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The Temple of Elemental Evil

The Temple of Elemental Evil

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OFFICIAL GAME ADVENTURE

TSR Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road SampleCambridg e CB14AfileD Lake Geneva, WI 53147 United Kingdom TSR, Inc. PROOUCTS OF YOUR IMAGINATION"

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

Introduction ...... 4 Getting Started ...... 4 Players' Background ...... 4 Notes for the ...... 5 Other Adventures ...... 6

Part I: The Village of Hommlet ...... 7 Players' Description ...... 7 Key to the Village ...... 7 Detailed Buildings ...... 14 Area 7. The Inn of the Welcome Wench ...... 14 Area 13. Trading Post ...... 17 Area 20. Church of St. Cuthbert ...... 18 Area 31. Guard Tower ...... 19 The Ruins of the Moathouse ...... 21 Upper Level Random Encounters ...... 21 Upper Level Encounter Key ...... 21 Dungeon Level Random Encounters ...... 23 Dungeon Level Encounter Key ...... 24

Editing: Ed Carmien, Bruce Heard, Harold Johnson, Thad Russell, Interlude: Hommlet to Nulb ...... 27 Steve Winter Players' Background ...... 27 Cover: Players' Historical Notes ...... 27 Interior Art: Jeff Butler, Clyde Caldwell, , , Notes for the Dungeon Master ...... 28 Keith Parkinson, Dave Trampier TM Typography: Betty Elmore, Kim Lindau WORLD OF GREYHAWK Setting ...... 28 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 by 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 ^Copyright 1985 TSR Inc. All Rights Reserved. Mercenaries ...... 31 Assistance and Training ...... 31 This adventure is protected under the copyright laws of the United Nulb Encounter Key ...... 32 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 DM) ...... 36 First Printing August 1985 Random Encounters (Upper Works) ...... 36 The Broken Tower ...... 36 Printed in Samplethe U.S.A. file Tower Exterior ...... 36 Magic-User Spells ...... 108 General Notes ...... 36 Illusionist Spells ...... 108 Defense Strategy ...... 37 Table of Magical Treasures ...... 110 Tower Area Descriptions ...... 37 Residents ...... 110 Building Ruins ...... 38 Random Encounters ...... 111 The Temple ...... 39 Ashrem ...... 111 First Impressions ...... 39 Darley ...... 111 Sealed Doors ...... 39 Sargen ...... 114 Temple Area Descriptions ...... 40 Taki ...... 114 Air Node ...... 114 Part 3: Dungeons of Elemental Evil...... 43 Description ...... 114 Standard Corridors ...... 43 Brief Area Notes ...... 114 Stairs ...... 43 Residents ...... 115 Ventilation ...... 43 Earth Node ...... 115 Map Numbering ...... 43 Description ...... 115 Area Descriptions ...... 43 Brief Area Notes ...... 115 Prisoners ...... 43 Residents ...... 116 Treasure ...... 43 Fire Node ...... 117 Recruiting ...... 43 Description ...... 117 Zuggtmoy Bound ...... 43 Brief Area Notes ...... 117 Dungeon Level One ...... 45 Residents ...... 117 Random Encounters ...... 45 Water Node ...... 118 Room Key ...... 45 Description ...... 118 Dungeon Level Two ...... 58 Brief Area Notes ...... 118 Random Encounters ...... 58 Residents ...... 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 luz ...... 121 Character Actions ...... 95 St. Cuthbert ...... 122 luz and St. Cuthbert ...... 95 Appendix B: Monsters ...... 123 Troops and Sentries ...... 95 Zuggtmoy ...... 123 Tactical Notes ...... 96 Zuggtmoy's Beloved ...... 124 Random Encounters ...... 96 Juggernaut ...... 125 Room Key ...... 97 Appendix C: Magic Items ...... 126 Gargoyle Cloak ...... 126 Part 4: Nodes of Elemental Evil ...... 107 Ichor of Intoxication ...... 126 Transportation ...... 107 Leomund's Labile Locker ...... 126 Environmental Damage ...... 107 Pouch of Holding ...... 126 Development ...... 107 Wand of a Wonder ...... 126 Modifications to Magic ...... 108 Fragarach ...... 127 Spell Variations ...... 108 Other Swords of Answering ...... 127 Cleric Spells ...... 108 Lens of Transformation ...... 127 SampleDruid Spells ...... 108 The Orb of Golden Deathfile ...... 127 Introduction

Welcome to the exciting WORLD OF one of each of the four major classes). The Verbobonc. It is at a crossroads. GREYHAWK setting. It is a world Dungeon 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 well. paper, and dice. The three books of AD&D® Lowroad. Many days' travel to the east, on This story unfolds in a small part of 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 Dyv), 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 community, 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. ing game. Turn now to 'GETTING "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 GETTINGSample STARTED known and 'civilized.' The hamlet-sized village war, outlaws,file or ravaging beasts. The area (local parlance having distinguished it with the was free, beautiful, and bountiful — too Before starting the adventure, 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

4 (as others assert), come it did. At first it was plagued the place for a time was hunted For each numbered area, general informa- only a few thieves and an odd group of band- down by a party of passing adventurers. tion is given first. If the text is boxed, it may be its molesting the merchant caravans. Then Carrying the ashes and a goodly fortune as read directly to the players. Otherwise, came small bands of humanoids—kobolds or well, the adventurers returned to the vil- present the given information in your own goblins—raiding the flocks and herds. Local lage. Before going elsewhere to seek their words. If you are so thoroughly familiar with militia and foresters of the Waldgraf of Ost- fortunes, the adventurers also returned a the module that you can simply glance at the verk apparently checked, but did not stop, the portion of the villagers' losses. Other adven- name of the encounter area and then put eve- spread of outlawry and evil. turers, knowing of the evil that had once rything in your own words, so much the bet- A collection of hovels and their slovenly resided in the area, came to seek out similar ter. You should be conversant with the whole inhabitants formed the nucleus for the trou- caches, and several did find remote lairs and before beginning play. Your players will, in bles which were to increase. A wicked cleric wealth—just as some never returned at all. turn, reflect and be inspired by your skill in established a small chapel at this point. The After a time, adventurers stopped coming presenting the material herein. folk of Hommlet tended to ignore this place, to the area. It seemed that no monsters were Immediately following the player informa- Nulb, even though it was but 6 miles dis- left to slay, and no evil existed here to be tion is more detailed and often secret material, tant. But its out-of-the-way position was stamped out. The villagers heaved a collective which you should not reveal to the players. ideal for the fell purposes planned for this sigh—some pained at the loss of income, but Review this carefully as well, to be sure of the settlement, as was its position on a small others relieved by the return to the quiet, nor- interrelationships and consequences of certain river flowing into the Velverdyva. The mal life—and Hommlet continued its quiet actions. thickets and marshes around Nulb became existence for four years more. The whole is quite general, in fact, and the lair and hiding place for bandits, bri- But then, a year ago, the bandits began to while some characteristics of the non-player gands, and all sorts of evil men and mon- ride the roads again—not frequently, but to characters (hereafter referred to as NPCs) sters alike. The chapel grew into a stone some effect. To the good folk of Hommlet, this are given, there is sufficient latitude for you temple as its faithful brought in their ill- seemed all too familiar, so they sent word to to completely personalize the adventure to gotten tithes. Good folk were robbed, pil- the Viscount that wicked forces might still lurk fit your style of play and satisfy your play- laged, enslaved, and worse. thereabouts. This information has been ers. Follow the guidelines given, but round In but three years, a grim and forbidding spread throughout the countryside, and the them out to make each encounter unique. fortress surrounded the evil place, and swarms news has attracted outsiders to the village The persons that are met at the inn, along of creatures worshipped and worked their once again. Who and what these men are, no the road, and so forth, are you; for the wickedness therein. The servants of the Tem- one can be quite sure. All claim to be bent on Dungeon Master is all—monsters, NPCs, ple of Elemental Evil made Hommlet and the slaying monsters and bringing peace and secu- and all else but player characters. Play it to lands for leagues around a mockery of free- rity to Hommlet; but deeds speak more loudly the hilt. Do it with flair and wit. Be fair both dom and beauty. Commerce ceased, crops than words, and lies cloak the true purposes of to the characters and to yourself. Be cun- withered; pestilence was abroad. the malevolent. ning but just and honest when in the role of But the leaders of this cancer were full of a warding ranger. Be deceitful, clever, and hubris and, in their overweaning pride, sought NOTES FOR THE DUNGEON MASTER thoroughly dishonest when acting the part to overthrow the good realms to the north, of a thief. Think of the parts you take as who were coming to the rescue of the land This module is designed for beginning- those of characters you are playing, and act being crushed under the tyranny wrought by level play. Experienced players can also accordingly. But temper your actions with the evil temple. A great battle was fought. enjoy the scenario, but they should start disinterest in the eventual outcome, and When the good people of Hommlet saw new 1st level characters to do so. If you hap- keep only the viewpoint of that particular streams of ochre-robed men and humanoids pen to have a group which is new to the role. Wearing two, three, or a dozen differ- fleeing south and west through their commu- game, allow them to bring their existing ent hats is challenging, but that is part of nity, there was great rejoicing, for they knew characters; there is no sense in requiring being an outstanding DM. that the murderous oppressors had been that they begin the business all over again. The area of Hommlet, as well as that of the defeated and driven from the field in panic and Experienced 1st, 2nd, and even 3rd level Temple, was developed in order to smoothly rout. So great was the slaughter, so complete characters can easily begin in Hommlet. If integrate players in the GREYHAWK cam- the victory of good, that the walled strong- characters are higher than level one, modify paign (both experienced and otherwise) into a hold of the Temple of Elemental Evil fell within the material in the 'Getting Started' portion, scenario related to the 'old timers' only by rel- a fortnight, despite the aid of a terrible demon. of course. You should sharply limit the ative proximity. All had new characters, The place was ruined and sealed against a fur- amount of gear and treasure they can bring although experienced players were assigned ther return of such abominations by powerful to the village (as you will understand when characters with levels above 1st or 2nd. The blessings and magic. you read the adventure). If your group of whole attempt turned out quite well, and Life in Hommlet quickly returned to a players has had exceptional luck, simply many of the NPCs in the adventure are the semblance Sampleof its former self, before the rise engineer a minor encounter or two along the file characters and henchmen developed through of the temple. For five years afterward, the way—light-fingered leprechauns, a thief or play. The situation and the surroundings have village and the surrounding countryside two, or perhaps some brigands—to rid them been altered because of the actual experiences have become richer and more prosperous of a few of those cumbersome gems, coins, of these participants, although the clock has than ever before. A monstrous troll which and magical items. been turned back to give you and your group

5 of players an opportunity to make history of to you. The myriad details of your cam- greater powers concerned with and care- your own. While I am strongly tempted to paign and personal preferences will suggest fully watching the activity in this area, relate the events of the campaign we played, I some natural outgrowths, as will the actions might send reinforcements in response. The believe it to be inappropriate to the adventure. of the characters, if well-played. Hereafter druidical leaders might counter with their (Ask me at a game convention, some time.... ) are a few brief ideas for your own develop- own elemental powers and other forces of Only some of the villagers are named. ment as needed or desired. nature. Large-scale escalation is unlikely at Please name the others to suit your cam- Hommlet and Nulb: If you develop the lat- this point in the Temple's recovery, but the paign. Most of the local folk are of the Old ter village in the manner given for the former, appearances and effects of such develop- Faith —the druidical—and consider the many natural developments will suggest ments might seem otherwise.... Druid of the Grove (area 24) to be their spir- themselves. New arrivals of typical townsfolk Kron Hills: Nearly 20, 000 gnomes live in itual caretaker. Many of the inhabitants are should be fairly common, and NPC adventur- this area. This is known to most of those zero-level types; treat as 1-1 Hit Dice for ers will arrive with regularity. Some of the lat- nearby, as the gnomes were instrumental in purposes of combat, if such occurs (which ter may be of interest or use, available as driving the humanoid hordes from the Lortmil should be infrequent at best). hirelings or mercenaries. Some will have their Mountains adjacent to the southwest, as well Floor plans for most of the buildings are own ideas for adventure, and may assemble a as in the overthrow of the Temple a decade not given, so you should design them for rival party which the PCs may encounter now ago. The enclaves and territories of the areas in which you expect action to occur. and again in their explorations. And of course, gnomes should not be invaded, but other Change the map of Hommlet as the game few are what they seem, and some may be caves and ruins aplenty lie scattered in the progresses. Note any places destroyed, and quite powerful. region. This is a natural setting for some other add new ones for persons you move into the Think of the day-to-d, ay life in these small small dungeon of your own design, which can place. If a general battle seems likely, you villages, and imagine the needs of the local be tailored to challenge the party's resources can list the village militia and fight it out on folk. A new mill or winery would not find while remaining within their capabilities. the tabletop. In short, the scenario has been much welcome, as these are already repre- Velverdyva: The natural flow of the river left as open as possible for your own taste in sented in Hommlet. But a new blacksmith is eastward, from the lower Yatil mountains development. Have fun! might provide a convenient excuse, in draw- and the Clatspur range southward through As a final note, remember that the NPCs ing off business, for Elmo and/or Otis to Veluna, past Verbobonc and quite near Nulb who are noted as agents of various powers become a bit more active in their secret (fed by the Imeryds Run), and continuing will send a continuous stream of informa- tasks. A new butcher, candlemaker, dairy- through the Gnarley Forest into the great tion to their superiors. All will be cautious man, fisherman, glassblower, hunter, milli- Nyr Dyv, Lake of Unknown Depths. One of in their actions, and are unlikely to be ner, and/or potter might arrive and prosper its sources is in the far northern Burneal For- duped or maneuvered. If they participate in in either village, perhaps bringing news, est, in the land of Blackmoor itself! And any adventures, or if they are imprisoned or hidden professional skills, or other develop- where the water flows, creatures follow. badly treated, their masters will be very ments to the campaign. A simple boating jaunt, either upstream unhappy if bad news is received. The con- If some minor but nevertheless entertain- or down, can encounter river pirates and cerned parties will absolutely seek to redress ing foray would provide a means for low- sundry random aquatic encounters (fresh- matters according to their alignments, per- level characters to gain those extra few water only, of course). Low-level characters sonalities, and ultimate goals. points needed to gain a level, design an should be discouraged from such endeavors There are wheels within wheels in the Vil- interlude accordingly. It need not fit any to some extent, but those of level 5 and up lage of Hommlet and the lands around. greater campaign purpose, but should be might perhaps find other arms of the powers Behind each person lurks another, the cir- logical to the setting. The random encounter of Chaos and Evil lurking in the waters cles growing wider and the figures shadowy charts for the Hommlet and Nulb areas nearby. And who knows what things—or but very powerful. should stimulate a few ideas. even kingdoms—lurk in the depths As the local situation changes with the Verbobonc: The obvious source of new OTHER ADVENTURES activity (or lack of activity) of the PCs, any adventurers to replace those lost, this city also number of noteworthy events might occur. offers more and better equipment, a greater Though characters who start their careers The factions of the Temple, being Chaotic scope of information, and so forth. The spies in Hommlet should, after finishing with the and not well-organized as yet, may decide of the rising Temple are here also, and will fol- place, be able to take on the villains of Nulb on a brief and probably premature foray low those who seem to be on their mistress's and the Temple, not all adventurers are into the countryside. Some individual might trail. lucky. Some characters will no doubt perish arrive to replace Lareth the Beautiful (of the As this is a city of 11, 600 and the capital of in the course of this adventure, and events ruined moat-house, assuming that PCs end the Viscounty (total pop. 35, 000), considera- will not always proceed as planned. As DM, his promising career). And as greater chal- ble design time is required for full details. you should gauge the progress of the players lenge, evil elemental forces could be sent Small portions—the palace of Viscount and charactersSample alike. If they need more sea- forth from the dungeons to test the speed Wilfrick, file City Hall and the Mayor's residence, soning before continuing to the greater chal- and severity of the reactions of the forces of Guild halls, strongholds of the nearby gnomes lenges, you may—and should—design and Good—a small and simple probe in the and elves, etc. —may suffice, if accompanied develop other adventures in the area. The broader tactics of Zuggtmoy, luz, and the by general street descriptions and a broad details of such 'side jaunts' are left entirely rest. The King of Furyondy, one of the selection of random encounters.

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