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Original Adventures Reincarnated 6 Temple of Elemental Evil - Volume 1
Original Adventures Reincarnated 6 Temple of Elemental Evil - Volume 1
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.
CHAPTER IO: THE TEMPLE OF ELEMENTAL EVIL - DUNGEON LEVEL 2................... 410
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.
··+·
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
he story of The Temple ofElemental Evil is, in many emental Evil was finally published in 1985, so it was
. Hor. Le Tr
Gygax's drawing of the town of Hommlet was a bit more condensed than the version published in T1.
TAG LE
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Arneson's overhead map of the Traders' Establishment in Hommlet.
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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
• •
first wandered into the village of Hommlet back in much attention to what he bought as most of it was
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.
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 il.A.L ADVEilTVRJ;S RE i il C.A.R.._Il.A.TED • THE TElll PLE 0 F ELE lll E ilTAL EVI L
• •
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.
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.
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.
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
• •
. G:
•
• •
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?
•
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.
• •
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
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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.
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.
•
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.
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-
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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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Dungeon Module T1
The Village of Hommlet
by Gary Gygax
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.
TSR Games
POB 756
LAKE GENEVA, WI 53147
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 .
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
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
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.
10
11
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
13
�L -.
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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
Ruins of the Moathouse
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ARROW SLOT
BATTLEMENT
CR U M BLED WALL
In addition, other playing aids currently available tor use with DUNGEONS &: DRAGONS Include:
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
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
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
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 .
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
. . . . . . .
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 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
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
13
14
15
16
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-
17
18
19
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
21
22
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
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
31
32
- . .
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):
35
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
38
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
39
2. VESTIBULE
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).
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
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
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
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
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
SI
52
53
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.
54
55
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
57
58
59
60
61
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
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
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,
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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).
70
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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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
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0R.i Gi ilAL ADVEil1'V RJ;: S RE i il CA R._Il A'fED • TH E TEJb:PLE 0 F E L E Jb: E ilTAL EVI L
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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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
90
91
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),
92
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
93
94
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
98
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
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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,
101
1 02
103
104
105
106
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0 N Gi IIAL A.DVE IIfVIQOS RE i II CAR.IIAfE D • THE TE Jll PLE 0 F E LE Jll EilTA.L EVI L
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.
108
109
110
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
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0 N Gi ITAL A.DVEil1'V� S RE i IT CARJIA1'ED • THE TE Jll PLE 0 F ELE Jll EilTAL EVI L
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
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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
117
118
119
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
120
0 N Girrn. L ADVE il'fV�S RE i ilCAR._Il A'fE D • THE TED:l:PLE 0 F E LE D:l: E ilTAL EVI L
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
- ,
121
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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0 R.i G i il A L ADVE ilTV�S RE i il CA RJI ATED • THE TEJh: PLE 0 F E L E Jh: E llTAL EVI L
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 . .
123
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
124
125
0 .aj Gi ilAL ADVEil'f'V RJ; S RE i il CARJIA'f'ED • T H E TEJb: PLE 0F E L E Jb: E llTAL EVI L
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
126
127
128
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�
�
Buildings
......
Stream
Ford
a--.r-.-tt+--11 Swamp
��=.I Hedge
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3
0 R,j c i nAL A.DVE ilTV�S RE i il CAR.._IlATE D • THE TEJh PLE 0 F E LE Jh E llTA.L EVI L
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
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
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MAIN HALL
LOWER LEVEL
. +-- 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
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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
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
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
Brigand #3 Leather, shield 14 Spear (+2 to hit, range 20/60 ft 3 [1d6] piercing)
..
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��....+-:-�::+-'-+:-+ ·
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S = Spy
.·B# = Brigand � .. . � ...
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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
4 No rumors known
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!
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.
the common dormitory are heated. Each has a fine bed, game, or whatever. It is in a dark and inconspicuous /
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 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.
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 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.
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 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.
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.
• •
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
• •
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:
he following information may be gleaned, piece A scrub ofthorns, thistles, weeds, and shrubs grows thickly
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
0 Ri G i ilAL ADVE il'fV RJ; S RE i IT CARJIA'fED • TH E TEJb: PLE 0F E L E Jb: E ilTAL EVI L
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.
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)
WA N D E R I N G MONSTE RS: D U N G EO N S
7 Gnolls 1 d4 + 1 1 00 MM, p. 1 63
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
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.
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.
[
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
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
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
7 Gnol ls 1 d4 + 2 1 00 MM, p. 1 63
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.
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 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-
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.
The Griffon
Lair
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 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.
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).
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.
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
!
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
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.
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
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 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 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
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
e zj Gi il.A.L ADVE il1'V� S RE i il C.A. RJJ .A.1'E D • THE TEJh PLE 0 F ELEJhEilTAL EVI L
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-
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.
0 zj Gi ilA L ADVE il'fVIQ;S RE i il CARJI A'fED • THE TEJb:PLE 0 F E L E Jb: E ilTAL EVI L
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
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-
e zj Gi ilA L ADVEil'fV� S REi D CA R._Il A'fE D • TH E TEJl:r: PLE 0 F E L E Jl:r: E ilTAL EVI L
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.
0 Ri G i il.A.L A.DVE ilTV�S RE i il C.A. RJI .A.TED • THE TEJl:c PLE 0 F E L E Jl:c E llTA.L EVI L
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
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.
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
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.
7 1·
and is often fashioned into furniture. The strength of - -
bronzewood removes the vulnerability to bludgeoning � � �-
� �-3- �
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Wandering Monsters. There are no wandering mon �"
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sters on the Upper Works of the Temple, which is eerily � .
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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
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
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.
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.
0 RjGi ilAL A.DVE ilTU � S RE i il CARJIATED • THE TEJlr: PLE 0 F E L E Jlr: E ilTA.L EVI L
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0 N Gi DAL A.DVE il'fV�S RE i D C ARJI A'fED • T H E TEJhPLE 0 F E L E Jh E ilTA.L EVI L
NW
i UPPER FLOOR
CELLAR
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PARAPET LEVEL
I UPPER HALL
· tOWER FLOOR
KEY
... � Door
- Stairs Up
E Stairs Down
� Secret Door
- Subterranean
Passage
&iii False Door
D
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MAP l l
The Griffon
Lair
MAP 12
THE GNOLL RINGFORT
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D C C R P G R O A D C R E W, D e p t . D K - J G
e m a i l brendan @goodman-games.com o r v i s i t goodman-games.com
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