
2 Black bear 1 00 MM, p. 31 8 See
barge description
descri ption
s G iant 1 d6 so Appendix C
3 G iant frogs 1 d6 + 1 so MM, p. 32S
leeches
4 G iant 1 d3 + 1 2S MM, p. 329
6 Griffon 4SO MM, p. 1 74
weasels

s Sti rges 3d4 + 1 2S MM, p. 284 TABLE 4: GNARLEY FOR EST


6 W i l l -o'-wisp 4 SO MM, p. 301
Use this table to generate wandering monsters in any
7 G iant 1 d6 so Appendix C forested area, such as the immediate area around Nulb,
leeches
or other parts of the Gnarley Forest. Encounters have
8 Ghouls 1 d4 + 1 200 MM, p. 1 48 a 1 in 8 chance of occurring each hour. Roll 1 d8 and
consult the table for the appropriate encounter.
TABLE z: OPEN ROAD
Use this table to generate wandering monsters as the 08 Encounter # App XP Source Notes

characters travel along any of the depicted roads. En- Ankhegs 2 4SO MM, p. 21

counters have a 1 in 1 2 chance of occurring each hour. 2 Druid 4SO MM, p. 346
Roll l d6 (adding 1 or 2 to the die roll, respectively, if 3 Harpies 3 200 MM, p. 1 81
on the Low Road or the High Road) and consult the 4 Lizardfo l k 2d4 1 00 MM, p. 204
table for the appropriate encounter. s Press gang s 1 00 MM, p. 3so As thugs

06 Encounter # App XP Source Notes 6 Owl bear 700 MM, p. 249 See
description
Caravan Varies Varies Varies See
descri ption 7 Boars Varies Varies MM, p. 319 See
description
2 Tinkerers 2 Varies Varies See
description 8 Wolves 2d6 so MM, p. 341

3 Druid 4SO MM, p. 346

4 Pi lgrims 9 Varies Varies See


description

s Bandits 2d4 + 1 2S MM, p. 343 See


description
6 Cult 4SO MM, p. 34 S As cult
messenger fanatic

7 Gnol ls 1 d4 + 2 1 00 MM, p. 1 63

8 Griffon 4SO MM. p. 174

0 Ri G i ilAL ADVEil'fV � S RE i n CARJIA'fED • T H E TEJh PLE 0F E L E Jh E nTAL EVI L


TA BLE S: TEM PLE A R EA ANKHEGS
Use this table to generate wandering monsters in the A pair of mated ankhegs hide underground in the area,
blighted area around the Temple of Elemental Evil. seeking prey. If they detect vibrations, they burrow to
(Once the characters enter the hex containing the Tem­ the surface separately and appear on either side of their
ple, refer to chapter 8 for wandering monsters.) En­ targets. They are practiced hunting together in this
counters have a 1 in 6 chance of occurring each hour. fashion and break ground almost simultaneously. At
Roll 1 d8 and consult the table for the appropriate en­ least one attacks with a ranged acid attack before they
counter. dose in. Neither has anything of value.
08 Encounter # App XP Source Notes
BANDITS
Bugbears 1 d4 + 1 200 MM, p. 33
A small detachment of NE human bandits travels the
2 Cockatrices 2 1 00 MM, p. 42
road, returning from a semi-successful raid. All wear
3 Cult 450 MM, p. 345 As cult
studded leather armor (AC 1 3). Two are armed with
messenger fanatic
glaives (+2 to hit, 5 [ l d l O] slashing damage) and dag­
4 Gargoyle 450 MM, p. 1 40
gers (+3 to hit, range 20/60 ft., 3 [ l d4 + 1 ) piercing
5 Ghouls 1 d4 200 MM, p. 148 damage) , and the other three are armed with longswords
6 Swarms of 1 d3 so MM, p. 339 See (+2 to hit, 4 [ l d8] slashing damage, or 5 [ l d lO] slash­
ravens description
ing damage if used with two hands) and light crossbows
7 Gno l l s 1 d4 + 2 1 00 MM, p. 1 63 (+3 to hit, range 80/320 ft., 5 [ l d8 + 1 ) piercing dam­
8 Bandits 2d4 25 MM, p. 343 See age) . These latter three bandits wear scale mail (AC 1 5) .
descri ption If possible, the bandits try to keep the characters at a
distance using the polearms while the others perforate
them with bolts. There is a 20% chance a NE human
bandit leader (see appendix B) is with this group.

0 aj Gi ilAL A.DVEil'fV�S RE i il CARJI A'fE D • T H E TEJh PLE 0 F E L E Jh E llTA.L EVI L


Treasure. Each bandit has l d 1 2 sp, l d8 gp, and l d6 Nulb, and now only wish to reach the safety of the Tem­
pp, and they also carry a wooden trunk that contains ple. Although tired and hungry, they viciously defend
five bolts of fine silk (400 gp total), a sable fur ( 1 00 gp) , themselves if accosted in any way, and they eagerly at­
and a silver service set crudely wrapped in an old cloak tack if the opportunity to seize valuables or food presents
(cumbersome, but worth 200 gp) . itself. They wear chain shirts and use shields (AC 1 7) .
Treasure. Each bugbear carries 4d6 sp and 3d6 gp.
BLACK BEAR
There is a 20% chance this encounter is with Mobley, CARAVAN
Jaroo's black bear companion (see area 24, chapter 4) . Caravan trains in the region are either led by human
Mobley is a gentle, inquisitive beast and merely saun­ (60%) , gnome (30%), or dwarf ( 1 0%) merchants ( l d3
ters into the midst of the characters and sniffs about commoners) . A caravan sticks to the roads and typi­
looking for something to eat, preferably sweet. After a cally includes 1 d4 covered wagons, each pulled by two
few minutes, the bear disappears in the undergrowth. riding horses, or in the case of gnome or dwarf mer­
Mobley could also be used by the DM to come to the chants, 1 d3 + 1 ponies. There is a 40% chance a cara­
characters' aid if they are outmatched in another en­ van is escorted by 2d4 human or gnome guards wear­
counter, bursting onto the scene and tearing into the ing chain mail (AC 1 6) and carrying shortswords (+3 to
ranks of the characters' foes. hit, 4 [ l d6 + 1 ] piercing damage) and longbows (+3 to
Otherwise, the encounter is with an enraged, wounded, hit, range 1 50/600 ft., 5 [ l d8 + 1 ] piercing damage).
female black bear. A recent foray by trappers into this The wagons are full of trade goods. Roll l d6 to deter­
bear's den resulted in the death of her cubs, but she mine the trade good transported and its value.
escaped with two arrowheads lodged in her shoulder
(she currently has 1 2 hit points) . These arrowheads are 06 Trade Goods Value

noticeable to anyone within 1 0 feet that makes a suc­ Gnomish clockwork toys 1 ,500 gp
cessful DC 1 4 Wisdom (Perception) check. Normally 2 Exotic fruits and vegetables soo gp
docile unless provoked, the mother bear is now enraged 3 Dried fish 3oo gp
and attacks any humanoids she encounters, fighting 4 Elven wine soo gp
to the death. If the adventurers somehow calm her, re­
5 Weapons and armor 1 ,200 gp
move the arrowheads, and heal her, the beast wanders
6 Beer, mead, and ale 6oo gp
off to rest. The DM should award the characters double
the bear's normal XP amount in this case. If defeated Developments. If the caravan is human, there is a fur­
instead, her pelt is worth 200 gp. ther 20% chance they are brigands in disguise. In this
case, replace the guards with NE bandits and the mer­
BOARS chants with NE bandit leaders (see appendix B). They
There is a 60% chance that this encounter is with a pack hail travelers and invite them to share a meal together.
of 2d4 aggressive boars. Otherwise, it is an encounter After the wine and ale have flowed, the bandits turn
with a single giant boar. Both types begin the encoun­ on the characters and attempt to subdue and transport
ter with Charges. Once bloodlust sets in, they fight to them to the Temple as sacrifices.
the death.
COCKATRICES
BUGBEARS A mated pair of cockatrices have nested near the Tem­
A group of bugbears, somewhat haggard in appear­ ple's Upper Works, liking the gloomy environs. They
ance, are traveling to the Temple seeking work. Word plan to stay here and if allowed to do so, their nest
has gotten out (courtesy of Kelno; see area 225 in chap­ shall in time be filled with eggs. Near the nest is a shat­
ter 1 0) that a Temple faction is accepting bugbears into tered statue of a gnoll, only recognizable for what it is
the ranks and paying them well with loot and plentiful by characters making a successful DC 1 2 Investigation
opportunities to mistreat prisoners. These fellows have (Intelligence) check or a DC 1 4 Wisdom (Perception)
traveled far and run afoul of wolves on the outskirts of check.

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Treasure. Inside their nest, in addition to twigs and GARGOYLE
bones and scraps of leather and cloth, is a belt ofdwar­ This lone gargoyle has been tasked with carrying a ver­
venkind. bal message from the Temple to Lareth the Beautiful
in the Ruined Moathouse (see area 35, chapter 5). If
CULT MESSENGER
it spots the party, the gargoyle circles once overhead
A lone Temple messenger (a CE human female cult fa­ (never descending below 1 00 feet) , assesses the char­
natic) is traveling from the Temple of Elemental Evil acters and their equipment, and then swiftly makes for
to Hommlet. Vayne typically runs messages back and the Broken Tower (see area A, chapter 8) to alert the
forth from the Temple to agents of Evil in Hommlet bandit force there. The gargoyle does not fight unless
and Nulb and vice versa. She normally interacts with grounded or otherwise forced to defend itself.
Lareth in the Moathouse (see area 35, chapter 5), but
she is aware that the traders in Hommlet (see area 1 3 , GHOULS
chapter 4) also are agents. She often carries some port­ These ghouls lurk about, idly chewing the marrow out
able trade goods to have an excuse to visit the traders at of some long bones. All are happy to add some fresh
Hommlet to garner information. meat to their diet if they feel the odds are in their favor.
Treasure. The messenger carries 28 sp and 1 4 gp, and If outnumbered by three or more, they swiftly retreat
she has three fine, red garnets ( 1 25 gp each) tucked in­ towards the Temple, do their best to lose the party, and
side her left boot for bribing purposes. These can be descend to the lower levels.
found with a successful DC 1 3 Intelligence (Investiga­ DM Note: If this encounter is rolled during the day­
tion) check. time, the DM should roll again or choose a different
encounter.
DRUID
A middle-aged N human druid named Darr patrols GIANT CRAYFISH
the region between Hommlet and Nulb. He was pre­ This encounter only occurs if the characters are trave­
sent during the Temple's heyday years ago and suspects ling along the banks of the river. A giant crayfish (see
that remnants of Evil remain in the area, waiting for the appendix C) bursts out of the water with surprise, hop­
right moment to flourish. For the last several years, he ing to grab a creature {or two) and then retreat under­
has slain humanoids and other creatures seeking to de­ water. Once a victim has drowned, it is consumed at the
spoil nearby woods, but he has yet to discover the "great giant crayfish's leisure.
evil" that, he is convinced, cleverly hides somewhere in
the area. The druid's search has become an obsession, GIANT FROGS
and he has steadily lost contact with most people as he
A nearby seasonal bog has decreased in size, displac­
continues his lonely vigil. When encountered, he is ini­
ing this pack of giant frogs. Although they usually
tially suspicious, withdrawn, and taciturn (treat this as
hunt smaller game, this group of frogs are not above
indifferent), but he can offer basic directions about the
attacking any small characters (dwarves, gnomes, hal­
Nulb area and warns the characters that the ruins of the
flings) they encounter. Their hunger causes them to at­
Temple proper are home to hostile ravens and possibly
tack even large parties without hesitation, and they will
bandits, should the party win his trust (that is, if he is
not retreat unless confronted with loud or destructive
swayed to friendly) .
magic.
Development. He does not join the party (if an offer
Treasure. In the gut of the largest frog, only found if
is made), instead desiring to work alone, but if charac­
the creature is cut open or a detect magic spell is em­
ters impress him as being exceptionally courageous or
ployed, is a ring offeatherfalling.
helpful, he gifts a potion of healing to the group before
departing. GIANT GAR
The giant gar (see appendix C) is just over 20 feet long
and hiding in a bed of submerged weeds. Unless the

0 Iti Gi ilAL ADVEilfV�S RE i il CA R!J AfED • THE TEJh PLE 0 F ELEJhEilTAL EVI L
characters make a successful DC 1 4 Wisdom (Percep­ pony, or mule, the beast swoops down and seizes the
tion) check, they are surprised by the attack, as the mas­ animal in its talons and returns to its lair in the Kron
sive fish launches itself out of the water. If it hits, the Hills (see area 2, below) . The griffon swiftly retreats to
target must make a successful DC 1 3 Strength saving the skies if confronted with force or magic.
throw or get knocked into the water. If its initial attack
misses, there is a 30% chance the giant gar swims away HARPIES
looking for easier prey. A trio of harpies are resting on a skeletal, leafless tree.
They immediately begin singing if they encounter the
GIANT LEECHES party, seeking to charm as many characters as possible.
The characters come across a small pond covered with If one is defeated, the other two flee via flight. There is a
thick algae. On the opposite side, perhaps 50 feet away, 20% chance they stalk the characters and ambush them
can be seen an outstretched skeletal arm and a metal again, seeking revenge for their fallen sister.
helm poking out of the water. The body is an old skele­ Treasure. Each carries a valuable piece of jewelry. One
ton of a bandit. The helm is gilded with silver ( 1 45 gp). has a platinum necklace set with tiny garnets (360 gp) ,
Buried in the mud is a shortsword that can be found one has a gold bracelet with leaf designs ( 1 50 gp), and
with a successful DC 1 3 Intelligence (Investigation) the last has a silver earring shaped like a hanging dagger
check. (25 gp).
The pond is maybe 4 feet deep, but it has a mucky bot­
tom and is considered difficult terrain. Several giant KO BOLDS
leeches (see appendix C) inhabit the pond concealed A small band of kobolds has encamped against a large
under the mats of algae. They attack any warm-blooded tree stump. They have sought out the Moathouse Ru­
creatures that enter the water. ins in the hope of finding lost weapons or forgotten
If this encounter occurs on the river, it only occurs if loot. But, they never breached the walls as one of their
the characters are actually in the water. number was swallowed by a giant frog, and they fled,
dispirited. If confronted with any force, they either seek
GIANT WEASELS to retreat or attempt a parley if one more of their num­
These giant weasels are out foraging. They are hungry, ber falls. If a parley occurs, they offer to leave the area
but they will not attack unless cornered or they encoun­ peacefully and faithfully follow through on this prom­
ter a lone, small character. ise. They seek to return to their home in the Gnarley
Forest.
Treasure. If slain, a giant weasel pelt would be worth 50
Treasure. Between all of them, their total treasure con­
gp to a trapper.
sists of 8 sp and 14 ep.
GNOLLS
LIZARD FOLK
If encountered near the Temple, these gnolls are loyal
to the priests and are out running an errand. If encoun­ A band of lizardfolk are traveling back to their tribe.
tered on a road away from the Temple, these gnolls are This group hunts and makes sweeping patrols of the
part of the Broken Fang Tribe (see area 4, below) . Either area around their tribal lair. They are careful not to ap­
group attacks if they feel they have an advantage over proach Nulb too closely and tend to avoid human con­
the party. Broken Fang Gnolls are 50% likely to flee if tact if at all possible. If approached, they pull back into
half their numbers are defeated. the cover of the undergrowth, threatening those that
get too close with raised javelins. They do not desire
Treasure. Each gnoll carries 2d6 gp. conflict, but due to recent conflicts with Nulb sailors,
they will attack if followed.
GRIFFON
Treasure. They carry giant frog meat and fish tied to
A solitary griffon, one of a mated pair, is flying some
branches, but no conventional treasure.
600 feet overhead and has spotted the party. If a likely
target presents itself, especially an unattended horse,

0 RJ Gi ilAL ADVE ilTV NO S RE i il CAR.!IATED • TH E TEJb: PLE 0 F E L E Jb: E llTAL EVI L


OWLBEAR PIRATE BARGE
There is a 20% chance this encounter is with the Pirate barges are more commonly encountered along
winged owlbear that lairs at area 8 (see below) . If this the Velverdyva River, but they occasionally travel up
is indicated, the winged owlbear is in flight, hunting. It the Imeryds Run to put into port at Nulb. The 30-foot
uses its Flyby trait to harass the characters. It replaces barge has 2d4 + 3 NE human pirates led by a LE hu­
its claws attack with a grapple attempt. If that succeeds, man pirate captain (see appendix B). Belowdecks are
it manages to grab a Medium or smaller target and lift 1 0 slaves and/or conscripted laborers (human com­
it 20 feet before purposefully dropping it, causing 7 moners of various alignments) forced to row under the
(2d6) bludgeoning damage. If the characters defeat the unforgiving supervision of a wicked NE human pirate
winged owlbear as a wandering monster, it cannot then first mate (see appendix B).
be encountered in its lair. At the aft of the barge is a locked (the captain and
Otherwise, this encounter is with a normal owlbear. first mate both have keys) cargo hold. The lock can be
It tracks the characters for a few hours using its Keen picked with thieves' tools and a successful DC 1 5 Dex­
Sight and Smell trait, then it springs an ambush (Dex­ terity check. The cargo hold could have the following:
terity check at + 1 to hide) from the undergrowth with
06 Commodity
a mighty bellow. It recently woke up from a long slum­
1 -2 Noth ing
ber, so it is ravenous and fights to the death.
3-4 Ale, rum, and moonshine (400 gp total)

PILGRIMS s so 1 /2-l b. si lver i n gots (25 sp each), individual ly marked


with the Verbobonc coat of arms
A group of pilgrims (human commoners) clad in sim­
6 3d4 slaves (human commoners)
ple clothing travel the road on their way to visit the
nearest church of St. Cuthbert. They are unarmed, al­
PRESS GANG
though each carries a walking stick that can serve as a
quarterstaff ( + 2 to hit, 3 [ 1 d6] bludgeoning damage, or This surly gang of CN human thugs looks to impress
4 [ l d8] bludgeoning damage if used with two hands). lone individuals (if possible) or smaller numbers of
They are simple folk, quite religious, and ask if the party weak-looking targets and drag them back to the docks
has food or drink they can spare. If the party accommo­ behind the Waterside Hostel (area l , chapter 7) to serve
dates them, they have an impromptu meal by the side upon their cog, which departs in the morning. Larger
of the road while espousing the virtues of St. Cuthbert. groups (four or more characters) that are openly armed
All can offer basic directions to Hommlet or Nulb, but are not so targeted, but instead subjected to a few in­
little else. sults from these scoundrels before they depart. All wear
leather jerkins reinforced with metal rings (treat as
One of the nine, however, is a female human spy studded leather; AC 1 2) and wield clubs (+4 to hit, 4
named Cidninthia. This clever lass has fallen in with
l the group, dressing and behaving similarly, as she hopes
[ l d4 + 2] bludgeoning damage). Each gang member
also carries a large, thick-stranded net granting them a
to enter the church with them and then slip away with new attack action:
a few (hopefully gold!) artifacts. The thief is true neutral
in alignment and although not aggressive, she is quite Net: Ranged Weapon Attack: +4 to hit, range 5/1 5 ft. ,
greedy and does not wish to see her cover blown. She is one Large or smaller creature. Hit: The target is re­
not rash and plays her part well, but if discovered she strained. A creature can use its action to make a DC 1 0
tries to create a distraction and flee. Under no circum­ Strength check, freeing itself or another creature within
stances does she join the party, as she prefers working its reach on a success. Dealing 5 slashing damage to the
alone. net (AC 1 0) also frees the creature without harming it,
ending the effect and destroying the net.
Treasure. Hidden beneath Cidninthia's simple robes
are two small daggers and a belt pouch that holds 1 8 gp Targeted opponents are attacked with the net first. Net­
and three zircons (50 gp each) . ted targets still putting up a fight are clubbed into sub­
m1ss1on.

0 Jtj Gi DAL ADVEil'fV�S RE i D CARJIA'fED • THE TEJb: PLE 0 F E L E Jb: E DTAL EVI L
cessful DC 1 3 Wisdom (Perception) check notice some
odd movement within. If the characters pass close by,
they are swarmed by these ravenous bloodsuckers. They
seek to satiate themselves on blood before flying off to
digest their meal.
Treasure. Inside one of the nearby bushes is the remains
of the stirges' last meal: the desiccated body of a trave­
ling merchant clad in foppish garb. It can be located
with a successful DC 1 4 Wisdom (Perception) check.
On the body is a dagger with a mother-of-pearl grip (75
gp), a waterskin full of red wine, a haversack holding
one week's rations and a bedroll, a small sack holding
22 sp and 42 gp, and a broken silver necklace (worth 20
gp as is, or worth 1 00 gp if a mending cantrip or similar
efforts are made to repair it) .

SWARMS OF RAVENS
There is a 70% chance this encounter is with l d3
swarms of ravens. Otherwise, the characters encounter
l d6 + 2 giant ravens (see appendix C). The giant ra­
vens are more aggressive and are likely to attack.
These malign birds have dwelled near the ruins of the
Temple for some time, and they are friendly with the
Treasure. Each thug carries l d8 sp and l d4 gp, and in inhabitants of the Broken Tower (see area A in chap­
addition, one wears a silver earring (30 gp) and carries a ter 8). If they spot humanoids that they do not recog­
pearl ofpower tucked inside a slit in their belt (although nize wandering the ruins, especially those who are not
they are unaware the pearl is magical). It requires a suc­ garbed as Temple worshipers, they immediately begin
cessful DC 1 7 Intelligence (Investigation) check to find to emit harsh, grating caws and then shrill alarm calls.
the pearl. At the DM's option, the occupants of the Tower may
hear this warning, or it could attract another wandering
RIVERFOLK BARGE monster. The birds are cunning, but cowardly, and they
These barges never occur on the Imeryds Run (reroll only engage the characters if the opportunity exists for
or consider this a non-encounter) . The fleet consists of a quick strike at the eyes or perhaps to swoop in and
l d4 barges, each about 20 feet long and nearly as wide. snatch away a loosely held wand or another small item.
Each barge is sailed by an extended family of 1 d4 + 2
members (human commoners of various alignments) . TINKERERS
They are simple folk and traders. They have little use Two rock gnome tinkerers from Gneiss Vale are making
for coin but would be interested in mundane supplies their way from Nulb towards Hommlet in a wagon led
or interesting foodstuffs. They have silks, cloth, herbs/ by two brown ponies. Their guard dog, Prince (a faith­
spices, and dried fish to trade. They are also a great ful mastiff) , sleeps inside their crowded wagon. Busi­
source for rumors regarding the region. ness has been lousy, and they had to fight off thieves in
Nulb, so they eagerly (if somewhat cautiously) advertise
STIRGES their wares as the party draws near. They offer the fol­
A roost of stirges inhabit some low shrubbery and low­ lowing services:
er tree branches, though alert characters making a sue-

0 Rj G i il A L ADVEil'f'V� S RE i il CARJIA'f'ED • TH E TEJb: PLE 0 F ELEJb:EllTAL EVI L


Service Cost • A lantern
Mend clothi n g , sp • A small anvil
Repai r armor 1 0 gp • Two wooden chairs
Repai r s h ield , gp
• A small, painted portrait of a comely female gnome
Repair tool 2 Sp
• A set of thieves' tools in a leather sheath
Repair weapon , gp
• A satchel of kindling
DM Note: Most repairs take l d4 hours. They cannot
perform the above services on magic items. • Flint and steel in a small leather case

These gnomes are considered commoners, but each • Clay tankards and plates
one has the following changes: • A full wineskin (high quality Celene Crimson worth
30 gp)
• It is neutral good.
• A large sack holding a wheel of cheese, hard rolls, as-
• Its Intelligence is 1 2 (+ I ) and Constitution is 1 1 ( +O) .
sorted tubers, apples, and a string of sausages
• It has a walking speed of 25 feet. • Three empty coffers
• It has darkvision out to a range of 60 feet. • A belt case holding three nonmagical wands
• It possesses a set of tinker's tools. • A set of teacups painted with nymphs (40 gp)
• It has these additional traits: • A bag of holding that appears to be a rough, burlap
Artificer's Lore: Whenever the gnome makes an Intel­ sack that currently holds 22 small silver ingots (50 gp
ligence (History) check related to magic items, alchem­ each)
ical objects, or technological devices, it can add twice • A small, locked chest (one tinkerer has the key; oth­
its proficiency bonus, instead of any proficiency bonus erwise, it can be picked with thieves' tools and a suc­
it normally applies. cessful DC 1 4 Dexterity check) that holds 8 1 gp and
Gnome Cunning: The gnome has advantage on Intel­ 1 2 fine amethysts ( 1 00 gp each)
ligence, Wisdom, and Charisma saving throws against
WILL- 0'-WISP
magic.
The stench of death that pervades the Ruined Moat­
Tinker: The gnome has proficiency with artisan's tools
house has drawn a will-o'-wisp from the nearby fens.
(tinker's tools). Using those tools, the gnome can con­ It emits an erratic light that may be confused with a
struct a Tiny clockwork device. (See Player's Handbook,
flickering torch or lantern in the hope of drawing easy
p. 37 for details.)
prey. If the characters make a successful DC 1 6 Wis­
If threatened by the characters, they whistle for their dom (Perception) check, they recognize something un­
dog. If faced with a particularly dire threat, one makes natural about the distant light. The will-o' -wisp tries to
use of a ring ofthe ram to repel hostiles and then they lure victims into a bog, or into another encounter, only
both attempt to flee. to wink out. It delivers an electric shock attack to any
Inside their wagon is a profusion of junk and assorted potential targets that come close enough.
items, most of it available for trade, including:
WOLVES
• Numerous tools (especially hammers of all sizes)
Packs of wolves are common in the region. This one
• An 80-foot coil of thin (but strong) rope picks up the scent of the characters and stalks them for
• A ball of string hours. They finally attack near sunset, coming in from
several directions, and then falling back to confuse crea­
• A sack holding metal door hinges, nails, doorknobs,
tures about their true numbers. The pack is dispersed if
chest clasps, and similar metal objects
half its numbers are defeated or if flashy magic is em­
• Cooking pans ployed.

0 N G i ilAL .ADVEil'fV�S RE i ilCARJIA'fED • THE TElll PLE 0 F ELE lll E ilT.AL EVI L
WI LD E Rll E S S E n c e u nTE R A.REAS
The following key describes set encounters located
throughout the region around the villages of Hommlet
and Nulb, the Ruined Moathouse, and the Temple of
Elemental Eail. Please refer to map 1 0 for the location
hex of each of these set pieces. Some of the encounter
areas have their own maps, as described in the text.

AREA 1 - DESECRATED FIELD


This patch of forsaken plains in the Emridy Meadows
hosted a deadly skirmish between the forces of Good
and the horde of the Temple a decade ago. Noth­
ing grows here to this day as the soil is scorched and
despoiled with evil, with bleached humanoid bones
strewn about. Jutting up on the landscape is the odd
weapon, be it a sword blade, mace head, or polearm
blade. At night, eerie green lights are often observed
flitting about this field.
If a living creature enters this barren patch of land, five
skeletons animate and spend an action crawling from
their shallow grave. Five more undead footmen animate
and rise each round until 25 assemble. They methodi­
cally advance in unison, mouthing a silent war cry. They L2. NEST
can't leave their forsaken field which is about 500 feet in The griffon's nest is about 20 feet in diameter and com­
diameter. If defeated or turned, these unquiet dead rise posed of leaves, branches, feathers, and woody debris
again 24 hours later. from the previous roof There is a 50% chance one of
the griffons is out hunting (see "Wandering Monsters"
AREA 2 - GRIFFON LAIR above for details). Otherwise, both are here. They fight
A ruined tower sits atop a lonely, flat-topped hill in to the death to protect a recent dutch of five eggs.
the northern reach of the Kron Hills. The square keep Treasure. The eggs are due to hatch in a few weeks and
was once a signal tower and housed a small garrison of would be worth 500 gp each to the right buyer (likely
troops from Verbobonc. It has long since been aban­ to be found only in Verbobonc or another large city).
doned, and now is the lair of mated pair of griffons. Several griffon feathers (3d6) can be collected from the
nest (2 gp each).
KEY TO TH E GR.i F F O il LA i R._
( Jh:A P I I ) L3. TRAPDOOR
Partially obscured by the nest and woody debris on the
L I . TOWER floor is a hidden trapdoor that requires a successful DC
The northwest corner of the structure once sported a 16 Wisdom (Perception) check to locate. It takes 10 min­
round tower, but it has since collapsed, with most of utes to dear the rubble off the door, which is barred from
the rubble tumbling down the diffside. The resulting below. It requires a successful DC 1 8 Strength (Athletics)
gap provides access to areas L2 and L3. The rest of the check to break or it can be smashed open (AC 12, 1 5
keep is but a shell of four walls about 40 feet high. The hit points). Below is a small, 20-foot-square cellar, but
wooden roof has collapsed. no stairs or ladder. The floor is 1 5 feet down. Inside the
dusty chamber is a cache of weapons and armor, all in
fine condition. The weapons and armor include:

0 RJ Gi ilAL ADVE ilTV � S RE i il CARJIATE D • TH E TEJh PLE 0 F E L E Jh E ilTAL EVI L


MAP 1 1

The Griffon
Lair

• Twenty longswords AREA 4 - RINGFORT OF THE GNOLLS


• Twenty morningstars Located deep in the Kron Hills west of Hommlet is a
• Twenty heavy crossbows ringfort inhabited by a tribe of gnolls. These gnolls did
not build the fort, once a self-sufficient community of
• Forty daggers
farmers and monks. Instead, they took it by force and
• Ten suits of ring mail used it to launch patrols and offensives throughout the
• Ten suits of chain mail region. But, once the ranks of the Temple horde were
being rebuilt, many of these gnolls pledged loyalty to
• Ten breastplates
the Temple. Today, this tribe is on hard times, barely at
• Twelve shields 20% of its former size.
Developments. The elf big game hunters at area 9 The tribe was called the Yellow Fang Gnolls, but their
would very much like to know the location of this lair leader (see area RI 0) has renamed them the Tribe of
and are willing to trade for information on it. the Broken Fang. This does not sit well with the others,
who continue to leave on a weekly basis. There are 26
AREA 3 - ON THE ROAD TO HOMMLET gnolls left living here, although they can be encoun­
If the optional prelude encounter in chapter 3 is used to tered in a variety of locations. There is a 20% chance
kick off a campaign, it occurs here. 1 d6 + 1 are out on patrol as well.

e zj GiITAL A.DVE IT'f'VRJ:S RE i IT CARJI A'f'ED • THE TEJhPLE 0F E L E Jh: E llTA.L EVI L
0 J\i Gi il .A. L A.DVEil'fVRJ: S RE i il C.A. RJI .A.'fED • TH E TElh PLE 0 F E L E lh E llTA.L EVI L
KEY TO TH E GIT O LL R6. STONE HUT
Ri il GF O R.f ( IlI A P 1 2 ) There are 1 0 of these stone huts. Former living quarters
for the farmers and monks, there is a 50% chance each
R I . HIDDEN PIT TRAP one of these now houses l d4 gnolls. The interior of
each is messy with broken furniture, debris, and ham­
There is no door blocking entrance to the community.
mocks for sleeping.
It was destroyed during the gnoll attack, and they never
bothered to rebuild it. Instead, there is a concealed, Treasure. If gnolls are present, each maintains a small
20-foot-deep pit. It can be detected with a successful cache of wealth: 3d6 sp, 2d6 gp, and a 1 5% chance per
DC 1 4 Intelligence (Investigation) check. It can be dis­ gnoll for a small art object (worth l d8 x 1 0 gp).
abled with thieves' tools and a successful DC 1 5 Dex­
terity check. Falling into the pit causes 7 (2d6) bludg­ R7. RUINED BARN
eoning damage. There is a catch to keep the pit sealed This is a ruined barn. The roof has fallen in, and the
that can be controlled with a lever in area R2 . door is off the hinges although propped up for effect.
Inside are 1 0 stalls. Four of them contain mistreated
R2. FORT WALL riding horses. These were recovered in a raid and will
The wall is 1 5 feet high and flat with no railing. Access be traded or eaten in a few days.
is provided by four sets of stone stairs as indicated on
the map. The wall is patrolled by two gnolls, ready with RS. GREAT HALL
longbows. They can control the release of the pit trap This was the great hall of the community and is in rela­
from up here. tively good shape, aside from a few roof leaks. Broken
Development. If the ringfort comes under attack, sig­
furniture and overturned benches and tables are strewn
nified by the pit trap being triggered, other gnolls from about. At the far end of the hall is a blazing firepit with
ateas R6 and R8 begin to arrive in waves of l d4 every a giant boar roasting on a spit. This location is used as
other round until 1 2 are perched on the wall. They use a gathering place for the gnolls to eat, drink, and get
their height advantage to pelt the attackers with arrows. rowdy. At any given time, there are 2d6 + 1 gnolls here
'
along with a gnoll pack lord and 1 d4 hyenas. They are
tu. GIANT HYENA PEN feasting and drinking ale from casks recently taken on a
raid. These are among the last to respond to a summons
This once was a livestock pen. Now, the gnolls have
elsewhere.
converted it to a giant hyena pen. Four of these giant
beasts roam about the enclosed structure. If incited by Treasure. The gnoll pack lord wields a + 1 greatsword
creatures (not gnolls), they can easily escape over the instead of a glaive ( +6 to hit, 1 1 [2d6 + 4] slashing dam­
poor-quality fence and attack. age) . A shield used as a serving platter is painted with a
gold symbol of St. Cuthbert (45 gp). Each gnoll carries
R4. OVERGROWN GARDEN 2d6 gp. The pack lord carries 4d6 gp and wears a gold
This was once a large vegetable garden. As the gnolls chain ( 400 gp).
prefer meat, the garden is now a tangled mess of vegeta­
tion and high weeds. It's the perfect location to hide, R9. RUINED SILO
however. This is a ruined grain silo. The roof has collapsed, and
the spoiled grain is soggy and moldy. There are 1 1 giant
RS. STONE WELL rats here that attack if disturbed.
Located in the open courtyard is a small, stone well
with a weather-beaten, wood canopy. A battered bucket RIO. OLD TEMPLE
attached to a coiled rope rests nearby. The well is 50 feet This stone building was once a temple dedicated to the
deep, with cool, refreshing water filling the bottom 1 5 Old Faith. It has now been corrupted by the gnolls, and
feet. Seventeen hyenas roam the courtyard in packs of the walls are covered with Gnoll insults and vulgarities
l d6 each. written in blood, although the stone altar is not des-

0 N Gi ilAL ADVEil1'V�S RE i il CARJIA1'ED • THE TEJb: PLE 0 F ELEJb:EllTAL EVI L


ecrated. The area is stalked by a degenerate gnoll fang Some items stashed by the bandits in the farmhouse for
of Yeenoghu. This demonic spawn is the leader of the later retrieval remain there.
tribe, but instead, she spends all her time here, ignoring
Rumors still swirl about the place being the lair ofTem­
the needs of the tribe, wallowing in self-pity and going
ple bandits or being a Temple outpost, a rumor that the
mad at demonic whispers as the Temple nearby rises druid Darr (see "Wandering Monsters") may share if
and culls her gnoll warriors. encountered. Characters may also hear these tales from
Treasure. There is a hidden compartment on the stone anyone met on the road that isn't of evil alignment.
altar that can be found with a successful DC 1 6 Intel­
ligence (Investigation) check. Inside are three potions of KEY TO TH E ABAil D O il E D
healing and two spell scrolls (healing word and lesser resto­ FA R..._Jn STEA D ( Jb:A P 1 3 )
ration). The gnolls are unaware of this cache.
Developments. In a few weeks, this tribe will cease F l . THE HIGH ROAD
to exist. The gnoll fang will go on a killing rampage, The road here appears disused and disquieting, little more
slaughtering the few loyal warriors left that did not than an overgrown dirt track .fomked with sickly, dun­
pledge to the Temple. colored shrubs and nettles. Harsh bird cries mix with low
croaks, echoing through the area.
AREA 5 - THE VILLAGE OF HOMMLET
The OM is advised to play up the ominous atmosphere
See chapter 4 for a detail description of this village. here. There are spans of eerie silence punctuated by odd
sounds, and even at midday this track is gloomy.
AREA 6 - THE RUINED MOATHOUSE
See chapter 5 for a detailed description of this adven­ F2. NARROW MIRE
ture site. The road narrows here somewhat, crowded by thick bushes
and stunted trees to either side. The sickly-looking saplings
AREA 7 - ABANDONED FARMSTEAD
cast odd shadows that crisscross across the path ahead. The
The High Road passes close to a dilapidated farm, some edge ofthe road drops offsteeply to the south, giving way to
nine leagues (as the raven flies) from Nulb. This farm more shrubs, high grass, and muddy pools below.
has been uninhabited for about eight years and has a
sinister, perhaps cursed, history. The original owners of This area is home to a swarm of insects that hungrily
the farmstead made a go at an honest living here, but bite any warm-blooded creatures that enter the area.
the proximity to the Temple and Nulb provided little Due to the thick mud, this area should be considered
security, and the fields failed to bear any crops. After difficult terrain.
only a short time, the owners decided to head west and
F3. BARN
began packing their necessary possessions in their haste
to depart. A decrepit barn stands here, barely, as the structure has not
been well maintained and has clearly been ravaged by the
But, the farm's owner never departed. A group of brig­ elements. Only thin strips ofpeelingpaint remain, and the
ands serving the Temple of Elemental Evil chose this walls are riddled with holes and gaps.
place as an advance outpost and easily overcame and
slew the farmer. His body was hidden beneath a wagon If the party enters, read or paraphrase the following:
in the yard. The barn's main area is covered with moldy hay and still
The brigands also left after a brief tenancy when a holds a few rusting tools: a pitchfork, a hoe, a shovel, a
young, but still dangerous, catoblepas came to inhabit two-man saw, and a long-handled pickaxe. A few smaller
a seasonal bog just behind the property. The brigands saws and hammers hang from wall hooks and waver as
made a half-hearted effort to drive it off, but after losing wind occasionally blows through the structure. Eight stalls
one of their number to the creature, they quickly aban­ that may have once held horses appear to stand empty. A
doned the farm, only to themselves meet a grim end canvas sack sits against one wall and tall stack offirewood
some days later in an altercation with ores on the road. against another. A wooden ladder leads to a loft above.

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Any noise or prolonged
movement here draws the
loft's inhabitant, a giant spi­
der. It first uses its Web attack
before lunging down at a target,
preferably one ensnared in the
web. If reduced to 7 hit points or
fewer, it retreats up to the far cor­
ner of the loft.
The sack holds lump charcoal.
None of the tools are usable due
to their poor condition. The
southernmost stall on the left
side served as a tack room and
still holds two saddles and some
horse harnesses. The southern­
most stall on the right side was
a feed room, but no usable horse
feed remains.
The ladder to the loft is weak. If
a character weighing 1 00 pounds
or more steps on any of the eight
rungs leading upwards, the DM
should roll a d4; if the result is a
1 , the rung snaps, and the char­
acter must make a successful DC
1 1 Dexterity s�ving throw or fall
to the floor below, taking 1 bludg­
eoning damage (due to the hay), ·
and landing prone. If the giant
spider is attacking when this oc­
curs, it turns its attention to the
prone target.
In the cramped loft above
can be found a 1 00-foot
coil of rope and small
common tools in an open
goblin carries a belt purse with 2d 1 0 sp. One goblin
wooden box (awl, saw, chisel, drill, etc.). The remains of
also has a silver necklace twisted about its skinny wrist
a block and tackle, festooned with cobwebs, hang from
and worn as a bracelet (60 gp).
a central rafter. In the rear corner of the loft hang the
remains of the spider's last meal: two desiccated gob­ F4. ABANDONED COTTAGE
lin corpses wrapped in silk-advance scouts for a tribe
camped several miles away that had the misfortune to A crude pathway of square stones has been laid into the
take shelter here.
ground, leading to a low stone wall and, beyond that, a
continuing path that winds its way to thefront ofa mod­
Treasure. In addition to their clothing, rotting rations, est cottage. The dwelling shows the ravages oftime; gaping
and two nicked but usable scimitars, each desiccated holes are evident in the western side of the roof and the

0 N G i ilAL A.DVE ilTV�S RE i il CAR_Il ATED • TH E TElll PLE 0 F ELElll E ilTA.L EVI L
front door hasfallen in. A disused wagon sits alongside the
inner stone path.
The wagon is small, suitable to be pulled by a donkey
or pony, and still usable. If the wagon is pulled aside a
character searching the groun:d and making a successful
DC 1 2 Wisdom (Perception) check discovers a shallow
grave that holds the skeletal remains of the farm's for­
mer owner.

F4A. KITCHEN
It is obvious from the shattered crockery and other items
here that this was once a small kitchen area. Bundles of
dried herbs are still slung over the rafters above, but other­
wise, the wreckage ofbroken cookware appears total.
There is nothing of value here.

F4B. COMMON ROOM


This looks to be the cottage's main seating area. A collapsed
table with two broken legs is here as well as a few pieces of
broken furniture and a sideboard with cabinets hanging
askew. A few shattered clayware dishes are littered about
the floor. A ladder leads up to a loft area.
The bandits looted anything of value here long ago.
Three red giant centipedes nest in the wreckage of the uncover his bones. The ghost wishes for its remains to
sideboard. If not noticed with a successful Perception be recovered and buried properly with a blessing from
vs. Stealth contest, the vermin attack with surprise. If St. Cuthbert, so it can find peace. If the characters resist
the characters leave the giant centipedes alone, they the possession, he tries to pantomime (not being able
don't pursue. to speak, due to his injuries), leading the characters to
the wagon to find the bones themselves. If they refuse
F4C� LOFT or attack, the ghost behaves in a hostile manner, using
At the top ofthe ladder is a small loft that holds three small its Horrifying Visage and Withering Touch.
beds, a heap ofold, wool blankets, leaves, and refuse. Some Treasure. Tucked away here by the bandits for future
stains and small puddles indicate that the roofabove is in retrieval is a small trunk wedged into a corner of the
poor repair. loft. It is closed via a simple pull pin, and it holds a layer
If more than one character enters this area, the rotted of old clothes. Under the clothes is a secret compart­
wood gives way a moment later, and the loft floor col­ ment that can be located with a successful DC 1 3 Intel­
lapses into the room below. Those in the loft when this ligence (Investigation) check. Inside is a + 1 dagger in a
occurs must make a successful DC 1 2 Dexterity saving leather sheath, a bag that holds 1 4 small bloodstones
throw or take 2 ( l d4) bludgeoning damage. (25 gp each) , and a potion ofhealing.
Lurking in the loft is the N ghost of the farm's origi­ Awarding Experience. If characters find the bones and
nal owner who was murdered in this area. Nathaniel give them a proper burial with blessings or bring them
appears to be a transparent male human in working to a non-evil temple, they earn XP as if they had de­
clothes, but with two daggers jutting from his chest. feated the ghost in battle.
His face is a misty smear in the air, punctuated with
black eye sockets. The ghost uses its Possession action to
force a ch_aracter to proceed to the wagon at area F4 and

0 IV G i il A L ADVEil'tV�S RE i il CAR,JIA'tE D • THE TEJh PLE 0 F E L E Jh E ilTAL EVI L


F5. SEASONAL BOG W2. CAVE ENTRANCE
�ter from repeated rains has collected here, creating a The cave entrance is about 1 2 feet high and 8 feet wide.
pool of water and sticking mud some 65 feet across and The passage meanders to the right and left. As indicated
perhaps 30 feet wide. The water is covered with patches on the map, near the bend until reaching the chamber,
ofgreenish algae and duckweed, and the whole is riddled ankle-deep bones cover the floor. Unless the characters
with sticks, fallen trees, and leaves. Small insects flit here are using Stealth or somehow masking their passage
and there across the surface of the water, but the area is (including not using a light source), the winged owl­
oddly still. bear uses its Keen Hearing trait to detect their approach
The area should be treated as difficult terrain due to and is waiting in area W3.
the deep mud. The water depth varies but rarely gets Treasure. A careful search of the bones (lasting at least
deeper than 5 feet at the pool's center. Characters tak­ 1 0 minutes), with a successful DC 1 8 Wisdom (Percep­
ing a moment to observe the bog with a successful DC tion) check, reveals a gold ring still on a bony finger
12 Wisdom (Perception) check notice a paucity of birds bone. This is a ring ofjumping.
in the area and a few largish bones sticking up from the
water here and there amid the many sticks. W3. OWLBEAR LAIR

A juvenile catoblepas (see appendix C) lairs here, nes­ This is the lair of a winged owlbear. Along the north
tled behind a mass of rotted trunks and branches. Al­ wall is a massive nest of twigs, leaves, and feathers. If
though young, it is aggressive and extremely territori­ the characters manage to not alert the beast, it lightly
al-something the brigands that dwelled in the nearby slumbers here. Otherwise, it stands along the north
farmhouse ruin found to their sorrow. It seeks to attack wall ready to attack the first creature that dares enter its
and eat anything larger than a bird that enters the vi­ lair. It fights to the death to defend its lair.
cinity of "its" bog. This ugly horror attacks until slain, The winged owlbear uses the statistics of an owlbear
though it does not pursue characters farther than 30 with the following changes:
feet or so from the pool.
Treasure. Near the center of the bog, covered with filth,
is a rag-covered skeleton and a + 1 shield prominently
marked with the eye of fire symbol (see player handout
4).

AREA 8 - WINGED OWLBEAR CAVE


On the edge of the Gnarley Forest, overlooking the
High Road, lairs a winged owlbear in a hillock peaking
above the trees. The top predator in the region, folks
fear the silent killer, but few have seen it to identify it.

KEY TO TH E wi n GE D
0WLB E A R_ CAVE ( IlI AP 1 4 )
WI . STEEP SLOPE
This cave can be spotted from the High Road on a clear
day with a successful DC 1 7 Wisdom (Perception)
check. It's a steep slope, about 400 feet, to gain access
to the cave entrance. All climbers must make a success­
ful DC 1 3 Strength (Athletics) check or tumble and
take 3 ( l d6) bludgeoning damage. Along the route, oc­
casional bones are found littering the slope.

0 Iti GiITAL A.DVEil'fV�S REi IT CARJIA'fED • T H E TEJhPLE 0 F E L E Jh E llTA.L EVI L


• Its AC is 1 4 (natural armor) . AREA 9 - ELVEN CAMP
• It has a walking speed of 40 feet and a flying speed of Located just off the Low Road at the edge of the Gnar­
40 feet. ley Forest is a semi-permanent camp of a group ofN elf
• Its Dexterity is 1 4 (+2) . animal hunters that hail from the Gnarley Forest. After
a few weeks (or depending on their success), they move
• It has an additional trait: to another location and set up camp again. This unsa­
Flyby: The winged owlbear doesn't provoke opportu­ vory band pride themselves on being "big game" hunt­
nity attacks when it flies out of an enemy's reach. ers, specializing in capturing strange and exotic beasts
There is a secret door in the eastern wall that can be to sell in either Nulb or Verbobonc.
located with a successful DC 1 4 Wisdom (Perception) As elves, they have darkvision out to a range of 60 feet,
check. It reveals a hidden chamber, area W4. they have advantage on saving throws against being
charmed, magic can't put them to sleep, and they speak
W4. SMUGGLERS' STASH Common and Elvish.
This hidden chamber conceals a cache of goods placed
here by a band of smugglers before the arrival of the KEY TO TH E E LVE il CAM P
winged owlbear. The dusty room has lain forgotten for ( Jll: A P 1 5 )
decades and contains:
E l . GUARDPOST
• A dozen 20-gallon casks of halfling wine (25 gp each)
At each of these locations is an elf scout hidden (Stealth
• One small (5-gallon) cask of fine dwarven brandy
+6) in the underbrush. They keep an eye on the road and
( 1 50 gp)
use bird calls to warn their cohorts in camp. It requires a
• Sixteen bolts of fine silk (six are ruined, but 1 0 are successful DC 1 5 Wisdom (Insight) check to determine
worth 125 gp each) the bird call is fake. The elves are under instructions to
• Six crates of weapons packed in straw and wrapped in cautiously greet travelers that appear to be adventurers
oiled rags. Two hold maces ( 1 2), two hold morning­ to share a meal and possibly trade information.
stars ( 1 0), and two hold shortswords ( 1 5).
• A wooden coffin containing 1 5 copper ingots (25 gp
each)

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E2. FIREPIT ES. CAGE WAGON
The center of the camp is a firepit with hot embers. This covered wagon is larger with reinforced wheels
A nearby scorched shield is used to cover the light, if and springs. The upper part of the wagon is a metal
needed. A metal spit rests over the pit, slow roasting a cage. Metal bars stored under the wagon can be added
haunch of venison. to partition the large cage into several smaller cages.
The hunters have had little success recently: only a foul­
E3. COVERED WAGON tempered giant badger is in the cage at this time.
There are three of these mid-sized covered wagons. Each
one houses a pair of elf scouts. Two of these elves rotate E6. LEADER'S TENT
in and out of guard duty at each area E l . Each wagon This tent belongs to the leader of this group, a N half­
contains personal effects, including extra bundles of ar­ elf spy named Tomyris. He wears a chain shirt (AC
rows and tool sets to craft simple weapons and traps. 1 5) and carries a rapier (+4 to hit, 6 [ l d8 + 2] piercing
Each wagon is equipped with two tridents, two long damage) in addition to his other weapons. He carries
spears, and a net (all used to capture creatures) . three doses of sleep poison (DC 1 3 Constitution sav­
Treasure. Each scout maintains a small stash of coins
ing throw or become poisoned for 1 hour; if the save
(2d6 sp and gp) plus a 50% chance for a small gem is missed by 5 or more, the target is unconscious while
( 1 00 gp) or a small art object (worth 2d6 x 1 0 gp) such
poisoned) used to take down big game with his hand
as a personal mirror, snuffbox, or comb. crossbow.
As a half-elf, Tomyris has darkvision out to a range of
E4. HORSES 60 feet, has advantage on saving throws against being
This is a large fallen log. Tied to the log are 1 0 riding charmed, can't be put to sleep by magic, has the addi­
horses used to pull the wagons. These animals are well­ tional skills Animal Handling +4 and Medicine +4, and
cared for, amply fed and watered, and combed daily. speaks Common, Elvish, and Sylvan.

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Treasure. Tomyris carries 20 pp and a red garnet (500
gp) . There is a locked chest (Tomyris has the key) in the
tent. The lock can be picked with thieves' tools and a
successful DC 1 6 Dexterity check. Inside the chest are
1 0 more doses of sleep poison (60 gp each) and five
clay jars, each holding a dose of Keoghtom's ointment (re­
served for creatures that get hurt during capture-ever
try to give an owlbear a potion?) .
Developments. Although these elves have a question­
able occupation, they are all neutral in alignment. They
have genuine interest in adventurers as prime sources
of information. They are eager to trade information (or
perhaps a dose of magic ointment) for information on
any big game lairs nearby. They would be particularly
interested in the griffon lair (area 2) or the winged owl­
bear cave (area 8) .

AREA 1 0 - SERTEN'S TOMB


During the Battle of Emridy Meadows, a powerful
cleric of St. Cuthbert named Serten fell to the horde
of Evil. Before marching to the walls of the Temple,
Prince Thrommel (see chapter 1 1 ) ordered gnome sap­
pers to construct a tomb for the hero, which was then the stone tomb, hiding it from view. A search of the hill­
concealed with powerful magic so it could not be de­ top reveals a flat rock under the boughs of the oak tree.
spoiled. Weeks later, following the battle, the armies Engraved into the surface of the rock and recognizable
returned here and removed Serten's body for a proper with a successful DC 1 5 Intelligence (Religion) check
funeral in the City of Greyhawk. A few powerful magic is the symbol of St. Cuthbert: a circle at the center of a
items remain (now guarded by strong enchantments) starburst of rays. If a holy symbol of St. Cuthbert (Burne
for those worthy and dedicated to St. Cuthbert to re­ has one) is placed in the engraving or a cleric devoted
cover in the plight against Evil. to St. Cuthbert directs their Channel Divinity into the
DM Note: There is little chance this hidden tomb can
symbol, the spell ends, and the tomb appears.
be located on a whim. However, Burne in Hommlet
S2. STONE DOOR
(see area 3 1 , chapter 4) can provide directions and in­
structions how to reveal this place, ifhe deems the char­ The stone door that blocks entrance to the tomb is
acters worthy, if they have a cleric of St. Cuthbert in smooth with no handle or lock. Engraved on its surface
their ranks, or if he is convinced the evil at the Temple is another symbol of St. Cuthbert. The door has several
stirs again. spells cast on it:
• A magic mouth spell that says the following in Com­
KEY TO S E RjE n t s TO M B mon when approached within 1 0 feet:
I'm Serten,
( DIA P 1 6 )
you know thy name
Speak the same,
S I . ENGRAVED ROCK
in order to gain
The tomb is situated atop a lonely hill on the northern
DM Note: Serten is pronounced "certain," so this pas­
edge of the Kron Hills, overlooking the Emridy Mead­
ows. The hill appears barren, save for a majestic, gnarled sage is a play on words. If the characters don't already
oak tree. A permanent sequester spell has been placed on know the hero's name, a successful DC 1 7 Intelligence

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(History) check allows a character to re­
call his tragic fall at the battle of Emridy
Meadows.
• The door is arcane locked. A knock spell
can suppress it for 1 0 minutes. Speak­
ing "Serten" aloud in Common in
front of the door also deactivates the
arcane lock for 1 0 minutes.
���-1--+--+-+-�...............
.. t--
... +--t--+--t---t-t t•
• A glyph of warding is cast on the door. ., 4

It can be detected with a successful DC .


1 5 Intelligence (Investigation) check. It
is deactivated by saying "Serten" aloud
in Common. If triggered, it erupts with
magical energy in a 20-foot sphere cen­
tered on the door. It deals 22 (5d8) ra­
diant damage, with a successful DC 1 5
Dexterity saving throw indicating half
damage.

53. MAIN CHAMBER


The interior of the tomb is stuffy and
dusty. Resting on a slab of stone at the
far end of the single chamber is a human
male wearing plate armor with a shield
resting on his chest. The shield is painted
with a circle at the center of a starburst of rays. A pair of The right statue is holding a real cudgel that can be dis­
statues depicting human clerics holding cudgels flank cerned with a successful DC 1 7 Wisdom (Perception)
the slab. check. This is Serten's cudgel ofstriking (see appendix D) .
The human is a programmed illusion triggered when the
door opens. It depicts Serten as a young cleric. It fades AREA 1 1 - THE VILLAGE OF NULB
after 5 minutes. The armor ( +2 plate) and the shield See chapter 7 for a detailed description of this village.
( + 1 shield} are real.
AREA 12 - THE TEMPLE OF
The left statue has a magic mouth cast on its mouth. If
ELEMENTAL EVIL
approached, it speaks in Common and says in a gentle
voice, "Powerful magic should not be forgotten in a hid­ See chapters 8 through 1 2 for a detailed description of
den tomb, when it can be used against the rising tide of this forsaken place.
evil. " Once it delivers the message, it smiles and winks.

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CHAPTER SEVEN

The Vil lage of Nul b

he Village ofNulb isfilthy, ramshackle, and, yet, still Being a somewhat lawless village, locks are better qual­
" fairly active despite the destruction ofthe Temple. The
buildings here are made of turf mud brick, crudely
ity, and bars tend to be sturdier. Locks require thieves'
tools and a successful DC 1 5 Dexterity check to pick. A
hewn logs, and old timbers from boats. One or two have barred door requires a successful DC 1 7 Strength (Ath­
stonefoundations andproper boards, but even these are in letics) check to break open. Doors are unlocked during
need ofrepair. All around, you can see the bustle ofactivity the daytime and locked at night. All village doors are AC
with the majority of inhabitants being boatmen, fishers, 1 4 and have 1 5 hit points, vulnerability to bludgeoning
herdsmen, farmers, and the like. It is apparent that no one damage, and immunity to poison and psychic damage.
manages to make much ofa living in Nulb, and it appears Outdoor Notes. A casual look at the village map re­
to have been largely ignored by lords and bandits alike. veals that, in general, only terrain features are shown.
Nulb indeed has been ignored by lords and bandits, be­ Wilderness encounters of special sorts are not given for
cause it is such a poor place and has little impact on two reasons. First, the length of the material included
local political or economic concerns. Still, a few agents herein precludes extensive detailing of the outdoor ar­
of the Crown are situated here, passing themselves off eas. Second, as it is meant for long-term campaigning,
as mundane trades and craftspeople and keeping an eye it is absolutely necessary for the Dungeon Master to
on the goings-on in the vicinity of the Temple. A small personalize his or her map to suit the tempo and direc­
amount of commerce moves along the Low Road as tion of events in the group milieu. There are a few built­
well as into Nulb from the Velverdyva, as the Imeryds up areas shown on the map, and these are dealt with in
Run is wide and deep enough for small river vessels to varying degrees of detail.
use for offloading cargo. This section details some note­
Random Wilderness Encounters. As the party ap­
worthy points in the village.
proaches Nulb, and any time they leave, begin to check
for random encounters. Consult chapter 6 for the ap­
G E ll E RAL F EATU RES propriate tables to use. Use Table 2: Open Road if the
The Village of Nulb is depicted on map 1 7. characters stick to the road or Table 4: Gnarley Forest
if they approach the village from overland. There is a
Construction. The village buildings are construct­
separate table for the immediate area surrounding the
ed from a variety of materials as detailed in the indi­ Temple of Elemental Evil.
vidual location descriptions. Compared to Hommlet,
these buildings are ramshackle, run-down, and in vari­ Nulb Militia. At any given time, the basically NE
ous stages of disrepair. Most structures are made from populace of the village can turn out some number of
crudely cut logs or mud bricks, but a few are stone (and militiamen equivalent to bandits (with humans being
often covered with mold or mildew) . Some are clearly the most common, followed by half-ores and gnomes).
scavenged, mismatched materials such as boat hulls. There are no leaders or exceptional types. The total
Most are one story tall, with the Waterside Hostel be­ number depends on the circumstances:
ing one of the notable exceptions. Roof types are either Situation Militia
wooden shingles sealed with tar or (more commonly) V i l lage th reatened with destruction 60
thatch collected from the nearby swamps.
Possi bly more than 1 ,000 gp i n loot 40
Doors. Unless otherwise noted, all doors in the village M i nor loot and easy battle prospects 30
are wooden. Doors are maintained in suitable working V i l lage leaders demand service 20
condition and have locks and wooden beams as bars. Party or force to be attacked is good 10

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In addition, 5d6 actual brigands (as bandits) are in This is not to say that a silent, swift, and deadly attack
Nulb and can turn out if their leaders see the situation upon one place or another is always noticed. If a noisy
as lucrative enough for their participation. Whether or protracted battle takes place, however, the results
Tolub's crew (see area 4 in the encounter key) are in may prove unpalatable to those causing the problem.
the village or not, 2d6 additional NE pirates likewise As agents of Good, Otis, Y'dey, and Murfles must be
participate if the rewards seem worthwhile. treated as three-dimensional, rational, intelligent, and
Coordinated Efforts. The evil and good factions in the thoughtful individuals. They do not take foolish risks,
Village of Nulb are not isolated groups that act ran­ nor offer to aid groups who are unproven. They will
domly and ignore events elsewhere. If a location is at­ not risk exposing their covers or their lives for no good
tacked, someone, somewhere, is bound to see or hear it purpose. Conversely, however, if a proven group is plot­
and spread the word. A major combat, for example, at ting a death-strike against the Temple-an expedition
the Boatmens' Tavern (area 4) will attract everyone from with planning, purpose, and clearly-defined goals with
the Waterside Hostel (area 1), the surrounding citizenry a solid chance of success-it makes perfect sense for
(including l d4 x 1 0 militiamen as above), Otis (see area them to offer their support and participation.
r 2) , and Y'dey and Murfles (see area 3) as well. The lat­
ter three are canny and aware of what's going on and
In short, the DM should play all group members and

!
nonplayer characters as fully fleshed-out individuals
will not likely help even good-aligned characters, as this and treat them as his or her own player characters.
would reveal their true identities and betray their over­
all purpose. Mercenaries. As noted above, a handful of bandits and
brigands are usually in the village and can be had as

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mercenaries who will serve for pay. Due to the area's or 4 [ l d8] piercing damage if used with two hands) in­
repute, the majority of these mercenaries are either neu­ stead of scimitars.
tral or chaotic evil in alignment and are in the village
Assistance and Training. If Otis requests aid from
mainly to sign onto a bandit group-or may even be
Hommlet, Burne can assist wizards who visit him there
looking to join up with the Temple. When characters by teaching them new spells for their spellbooks. (See
encounter such a mercenary, use the tables below to de­ the "Burne's Spellbook" sidebar in chapter 4 for more
termine alignment. information.)
A bandit leader or bandit captain's alignment, of course, In addition, if Otis happens to be along with the char­
will determine the overall alignment of the group. Such acters on an adventure where he witnesses the true pow­
evil men-at-arms will serve good-aligned characters but er and numbers of the Temple, he gets word to Burne
will always be looking for an opportunity to rob, betray, as soon as possible. This eventually leads to the arrival
or abandon them depending on circumstances. Chaotic of powerful NPCs from Veluna and Verbobonc. Such
neutral bandits are only marginally better, being driven NPCs remain in Hommlet, but are available to provide
entirely by a lack of respect for rules and order, and their training, aid, resources, and preparation to support the
avarice and unpredictability makes them dangerous. characters on their quests. The specific aid provided is left
If the party is on the weak side and in need of hirelings, to the DM's discretion, but they will not wish to tip their
the DM should alter the probabilities for the mercenar­ hand with a full assault, which could lead to a war in the
ies rather than involving major NPCs like Otis, Y'dey, region. Whatever aid they offer should remain with the
or Murfles. This is because these NPCs are more power­ characters to overthrow and defeat the Temple forces.
ful than the characters (ostensibly at this point) which
will encourage them to rely upon their allies rather than T E lh: PLE RU lh: 0 RS
developing their own skills. See Table 2 for an adjusted
alignment determination, taking the needs of such a Prior to reaching the Temple of Elemental Evil, the DM
party into account. can utilize this table to impart rumors the characters
may have heard about the place in their travels or read
The best location to find and hire mercenaries is the about in an odd tome they've come across. The table
Waterside Hostel (area 1 ) . contains various nuggets of information about the Tem­
TABLE 1: NORMAL DETERMINATION ple. Many of them are accurate, but some are mislead­
ing or fanciful.
06 Alignment

1-3 Chaotic evi l


To determine rumors known, each player should roll
a d4 in secret conference with the Dungeon Master.
4-5 Neutral evil
NPCs, hirelings, and followers do not get a roll. The re­
6 Chaotic neutral
sult of the roll determines the number of rumors known
TABLE 2: PARTY IN NEED by the individual rolling the die:
06 Al ignment 04 Rumors Known
Chaotic evi l One rumor known
2-3 Neutral evi l 2 Two rumors known
4-6 Neutral 3 Three rumors known

Mercenary Leaders. Each group of mercenaries is led by 4 No rumors known

a bandit leader, and if more than six are present, there Rolls of 1 , 2, or 3 will result in that many rolls on the
may be a sergeant (see appendix B for both) as well. Rumors table using l d20. A roll of 4 indicates that the
Each group of mercenaries will include two bandits adventurer has no knowledge of any rumors pertaining
wielding heavy crossbows (+3 to hit, range 1 00/400 to the Temple or its history.
ft., 6 [ l d l O + 1 ] piercing damage) and wearing stud­ DM Note: Kind DMs may allow each character to make
ded leather armor (AC 1 3) . The rest of the bandits are a DC 1 5 Intelligence (History) check. Characters succeed­
armed with spears (+2 to hit, 3 [ l d6] piercing damage, ing on the check may add 1 rumor to the number known.

0 Ri: Gi ilAL ADVEilTV � S RE i n CA 1'_Il ATED • TH E TE Dl: PLE 0 F E LE Dl: E nTAL EVI L
The rumors known are determined by the player's roll 12 The Temple dungeons' upper levels are home to several
of the 20-sided die, and the DM reads the appropriate minor temples dedicated to the various aspects of
information off the table to the player for each roll. It Elemental Evi l .
is suggested this is done secretly where the other play­ 13 O n e level o f the Temple i s said to contain a number of
ers cannot overhear. The DM then tells the player that rare and dan gerous beasts, i m prisoned long ago for the
amusement of those i n power.
this is the extent of background information known by
their character. Whether or not the player chooses to 14 ( F) The Temple grounds are cursed; any l i n gering there
even a short time are said to develop a terri ble rotting
share this information (all or part of it) with the oth­
disease that affects the skin and progresses to i nternal
er players is a personal decision. In this manner, each organs.
player is given a chance to see what bits of additional in­ 15 I heard that the true power source at the Temple is a
formation their character knows before exploring Nulb wicked demoness and her fol l owers.
and the Temple. 16 The Temple is said to b e formed of factions dedicated
to the various elements, endlessly locked in a battle for
RU 1h 0 RS dom i nance.

17 ( F) The Temple i s haunted by the remnants o fthe mal i gn


"F" denotes a false legend or rumor. clerics that once dwel led there-they now i nhabit
the ruins in their current form, as a pack of unusua l ly
020 legend/Rumor
powerful wights.
(F) A monstrous bas i l isk is said to lair in the Temple
18 Rumor speaks o f a so-ca l led Greater Temple with i n the
ruins, and woe to any that venture close!
whole, where the heart of the Tem ple's true power l ies.
2 The Temple has numerous levels and extends deep
19 H i dden somewhere i n the Temple i s a gateway o r
underground.
gateways to small q uasi-planes, formed from essence
3 Bandits h ave been spotted raid i n g and bringing thei r from the actual Elemental Planes.
i l l-gotten goods and captives back to the ruins. Their
20 (F) It is said that the game butcher is in league with the
i ncreas i n g numbers suggest that the Tem p l e has sprung
Temple and its recent uprising.
aga i n to l ife.

4 (F) A secret shrine to Good was created in the fearsome


depths of the Temple by courageous clerics of St.
KEY TO TH E Vi LLAGE O F
Cuthbert. llVLB ( llIA P 1 7)
5 (F) Mother Screng and her vile daughter are former
wors h i pers at the Temple and have great interest i n AREA 1 - THE WATERSIDE HOSTEL
seeing i t rise once aga i n to p ro m i nence i n the region.
One of the more substantial buildings in Nulb, the wa­
6 The Temple is said to be flourishing aga i n , and wicked
men have been seen riding to and from the Temple
terside Hostel has a foundation offield stone and walls of
grounds. sawn timber. Inside, however, it is a scurvy place whose
7 It is said that the Temple holds a laboratory and main trade is its tavern room, which is bare bones with
repository of potion i ngredients that would be the envy simple tables and chairs of sturdy timber. A fire crackles
of any wizard. in the fireplace to the right, and patrons converse in low
8 A group of dangerous brigands is said to live somewhere whispers here and there. A hardwood bar is just past the
in the Temple ruins. fireplace and wraps along the opposite wall. The hostler is
9 A powerful demoness is said to be i m prisoned deep a burly fellow with a scarred, pockmarked visage, one eye
with i n the Temple depths. covered by a patch. The barkeep is a towering, lanky fel­
10 (F) With i n t h e depths o f the Tem ple, cultists wors h i p a low with a greasy appearance, and four employees-two
cruel elemental god composed of fi re, earth, wi nd, and slovenly wenches and two surly manservants-hover about
water.
the place.
11 (F) Somewhere i n the upper levels of the Temple
dungeons is a n augury chamber that a l lows those The Waterside Hostel is one of the more substantial
within it to see thei r future if they make a worthy buildings in Nulb, despite being a scurvy place. While
sacrifice of ground precious gems. its main business is as a tavern, occasional travelers do
spend the night in the few rooms on the upper floor.

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Wealthy guests have been known to mysteriously disap­ The barman, Wat (see appendix B), is gaunt and tower­
pear. ing, standing 6' 5". His clothes are unkempt, and his
During the day, only two or three locals can be found in greasy black hair is combed over in a vain attempt to
the tavern room (all human commoners such as farm­ cover a receding hairline. He has angular facial features
ers, laborers, etc.), but at night, 4d6 + 1 0 roistering and a scruffy, short, black beard. He carries a dagger of
folk can be found in the tavern room, 25% of which venom at all times, and a purse containing 1 2 cp, 9 sp,
are villagers, 25% of whom are boatmen or bargefolk 2 1 gp, and a bloodstone (50 gp). Without his armor, he
(commoners), 25% transient bandits, and 25% river
is AC 1 3 . Wat serves the Temple's Fire priests.
pirates or temple servants (equal chance for a spy or The human wenches are hard-working, and both are
cultist) . Assume equal chances or split when two pos­ easy on the eyes. Dala is a N pickpocket (see appendix
sible types of patrons are given. B), and she is bold and confident in her attempts to ply
See the "Mercenaries" section above if the characters her trade on any likely patrons. She carries a concealed
are looking to hire hands. Always assume that any time dagger (+6 to hit, 6 [ l d4 + 4] piercing damage) and
they enter the Waterside Hostel, l d4 + 5 such merce­ wears cheap costume jewelry ( 1 0 gp) . Without her ar­
naries are present. mor, she is AC 14. Dala is Dick's lover.

The hostler, Dick Rentsch, is a male human bandit cap­ Pearl is a spy who carries a concealed dagger ( +4 to hit,
tain who is gruff, surly, and sometimes downright rude.
4 [ l d4 + 2] piercing damage) and wears cheap costume
He lost his left eye to a dagger thrust years ago, and he jewelry (7 gp) . Pearl is less confident in her ability to
appears to be somewhat rounded and pudgy, although pick pockets, usually restricting her activities to very
formerly an accomplished swordsman. He carries a + 1 inebriated patrons (where she has advantage on the
dagger (+6 to hit, 6 [ l d4 + 4] piercing damage) and a check) . She is Wat's paramour.
purse with 1 1 sp, 1 5 gp, and 9 pp. Without his armor, he The human manservants are both bandits armed with
is AC 13. He reports directly to the Temple's Earth priests. daggers (+3 to hit, 3 [ l d4 + 1 ] piercing damage). Each

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has a purse with 2d6 sp and 2d4 gp. They are guards H3. Five semi-private booths are located along this wall.
who are always alert and ready for a fight or nefarious Each has a round table for three to four patrons and a
.
duties. They work exclusively for Dick. curtain to pull across to block visibility but not sound.
Menu. Prices are low, being only half those of the Inn of H4. There are four private rooms reserved for clandes­
the Welcome Wench in Hommlet. This establishment tine activities and meetings. Each has a lockable door
features an impressive assortment of alcoholic bever­ (from the inside). The large room to the south has a
ages, but only the basics regarding food. The menu is secret exit leading to a stall of the barn suitable for a
depicted on player handout 5 . quick escape. This door can be found with a successful
DC 1 6 Wisdom (Perception) check.
KEY TO TH E WATE RS i D E HS. A swinging door from behind the bar leads to the
H O ST E L ( DI AP 1 8 ) kitchen. There are tables and a massive hearth here to
H l . This is the main tavern. Patrons are typically found prepare food.
here (as described above) along with Dala and Pearl, H6. Due to the soggy ground, there is no basement.
who are busily tending the tables. This room is storage for casks of alcohol and crates of
H2. The bar has room for 1 4 patrons. Wat is stationed food.
here, and Dick is also likely to be found nearby. H7. This is the fenced-in backyard. A few goats and

MAP 1 8

THE
WATERSIDE
HOSTEL
D = 5 Feet


. .......
0 N Gi ITAL ADVEil'tV�S RE i IT CARJ[A'fED • TH E TEJll PLE 0 F E LE Jll E ilTAL EVI L
cows wander here along with an aggressive flock of hangs on a peg, requiring a successful DC 1 8 Intelli­
scraggy chickens. gence (Investigation) check to locate. This signifies his
HS. The barn has five small and seven large stalls. A allegiance to the Temple's Fire priests.
ladder provides access to the loft. Inside their shared H16. This is Dala's private room. Her leather armor
loft sleeping area the manservants each have a suit of hangs in a corner, and she has hidden a philter of love
chain mail and a shield (AC 1 8, speed 20 ft.) which and a pair of jeweled earrings (700 gp) under a loose
they will don if given the time, a light crossbow with 30 floorboard. A successful DC 1 5 Wisdom (Perception)
bolts each in a case, and a longsword (+2 to hit, 4 [ l d8] check is required to find this stash. She also has 87 gp
slashing damage, or 5 [ l d l O] slashing damage if used hidden inside her mattress.
with two hands). H17. This is Pearl's private room. On a table is a silver
H9. This is a shed used to store a variety of tools. case (75 gp) which is adorned with a sapphire ( 1 ,000
H lO. This small room at the end of the hall is a shared
gp) . The case is covered with thick, dripped wax topped
washroom. by a half-burnt candle, making it appear to be a worth­
less and common candleholder. Discovering it requires
H l l . There are eight of these rooms available for 8 sp a successful DC 20 Intelligence (Investigation) check.
per night. Each one has two beds and a chest. Inside the case are 1 9 pp embedded in wax to prevent
H12. These are larger guestrooms, available for 2 gp per jingling.
night. Each one can sleep three to four, and has larger
beds, two chests, and a simple table with two chairs. AREA 2 - SMITHY AND STABLE
A block away from the hostel another rare stone build­
DM Note: The door at the end of the hall leading to
ing stands that radiates heat and smoke as you approach.
areas H 1 3 through H l 7 is locked. (Dick, Wat, Dala,
A creaking sign out front bears the image of an anvil, a
and Pearl each have a key.) The lock can be picked with
thieves' tools and a successful DC 1 7 Dexterity check.
sign that this is the local smithy Attached to the structure
is a small stable, and the scents of brimstone and animals
H 13. This is a private washroom reserved for the own­ mingle together to make your eyes water. Inside the smithy,
ers of the hostel. a very powerfal man with a bushy beard and large hands
H 14. This is Dick's private quarters. Here, he has a suit pounds a metal stave, slowly shaping it into the "U" ofa
of +I chain mail and a + I shield (AC 20), a + I battleaxe horseshoe while a rat-faced apprentice trundles about. In
(+5 to hit, 7 [ l d8 + 3] slashing damage, or 8 [ l d l O the stables, an average young man with bored, dull eyes
+ 3 ] slashing damage i f used with two hands), and a shovels the stalls.
longsword (+4 to hit, 6 [ l d8 + 2] slashing damage, or The smith, Otis (see appendix B) , is a ranger in the
7 [ l d l O + 2] slashing damage if used with two hands) . service of the King of Furyondy and a Knight Bachelor
Under the bed is an iron chest with a poison needle ofVeluna, and he was formerly a watcher of activity in
trap on the lock. The trap requires a DC 20 Intelli­ Hommlet. He claims to be an ex-mercenary of many
gence (Investigation) check to find, and thieves' tools campaigns, now in retirement. His apprentice and sta­
and a successful DC 1 5 Dexterity check to disable. If ble boy believe these claims, though his apprentice is
triggered, the needle does 1 piercing damage and 1 1 aware of Otis's special equipment stash (see "Treasure"
(2d 1 0) poison damage, and the target must succeed on below) . Though the smith's main skill is shoeing horses
a DC 1 5 Constitution saving throw or be poisoned for and similar work, he can mend armor and do minor
1 hour. The chest contains 673 cp, 325 sp, 1 7 ep, 1 08 weapons work, and so is kept quite busy. He is usually
gp, and 46 pp. seen drinking quietly (though he brawls on occasion) at
H I S. This is Wat's private quarters. Wat has his leath­ the Waterside Hostel.
er armor and + I shield (AC 1 7), boots of elvenkind, I n his role as the eyes of the Crown, Otis works with
longsword, shortsword, and matched and balanced Y'dey and Murfles (see area 3), two giant owls, and four
daggers stashed here. A gold ring set with a fire opal sprites. The owls roost in the thick foliage of a mighty
(2,000 gp) is secreted in the hem of an old cloak that oak nearby while the sprites are from the Gnarley Forest

0 zj Gi ilAL ADVEil'fV�S REi il CARJIA'fED • T H E TEDl:PLE 0 F E L E Dl: E ilTAL EVI L


good alignment without unduly risking his own life.
In his guise as a former man-at-arms, he asks for a suit
of chain mail and a longsword, and then secretly sub­
stitutes his own magical counterparts. His sword glows
only upon his utterance of a secret rune, so the magic
upon it may be kept hidden for some time. He also asks
a fee of an equal share of any treasure gained.
After a very few such excursions, however, he leaves the
party to go it alone, as he does not wish to reveal his
true identity and purposes. He believes his adventuring
days are behind him, and this corner of the world is
ready for new heroes.

AREA 3 - MOTHER SCRENG'S HERB


SHOP
Nestled down a narrow lane is a turf building with a di­
lapidatedframe and a sign whose image ofa mortar and
pestle clearly identifies it as the herbalist shop. Inside, coun­
ters and shelves arefilled with jars, flasks, bottles, and box­
es, and small drawers are stuffed with herbs and the like.
Bunches ofvegetation ofvarious sorts hang.from the rafters
or are tossed onto countertops to dry. various infusions and
concoctions are haphazardly displayed around the place.
A venerable, bent woman with scraggly, gray locks stick­
ahd know the surrounding area well. The sprites make ing outfrom beneath an aged shawl hobbles about behind
aj temporary home high in a hollow of a nearby ipp tree the counter, while another woman, only slightly less aged,
that's close to the owls' oak. The sprites serve as Otis's toddles about the shop mixing herbs together in unguents,
daytime eyes, reporting activity surrounding the Tem­ salves, and balms.
ple, while the owls fill this role in the night. Otis uses
His various spells to speak with the flora and fauna of The two women in the shop are both undercover agents
of the Church of St. Cuthbert and the Crown who
the region, learning secrets of the Temple's rebuild.
secretly oppose the Temple activities. The elder of the
Treasure. Secreted in the back of his shop beneath his two, Mother Screng, is in fact Y'dey (see appendix B),
anvil, Otis has a suit of +2 chain mail, a +2 longsword the chief cleric of St. Cuthbert in Hommlet, although
which glows to shed dim light in a 1 0-foot radius when currently on sabbatical. She is typically unarmored (AC
a secret rune is spoken, and a pouch with a mix of 25 1 2) and unarmed (but see "Treasure" below) . The shop
amethysts, chrysoberyls, pearls, and tourmalines ( 1 00 has almost every known herb and spice-even three jars
gp each) . This cache can be located with a successful of Keoghtom's ointment.
DC 20 Wisdom (Perception) check. Near his pallet is
The younger woman, Hruda, masquerades as her old
a chest bearing clothing and basic adventuring gear, a
maid daughter, but is, in truth, Murffes, elf footpad
small table and chair, and an assortment of old but ser­
(see appendix B), who is Y'dey's assistant. She is also
viceable weapons, including a longbow, a quiver of 20
typically unarmored (AC 1 4) and unarmed (but see
arrows with silvered heads, a shortsword, and a silvered
"Treasure" below) . She is quite ugly (in her disguise),
battleaxe.
and her personality matches her looks and her tongue
Developments. If Otis comes to realize the characters is sharp. Murfles reports directly to Otis in area 2. Both
are potential allies, he may, if offered the opportunity, women are disguised to appear far older and uglier than
accompany them to the Temple of Elemental Evil. He they really are.
will slay and mislead evil creatures and help those of

� --------\.
0 R.f GiIIAL ADVE II'fV�S RE i II CARJIA'fED • T H E TEJhPLE 0 F E L E Jh E llTAL EVIL
· --------'
Treasure. In Y'dey's quarters, she keeps stashed a suit and hard goods are offered here as well as generalprovisions
of + 1 plate, a + 1 mace, a ring ofresistance (fire), a potion andfresh seafood.
offlying, and three spell scrolls (protection from poison,
At the rear ofthe building is situated the Boatmens' Tavern,
raise dead, silence) in addition to general adventuring
a dirty, rough, and crass affair with a rough, timber bar.
gear. The ring, potion, and scrolls are kept in a ward­
More than a dozen village folk and rivermen tip mugs of
robe along with a locked, iron box containing 50 gems
ale, beer, and wine, the clinking ofpottery flagons serving
(a mixture of pearls and red spinels; 1 00 gp each) and
to underscore the crass language that creates a din ofnoise.
1 0 silver ingots ( I O gp each) . Y'dey has the key, or the
lock can be picked with thieves' tool and a successful The Nulb Market serves as a general store where locals
DC 1 7 Dexterity check. and visitors can obtain any normal provisions, all at
standard prices; though, if the proprietor Skole, a NE
Murfles possesses a suit of leather armor, a dagger, a
male human swashbuckler (see appendix B) , thinks he
longsword, a longbow, and a quiver with 1 1 silvered can fleece the patron, he certainly will jack up prices.
arrows. Under a loose floorboard in Murfles's room is a
sack with 290 gp, which can be found with a success­ Skole's assistants are three villagers (commoners), who,
ful DC 1 6 Wisdom (Perception) check. She will lend if time permits, will don scale mail and shields (AC
the silvered arrows to adventurers who she believes are 1 6) and grab shortswords (+2 to hit, 3 [ l d6] piercing
deserving, as needed. damage) . One of the men also possesses a light cross­
bow and 20 bolts (+2 to hit, range 80/320 ft., 4 [ l d8]
Developments. Neither Y'dey nor Murfles will go on
piercing damage) . They are always working around the
any expedition to the Temple (or elsewhere) unless Otis place, drinking at the tavern, or asleep in their quarters
personally asks them to do so and has a sound reason in a portion of the loft. Each of the assistants carries a
for it, as they are likewise serving Furyondy, Veluna, purse with l d6 each of cp, sp, and ep.
and the cause of Good by keeping watch on the evil
activity at Nulb and the Temple. Both will, however, Treasure. In the back room, Skole has a chain shirt, a
assist parties of good alignment and intent, as quiet ex­ +2 shield, a + 1 spear, and a longsword. A loose brick
ploration of the Temple to discover the state of its forces in the fireplace can be located with a successful DC 1 5
and their current intentions is of great importance to Intelligence (Investigation) check. If removed, it reveals
both "old hags." For example, Mother Screng is willing a cache of 1 0 500 gp gems (three aquamarines, a violet
to sell the magic ointment (for a very low price) to any garnet, two black pearls, and four peridots) and a wom­
adventurers of good alignment who are in real need of an's platinum necklace set with emeralds (8,000 gp).
the magic salve, after having proved themselves in expe­ The tavern can hold about 30 customers, and any time
ditions to the Temple. after 8 AM, 1 d6 + 6 village folk and half as many riv­
In a small coop in the rear of the shop are six homing ermen (all commoners) from elsewhere can be found
pigeons (as ravens, but without Mimicry and with an here. The barmaid, Lodriss (commoner) , carries a nor­
unerring ability to find their way home) which Y'dey mal dagger (+2 to hit, 2 [ l d4] piercing damage) in her
uses for communicating with the Archderic of Veluna. girdle and a poisoned dagger (+2 to hit, 2 [ l d4] pierc­
This same information is sent to Furyondy (and then to ing damage plus 4 [ l d8] poison damage and the target
Veluna and Verbobonc) by way of Otis's regular reports; must succeed on a DC 1 5 Constitution saving throw or
the pigeons are a back-up system. be poisoned for 1 hour) under her skirt. After l d4 suc­
cessful hits, the poison is wiped dean, and it becomes a
AREA 4 - BOATMENS' TAVERN & NULB normal dagger until re-coated. She carries a purse with
MARKET 2 cp, 7 ep, 4 gp, and 8 pp. She wears jeweled earrings
(400 gp) , several gold neck chains ( 1 20 gp total), four
This large, plain, and old building is madefrom dark tim­
bracelets (worth 50 gp, 200 gp, 2 1 0 gp, and 500 gp,
bers and has few windows. It appears to have once been
respectively), and a pair of rings (worth 200 gp and 800
a warehouse, and indeed, upon entering, it appears that
gp, respectively) . Lodriss is secretly the true owner of the
much of it is still used for that purpose, while doing ad­
Boatmens' Tavern, a former camp follower, and now,
ditional duty as a vast general store. Vtirious items ofsoft

0 R,i Gi ilAL A.DVEil'f'V� S REi ilCARJIA'f'E D • THE TEJll: PLE 0 F ELE Jll: E ilTA.L EVI L
mistress to Tolub, a river pirate leader who frequents
Nulb to sell ill-gotten cargoes and to restock supplies.
Tolub is a pirate captain (see appendix B) who leads a
band of 40 river pirates, including Grud Squinteye, a
pirate first mate (see appendix B). All are human males.
Tolub wears +1 leather armor and a ring ofprotection
(AC 1 5). He has a +2 dagger (+6 to hit, 6 [ l d4 + 4]
piercing damage) and a +1 battleaxe (+6 to hit, 8 [ l d8 +
4] slashing damage, or 9 [ l d l O + 4] slashing damage if
used with two hands) . He carries a purse with 7 ep, 1 4
gp, and 1 0 pp, and wears a black opal ring (6,000 gp).
Grud wears a + 1 chain shirt (AC 1 4) and wields a + 1 dag­
ger (+5 to hit, 5 [ l d4 + 3] piercing damage), a flail (+4 to
hit, 6 [ l d8 + 2] bludgeoning damage), and a shortsword
(+4 to hit, 5 [ l d6 + 2] piercing damage). Grud carries a
purse with 2d6 of each coin type and wears one earring
(600 gp) and a jeweled belt (7,300 gp).
Only 25% of Tolub's crew are with him at any given
time; a further half are out sailing on the river, and the
rest are guarding his ship. The pirate crew is at the tav­
ern only after dark when three serving wenches (female The fishmonger, Carson (see appendix B), is a dour
commoners) are also present. The remaining l d6 + 1 2 man who hears much and says little until offered the
patrons are also commoners. Consult the table to de­ right price. He is an unassuming figure, short, stout,
termine whether either (or both) Tolub or Grud's half and broad shouldered. He has long walked with a
of the crew is in port. hunch due to a fall suffered in childhood. His greasy,
06 Crew in Port brown hair is usually styled in an uneven bowl cut, and
Both out raiding fo r 3 days
he normally sports beard stubble. He does a brisk busi­
ness, selling fish that arrive almost daily to the locals at
2 Tolub i n port for i n ight
reasonable prices, but some also come to him for in­
3 Tol ub i n port for 2 days
formation. That is how he makes his true profit-as an
4 Crud i n port fo r i day
information broker.
s Both crews i n fo r i n ight*
Carson is friendly with a gang of five young male hu­
6 Check aga i n , rol l i n g 1 d4
man rakes (treat as thugs) that hang about the docks.
* If both crews are in, double the crew shown for Tolub This gang, which calls itself the River Hounds, is little
(50% instead of 25%); Grud's half of the total crew is more than a group of teenage thugs, but they have been
identical. paid to run messages for Carson in the past and come to
his aid in a few rounds if he calls for them.
AREA 5 - FISHMONGER
In the evenings, Carson is typically walking the docks
7he air here is thick with an overwhelming stench offish or in the Boatmens' Tavern, drinking off his profits.
and brine. A frowning, hunched man sits on a crate here,
surrounded by open barrels offish, both fresh and salted Treasure. He usually carries 2d1 0 sp and 2d4 gp on his
Nearby, an open crate is nearly spilling over with writhing person.
crabs. 7he man rolls a toothpickfrom one side ofhis mouth Developments. For 1 gp, Carson can arrange for a
to the other with practiced ease while coldly surveyingyour message to be passed to anyone in Nulb (this is done
group. via one of his young rakes). For 5 gp, he can report on
the comings and goings of a single individual for a day
/

0 R,j G i ilAL ADVE ilTV�S RE i il CARJIATED • T H E TEJb: PLE 0 F ELEJb:EilTAL EVI L


or repeat a random rumor he has heard recently. He is de has no idea why Screng wants this information and
aware that the Temple seems to be stirring with evil, un­ doesn't care enough to ask as long as the coin keeps com­
savory types. He is neutral with regard to information, ing. If he is followed, in addition to his usual work-related
caring not who it goes to or what end it serves, so long trips, he can be observed going to Mother Screng's shop
as he is paid. He never involves himself in adventuring several times a week to report (and occasionally trade or
or violence, if possible. He also sells fish, of course, and pick up herbs). Following him without being noticed re­
can offer enough salted silverjacks (a small, local fish) to quires a successful Stealth vs. Perception contest.
constitute a week's worth of rations for 5 sp.
AREA 7 - CURIO SHOP
AREA 6 - LEECH COLLECTOR This unusual building is irregular and appears to have
This small, squat building stands off on its own. It is a been expanded more than once over the years, giving it
crude structure with wooden walls and a thatched roof a somewhat ramshackle and mismatched appearance. The
Mounted on a post outside is a much weathered, wordless whole is of wood construction and better kept than most
sign that sports a drawing ofa leech. nearby buildings, but still obviously old. A wooden sign
The small place is the home and place of business of hanging on chains displays a lantern and book, beneath
Hudde (see appendix B) , a leech collector. He does an
the word "CURIOS" in ornate, gold-letteredprint. A few
infrequent but profitable business selling live leeches to short steps lead up to a porch and a freshly painted door
local medical practitioners, healers, druids, and simi­ with a large, brass knocker.
lar folk. He also sells swamp reeds collected on these This curio shop is run by Elris, a semi-retired adventurer
outings to those that make thatched roofs. During the from the Archdericy of Veluna. Elris is a half-elf, but his
colder months, when leeches are scarce, he brews herb­ human features are more dominant; only his deep, vio­
al teas and remedies (mostly ineffective) created from let eyes and slender ears hint to his mixed parentage. Six
items purchased at Mother Screng's (area 3) and plants months ago, he settled down in Nulb and set up shop,
he collects. purchasing a rundown tavern that had fallen into disrepair.
Every morning, Hudde wades into the local marshes,
lets leeches attach themselves to his legs, and then col­ KEY TO TH E cv Ri o S H O P
lects them as they become sated with blood and drop ( lh: A P 1 9 )
off. The process leaves him rather light-headed (due to
blood loss) by mid-day, after which he returns to his U l . FRONT ROOM
shop to rest. This area is crammed with all manner ofitems and unu­
Hudde's shop is rather dark and dreary, and it features sualjunk: furniture, old weapons, stuffed animals, maps
a wooden counter with numerous clay pots filled with in glass cases, garments, walking sticks, lanterns, scroll cas­
leeches in damp marsh grass. Behind the counter, a es, odd metal keys, dishware, small statues, coffers, chests,
door leads to a common room and a ladder that leads trunks, rolled rugs, books, small tapestries, a barrel holding
to a cramped sleeping loft above. several polearms, and much more. Some items look nearly
new, but most are old, rusty, or festooned with cobwebs
Treasure. Stashed in one of the rearmost clay vessels, or dust. Narrow ''alleys" wend here and there through the
identical to the many that surround it, is his life sav­ junk, and thefloor slopes up and down unevenly, covered
ings consisting of 56 cp and 36 sp under a layer of dry in places with small throw rugs.
swamp grass. Characters opening the vessels and mak­
ing a successful DC 1 2 Wisdom (Perception) check no­ Squatting on a rocking chair in the corner ofthe room is a
tice that this single vessel contains dry grass instead of slim man dressed in dark clothing and a leather overcoat.
wet grass. He puffi on a slender, wooden pipe and surveys you coolly,
his violet eyes glittering with seeming appraisal.
Development. Although largely left alone by the Tem­
ple agents and locals alike, Hudde is paid 1 sp a week The trapdoor in the floor is unlocked and leads to area
to report the arrival of all newcomers to Mother Screng us.
(actually Canoness Y'dey in disguise; see area 3). Hud- The gentleman in the rocking chair is Elris (see ap-

0 RJ Gi ilAL ADVE ilTV RJ: S RE i il CARJI ATED • THE TEJh: PLE 0 F E L E Jh: E llTAL EVI L
pendix B). Elsewhere in the room, Elris's pet mastiff, 7 A ti ny, wooden table; its top is carved with unusual runes.
Kragoor, rests. If his master whistles for him or if he These runes are an older form of Dwarvish. translatable
hears raised voices, he begrudgingly rouses himself and by someone who can al ready speak Dwarvish and makes
growls menacingly at intruders. At heart, the older mas­ a successful DC 1 2 I ntel l i gence ( H istory) check. The
runes tell of a h idden dwarven m i ne in the h i l ls of the
tiff is a friendly beast, and he may be calmed with a Greyhawk's Wild Coast. El ris will sell it for 300 gp.
successful DC 1 2 Wisdom (Animal Handling) check
8 An ornate, antique mace with a head shaped to resemble
so long as Elris has not been hurt. a wyvern's head. If Smigmal Redhand (see area 336 i n
Doing a proper search of this room could take a very chaptern) spots t h i s weapon. she goes to great lengths to
obtain it for her col lection (incl uding k i l l i n g its wielder).
long time indeed due to the massive amounts of items
El ris wi l l sel l the weapon for 200 gp.
here. Any character that searches the room for 30 min­
9 A gnarled wal king stick with a clear crystal shaped l i ke
utes and makes a successful DC 1 2 Wisdom (Percep­ a spi ndle set i nto the top. The crystal is actually an Joun
tion) check finds an interesting item. Roll on the table stone of sustenan ce and may be identified as such with a
to indicate the item of interest found (or the DM can successful DC 1 5 Intel l i gence (Arcana) check. Removi n g
simply assign one) . t h e stone req uires a successful D C 1 2 Dexterity check;
if the check fai ls. the stone is damaged and rendered
Dlo Item Found nonmagical. El ris is unaware of the Joun stone and wil I sel I
A treasure map i n a glass and wood frame. The map is the staff for 75 gp.
real . and accurately poi nts the way to the tomb of a n 10 This thick tome has a locki ng, metal clasp that holds it
i nfamous arch-lich i n t h e mars h l ands o f t h e Ki n gdom of shut. It recounts the h istory of Greyhawk City in some
Sunndi. El ris is wi l l i n g to sel l it for 1 00 gp. detai l and contains some obscure references to Zagig
2 An ancient totem fash ioned of feathers and wound h a i r. Yragerne and his time as Lord Mayor of the city. If a
If asked about the item, E l ris looks somewhat unsettled, fol l ower of the dem igod Zagyg can be located, they would

and m utters it is from the faraway vil lage of Tanaroa. He happi ly pay i oo gp for the book. El ris does not possess the
offers it to the character as a gift. key to the lock. but the smal l lock may be broken with a
few hard blows by a b l unt weapon or picked with thieves'
3 A kobold skul l , which may be identified as such with a
tools and a successful DC 12 Dexterity check. E l ris sells the
successful DC 10 Inte l l i gence (Nature) check.
book for 40 gp.
4 A metal. heater-shaped s h ield bearing a symbol of a
fist c l utc h i n g arrows. The symbol, identifiable with a If a duplicate item is rolled on the table, disregard that
successful DC 11 I ntel l i gence (Re l i gion) check, is the result and roll again until all items are found.
symbol of Hextor. Those wors h i p i n g Hextor are hosti le
toward characters displaying the sh ield if they do not
Elris enjoys a good haggle. If the characters desire to
bel ieve the character to be a wors h i per of thei r god, and purchase an item from his shop and balk at the asking
the fol l owers of Heironeous attack any wielder of the price, a character may bargain with Elris via a Persua­
shield on sight. E l ri s sel ls the s h ield fo r so gp. sion contest or by succeeding on a DC 1 4 Charisma
s Three matched throwi n g daggers in a cracked leather (Intimidation) check. A success on either causes Elris
case. Engraved on the butt of each dagger pommel is the to lower the item's price by 1 0%. If a character's Persua­
letter H i n bold scri pt. Characters making a successful DC
sion check fails by more than 5 points, Elris becomes
1 3 I nte l l i gence (History) check recognize them as h aving
once belonged to Harrala Desis, a female rogue of some insulted and raises the item's price by 1 0%. If an In­
repute. They could fetch 750 gp from a col l ector or thieves' timidation check fails by more than 5 points, Elris be­
gui ld; El ris sel ls the set for 60 gp. comes annoyed and asks the party to leave his shop im­
6 A rusty barbute (hel m). This item was once a +7 helm mediately. If a character fails a check, future checks of
but was damaged by a magical attack and has lost its that same type made here by the same character have
protective a b i l ity. It does, however, sti l l radiate faint magic
disadvantage.
if checked, and if don ned, it retains the abil ity to heal a
wounded wearer. Any wounded i ndividual putti n g it on Developments. Elris has been laying low in Nulb,
i mmediately rega i n s 1 d6 hit poi nts. This power works but speaking to locals that enter his shop and listening for
once per week. If the rusty helm is worn in active com bat,
rumors in the Waterside Hostel several nights a week. If
it serves as a normal h e l m but any critical hit on the
wearer shatters it and renders it forever nonmagica l . E l ris
he deems a character to be of good alignment and trust­
is aware of the helm's magical aura, but not its rema i n i n g worthy, he is able to share the following information:
power, and he wi l l sel l i t for 2 0 gp.
• The Temple of Elemental Evil appears to be active

0 Rj Gi ilAL A.DVEilTV� S RE i il CARJIATE D • TH E TEJh PLE 0 F ELEJhEllTA.L EVI L


again; odd types and creatures have been skulking larly bad for him (such as his being wounded and his
about the grounds. hound slain), he uses dimension door or polymorph (tak­
ing the form of a swift animal) to escape.
• Small groups of bandits ride from the Temple ruins
toward Hommlet every few days.
U2. OFFICE
• A sizable band of bugbears has entered the Temple This small room is sparselyfurnished, savefor an oversized
ruins, not to be seen again.
writing desk. Heaped atop the desk is an untidy stack of
• A dangerous group of bandits lairs somewhere in the parchment under an amber paperweight and some quill
Temple's Upper Works. pens. A greenish snake, easily 6feet in length, is wound
IfElris is attacked, he whistles for his hound and runs to
around a rafter overhead.
area U3, where he bolts the southern door before run­ The desk holds records of a variety of purchases, docu­
ning up the stairs to retrieve his magical dagger from menting their (rough) origin if known and the price
his bedroom (area U4) . If he has enough time, he also paid for them as well as a few cryptic notes suggesting
retrieves the potion ofinvisibility from the snake in area further investigation of this ruin or that marketplace.
U2 and quaffs it before proceeding upstairs. His initial The amber paperweight contains a preserved dragonfly
action in battle is to cast mage armor, followed by slow and is worth 20 gp. Inside the desk is blank parchment,
or sleep on a group or color spray on a single opponent. an ink bottle, several empty wooden scroll cases, and a
After that, he uses his wand on all foes he can see. His small leather pouch that contains eight sticks of purple
goal is to repel, not slay, and he does not wish to see his wax and a sealing stamp featuring an ornate letter E.
shop ruined in a magical conflict. If things go particu-

0 Jtj ci nA L ADVEil'fV � S RE i n CARl:IA'fED • T H E TEJh PLE 0 F E L E Jh E nTAL EVI L


The snake is stuffed and harmless, and it may be identi­ for more than a moment. Beneath the rug is a key that
fied as such via a successful DC 1 1 Intelligence (Nature) opens the chest in area US.
or DC 1 3 Wisdom (Perception) check. If the snake is
Treasure. Elris keeps a + 1 dagger sheathed on the suit
retrieved and examined with a successful DC 14 Intel­
of armor.
ligence (Investigation) check, a metal flask is found in­
side its mouth which holds a potion ofinvisibility. US. CELLAR AND STORAGE
These three sub-areas comprise a cellar with three stor­
U3. LIVING CHAMBER
age areas.
This comfortably appointed chamber holds a round table
and chairs, a thick bearskin rug, and a comfortable leath­ a. General Storage. This cellar is mostly empty, save for

er-backed chair. A large fireplace is to the west, flanked by a jumble of old furniture to the north and some wooden
a stack offirewood and iron pokers. A framedpainting de­ racks holding numerous wine bottles to the south. A few
picting a scantily clad maiden on horseback riding through disused and empty sconces are along the west and eastern
the woods adorns the wall to the east. walls.
The furnishings here are of good quality but not par­ The furniture consists of three mismatched chairs,
ticularly valuable, though the painting might fetch a side table, and an old, battered trunk. The trunk is
1 00 gp in a larger town or city. The door to the south empty except for a spider. The arachnid recently took
that connects this room to area U2 can be barred from up residence in the cellar to escape the elements and is
within, and a stout wooden bar for this purpose leans quick to bite any hands entering the trunk.
against the wall next to the door. b. Wine Storage. Three wooden wine racks are here, fes­
tooned with spiderwebs. Each rack holds approximately 20
U4. BEDROOM bottles ofwine.
This bedroom is rather spartan, yet thefurnishing appears Characters making a successful DC 1 2 Intelligence
to be ofhigh quality. A largeposter bed dominates the room (History) check are able to identify three fine bottles of
as well as a wardrobe and a sitting chair. A large throw Velunan Amber (40 gp each) and a rare bottle of Fury­
rug andfireplace provide some comfort. Against a far wall ondian Emerald Mist ( 1 20 gp).
stands an imposing suit ofarmor that's rather antique in
style and obviously sizedfor someone quite tall. c. Hidden Storage. The lever that opens access to this

storage area is disguised as an empty torch sconce. If


Hidden under the bed padding, discoverable with
the eastern wall of area US is searched and a successful
a successful DC 1 0 Wisdom (Perception) check, is a
DC 1 S Intelligence (Investigation) check is made, the
small journal. The entries in the journal are written in
character notices that the sconce can be rotated coun­
code, which requires a successful DC 1 4 Intelligence
terclockwise; if this is done, a panel granting access to
check or a comprehend languages spell to decipher. The
this area slides open:
entries, which are recent and few, detail comings and
goings in the Nulb area. The entries report small groups A wall panel has slid open, revealing a dusty recess some
of bandits, bugbears, and gnolls moving through the 10 feet long, 5 feet high, and 5 feet in depth. Inside is a
area and sometimes being seen traveling in the immedi­ wooden chest bearing a hefty lock.
ate area of the Temple ruins after nightfall. The journal Inside this hidden compartment is a small chest that
logs Elris's observations of the Temple over the past six holds Elris's treasure. The chest is locked but not
months, and although its entries are rather limited, the trapped (the key to the chest is in area U4) . If the key
Temple leaders would dispatch an assassin to eliminate is unavailable, the lock can be picked with thieves' tools
him if they came to learn of it. and a successful DC 1 3 Dexterity check.
Although imposing, the suit of armor is harmless and Inside the chest are the following:
may draw attention from the true threat here: the throw
• A sack with 42 gp, 230 sp, and 42 ep
rug, which is actually a rug of smothering that attacks
anyone but Elris who enters this place and lingers here • A wand ofenemy detection in a leather case

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• A traveling cloak of fine elven make, decorated with The interior of the cottage is two rooms. Both reek of
green swirls ( 400 gp) animals, as animals and monsters are held here for a few
days before nighttime transfer to one ofTolub's barges.
• A belt pouch that holds a potion ofgreater healing and
a potion ofspeed In the main room are several large, metal cages of vari­
ous sizes. Keys to the holding pens are on a large ring
Development. Elris is curious as to whether the rumors
hanging near the door. There is also a pile of hay and
about the Temple and its surroundings were true and
several shovels and pitchforks.
has been watching what goes on in town and the nearby
ruins. He doesn't get much business from the locals, but The back room was once a bedroom. It is now gutted
that bothers him little as he is living off his previous and used by the hunters to rest while awaiting a pickup.
earnings from past adventures. Elris is not aware of the There are four hammocks and a few empty storage lock­
true identities of those at Mother Screng's herb shop, ers here. A loose flagstone concealed under a tattered
but they have recently begun observing him. carpet hides a secret hollow. It can be located with a
successful DC 1 8 Wisdom (Perception) check.
Elris is of true neutral alignment; he watches Nulb
with cool detachment and derives some entertain­ Treasure. Inside the secret hollow is a leather sack hold­
ment guessing as to the true motivations of the various ing 250 sp and 50 gp. This is the band's petty cash while
folk. He is certain that the Temple of Elemental Evil is in town. There is also a bronzewood box (75 gp) that
again active on some level. He may help good-aligned holds eight doses of sleep poison (DC 1 3 Constitution
characters if he thinks them capable, but under no cir­ saving throw or become poisoned for 1 hour; if the save
cumstances does he accompany a party to the Temple is missed by 5 or more, the target is unconscious while
grounds. He views the rise of the Temple as undesirable poisoned) and a leather quiver custom designed to hold
because of the chaos it would bring to the surrounding 1 6 hand crossbow bolts. Currently, only eight are in the
area, and that is slowly eroding his normal "hands off" quiver, but each one has a silvered head (worth 1 gp
approach. A burglary attempt soon after he set up shop each) and green fletching.
went poorly for the would-be robbers, and the locals
have kept a respectful distance from him since, but ifhe AREA 9 - TAXIDERMIST
begins meddling in Temple affairs, that will change as This small shack is locatedjust outside of the village. It's a
harm eventually befalls him. simple, wooden house with green shutters and a stag head
mounted on a metalplaque hanging over the open doorway.
AREA 8 - LEASED HOUSE ON THE The dark interior is lit with several flickering candles to
RIVER reveal numerous stuffed animals in a variety ofposes. These
There are several residences on the opposite side of the include a pale wolf, a menacing brown bear on two legs
river. Three of these are uninhabited, but one is leased with paws outstretched, and a mountain goat with a single,
to the elf big game hunters (see area 9, chapter 6) . spiraled horn on its forehead The walls are covered with
mounted animal heads intermixed with displayedfish.
This small cottage is situated on the muddy banks of the
river. The house itself is run-down, with shutters hanging This shop belongs to Grelb, a LE male human com­
askew and overgrown weeds out front. ft appears aban­ moner and taxidermist by trade. Although short, he is
doned. A dilapidated, wooden dock juts into the river out stocky with thinning, blonde hair and a dean-shaven
back. face. Grelb makes an honest living stuffing and preserv­
ing animals and fish. His typical clients are the wealthy
Every few weeks, the half-elf Tomyris and his hunter
and nobles of larger cities such as Verbobonc. Thus, he
gang arrive here in the dead of the night and set up shop
often ships and receives various animal parts and entire
in the cottage. They lease the building from the mayor
creature bodies. These are typically preserved via gen­
of Nulb, who seized the property from the former own­
tle repose spells or, sometimes, just mundane ice. Grelb
er for not paying taxes. Since they use darkvision, they
then goes to work preserving the bodies and adding an
don't require lights. Still, the sound of their off-loading
artist's flare with some dramatic pose. His creations are
and re-loading plus the captured animals are the source
also for sale, typically fetching 1 d6 x 1 0 gp.
of rumors this place is haunted.

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The front room of his tiny abode is a creepy showroom. covered with a successful DC 1 5 Wisdom (Perception)
Some of the more unusual mounts include: check. Inside is a pouch holding 37 pp, a silver chain
• A stirge mounted on a log (600 gp) , and three black pearls (500 gp each) . There is
a silver armadillo (250 gp) underneath one of the pil­
• A crab, nearly 3 feet wide at the carapace lows.
• A winter wolf Developments. Grelb makes his real money getting rid
• A goat that appears to be a unicorn. Grelb surgically of bodies. His primary clients are Dick at the Waterside
removed its other horns and attached a custom-de­ Hostel (see area 1 ) and the pirate captain Tolub (see area
signed, spiral horn; the ruse can be discovered with a 4), but for a fee, he will dispose of any dead body with
successful DC 1 4 Intelligence (Investigation) check. no questions asked. In the Village of Nulb, this business
is booming, which explains his wealth since he rarely
• A golden-scaled trout (the gold scales are real; worth
makes a taxidermy sale. The bodies are tossed into the
200 gp)
Sunken Silo (area 1 3) under the cover of darkness.
• A cockatrice
AREA I O - GAME BUTCHER
• A death dog
just off the road to Sobanwych is a large barn. The doors
• An albino giant lizard
are wide open and a sign on a nearby post depicts several
A tiny back room is Grelb's apartment. It's a simple cuts ofmeat under a crossedpair ofcleavers. From behind
room with a bed covered with pillows, a table and two the building comes a curl ofwhite smoke.
chairs, a small woodburning stove with a pile of nearby
The butcher in Nulb is a young human commoner
logs, and a cabinet with foodstuffs.
named Barth. He is barrel-chested with wild, red hair
Treasure. One of the logs is hollow, which can be dis- and a sloppy beard. He wears a blood-soaked leather

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apron and always seems to have a cleaver in one hand
(+2 to hit, 2 [ l d4] slashing damage), which he often
waves about while talking. Although uncouth and vul­
gar, despite his appearance he is basically an upstanding
citizen.
He specializes in game butchering, and is willing to carve
up the strangest monsters, viewing it as a challenge. The
barn has a bloody table with a dizzying array of knives,
cleavers, and small saws hanging from its side. A pedal­
driven sharpening wheel is located in the corner. Hang­
ing throughout are haunches of meats, mostly venison
and hill goat, although a few cows and hogs are present,
too. Meats are dried into jerkies or, more likely, smoked
with a variety of scented hardwoods he cuts and hauls
back to his barn. His bronzewood venison jerky is an
acquired taste and sells for 6 sp per half pound.
Barth lives alone in the loft of the barn, although he
fancies the baker's daughter (see area 1 2) . He is saving
enough coin to purchase a ring and ask for her hand in
marriage. The thought of free pastries is very appealing.
Treasure. Stuffed in his mattress, which can easily be
found, is a pouch of 34 sp, 22 gp, and a tiny garnet
( 1 00 gp) .
The back room is locked at all times (Nastia carries the
only key) . The lock can be picked with thieves' tools
AREA l l - CANDLEMAKER
and a successful DC 1 7 Dexterity check. The window­
This small shop is located in the middle ofthe village. It's a less room is her workshop, and is stacked with blocks
pink building with yellow shutters and seems to be in good of wax, molds, and a variety of vats to melt the wax. An
condition. A sign. out front depicts several candles and is arcane locked secret trapdoor can be found with a suc­
covered with wax drippings. cessful DC 1 8 Wisdom (Perception) check. It conceals
Lady Nastia is a long-time resident ofNulb. She learned a 5-foot-square compartment.
the art of candle making in the City of Greyhawk but Treasure. There is an unlocked, wooden chest in the se­
prefers the laid-back style of country life. When she first cret compartment. The interior is divided into six com­
arrived, many whispered she was on the run. She is now partments. Three are empty, but the other three hold
in her late fifties with long, black hair streaked with valuables:
gray. Her hands are calloused and burned from years
plying her trade. • Six rubies (500 gp each) with a note that these are to
be delivered to Tolub in two weeks
The front of her shop is filled with tables and shelves
holding hundreds of candles. Although standard can­ • A bag of 50 pp with a note that these get passed along
dlesticks are for sale (in a variety of lengths and colors) , to the "usual courier at the Hostel"
many alternate shapes and sizes are on display. Several • A platinum chain ( 1 , 1 00 gp) and a matching set of
are crafted into woodland creatures or symbols and earrings (400 gp) with a note that these are to be de­
even figures. Smaller candles cost l d4 cp, but some of livered to Malub of Dyvers
the larger, fancier candles cost up to 1 gp. She even sells
Developments. Lady Nastia was killed years ago, and
black candles that give off an unpleasant odor to insects
her likeness assumed by a doppelganger. The candle
for 2 sp each.
shop is now run by a band of smugglers out of Ver-

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bobonc. They specialize in smuggling small, stolen Treasure. One of the closets has a hidden panel on one
goods (mostly gems and jewelry) concealed in the wax wall that hides a secret compartment. This can be lo­
candles. Once the candles arrive at their destination, cated with a successful DC 20 Wisdom (Perception)
the candles are melted down and the illicit goods are check. Inside is a locked, mahogany case (300 gp). Zen­
recovered. trem has the key in his left shoe, but the lock can be
picked with thieves' tools and a successful DC 14 Dex­
AREA 1 2 - BAKER terity check. Inside are 1 2 vials of poison. Four of these
This small two-story cottage has sickly, yellow walls. The are basic poison (Player's Handbook, p. 1 53), and eight
aroma ofsiveetcakes in the oven wafts throughout the air are sleep poison (DC 1 3 Constitution saving throw or
here. A sign hangs over the door displaying a variety of become poisoned for 1 hour; if the save is missed by 5
cakes andpastries. or more, the target is unconscious while poisoned) . The
compartment also houses a sack holding 650 gp.
The bake shop in Nulb specializes in sweets: cookies,
pastries, and sweetcakes. The shop is run by Zentrem
AREA 1 3 - THE SUNKEN SILO
(see appendix B) , a former tavern performer who tired
of life on the road. He settled down in Nulb with his
Located in an open field, this round silo appears to have
wife, Suella, and their daughter, Malora (both com­
collapsed in a sinkhole. The decrepit roof is mostly intact
moners), and opened this sweet shop. Both are some­
and nearly even with the ground.
what portly due to their profession, and Zentrem has This is an abandoned farm. The ground here was just
a jovial face with a carefully trimmed beard and long, too wet to support crops. Shortly after the residents left
graying hair always pulled back in a ponytail. Most of (under suspicious circumstances), the sinkhole opened
their wares are sold to the Waterside Hostel, although and swallowed the silo. The locals now refer to it as the
some are shipped out of the village either via caravan or sunken silo, and it is generally avoided (and for good
river barge. reason) .
The front room has three hearths for baking and sev­ The silo is about 40 feet in diameter and was about 60
eral tables for preparation. Suella works the front of the feet high. The interior reeks of mold and organic debris.
room, creating displays and selling goods, while Zen­ The interior shaft can be climbed with a successful DC
trem does most of the baking. A thin staircase leads to 1 5 Strength (Athletics) check. At the bottom is a tan­
their loft apartment. This is a comfy room with carpet, gled mess of dirt and decaying grain intermixed with
a large bed, two closets, and a divan. bones! A single ghoul lurks here, unknown to most of
These two are accomplished bakers, and have a brisk the village. The ghoul has plenty to eat (see "Develop­
business selling sweets. But Zentrem is also an accom­ ments" below) but does occasionally exit the silo and
wander about the outskirts of the village deep at night.
plished poisoner, and that is how he makes most of his
coin. His primary customers are Dick at the Waterside Treasure. For every 1 0 minutes the characters spend
Hostel (see area 1 ) and Tomyris, the half-elf big game combing through the refuse at the bottom of the silo,
hunter (see area 9, chapter 6) . Dick prefers pastries laced they find 2d6 sp and 2d4 gp. There is a total of 44 sp
with poison (always marked with a specific wild berry) and 23 gp here.
to give to patrons who will be robbed-or worse-lat­
Developments. Grelb the taxidermist (see area 9)
er. Tomyris deals specifically in sleep poison for hand
is aware of the ghoul and uses the silo to dispose of
crossbow bolts. But, lately, Zentrem's laced baked goods
bodies. This keeps the ghoul fed and appeased. If busi­
have been transported to Verbobonc and as far away as
ness slows down, Grelb gets some scraps and entrails
Dyvers for new clients.
from the game butcher (see area 1 O) to supplement the
ghoul's hunger.

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CHAPTER EIGHT

Rui ns of Elemental Evi l

J
.,,
he road leading.from Nulb to the Temple is rutted and tender mercies of demonkind, echoed by macabre croaks
spotted with rank weeds-thistles, burrs, thorns, net- from the scatteredflapping, hopping, leering ravens.
tles, etc. Some foot and animal traffic has been using There is no doubt. You have come to a place of Ineffable
the track, but it is not a busy thoroughfare, as most travel­ Evil. Still, it is most certainly a place for high adventure
ers between these points avoid using the road, so as not to and untold treasures. It is time to ready spells, draw weap­
leave a discernable path. ons, check equipment, and setforth into the maze ofperil
As you approach the Temple area, the vegetation is dis­ that awaits you.
concerting-dead trees with a skeletal appearance, scrub Three areas of the ruins (also called the Outer Works
growth twisted and unnaturally colored, all unhealthy and or Upper Works) are described in detail: The Broken
sickly looking or exceptionally robust and disgusting. The Tower (area A) , the Building Ruins (area B), and the
ruins of the Temple's outer works appear dark with over­ Temple (area C).
grown mounds ofgray rubble dotted with blackish weeds.
Skulls and bones ofhumans and humanoids gleam white
G E ll E RAL F EATU RE S
here and there amidst the weeds. A grove of some oddly
stunted and unhealthy-looking usk trees still grow around The Ruins of Elemental Evil are depicted on map 20.
the northern end of the former Temple compound, and a Exterior. The thrown-down works and razed buildings
stump ofa tower juts up from the northeast corner of the are displayed on the map. All ground in and around the
shattered wall. The leprous gray Temple, however, stands
place is overgrown by weeds, so observation is restricted
intact, its arched buttresses somehow obscene with their
to 1 5 feet in any direction with regards to objects of 6
growth ofclimbing vegetation.
feet or lesser height, except on the remains of the road
Everything surrounding the place is disgusting. The myriad and path. In these two areas, weed growth is scattered
leering faces and twisting, contorted forms writhing and and shallower.
posturing on everyface ofthe Temple seem tojape at the ob­
Poisoned Uskfruit. The pale blue uskfruit growing on
scenities they depict. The growth in the compound is rank,
the trees is small, misshapen, and splotched with angry
and crushed stems either emit foul stench or raise angry
red patches. One in six of these fruits are poisonous; the
welts on exposed flesh. Worst of all, however, is the per­
consumer must make a successful DC 1 3 Constitution
vading fear which seems to hang over the whole area-a
saving throw or suffer the loss of 1 point of Strength
smothering, clinging, almost tangible cloud ofvileness and
per hour and become poisoned. A victim may attempt
horror. Sounds seem distorted, either muffled and shrill or
a new saving throw every hour, ending the effect on
unnaturally loud and grating.
itself with a success, or suffer another point of Strength
Your eyes play tricks. You see darting movements out ofthe loss and remain poisoned on a failure. If the target's
corner ofyour eye, just at the edge of vision; but when Strength reaches 0, the victim is reduced to 0 hit points
you shift your gaze towards such, of course, there is noth­ and is dying. The dying target must make a death sav­
ing there at all. You cannot help but wonder who or what ing throw each hour thereafter, with three successful
made the maze of narrow paths through the weedy court­ saves meaning they have recovered. Once the effect is
yard. What sort of thing would wander here and there ended, all lost Strength returns after a long rest.
around this ghastly edifice of evil without shrieking and
Wandering Monsters. This table applies to encounters
gibbering and going completely mad? Yet, the usual mun­
outdoors in the immediate area surrounding the Tem­
dane sounds ofyour travel are accompanied only by the
ple on map 20. Roll l d20 every 1 0 minutes of travel
chorus ofthe winds, moaning through hundreds of Temple with an encounter occurring on a 1 . Roll l d20 again to
apertures built to sing like doomed souls given over to the determine the type of encounter.

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WAN DERI NG MONSTERS: A ROU N D TH E TEM PLE deal of noise (which could alert the bandits in area A) .
Once all are slain, no more appear.
020 Encounter # App XP Source Notes

1-3 Bandits 1 d6 + 6 25 MM, p. 343 See


ROCK REPTILE
description

4 Rock 200 Appendix C


This solitary predator lies in wait on a rocky section of
repti l e rubble using its Camouflage trait. The rock reptile (see
S -8 G iant 1 d8 + 8 so Appendix C appendix C) attacks with blinding speed but is hoping
ravens for a quick kill (and then to drag its prey back to its
9-1 2 Giant rats 2d4 x 1 0 25 MM, p. 327 lair) . If it becomes engaged in a prolonged fight, it flees
1 3-20 Drelb 1 , 1 oo Appendix C
once reduced to 1 0 hit points or fewer.

BANDITS S CALi n G TH E E n ce u nT E RS
Any encounters with bandits reduce the total numbers The encounters presented in the Ruins of Elemental
found within the Broken Tower (area A) . Each encoun­ Evil were designed for five to eight 1 st- or 2nd-level
ter includes one officer. Begin with the bandit sergeants characters. For this conversion, they are presented as
(see below); after both sergeants are defeated, move to they occurred in the original text. Most parties of fifth
bandit leaders (see appendix B). If both bandit leaders edition characters range in size from four to six, likely
are defeated, move to the bandit captain. Once all the all 2nd-level, assuming they've already explored the Ru­
officers are defeated, the bandits gradually depart a few ined Moathouse and other locations. The wandering
at a time ( l d6 per week) as they lose morale. monster encounters listed above should still suffice for
A bandit sergeant has the statistics of a bandit with the low-level characters, but the DM may wish to limit the
following changes: numbers of bandits, giant ravens, or giant rats encoun­
tered at a single time as follows:
• Its AC is 1 8 (chain mail, shield).
• It has 13 (2d8 + 4) hit points. Bandits. Reduce the number appearing to 2d4 plus an
officer.
• It has a walking speed of 20 feet.
• It is armed with a longsword (+2 to hit, 4 [ l d8] slash­ Giant Ravens. Reduce the number appearing to 2d6.
ing damage, or 5 [ 1 d 1 O] slashing damage if used with Giant Rats. Reduce the number appearing to 3d6.
two hands), a javelin (+2 to hit, range 30/ 1 20 ft., 3
[ l d6] piercing damage), and a dagger (+3 to hit, 3 KEY TO TH E RV i n s O F
[ l d4 + 1 ] piercing damage) . E LE M E ilTA L EVi L ( IhA P 2 0 )
DRELB
AREA A - THE BROKEN TOWER
The encounter with the drelb (see appendix C) only DM Note: Before beginning the encounters herein, be
occurs at twilight or at night. Otherwise, no encounter sure you are familiar with the Tower's detail map (map
occurs. 2 1 ), its occupants, their defense strategy (detailed be­
low) , and the other combat notes given hereafter.
GIANT RATS
The upper reaches of the Temple are overrun with G E ll E RAL F EATU RES
scores of giant rats. These vermin are very hungry and
attack without provocation. However, if 50% or more Construction. Some general details can b e discerned
are slain, the rest scatter. from a distance, but do not emphasize the Tower's ex­
istence to the players until they actually draw near. It
GIANT RAVENS appears as a jagged stub standing above the razed walls,
There are 1 6 giant ravens (see appendix C) that roost in though what still stands is remains strong and solid. En­
the Upper Works of the Temple. They harass the char­ tering by the door reveals only low, stone walls, a little
acters with their Mimicry and generally make a great over waist height, leading from the exterior wall to sup-

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port columns. These serve to channel entrants through monsters found within the Tower. Four bandits are on
a passage some 8 feet wide. duty at all times, each peering out of an arrow slit. The
number and disposition of forces (bandits and giant ra­
The Tower cannot be entered from above; the second and
vens) will depend on the actions taken by the charac­
third levels have collapsed, forming an impassable jum­
ters; see "Defense Strategy" below.
ble of jagged rock. The giant ravens which roost above
croak a warning to the guards if intruders are sighted.
S CA.L l ll G TH E E n c 0 u nT E RS
Doors. There is a single, heavy door that is barred and
chained shut from the outside. The bar on the outside There should be little need to scale encounters in this
of the door is something of a ruse; it can be disengaged section for a group of 1 st- to 2nd-level characters. Since
from inside. A successful DC 1 5 Intelligence (Investiga­ the DM determines the number and disposition of en­
tion) check reveals the ruse. It is, however, solid from emy forces, carefully arrange the numbers of bandits
the outside, and must be bypassed as normal, requiring and/or giant ravens faced to represent an easy or average
thieves' tools and a successful DC 1 6 Dexterity check to challenge for a group of low-level characters. Remem­
pick the lock, free the chain, and slide the bar off before ber, also, that these bandits are not fanatical followers
the door is accessible. of the Temple; they will flee if it becomes too incon­
venient to maintain a base of operations here. As such,
Arrow Slits. The two slits at ground level are screened
successful heroes may find themselves facing fewer and
by heavy, black, felt draperies; anyone trying to peer in
fewer bandits as they go, as the rest retreat (possibly
from outside sees only darkness. These provide three­
back to Nulb) to fight another day.
quarters cover (+5 bonus to AC and Dexterity saving
throws) to targets on the interior side of the tower. At most, heroes should encounter one bandit per party
member. For DMs who prefer random rolls, 2d4 ban­
Illumination. The tower interior is lit by a dozen torch­
dits is a good number. For 1 st-level parties, the captain
es in sconces.
can be replaced with an additional leader. See also "De­
Wandering Monsters. There are no true wandering fense Strategy" below.

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T0WE R EXTE RI 0 R tics of a bandit with the following changes:

7he jagged stub of a large tower stands up from the razed • Its AC is 1 8 (chain mail, shield).
walls. Two small black birds are perched on the tower top, • It has 1 3 (2d8 + 4) hit points.
about 25 feet up. One heavy door can be seen, barred and
• It has a walking speed of 20 feet.
chained shutfrom the outside. Arrow slits are visible on ei­
ther side ofthe door; peering in reveals only blackness beyond. • It is armed with a longsword (+2 to hit, 4 [ l d8] slash­
ing damage, or 5 [ l d l O] slashing damage if used with
An illusion at the Tower's top renders all creatures there­
two hands), a javelin (+2 to hit, range 30/ 1 20 ft., 3
on to appear smaller. If a character spends an action
[ l d6] piercing damage), and a dagger (+3 to hit, 3 [ l d4
to examine the Tower's top, a successful DC 1 8 Intel­
+ 1 ] piercing damage).
ligence (Investigation) check reveals this magical decep­
tion. The "small birds" are, in fact, two of the 1 6 giant Bandit Leaders (2). Each one wears plate armor (AC
ravens (see "Wandering Monsters: Around the Temple" 1 8) and carries a morningstar ( +4 to hit, 6 ( 1 d8 + 2]
above) that roost in the upper reaches of the Tower, serv­ piercing damage), a spear (+4 to hit, range 20/60 ft., 5
ing as guards for the bandits that also occupy the area. [ l d6 + 2] piercing damage, or 6 [ l d8 + 2] piercing dam­
Most of the giant ravens are out of sight, roosting on age if used with two hands), a heavy crossbow ( + 3 to hit,
the timbers where the third story collapsed and broke range 1 00/400 ft., 6 [ l d l O + 1 ] piercing damage) , and a
through to the second level. Of course, if the party has dagger (+4 to hit, 4 [ l d4 + 2] piercing damage) .
killed all 1 6 of these giant ravens in random encounters, Bandit Captain. The bandit captain wears chain mail
omit this detail from the Tower description. and carries a +2 shield (AC 20). He wields a + 1 longsword
This Tower is occupied by 26 human bandits. There (+5 to hit, 7 [ l d8 + 3] slashing damage, or 8 [ l d l O + 3]
are 2 1 normal bandits, although they are armed and slashing damage if used with two hands) , a handaxe ( +4
armored as described below. The five remaining are of­ to hit, range 20/60 ft., 5 [ l d6 + 2] slashing damage),
ficers, including two bandit sergeants (see below), two and a dagger (+5 to hit, 5 [ l d4 + 3] piercing damage) .
bandit leaders (see appendix B) , and a bandit captain. Treasure. Each bandit carries a small amount of per­
Bandit Footmen (4). Each one wears ring mail (AC sonal wealth:
1 4) and carries two javelins (+2 to hit, range 30/ 1 20 ft., • The captain has 1 1 gp and 27 pp.
3 [ l d6] piercing damage) and a spear (+2 to hit, range
20160 ft., 3 [ l d6] piercing damage, or 4 [ l d8] piercing • The two leaders each have 2d6 ep, 2d6 gp, and 2d6 pp.
damage if used with two hands) . • The two sergeants each carry l d6 sp, l d6 ep, and l d6 gp.
Bandit Footmen (4) . Each one wears studded leather • The remainder of the bandits carry l d6 cp and l d6
armor and uses a shield (AC 1 5) , and wields a longsword sp each.
(+2 to hit, 4 [ l d8] slashing damage, or 5 [ l d l O] slash­
ing damage is used with two hands) and a spear (+2 D E F E fi S E STRATE GY
to hit, range 20/60 ft., 3 [ l d6] piercing damage, or 4
[ l d8] piercing damage if used with two hands) . The positions and details noted above apply only if the
characters manage to approach completely undetected
Bandit Crossbowmen (4). Each one wears scale mail and somehow learn of the interior arrangements through
(AC 1 5) and wields a light crossbow (+3 to hit, range means such as invisibility, clairvoyance, or the like.
80/320 ft., 5 [ l d8 + 1 ] piercing damage) and a battleaxe
(+2 ot hit, 4 [ l d8] slashing damage, or 5 [ l d l O] slash­ If the party's approach is observed by either bandits or
ing damage if used with two hands). giant ravens, all but two torches are immediately extin­
guished, and the crossbowmen and four archers move
Bandit Archers (9). Each one wears chain mail (AC to cover the door with their missiles. The balance of the
1 6, speed 20 ft.) and wields a shortbow (+3 to hit, bandits grabs spears and shields and forms a wall two
range 80/320 ft., 4 [ l d6 + 1 ] piercing damage) and a ranks deep about 5 feet northeast of the entryway, behind
shortsword (+2 to hit, 3 [ l d6] piercing damage) . the ranged troops. (This may raise their AC by 2 if they
Bandit Sergeants (2). A bandit sergeant has the statis- weren't already using a shield.) The leaders take station

0 zj G i ilAL ADVE ilfV � S RE i il CAFJIAfE D • TH E TElhPLE 0 F ELElhEilTAL EVI L


on each flank. Behind the ranks, the captain and one ser­
geant stand ready to move as the need arises (left, right, or
upwards) . The two archers on the stairway, at their arrow
slits, remain in position to fire at opportune targets.
The moment the characters interact with the door, the
remaining torches in the main room are extinguished.
The lanterns in the two rooms remain alight as they
are not normally detectable from here. As soon as the
door is opened and the characters are illuminated or
silhouetted, the bandits attack with arrows, bolts, and
spears. If the intruders flee, they are fired upon again.
If they advance, the bandits use flanking fire while their
forward line of footmen engages.
Tactics. As soon as the combat begins, give the bandits
the following advantages, assuming that the party was
observed and that they forced entry through the front
door:
1 . The bandits automatically gain surprise in the first
round.
2. The bandits have advantage on their initiative check.
3. The bandits have advantage on all attack rolls for
' ranged weapons when attacking illuminated or sil­ If the characters hurl oil, employ area-of-effect magic,
houetted targets. or otherwise present a serious threat, one of the leaders
moves to the south-central pillar and releases a chain
4. The interior of the room is considered to be darkness. that triggers a fall of several hundred pounds of rocks
The bandits, however, do not suffer this penalty for and loose stone. Each target in the area from the door
; darkness as they are intimately familiar with the in­ to the retaining walls must succeed on a DC 1 4 Dexter­
·
� terior layout of the tower and their own strategy for ity saving throw or suffer 6 ( l d 1 2) points of bludgeon­
battle. Unless a character has darkvision, their attack ing damage and be stunned and blinded for 1 round.
rolls are made with disadvantage until the chamber A successful save halves the damage and negates the
becomes illuminated. conditions. Meanwhile, the captain Dashes to his room
After the first round of ranged attacks, the party's ac­ (area B3), slams the door, and bars it (which takes an
tions determine the actions of the leaders: action) , and flees through the secret trapdoor.
• If the party flees, they reload crossbows.
KEY TO T H E B R_O � Il
• If the party hesitates, they pick up spears. TOWE R_ ( lll A P 2 1 )
• If the party enters, they draw their morningstars.
DM Note: It is important to carefully read the "Gen­
Remaining bandits hurl extra javelins or spears before eral Features" and "Tower Exterior" sections under area
drawing melee weapons. Archers and crossbowmen A above, as the exact number and disposition of bandits
continue ranged attacks. Bandits in the front rank hurl currently in the Tower depends on a number of factors
spears, draw swords, and advance. Those in the rear explained therein.
level their spears and move forward. The captain throws
his handaxe, and his associate bandits fire their cross­ B l . MAIN ROOM
bows before drawing melee weapons and moving to any This large room, about 130 feet in diameter, resembles
threatened area. about a three-quarters pie shape. At the northeastern cor­
ner, an area has been squared offwith walls. Doors can be

e R.i GinAL A.DVEil'f'VRJ;:S RE i n CAJ:VIA'f'ED • THE TEJll PLE 0 F ELEJll EnTA.L EVI L
seen on both the southernmost of these walls, about half This is the quarters of the two leaders and two sergeants
way along, and the westernmost wall near the far north. of the bandit band. There is an extra, currently unused
The room itselfis clearly lived in, decorated with crude ta­ bed. The chest of drawers contains some old worn
bles, benches, chairs, and stools. Heaps ofold blankets and clothes, personal effects, and the like.
brown cloaks lie by the walls, and several sacks near them Treasure. The padlocked chest (each leader and ser­
are filled with foodstujfi. On the tables are mostly empty geant have a duplicate key) can be opened with thieves'
bottles ofwine, knucklebones, dirty plates, and mugs. tools and a successful DC 1 3 Dexterity check. Inside is
It seems clear that the bandits live in this place, eating, a potion ofhealing, a sack containing 300 ep, a jeweled
sleeping, and gaming while awaiting further raids. If dagger (250 gp) , and four bolts of silk (worth l d6 x 1 0
the rafters are examined, various smoked meats, sausag­ gp each) .
es, and bags of onions and herbs can be found, enough
to supply the inhabitants for a full week. Under the as­ B3. NORTHEAST ROOM
cending, stone spiral staircase are five large barrels. The This room contains a comfortable bed heaped with quilts
two largest contain water, the next two contain beer, and pillows, a table and two chairs, a small desk with a
and the smallest (still a good 40 gallons) is nearly filled stool a chest ofdrawers, and a padlocked iron box. On the
with sour, cheap wine-the same as in the cups on the table are a few pewter dishes, a bottle filled with brandy,
tables. A bale of blankets is also stuffed under the stairs, and some slightly wrinkled apples. It seems clear that who­
evidently loot from some hapless merchant. ever occupies this room rates more comfort than those in the
rest ofthe ruined tower.
B2. NORTH ROOM
This is the private chamber of the captain, and includes
This room is 60feet long by 30feet wide and contains five information about his intended victims, the plans of
rough beds, a round table, three stools, a chest ofdrawers the crew, and his personal treasures and possessions.
with a lantern atop it, and a padlocked, iron-bound oak There is little to no information here about the Temple
chest. itself or its forces; while the bandits are in league with

0 N G i ilAL ADVE ilTVRJ;S REi il CA R_Il ATE D • TH E TEJb: PLE 0 F E L E Jb: E ilTAL EVI L
the forces of Elemental Evil, they are not privy to the bag containing 50 pp
Temple's greater plans.
• A longbow and quiver with nine + 1 arrows
Inside its fold-down top, the desk holds a few quills,
• A locked bronze coffer (the captain has the key) that
an inkwell, and several sheets of parchment. One sheet
can be unlocked with thieves' tools and a successful DC
bears a list of possible victims (including the money­
1 7 Dexterity check. It contains a potion ofgreater heal­
changer at Hommlet; see area 1 5 in chapter 4). The
ing, a potion ofspeed, and a potion ofwater breathing.
other sheets are blank, but if the correct one is held up
to a strong light, a crude map is revealed, showing the • A locked iron box (the captain has the key) that re­
secret tunnel out of the tower to a nearby safehouse and quires thieves' tools and a successful DC 1 3 Dexterity
into the Third Level of the Temple dungeon, if entry is check to pick. It contains 800 gp and 200 ep.
desired. (See area B4 for details.) This map is depicted Developments. The captain, if located here when the
on player handout 6. characters enter the Tower, will not join the fight with
Treasure. The chest of drawers contains a shortsword his cohorts in the main room or the north room. If he
with a topaz in its pommel (500 gp) and a suit and hears the sounds of battle, he dons the cloak ofelvenkind
hooded cloak of brown velvet trimmed with fur (200 and grabs the longbow and magic arrows, his silver box
gp), along with other normal clothing, grooming, and and pouch, and the potions. He flees through the es­
personal odds and ends. cape tunnel (area B4), taking the northwestern passage
to escape into the wilds rather than heading deeper into
The iron chest is trapped with poison needles which the Temple. If he hears pursuit in the tunnel, he will
project to either side of the lid when raised. Finding the drink the potion ofspeed. If he escapes, he visits Nulb at
trap requires a successful DC 1 3 Intelligence (Investiga­
night and leaves the region on horse to seek his fortunes
tion) check, and disabling it requires thieves' tools and a
in Dyvers or across the Nyr Dyv. If he has observed the
successful DC 1 3 Dexterity check. If triggered, the trap
characters, however, he can alert certain forces in Nulb
has +3 on the attack roll and on a hit deals 1 piercing
of their descriptions, which could make their stay in the
damage and 1 4 (4d6) poison damage, and the victim
village a lot more difficult.
must succeed at a DC 1 5 Constitution save or be poi­
soned for 1 hour. Inside the chest is the -total coinage of B4. ESCAPE TUNNEL
the bandit group, amounting to 384 cp, 556 sp, 1 06 ep,
This 5-foot-wide passage is hewn from the bedrock under­
277 gp, and 9 1 pp.
lying the Temple complex, evidently following a natural
Hidden in the floor is a loose flagstone which can be fissure in the limestone. It quickly turns and then bears
found only with an active search and a successful DC generally northwest, though it has many curves. In places,
1 5 Intelligence (Investigation) check. The flagstone can it is not worked at all, and there, the width varies from
be lifted to reveal a bronze ring set into the floor. The 4 to about 8 feet. It appears to be a hidden escape tunnel
pivot is mechanically linked to the trapdoor beneath, from the Tower. . . but escape to where?
which is counterbalanced to raise and lower with ease
About 540 feet along the tunnel, it opens into a small
and with but a little noise. If the trapdoor is closed
natural cave, a 40-foot oval chamber whose north wall
from below, the flagstone also closes neatly and locks
is marked by a 3-foot-wide opening. In the eastern por­
into place. The shaft below is about 3 feet square, and
tion of the south wall, a secret door can be located with
bronze rungs lead 30 feet down to a small chamber. In
a successful DC 1 5 Intelligence (Investigation) check. If
this 1 0-foot-by- 1 5-foot secret room are the following:
the crude map from area B3 is obtained, this secret door
• A small, flat, silver box ( 1 25 gp) containing a jeweled can be found automatically. The door is accessed by a
necklace (2,400 gp) balanced, pivoting, stone slab. This opens into a passage
• A cloak ofelvenkind, hanging on a peg by the entrance that is 3 feet wide and travels 600 feet south, slanting
of the passage leading out. This passage leads to area B4. downwards rather steeply. At its end is a 1 0-foot-wide
stone passage east, turning south in 30 feet. This leads
• A large pouch with a leather strap for shoulder sling­ to area 335 on Dungeon Level 3. See chapter 1 1 for
ing containing 50 pearls ( 1 0 gp each) , and a leather more information on this Temple entrance.

0RjGi ilAL ADVEil'tVRJ:: S RE i il CA R._Il A'tE D • T H E TEDI PLE 0F ELEDlEilTAL EVI L


• •
The narrow northern passage leads north and gradu­
ally west, ascending slowly over about 200 feet. It then WH O K IT O W S WHA'f?

turns due north again for another 1 00 feet, where the


limestone gives way to clay walls shored up by timbers If the characters manage to capture one or more gnolls,
for 50 feet. The escape tunnel mouth is at the side of an cultists, or the cult fanatic alive, they might be able to
abandoned dry well (area D7) at an old farmstead se­ gai n i nformation about what was going on here. The
cluded deep in the woods north of the Temple, towards bandits here are unaware of the plan to eventual ly
the banks of the Velverdyva. assault Homm let but are aware of the bandits i n the
Broken Tower. The patro l l i n g gnolls and the cultists are
Near the tunnel exit are a deserted cottage and a ram­
aware of the plan to attack the vi l lage and the purpose
shackle barn. This whole area is screened by surround­
of the glass orbs. The cult fanatic knows more details
ing trees. See area D 1 below.
on the attack: cultists w i l l sneak into the vil lage with
the cart laden with explosive orbs while gnolls attack
KEY TO TH E D E S E R.fE D from the north and east providing a distraction. The at­
FARJII STEAD ( Jh:A P 2 2 ) tack is planned i n the upcoming weeks. No one, how­
ever, seems to know where the explosive oi I came from;
D I . FARMSTEAD GROUNDS the cultists merely know it was given to them by agents
of the Temple who i nstructed them to use it to destroy
The secret passage described in area B4 exits in a well
Homm let when the time was right to move.
shaft near this deserted cottage and ramshackle barn .
They serve a dual purpose; they are a "safehouse" where • •
the leaders can escape if their cohorts at the Temple are a deserted cottage and ramshackle barn. The cottage has a
defeated, and they house a side operation of the Earth wooden frame with wattle and daub walls and a thatched
Temple, where a very special prisoner is forced to work roof and it appears to have two stories. The barn is a plain
on a plan to assault the village of Hommlet. affeir ofrough, timber construction. It appears that though
both buildings have been abandonedfor some time, some­
There are essentially two groups of inhabitants within
one has done work to shore up the walls and roof From
the cottage: bandits, who work for those in the Broken
within the barn, you hear the deep grunts ofseveral horses,
Tower and whose duty is simply to maintain the cottage
and a thin line ofsmoke comes from the chimney. Behind
and horses, and the cultists who are directly in league
the house are the crumbling stone walls ofa well
with the Earth Temple. The bandits know that the cult­
ists are people of importance and defer to their com­
D2. BARN
mands but know nothing of their greater plans.
The earthy smells ofstraw and horse manure assault your
On Patrol. Patrolling the area are two groups of six nostrils as you enter this common barn which holds 10
gnolls, who are in league with the Earth Temple and stalls for animals, six of which are currently occupied by
are planning an eventual raid on Hommlet as soon as horses. Along thefront wall saddles and tack hang.
their forces are strong enough. For every 30 minutes the
characters spend exploring the area around the farmstead
Behind the barn, you spy a large wooden cart still in good
(or spying on its occupants), there is a 25% chance one
repair.
of these patrols is encountered. They are part of a larger Inside the barn, which is a very plain affair with 1 0
tribe of gnolls that inhabits the region and are under the stalls, six riding horses are kept. They are normal in
command of the cult fanatics within the cottage who di­ every way and may be used by either the bandits sta­
rectly serve the Temple, but they are often at odds with tioned in the cottage or by any leaders who escape from
the common bandits, so the two factions don't cooperate. the Broken Tower and seek a hasty retreat.
If the characters approach from the wilderness, read the Behind the barn is a large cart with several compart­
following text. If they exit the well via the secret pas­ ments, each filled with straw. Although old, the cart has
sage, alter this read-aloud section appropriately: been recently repaired and the axles greased. The cultists
plan to use the cart during their eventual assault on the
Nestled in a clearing in theforest, which is thick enough to
Village of Hommlet (see areas D4 and D6 for details on
obscure it untilyou are almost on top ofit, you come across
their nefarious plan) .

0 RJ Gi ITAL ADVEil'tV�S RE i IT CARJIA'fED • THE TEDtPLE 0 F ELEDtEOTAL EVI L


D3. MAIN ROOM
The main room of the cottage is
spacious. Across from thefront door
a fire blazes in thefireplace. A large
table occupies the center ofthe room,
upon which are earthenware plates,
goblets, a pitcher, and knucklebones
sets. Shelves and benches line the
walls, mostly in poor repair, and
the shattered remains ofabandoned
crockery litter the corners.
The main area that occupies
most of the ground floor com­
bines living space, dining room,
and hearth. The stairs along
the southern wall lead upstairs.
Across from the door a fireplace
burns with a cooking pot.
There are five inhabitants in this
room: three NE human bandits
and two LE human Earth Tem­
ple cultists. The cultists fight to
the death in honor of the Tem­
ple. The bandits are interested in
fleeing if the cultists are defeated;
if cornered, they surrender. The
bandits know little about the
Temple but are aware of the se­
cret passage in the well (area D7).
Treasure. The bandits and cult­
ists each carry 1 d6 cp and 1 d6 sp.
Developments. If the sounds of combat erupt from
mostly dried meats, smoked sausages, fruits, hardtack, and
this room, the inhabitants of areas D5 and D6 move
the like-but there are somefresh berries and nuts recently
to ambush anyone coming up the stairs and organize
harvested, as well as a few carcasses ofdeer and rabbits in
themselves to protect their captive. If things get dire,
the process of hanging before butchering. Along one wall
they fall back and take him hostage as described under
are two large barrels, and next to them is a wine rack that
"Developments" in area D6.
has been repurposed to hold a number ofglass orbs filled
with a brackish, black sludge.
D4. LARDER AND MUDROOM This narrow room is the stores and mudroom for the
DM Note: The exterior door is locked (one of the cult cottage. It contains little of real value, though there are
fanatics in area D5 has the key). It requires thieves' plenty of dried meats, fruits, hardtack, and even some
tools and a successful DC 1 6 Dexterity check to pick fresh fruit, berries, mushrooms, and meats from a re­
the lock. If bashed down (AC 1 5, 1 8 hit points), the cent hunting expedition. There are two barrels ( 1 0-gal­
occupants of area D3 are alerted. lon capacity each) filled with a strange, tar-like fluid.
If detect magic is used upon it, the fluid glows brightly.
This narrow room serves as the mudroom and larderfor the
cottage. It is currentlyfilled withfoodstuffi and supplies- Treasure. The fluid is for orbs of explosive oil (see ap-

e R!Gi ilAL ADVEil'l'V�S RE i n CARJIA'l'E D • THE TEJh PLE 0 F E L E Jh E nTAL EVI L


pendix D), and there is enough to fill 1 60 of the glass D6. BEDROOM
globes being made by the prisoner in area D6. There are This room shows the remains of a larger bed which has
currently 30 such globes filled and carefully stacked on been smashed to bits; the remains are piled carelessly in a
wine shelves near the barrels. corner. The chimneyfrom downstairs goes up through this
Developments. If the cult fanatic feels the safehouse is room, which has another fireplace built into it, and is ex­
being overrun by the characters, he tries to get to this ceedingly hotfrom the fiery red coals that burn within. A
room to destroy the orbs. If the barrels are hit with a few empty but artistically craftedglass orbs lie about empty.
solid impact (a blow from a bludgeoning weapon) or This room was once the parents' bedroom for the family
any of the globes are smashed in this room, the cumu­ that lived here in days gone by. These globes are identi­
lative effect from the explosive oil would be enough to cal to those found in area D4; they are being filled with
destroy the entire cottage and stables, leaving nothing the black, sludge-like liquid from the barrels to create
but a black, scorched crater in the ground. The resulting explosives which will be used to raze Hommlet once the
explosion causes 52 ( 1 5d6) fire damage and 52 ( 1 5d6) Temple is ready to attack.
force damage to all creatures within 300 feet of the cot­
tage. The explosion would rock the area and likely be Now, it is inhabited by two NE human bandits and a
seen as far away as Nulb (and certainly by any inhabit­ LE human cultist, guarding a special prisoner forced
ants of the Upper Works and environs) . into labor. The cultist wears a brown tabard embla­
zoned with an embroidered, black triangle on the right
D5. BUNK ROOM breast. The two bandits engage in melee, while the cult­
ist hangs back and holds the prisoner at scimitar point.
The battered remains ofa crib and a small straw mattress
shoved carelessly in a corner indicate that this was once The fire in this room is stoked incredibly hot, and the
a bedroom for children. Now, it is littered with bedrolls prisoner is hard at work creating glass globes. He is the
that are practically stacked on top ofone another. There are missing husband of one of the inhabitants of Hommlet
eight in various stages ofdisarray. (see chapter 4, area 1 2) . Elam is a glassblower by trade
and was captured by gnolls a few weeks ago. Originally
Once a children's bedroom, this area now serves as a
destined for sacrifice to the Earth Node, once the Tem­
bunk for the inhabitants of the cottage. There are cur­
ple leaders discovered his trade, they decided to make
rently two NE human bandits, three LE human cult­
use of his skill. He was brought here and is now forced
ists, and a LE human cult fanatic in here. The cultists
to work for the Temple creating glass orbs destined to
and cult fanatic all wear brown tabards emblazoned
be filled with a magic, volatile elixir. All he really wants
with an embroidered, black triangle on the right breast,
is to go home. He knows what the glass orbs he is blow­
the symbol of the Earth Temple.
ing are intended for, and can inform the characters of
The cult fanatic orders the others to capture the charac­ the plot, but only in basic terms.
ters, employing nonlethal tactics. The cult fanatic uses
Elam is a male human commoner in his late thirties
command and hold person to facilitate, but if the tide
with long, sandy hair often pulled back in a ponytail.
turns, he adjusts to lethal tactics such as spiritual weap­
He has proficiency with glassblower's tools.
on or inflict wounds.
Treasure. Elam has a few basic glassblower's tools,
Treasure. The bandits and cultists carry l d6 each of cp,
worth about 1 0 gp. The bandits and cultists carry l d6
sp, and ep. The cult fanatic carries l d8 each of ep, gp,
each of cp, sp, and ep.
and pp, and the key to the door lock in area D4. The
cult fanatic also wears a gold necklace with a bronze Developments. If the characters have fought their way
medallion inset with a black triangle (50 gp) . to this area, one of the cultists holds the glassblower
hostage, demanding that they be allowed to leave or else
Development. The cult fanatic seeks to flee if reduced
they will murder the man. The man begs for help until
to 1 0 hit points or fewer. He is willing to jump out the
violently silenced by his captors, who threaten him with
window (taking l d6 falling damage) , if necessary, to get
a scimitar at his throat. Their goal is to take their works
to area D4 to destroy the orbs.
(the orbs and the oil in area D4) and find a new place

0 Ri c i nAL A.DVEil'fV � S REi il CARJIAT E D • THE TEJll PLE 0 F ELE Jll E nTA.L EVI L
to set up shop. They prefer to take the glassblower with located from the outside with a successful DC 20 Wis­
them. As they leave, they signal any gnoll patrols that dom (Perception) check. The door is barred from the
are left to assault the characters to prevent them from inside and requires a successful DC 1 7 Strength (Ath­
giving chase. letics) check to open even if discovered.
If the characters manage to defeat the cultists, rescue When viewed from the interior (the passage from area
the captive, and return him to Hommlet, his family B4), there is a small, heavy door set back from the side
will offer their undying gratitude, and his father-in-law of the shaft and painted dull brown. It is barred on this
may attempt to marry off one or more of the still-single side, but that is easily removed. A ladder is lying in­
daughters to one of the characters (assuming any are side the tunnel. The short ladder can be set up inside
willing and worthy) . They will have also dealt the Tem­ the shaft, enabling the escaping party to gain a series
ple a major setback to their eventual plans. of ascending ledges which lead to the top of the well, a
3-foot-high, circular stone wall. Without the use of the
Awarding Experience. Award each character 25 XP
ladder or a rope, climbing up or down the shaft requires
for rescuing Elam, and 1 00 XP if the operation is dis­
a successful DC 1 5 Strength (Athletics) check.
rupted.

r
AREA B - BUILDING RUINS
D7. THE WELL
Overgrown with weeds are the crumbling remains ofa cir­ GE fi E RAL F EATU RE S

I cular stone well perhaps 10 feet in diameter. The wooden


canopy that once covered the well has long since rotted,
The Building Ruins are depicted on map 20.

although the supports are still present. Construction. The building ruins do not have much
construction to speak of. They are located within the
The well is about 40 feet deep, with about 5 feet of
overall walls to the south and west of the Tower ruins
water at the bottom. A secret door is located on the
and are little more than an outline of a building that
southern wall of the well, about 1 5 feet down. It can be
has been blasted, burned, and broken. What remains
is overgrown with weeds and built of stone, bricks, and
charred beams.
Doors and Windows. All doors or windows have been
destroyed or simply rotted away. All that remains are
gaping openings, overgrown by brush and weeds. With
some effort hacking with a slashing weapon, these can
be cleared for entry.
Illumination. Light streams freely through from the
sky on the ground level as no roof remains. There is no
light source in the basement.

P LAYE RS ' D E S CRI PTI 0 ll!


RU i llE D B U I LD i llG
As with all the razed works of the Temple, the outlines of
this place are discernible even though the whole is crum­
bled, burned, and broken. Broken bricks, bits of charred
beams, and broken plaster are heaped in the shell of the
lower story. Parts ofa narrow, outside stairway on the west
side can be seen through the rubble. The stairs lead down
to a small, dark opening through which a person might be
able to crawl.

0 N Gi il AL ADVEil'tV� S RE i il CARJIA'f'ED • T H E TEJh:PLE 0 F E L E Jh: E ilTAL EVI L


S E C:Ri1' H i S1'0RY O F 1'H E TEM PLE �ady of Fungi agreed to accept l uz as an (almost) equal
in t � e Tem ple. She saw h i m as an excel lent weapon, es­
_
pecia l ly useful against the Horned Society once she had
When the demoness Zuggtmoy i n itially conceived the
absorbed most of Vel una and Furyondy. She would then
plan to establ ish her own rule on a portion of the Fla­
encourage l uz to crush the m ight of the Society, and she
naess, she decided to use as many "tools" as possi ble, j ust
would be left as the great Evi l power i n the Flanaess,
as did her competitor (Lolth). Consulti ng some of her
ready to absorb the Wild Coast and Pomarj, whi l e the
clerical servants, Zuggtmoy decided that Elementa l Evi l
rumps of l uz and the Horned ones served as buffers i n the
would have more appeal than a cult dedicated to her be­
north and east. Her hordes, in turn, could concentrate on
loved fun gi . Recruiting was not difficult, and soon the ru­
the hateful elves and dwarves to the west...
diments of the Temple of Elemental Evi l were flourishi ng.
And so. the a l l iance formed, and actua l ly worked, but
The beauty of the q uadrate system was obvious to Zug­
saved not the Tem ple. Zuggtmoy was bound in its dun­
gtmoy; each type of Elemental Evi l would appeal to a
geons, but l uz remained free G ust as he had planned).
broader base of servants and followers, and certain ones
After the m i ghty magicks had been wrought to bind
would actual ly serve her di rectly. The four separate el­
Zuggtmoy-powers wh ich most certai n ly i nvolved great
emental tem ples would also compete, spreading evi l
wizards, high priests, and deities-luz determi ned to
more effectively and also serving to check one another
occasiona l ly return to the Temple i n hopes of gaining
if any grew too powerful-Zuggtmoy, of course, desiri n g
advantage for his past efforts. I f he could somehow free
to retai n all real power i n h e r own grasp. The appeal of
Zuggtmoy, she would certa i n ly be m uch i n his debt At
elemental destruction and demonic aid attracted many
the same time, she would be seething with a l ust for re­
malign and twisted creatures to the Tem ple, and it grew
venge against those who i mprisoned her. It was l uz, i n
ever more rapidly.
fact, who helped the remnants o f the Temple's followers
At th is crucial j uncture, l uz h i mself requested an audi­ to remain viable, but he lacked the power to forge them
ence with Zuggtmoy. The Old One, long rul ing a real m into a useful tool .
o f h is own, perceived the Tem ple o f Elemental Evi l and
T h e weakened Elemental factions fought more amongst
Zuggtmoy as tools to be used fo r h is own ends. Help the
themselves than with the forces of Good p ressing thei r
demoness and her Temple to grow, aid their ravagi ng of
advantage above. luz, meanwh i le, remai ned more con­
the lands around, and they would surely draw down the
cerned with establ ishing a fol lowing of his own than with
hosts of Good from Vel una, Furyondy, and everywhere
the furthering of Zuggtmoy's o rganization of Elemental
else nearby. Th is drew foes away from his own border
Evi l . Some of the latter remained faithful to the demon­
i m m ediately, and at the very worst weakened them to
ess, despite their not knowi ng where she was or how to
some degree. I f Good triumphed, then l uz would not be
free her. Some actual ly turned to Lolth i n desperation, for
harmed, for the Old One could retire to Dorakaa, none
many draw visited the Temple after its fall. Lareth was
the worse for having spent ti me and effort hel ping Zug­
one who sought to serve both the Temple and Lolth. And
gtmoy. I f the battle were a draw, then l uz could move his
although Lolth hated Zuggtmoy's Elemental Evi l , she so
own armies down to Furyondy to put the hosts of Good in
l usted for power that she accepted such service. Had she
a vise of i rresistible Evi l . If the Temple tri umphed, then he
not been routed, her dark followers so cri ppled, m uch
could cal l upon Zuggtmoy to repay his aid and make sure
m ight have come of this.
that l uz, not the Horned Society, benefited most from the
territorial acquisitions in Furyondy. Also, a strong Chaotic But as it transpi red, Lolth could-and can yet-give only
Evi l a l ly agai nst the growing power of the Horned Society encouragement, without physical or magical aid, to those
could be most useful. who cal l on her. The Temple is thus divided into no less
than seven competing factions: four serve Elemental Evi l
Zuggtmoy, i n turn, saw the advantage of having l uz's
principles, one l uz, one Lolth, and one sti l l l oyal to Zug­
magic to aid her in building her fortress and expanding
gtmoy. Woe to the disloyal should the Lady of Fungi ever
her domain i n the Flanaess. Having j ust learned of the
regain her power!
sharp check dealt to Lolth i n her plans to wreak Evi l , the

0 R,j G i DA L ADVED'f'VRJSS RE i D CARJ[A'f'ED • TH E TE1ll: PLE 0 F E L E1ll: E DTAL EVI L


There is no evidence of heavy traffic here, no footprints than 450 feet north to south and 360 feet across at its
of men or beasts save a few large rodent tracks which widest point. The roof is oddly peaked and gabled, and
are uncovered with a successful DC 1 3 Wisdom (Sur­ the walls are covered with gruesome visages in bas-relief,
vival) check. A hole on the west side leads to a stairway, on (or as) support towers, as projecting ornaments, and
where a foolish adventurer might gain access to what more. Despite having been attacked and thoroughly
remains of the cellar. defeated in bygone days, the Temple itself is still stand­
ing and solid, its stonework not showing the signs of
The moment anyone crawls in, 1 2 giant rats scurry
being blasted-out, burned, or overgrown like many of
forth and attack. Crawling characters are considered
the surrounding buildings.
prone; they have disadvantage on attack rolls while at­
tacking rats have advantage on theirs. If retreat is im­ Entry Doors. There are but three doors visible, all at
mediate, the rats do not follow. Otherwise, additional the Temple's south end, measuring 23 feet high and
waves of 3d6 giant rats per wave emerge on rounds 3, 20 feet across. The main door at area 1 is sealed (see
7, and 12 until a total of 40 attack. Worse, only one "Sealed Doors," below) . The other entry doors to the
character can descend the hole at a time, meaning they east and west of the main doors are smaller, being 1 5
will have no backup from allies. feet high and 1 5 feet wide, made of sturdy bronzewood,
and usable.
If a character survives the onslaught of giant rats, they
can crawl into the remains of the basement where the Sealed Doors. Within the Temple proper, four pairs
rewards may be worth the nightmare. The cellar itself of huge bronze doors are located at various points. The
contains nothing but litter and filth, but a successful first is in area 1 and the others are in the dungeons at
DC 1 2 Wisdom (Perception) check reveals an old mat areas 145, 2 1 0, and 340 (in chapters 9, 1 0, and 1 1 ,
in the northeast corner of the room. If the old mat respectively) . These bronze doors are each held fast by
is lifted, a trapdoor is discovered that leads to a short huge, iron chains, and all cracks are sealed with soft
flight of steps heading down to a hidden wine cellar. iron. Graven upon each portal are magical runes which
This chamber is a 20-foot-square room that contains glow in a silvery radiance. These portals are the binding
dozens of barrels and a rack of earthenware flasks. The areas which even now confine the demoness Zuggtmoy
ceiling is about 8 feet high, so standing is possible here. to Dungeon Level 3 . If one or more pairs of doors are
sundered, Zuggtmoy gains some freedom and addi­
Treasure. The barrels contain the same variety of cheap,
tional powers; these are detailed in area 353 in chapter
sour wine as found in the bandits' lair in the Tower ru­
1 1 as well as in appendix A.
ins. It is drinkable, but of poor quality. The 68 stone­
ware containers all hold excellent aged wine worth l d6 When a character approaches within 1 0 feet of any pair
gp per vessel or a flat 3 gp each if all sold as a group. A of these doors, show them player handout 7. The in­
keg ofvery ancient and still excellent brandy is also hid­ truder must make a DC 1 8 Wisdom saving throw at
den here and will fetch a sum of 400 gp in Hommlet disadvantage to resist the permanent powerful antipathy
or anywhere other than Nulb. It requires a successful magic represented by the silvery runes. Failure means
DC 1 2 Intelligence (Investigation) check to discern the that the character is frightened of the runes and unable
true value of the brandy. If sold in Nulb, it would bring to approach within 1 0 feet of doors marked with them
possibly 1 00 gp at most. More likely, the sale would be and is likewise forever blocked from all other doors with
refused in Nulb, followed by efforts to steal the bran­ the same dweomer found in the dungeon. The victim
dy-possibly over the dead body of the seller! cannot even bear to look upon the silvery runes. This is
in all ways identical to the antipathy effect of the 8th­
AREA C - THE TEMPLE level spell antipathy/sympathy, but it has an effective
range of only 1 0 feet and no duration {it is permanent) .
G E n E RAL F EATU RE S
Even if the saving throw succeeds, another such save
The ruins of the Temple itself are depicted on map 20 must be made whenever the character comes again
and its close-up. within 1 0 feet of the same portal or of like portals else­
Construction. The Temple is massive, extending more where. Any failure produces the effect noted above.

0 Jti Gi DAL ADVED'f'V�S RE i D CARJIA'f'ED • T H E TEJlr PLE 0 F ELEJlrEDTAL EVI L


If the doors are successfully approached, the intruder T H E TEM PLE I MAP 20 - A R EA C
may try to break them down. This is a nearly impossible ...... ' ,.... ·-.:11 I I /� ,.,. .. ..
�-
,, .
����. r.
*1 �
b...: �
task to normal strength and most magic, requiring a
..: :to �
DC 25 Strength (Athletics) check to accomplish. If the J�(�
.

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1
� r �
9
_...
attempt succeeds, however, the doors are broken asun­
-�:::::-"II
der, and their dweomer ruined. 4> J
.s
I
...J II -
Bronzewood. This hardwood is somewhat rare but oc­ I II"
.
• I:i ti
...
curs in the temperate forests of the World of Greyhawk.
The wood is denser and heavier than the stoutest oak � i.-... I: u
..

7 1·
and is often fashioned into furniture. The strength of - -
bronzewood removes the vulnerability to bludgeoning � � �-
� �-3- �
-� �

damage which is typical of most wood.


i. 4 �
· �
.. , • - - •
5 19 .
-

Illumination. Inside, the Temple is dark save for faint �,, - - -


-
. -

light that filters in through the filthy, stained-glass win­


.� .\)

- -
- .

-,fl ��

-
dows during daylight hours. Otherwise, without dark­
vision or some other means to see without light, illumi­
���� .....
- . - .
·-

��
.. ....

nation in the form of torches, lanterns, and the like are � .- -.


...<'.
-

required. .,
•I
' ' .. / ...
..
2
Wandering Monsters. There are no wandering mon­ �"
-� .
sters on the Upper Works of the Temple, which is eerily � .
t,_ --

';� 1 c
quiet and empty. The DM should play up the absolute ��·-- • .

"'"'
silence, building a mood of tension and fear that builds :·�"1� :.; . "'·111 -? i"
the longer the characters explore the Temple proper. "t?1\lo •. . :�"��· �
A.PPR0A.CH i llG TH E TE Jh: PLE KEY TO THE TEM PLE ( Jh:AP 2 0 )
At the center ofthe massive complex stands the foreboding 1 . GRAND ENTRANCE
and stillfearsome Temple ofElemental Evil itself Unlike
the rest of the area, the Temple has not been completely The bronze doors of the entry tower are 23 feet high, 20
razed to the ground, nor do its walls show the signs of feet across, and heldfast by huge, iron chains. All cracks are
scorch marks and crumbling that the other surrounding sealed with soft iron. Graven upon these massive valves are
structures show. Rather, it stands, tall and palpably evil, runes. You note that the writing glows and seems to burn
with an oddly peaked andgabled roofthat seems to setyour with silvery radiance, makingyour eyes teary.
teeth on edge. The gruesome visages glaringfrom the walls The vile, stained-glass windows of the place are intact,
are everywhere, as projecting ornaments, as supports, in though these are barred and are far too high and narrow
bas-relief, and everywhere you look. even for the smallest person to reasonably use as an entry
The Temple itself is enormous, extending easily over 450 point. You can enter through the main door or you can
feet north and south, nearly the same across at its widest. check the smaller bronzewood doors, around the corners to
The walls rise about 30 feet and are supported by arched the east and west.
buttresses and many pilasters. The roofpeak is about 20 The main doors and the runes that cover them are depict­
feet above the walls, making the entire edifice at least 50 ed on player handout 7. If the main doors are approached
feet high. within 1 0 feet, the viewer must make a successful DC 1 8
Wisdom saving throw at disadvantage, as per "General
Only three doors are visible, all at the south end of the
Features" above. Those who fail refuse to approach the
Temple. The narrow, stained-glass windows, filthy with
doors, and will not even look upon them, being affected
years ofgrime, appear to be barred
by the permanent antipathy effect. If all characters fail,

0 R,i G i il .A. L A.DVEil'fV�S RE i il C.A. R_Il .A.'fED • TH E T E ]}'[ PLE 0 F E LE ]}'[ E fiTA.L EVI L
take back the handout. The party will need to bypass the Dim light filters through the stained-glass windows, cast­
bronzewood doors on the sides to affect entry. ing revolting colors upon the greenish stones of the floor to
The side doors, though heavy and thick, can be broken
the north.
open. Each is locked, barred, and spiked with bronze, In that direction, you can see the nave of the Temple.
requiring thieves' tools and a successful DC 20 Dexter­ The pillars to either hand are of a pinkish mineral, shot
ity check to effectively bypass. They can also be bro­ through with worm-colored veins. Their arches lead to an
ken down, having AC 1 5, 50 hit points, and resistance unremarkable pair of lesser side aisles. The columns sup­
to piercing and slashing damage. They could also be porting the archways as well as the arches themselves are
sundered with a successful DC 20 Strength (Athletics) worked in bas-relief As with thefrescoes in the entryway,
check or opened with a knock spell. the scenes here are ineffable, vile, andfilthy. It is probable
Only Tiny-sized creatures can enter through the barred
that this area was reserved for the lowliest of worshipers.
windows. If the bars were bent, requiring a successful
The area beyond is better lit and more open, though it also
DC 25 Strength (Athletics) check, a Small-sized crea­
has more ofthe nauseating, pinkish pillars supporting the
ture could squeeze through after shattering the glass.
roofhigh overhead.
The glass is AC 1 3, has 5 hit points, and is vulnerable This is the main entry area of the Temple, and aside
to bludgeoning damage. from the description of the vile nature of the place,
there is nothing remarkable here.
2. VESTIBULE
The floor of this area is reddish-brown, slate-like stone 3. CENTRAL ALTAR
squares, each about 2 feet across. The walls are plastered The pillars here are ofwhite marble, veined with ugly red.
and painted with scenes befitting the nature of the Tem­ The altar block ofpinkish-white marble is roughly oval,
ple: disgusting acts, killing, torture, enslavement, robbery, something over 7 feet long by 5 feet wide. Its top has a
thievery, and unspeakable things. The creeds ofthe worshi­ hollowed-out portion resembling a human form with legs
pers here are all too evident. Evil isflaunted and lionized apart and arms away from the body. This depression is

0 N G i ilAL A.DVEil'fV�S RE i il CA RJIA'fED • THE TEJb:PLE 0 F E L E Jb: E ilTA.L EVI L


stained a darker color than the rest. just north ofthe altar If the stairs are used, refer to chapter 9, the southeast
is a circular, marble-linedpit-a well ofsorts-20feet in corner of area 1 09a.
diameter. Shards ofbroken crystal vessels lie about the well
Treasure. Under the wardrobe lie three moss-green
near the altar, and scattered about thefloor. A crystal knife
robes lined with black satin. Each has a cowl. All are
with a broken blade lies atop the stone block. soiled but otherwise in good condition, but obviously
Careful examination of the well with a successful DC of little material value.
13 Wisdom (Perception) check notices a 1 -foot-wide
ledge beginning 1 5 feet from the mouth of the shaft. It 5. WEST ALTAR
circles the northern face of the well, leading to narrow, The supporting pillars in this wing are sandstone, resting
steep steps which spiral down clockwise from the east. on a red, slate floor. Bits of broken pottery and sharp bits
The shaft is 8 5 feet deep. If characters descend here, see ofrock cover thefloor here, making walking about a risky
area 1 3 1 in chapter 9 and area 2 1 0 in chapter 1 0. business. The stump of a granite monolith and chunks of
Treasure. The crystal knife with broken blade is worth brownish-red rock around its base indicate that the al­
5 gp for the value of the semiprecious quartz of its re­ tar was violently assaulted and destroyed. A few links of
maining blade. bronze chain, a twisted manacle, and a bronzewood maul
with a snapped haft add to the impression that the enemies
4. EAST ALTAR ofthe Temple who did this must have found the altar very
The thick, stone columns here are deep green with blood­ hateful indeed.
red striations. The paving blocks are mossy green with a The debris in this area counts as difficult terrain, as pas­
circular, dais-like area about 20 feet in diameter in the sage is slow. Careless characters may, at the DM's dis­
center part ofthe wing. cretion, be required to make a successful DC 1 1 Dex­
terity saving throw or fall prone while trying to run or
Continue reading only if the characters approach to ex­
engage in sudden movement, such as combat.
amine closer:
Treasure. There is nothing of real value here, though
This dais is two-tiered,· each rise is about 18 inches, the inner
the maul could be a serviceable weapon if affixed to a
being 14feet in diameter, thus forming a 3-foot-wide step
new haft.
along the rim of the lower tier. The lower disc is greenish­
black stone while the upper is blackish green. The center of
Sa. WEST VESTRY
this altar is a depression about 8feet across, filled with scum­
covered, black liquid. Several pieces of smashed shells are Behind this door seems to be a vestry. A broken rhodate
scattered around the area, along with a broken bronze knife. bowl and ewer lie in a corner, apparently flung in anger
and now shattered and useless. The interior ofeach is caked
The black liquid is merely brackish water, 6 feet deep. If
with a dry, brown substance. Pieces offurniture are also
the pool is dragged, a small and delicate skeleton is dis­
scattered about as are the torn remains ofsome brown gar­
covered at the bottom, the remains of the last sacrifice.
ments and three stubs of brown candles. A flight ofstairs
An unlocked, bronzewood door leads to area 4a.
descends to the southeast.
Treasure. The bronze knife is worth 2 cp for the raw
The stairs descend to the southwest corner of area 1 09a,
metal.
as detailed in chapter 9.

4a. EAST VESTRY Treasure. Two of the brown robes are a bit frayed but
Beyond a simple bronzewood door is a vestry. Bits of bro­ intact. The candles are normal. Nothing here is of any
ken altar service are present here along with a broken tri­ real material value.
dent and pieces oftorn, scorched robes ofa moss-green hue.
6. SMALL DOOR
Other rubble includes several smashed benches, a small,
broken table, and a thrown-down wardrobe with one side This door opens into a small vestry. Pieces of broken glass
kicked in and the doors torn off A flight ofstairs descends and splinters of crystal lie scattered within. Someone ev­
to the southwest. idently made a fire in the far corner, as bits of charred
wood and cloth lie on the floor, and the rafters overhead

aRiGinAL ADVEil1'U�S REi nCARII A1'E D • TH E TEDl:PLE 0 f E L E Dl: E llTAL EVI L


I are blackened with soot. A pile ofrobes, once ivory-colored, dently, other similar chains once also hung here, but their

r
lies in the center of the room. They are soiled and stained bronze links were broken, and short pieces lie on thefloor
with excrement. around the area. The altar's rim is dented and cut, as if
Treasure. If the rafters overhead are carefully examined, struck by many hard blows.
a successful DC 1 5 Wisdom (Perception) check reveals There is nothing of particular value or interest here.
a bit of whitish color about 1 0 feet above. This is an
intact ivory robe, complete with cowl, edged and em­ 9. EAST DOOR
broidered with reddish-pink whorls and lined with pale This portal was once finely carved, but most of the vile
blue satin. As with the other robes here, it does not and obscene work has been hacked and chopped so as to
carry much material value, but may fetch 1 gp due to deface and obscure its evil. Beyond is another vestry, a
its finery and as a curiosity that comes from the Temple. chamber nearly 30feet wide and 60feet long. It once must
have been the scene ofdebauched revels, for the remains of
7. GRAND STAIRCASE great couches, tables, and padded chairs are strewn about.
A flight of broad and tall steps, 20 feet wide, delves down Charcoal and several broken barrels lie nearby. A stack of
to the north. The stone is a dull gray, but flecks ofcolor­ resinous kindling near the door seems to be the only thing
white, blue, red, green, and black-dot its surface. not broken or disarrayed. Amidst the litter are several skel­
To the north ofthe staircase is a stone railing with supports
etons, probably human. One wears the tattered remains of
of white, brown, and green stone alternating; its upper a scarlet robe.
portion is cinnabar. Thefloor beyond is paved with 3-joot Treasure. Behind the stack of kindling is a small cup­
squares ofhighly polished, red granite. The square columns board set into the wall. Within it are two silk robes of
ofsome type ofyellowish stone are carved in bas-reliefand bright crimson with skulls embroidered in gold thread
painted to show scenes offire and suffering with demoniac on the front and back. Each has a cowl and is lined with
creatures leering on. lavender silk. Like the white robe in area 6, these may
fetch 1 gp from their finery and as a curiosity.
If the characters proceed down this flight of steps, they
come to a landing and a pair of massive double doors
10. DAIS AND THRONE
which exactly duplicate those at the entrance (area 1 ,
above) . These are sealed with soft iron, chained, pad­ The dais extends south into the Temple, forming a circular
locked, and likewise bear the silvery, glowing, warning area. The floor, steps, and walls are a black basalt, highly
glyphs. The permanent antipathy effect is also on these polished and gleaming. Four steps lead to the upper plat­
doors, requiring the same DC 1 8 Wisdom saving throw form, and upon it is a great throne ofpurplish basalt, with
at disadvantage. However, those who failed the saving leering demonfaces and carved, grinning skulls. Above the
throw at the entrance are not entitled to another here; throne, the following words in the Common tongue are
they automatically shun and refuse to look at the runes. chiseled into the curving wall:
Those who succeeded the first but fail here are always THE POWER OF ELEMENTAL DEATH
affected by the antipathy effect whenever any identical
BRINGS MORTALS LOW
set of runes is confronted.
BUT RAISES THE NAMELESS ONE HIGH
As described in "General Features" above, these doors
can be sundered if approached safely. If the party even­ The flagstones upon which the throne sits are 1 0-Joot
tually breaks open these doors, they lead to area 145 in squares ofgranite, set in a colorfol mosaic pattern.
chapter 9. When the throne and floor are examined, show player
handout 8. If a detect evil and good spell is cast, note
8. HIGH ALTAR
that the pervading evil is stronger here than elsewhere
A huge, bronze vessel chased with copper stands here. Its six in the Upper Works. Detect magic reveals that a faint
legs hold it slightly more than a foot above thefloor stones. dweomer also radiates from the entire area, though its
;
The basin-like pot is 8feet in diameter. Its bottom is filled school is indistinguishable. Dispel magic has no effect
with old charcoal, bits ofblackened bone, and undefinable on this dweomer.
lumps. A piece ofchain still hangs over this altar, and evi-
�-------.,.
0 N Gi il AL ADVEil'fV�S RE i il CA R_IlA'fED • TH E TEJh PLE 0 F E L E Jh E ilTAL EVI L
·:/. . . .

-::·: ..:.... \ , · ;;··."


'

..:�.. ' '.. "

. ·: ·. .

The huge throne i s carved o f solid stone and immobile, TH E D U llGE 0 llS 0 F
and it cannot be destroyed by anything but disintegrate
or wish spells. Other spells, including those which nor­
E LE Jlr E llTAL EVI L
mally affect rock or stone, have no effect. The throne The Temple dungeons are a busy place, for the under­
can be ordered to sink into the Greater Temple (area ground is still alive with followers of the defeated cult.
340 in chapter 1 1 ). Only a spell such as plane shift or They are engaged in various struggles amongst them­
wish can detect this movement capability. A possessor selves, forgetting the common enemy of Good. A few
of the Orb of Golden Death (see area 338 in chapter individuals and groups still strive to unite the factious
1 1 and appendix D) knows how to operate the throne adherents ofZuggtmoy and Elemental Evil; most, how­
merely by gazing upon it (magically becoming aware of ever, seek to place themselves at the head of the con­
the command words to make it lower or rise) . By sit­ joined group. Because of this rivalry and internal strife,
ting on the throne while holding the Orb, the throne adventurers can fairly easily penetrate the Temple dun­
can be lowered or raised. The throne can, otherwise, be geons, whether disguised or not.
activated by a wish spell or by the following procedure:
This is not to say that attacks won't often be made upon
the user must step on the four colored slabs directly be­
the party, regardless of any disguise! For example, char­
fore the throne in the proper sequence-brown, white,
acters wearing the robes of the priests and servants of
green, red-and then speak the name of Zuggtmoy.
Elemental Earth will likely be attacked by the other
The throne, thereafter, sinks to area 340 whenever any­
three elemental groups (if they perceive the party to be
one sits upon it.
weak) or by other bands dwelling beneath the Temple.
Another benefit of the power struggle is that no con­
certed effort to free Zuggtmoy has been mounted. All
of this will become clearer and more detailed as the en­
counter explanations for each level are read through.

0 N Gi ilAL A.DVEil'f'V� S RE i il CA1',Il A'f'E D • TH E TEJh PLE 0 F E LE Jh E llTA.L EVI L


GE ll E RA.L FEATU RE S Level. Area 1 of Dungeon Level 1 becomes area 1 0 1 ,
area 29 of Dungeon Level 2 becomes 229, and so forth.
Dungeon Levels 1 through 4 are detailed in chapters 9
Area Descriptions. Every effort has been made to ar­
through 1 2, respectively. The following overview applies
range all area descriptions in a standardized format for
to the entire complex as described in those chapters.
easy reference. DM notes are arranged in order of their
General Construction. Unless noted otherwise, dun­ probable use-that is, descriptive text to read aloud to
geon corridors are of dressed stone blocks or worked the players (which is italicized;, interior notes for the
from the natural limestone (or granite, in the lower DM (to be gleaned by character investigation) , monster
depths) . Walls and floors are smooth and polished wher­ or NPC encounters and tactics, and finally treasure list­
ever possible. The 1 0-foot-wide corridors have gothic ed last. Some encounters have impacts on other loca­
arches, peaking at about 1 7 feet high. The 20-foot and tions or to the campaign. These are detailed in sections
30-foot passages and spaces have Roman arches about labeled "Developments." Note that if a section is not
30 feet high. required for a particular encounter area (such as there is
Doors. Unless otherwise described, doors are wooden, no treasure) that section is omitted.
typically fashioned from oak, hornwood, or bronze­ For this reason, the DM should carefully read the entire
wood. Each is about 3 inches thick, bound with dungeon before undertaking the effort to referee this
bronze, and set with a large ring on each side. Wooden dynamic setting. In general, read the full contents of
doors have AC 1 5, 22 hit points, immunity to poison each encounter before starting it to be sure that all the
and psychic damage, resistance to slashing and pierc­ details are properly used and revealed in their proper
ing damage, and vulnerability to bludgeoning damage. sequence.
Bronzewood doors are the exception; they have no vul­
Prisoners. Where prisoners are found and rescued
nerability to bludgeoning damage.
(i.e. , taken out of the dungeon), the XP value for each
Stairs. All stairways are steep with I -foot risers: The should be applied to the party's total, as if they were de­
large, major stairs are of polished stone and specifically feated monsters. Conversely, if the prisoners are slain,
detailed (for example, area 148 in chapter 9) , while the characters lose triple the XP value given. Deduct
small ones are hewn from solid rock. Though not espe­ the amounts from the other points earned. If such pris­
cially old, the stairs are already worn from the passing oners are simply turned loose in the dungeon, no XP
of many feet. award is earned, but no deductions apply.
Illumination. Cressets and sconces are along the walls, Experience point values of prisoners are given in their
and unlit torches rest in most of the latter. In 1 0-foot­ standard stat block; for the most part, these will be
wide corridors, sconces are at 1 0-foot intervals. Cres­ commoners with an XP value of a mere 1 0 points (CR
sets in wider passages are at 30-foot intervals. Both are O) , but there may be exceptions indicated. For monsters
staggered left, right, left, right, etc. , and unlit unless that are prisoners of the same general alignment as the
specified. majority of the party, treat them as above. If otherwise,
Ventilation. Drafts and less noticeable air currents exist award no XP if they are slain, and deduct triple the XP
aplenty in the Temple dungeons. The builders worked value if they are turned loose in the dungeon.
many small vents and air shafts into the place to assure Treasure. Adventurers may find many coins and gems
proper ventilation. Rooms are thus usually warmed by herein, and such will be fairly easy to remove and spend.
braziers. Torch smoke does not linger near ceilings, let Note, however, that not all the treasure is coins, gems,
alone at lower levels, in corridors, or chambers. Strange or art objects. A typical assortment of potions, scrolls,
odors and odd noises are borne on gusts of air. The hol­ and other magical treasures are present. Furthermore,
low, echoing underground ways are rife with musty, many common but finely crafted accessories-serving
damp, feral, fetid, and more noisome scents. sets, plates, cups, tapestries, and the like-are quite val­
Map Numbering. Due to the size of the whole com­ uable, though not quite as immediately negotiable. And
plex, the encounter areas are coded, rather than num­ for the exceptionally industrious, even normal weapons
bered sequentially. The first digit indicates the Dungeon and armor abound to such a degree that, assuming half

0 N GiilAL ADVE il'fV�S RE i il CARJIA'fE D • TH E T E Jh PLE 0 F E L E Jb: E llTAL EVIL


book value as the resale price, there are literally thou­ the guidelines for creating encounters on pages 8 1 -84
sands of gold pieces worth of items that can be taken of the Dungeon Master's Guide and in chapter 3 of this
from the Temple's inhabitants. DMs are advised to keep book. Modify the encounters as you see fit, scaling up
in mind encumbrance as characters gather loot, and to or down for the level of challenge you wish to present
consider what a party can reasonably carry with them to your heroes.
on any given excursion into the Temple.
Recruiting. All factions of the Temple are active in
G0ALS
this crucial area. Agents roam near and far to bring all The Fourth Level of the dungeon is the true climax to
sorts of evil humanoids into service. River pirates and the whole campaign. The characters must be strong
brigands are major sources. Humanoids come from all enough to adventure there and to enter the Elemen­
quarters. Any group of humans or Small humanoids tal Nodes (partial planes) . These areas are challenges,
within the dungeon is able to replace its losses (to the of course, but they are testing grounds of the fitness of
characters) at the rate of one per day. Larger humanoids those who seek to slay Zuggtmoy. It is suggested that
(size Large or larger) can replace one every three days. the characters all be 6th- to 7th-level when tackling the
Monsters can replenish their numbers at the rate of one challenges of this level.
per week.
If the characters are careless on the Fourth Level and
If the Temple forces are not heavily pressed by the party, bring Iuz to the scene, only the intervention of St.
they actually grow at the rates given above. Note, how­ Cuthbert himself will save them from certain death and
ever, that once the leaders of a group are eliminated, nei­ utter destruction. The factions of the Temple-reflect­
ther they nor their forces can be recovered or increased. ing the true spirit of Chaotic Evil-should suffice to
Zuggtmoy Bound. The demoness is imprisoned in a enable Good characters to win through, to both the
room of Dungeon Level 3 and cannot free herself. Four Elemental Nodes and the prison of Zuggtmoy. Pow­
huge, bronze gates exist within the dungeon complex, er comes in overthrowing the denizens of the Greater
the first found at the Grand Entrance (area 1 above) Temple; the ability to beat Zuggtmoy in her lair comes
and the others described in areas 145, 2 1 0, and 340. If from the magic and weapons found in the Elemental
the lowest pair of valves (area 340) is destroyed, Zuggt­ Nodes. The anticlimax comes when the party finally
moy is free to roam areas 339 through 353. If the gates reaches the portion of the Third Level wherein Zug­
at 2 1 0 are opened as well, she is free to roam Dungeon gtmoy is bound.
Levels 2 and 3. If the gates of area 145 are further sun­ As. a final note, you might find it interesting to have each
dered, she can also roam Dungeon Levels 1 and 4. If all gem taken from the Throne of Zuggtmoy (area 435) al­
the gates are destroyed, Zuggtmoy is completely freed. low entry to and exit from one plane of the Abyss. This
assumes, of course, that you desire to develop such areas.
S CALi llG TH E E llC 0 U llTE RS This is a tall order, but it can certainly make an interest­
Each level of the dungeon has its own general notes ing campaign. A number of scenarios have already been
dealing with encounters. In general, first edition mod­ published detailing the Abyss and the levels of Hell, in
various editions of the game, which could be used as in­
ules assumed that a dungeon level was roughly equiva­
spiration or substitution for such a campaign, but those
lent to the average party level attempting that dungeon;
are beyond the scope of this work. With or without such
that is, Dungeon Level 1 is for 1 st-level characters,
development, it is again strongly suggested that you
Dungeon Level 2 for 2nd-level characters, etc. That be­
place this campaign within some sort of developed back­
ing said, this adventure, like the others in this series,
ground-the World of Greyhawk fantasy world setting
has been directly converted from the original source
being the natural one, as this work was drawn from it.
as faithfully as possible, and the assumptions of fifth
Your own hand can be made to serve as well, with a bit of
edition balancing are not the same. Use this section in
work. We certainly hope that you and your players find
each chapter as a guide to adjust the encounters based
this extensive adventure an interesting and enjoyable sce­
on your characters. It may behoove the DM to carefully
nario, one which offers challenge and opportunity while
read over each encounter presented, keeping in mind
heightening your own heroic fantasy campaign!

0 RJ G i il AL ADVE ilTV�S RE i il CA RIJAT E D • THE TEJhPLE 0 F E L E Jh E ilTAL EVI L


CLU E S But armies came, their weapons bared
while evil was yet unprepared.
Try to encourage players to gather knowledge, as well as
The Hart was followed by the Crowns
treasure, to maximize the fruits of the adventure.
and Moon, and people of the towns.
In area 2 1 6, characters may find a scroll bearing a short
and cryptic poem. For your reference, this note refers The Two were split; one got away
to the contents of area 334. The recovery of Fragarach but She, when came the judgment day,
(described in appendix D) can be of great importance did break the key, and sent the rocks
not only to this scenario but to the larger campaign to boxes four, with magic locks.
events in progress.
In doing so, She fell behind
As the key to final success against Zuggtmoy hinges on as He escaped. She was confined
the recovery of the Orb of Golden Death (described in
among Her own; her very lair
appendix D) , the longer poem presented below (and as
player handout 9) should be introduced at a convenient became her prison and despair.
point. The exact method is left to the DM. After any The Place was ruined, torn apart
dungeon level is entered, if any faithful player character and left with chains around the heart
revisits Jaroo, the Druid of the Grove in Hommlet (for of evil power-but the key
shelter, advice, etc.) , he may bring out an old parch­
was never found in the debris.
ment bearing the clue. A lawful good character (a cleric
or paladin, likely) of proper faith visiting the Church of He knows not where She dwells today.
St. Cuthbert in Hommlet for similar reasons can like­ She set the minions' path, the way
wise receive the poem, by means magical (via a vision To lift Her Temple high again
from its deity) or mundane. Of course, such a character
With tools of flesh, with mortal men.
could not actually employ the Orb, so this option is not
optimal. Many now have gone to die
in water, flame, in earth, or sky.
At last resort, if the characters lack the opportunity for
such contacts or fail to gather enough background in­ They did not bear the key of old
formation, you might introduce the clue in a dream, that must be found-the orb of gold.
simply reciting it to one or more players as you see fit. Beware, my friend, for you shall fail
Or, it can be found on a discarded pierce of parchment
unless you have the wherewithal
in a treasure hoard.
to find and search the boxes four
TH E P 0 E DI and then escape forevermore.

The Two united, in the past But with the key, you might succeed
a Place to build, and spells to cast in throwing down Her power and greed.
Their power grew, and took the land Destroy the key when you are done
and people round, as they had planned. and then rejoice, the battle won.

A key without a lock they made


of gold and gems, and overlaid
with spells, a tool for men to wield
to force the powers of Good to yield.

0 Rj GiilAL ADVE ilTVRJ;S RE i il C A RJIATED • TH E T E Dl: PLE 0F E L E Dl: E ilTAL EVI L


APPENDIX F- 1

Maps for Vol ume 1


his two-volume set features many maps, the first half of which are included in the preceding chapters near
� their encounter descriptions. They are collected in this appendix for ease of use by the Dungeon Master. See
J. appendix F-2 for the second half.

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� Secret Door
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MAP 12
THE GNOLL RINGFORT
D = 10 Feet

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ELVEN CAMP
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0 RJ G i il A L ADVE il'fVRJ;S RE i il CARJIA'fED • TH E TEJb: PLE 0 F E L E Jb: E llTAL EVI L


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0 IQ G i nAL ADVEil1'VRJOS RE i il CAR.._Il A1' E D • TH E TEJll PLE 0 F E L E in E nTAL EVI L

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