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OFFICIAL GAME ADVENTURE
THE
TEMPLE OF
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PRODUCTS OF YOUR 1 " '
ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the
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Welcome to the exciting WORLD OF one of each of the four major classes). The Verbobonc. It is at a crossroads.
GREYHAWK1" fantasy setting. It is a world Dungeon Master needs the AD&D® 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
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 bountiful—too
Before starting the adventure, each greater term) is located some 10 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
Son-in-law: AC 8(padded armor & shield); Refer to Map 4 for a floor plan. See Area Rannos Davl: AC 2 (leather armor); Level
Level 0; hp 3; #AT 1; D 1-4 (dagger) or 13 for a detailed room key. 10 Thief; hp 48; #AT 1; D 2-5 (dagger);
1-6 (spear); XP 13 The shop is run by one Rannos Davl, who XP 3522. Wears leather armor + 1, ring
is bed. His partner Gremag is tall and thin, of protection +1, medallion vs. crystal
Apprentices (4): AC 10; Level 0; hp 2 each; with sharp features and protruding eyes. balls and ESP (under his jerkin); carries a
#AT 1; D 1-2 (awl); XP 12 each Gremag tends to dither and fuss at cus- dagger + 1, and keeps a shortsword + 1
tomers, and at Rannos as well. under the counter.
S8I14W9D18Col5Ch7
11. COTTAGE
The whole front building is filled with
Here lives a small and mild tailor, a bach- various goods. The barn has animals, Gremag: AC -1 (chain mail); Level 7 Assas-
elor of thirty years or so. He is an expert at saddles, and the like available to any sin; hp 39; #AT 1; D 1-4 (dagger of
making or repairing garments. willing to pay the price. venom) + poison (3 doses left); XP 1087.
Wears shirt of chain mail + 3 under 3
Both traders claim disinterest in all pinches of dust of disappearance.
He has just moved to the village, but has alignments, proclaiming that they hap-
not been invited to join the militia due to his S 15 112 W 7 D 18 Co 15 Ch 7
pily deal with anyone who is a paying
small size. He has thus practiced at weapons customer. Furthermore, they say, they
to prove himself useful. He has become will gladly buy any items which you Groom: AC 7 (leather & shield); Level 0; hp
expert at throwing a knife and shooting a happen upon, and pay a fair price too! 4; #AT 1; D 1-8 (longsword) or 1-6
crossbow, attacking with either as if a 7th (spear); XP 14
level fighter and gaining a + 2 damage In the rear barn are various animals for
bonus. He also knows the dwarven, elven, Man-at-arms: AC 8 (leather armor); Level 1
sale—mules, draft horses, light riding Fighter; hp 8; #AT 1 or 2; D 1-8 (long-
and halfling tongues, in addition to Com- horses, ponies (2-5 of each type), and one
mon. sword) or 1-6/1-6 (longbow, ranges 7"/
medium war horse. Small mounts sold can 14'721");XP22
The tailor has only 19 sp in a false bottom be restocked in 7-12 days from passing deal-
of his thread box. He is a follower of St. ers. If war horses are desired, it will take 7-
Cuthbert. 30 days to obtain 1-2 heavy or 1-3 medium
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 '712 '718"); 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 2-5 (dagger +1)
chain mail stands by the door, wearing a or 2-9 (longsword + 1); XP 116 18. TYPICAL COTTAGE AND IMPOS-
sword and cradling a light crossbow in S 9 116 W 13 D 15 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 50-80% of actual This building is the shop and home of the At night, a large dog runs free in 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
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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 Idl2 Result + 2/hp
Leech, giant: AC 9; HD 1 to 4; #AT 1; D 0;
OUTDOOR NOTES 1 Id4 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 Id6 leeches, giant (in water) 50% disease; AL N; SZ S-M; XP 22 + 1/
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 6V/12"; HD 2 + 1;
the length of the material included herein grims) #AT 3; D 1-2/1-2/1-8; AL N; SZ M (7');
precludes extensive detailing of the outdoor 6-12 No Encounter XP35 + 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; #AT1; D 2-8; SA surprise on 1-3;
the DM to personalize his or her map to suit AL CE; SZ M; XP 205 + 5/hp
the tempo and direction of events in the I d l 2 Result Merchant: AC 10; MV 12"; Level 0 (HD 1-
group milieu. There are two built-up areas 1); #AT 1; D 1-4 (dagger); AL Any; SZ
shown on the map, and these are dealt with 1 Id4 crayfish, giant
2 1 gar, giant (small size only in a M; XP 10 + 1/hp; usually (80% + ) with
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) 8 Id4 Warships or Id4 + 8 Nyr Dyv 0 (HD 1-1, leaders HD 2 + ); #AT 1 or 2;
bargefolk with 2-4 barges D by weapon; AL NE-CE; SZ M, XP 10
Check for random encounters when the + 1/hp (leaders extra)
party first approaches Nulb, and whenever 9-12 No Encounter
Wolf: AC 7; MV 18 "; HD 2 + 2; #AT 1; D 2-
they leave. Check about halfway down the 5; SA howl may cause herbivore panic
road. If at night, check twice. When a group Statistics
(50%); AL N; SZ S; XP 35 + 3/hp
is exploring off the road, check six times per
day: morning, noon, afternoon, nightfall, Bargefolk: AC 10; MV12 "; Level 0 (HD1-1;
leaders HD 1 + 2); #AT 1 or 2; D by NULB MILITIA
midnight, and pre-dawn.
Check only once if the party is traveling weapon; AL Any; SZ M; XP 10 + 1/hp
(leaders extra) At any given time, the basically Neutral
by water vessel. If they actually submerge Evil populace of the village can turn out
for some reason, check each hour. Likewise, Boar, wild: AC 7; MV 15 "; HD 3 + 3; #AT 1;
D 3-12; SA dies at -7 hp; SZ M (3'); XP some number of militiamen who are
if the river is under observation, check each roughly equal to bandits (Level 0 normal
hour, but not unless there is exposure to 85 + 4/hp
Brigand: AC 8 (leather armor); MV 12"; men, not leaders or other exceptional types)
attack; crayfish and gar are not observed in in armor and weapons. The total number
most cases, so simply omit any mention of Level 0 (HD 1-1); #AT 1 or 2; D by
weapon; SA missile fire (shortbow, long- depends on the circumstances:
the encounter.
bow, light crossbow); AL NE-CE; XP 10
You may modify these tables as desired. Village threatened with destruction 60
+ 1/hp or 14 + 1/hp
Bugbear: AC 5; MV 9"; HD 3 + 1; #AT 1; 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
Idl2 Result Crayfish, giant: AC 4; MV 6V/12"; HD 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 Nulb, and turn out if their leaders see the sit-
2 Id4 + 1 wild boars 90 + 5/hp
Frog, giant killer: AC 7; MV 3"//9"; HD 1 uation as lucrative enough for their partici-
3 2d4 bugbears pation. Whether Tolub's crew (see area 4) is
4 ldlO + 2 gnolls to 3; #AT 1; D 1-3 or 1-6 or 2-8 (by HD);
SA surprise on 1-4; leap, tongue, AL N; in the village or not, 2-12 additional pirates
5 1-2 lycanthropes (werewolves) likewise participate if the rewards seem
6 Merchant caravan (1 in 6 chance SZ S-M; XP 22 + 1/hp; 44 + 2/hp; or
80 + 3/hp (by HD) worthwhile.
for being disguised Evil pilgrims)
7 Idl2 normal wolves Gar, giant: AC 3; MV0//30"; HD8; #AT1;
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
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SEALED DOORS
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2. VESTIBULE
J
are of a pinkish mineral, shot through
disc is greenish black stone; the upper, tered and useless. The interior of each is
with worm-colored veins. Their arches
blackish green. The center of this altar is caked with a dry brown substance.
lead to an unremarkable pair of lesser
a depression about eight feet across, Pieces of furniture are also scattered
side aisles. The columns supporting the
filled with scummed-over black liquid. about, as are the torn remains of some
archways, as well as the arches themsel-
Several pieces of smashed shells are scat- brown garments and three stubs of
ves, are worked in bas relief. As with the
tered around the area, along with a bro- brown candles. A flight of stairs
frescoes in the entryway, the scenes here
ken bronze knife. descends to the southeast.
are ineffable, vile, filthy. It is probable
that this area was reserved for the lowli-
est of worshippers. The area beyond is Two of the brown robes are a bit frayed
better lit and more open, though it also The black liquid is merely dirty water, six but intact. The candles are normal, each
has more of the nauseating pinkish pil- feet deep. If the pool is dragged, a small and about three inches long. The steps lead
lars supporting the roof high overhead. delicate skeleton is discovered at the bot- down to Dungeon Level One, southwest
tom, the remains of the last sacrifice. corner (area 109a).
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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. STORAGE 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 corner. 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 corner. loose block is a large gold cup (worth 450 111. STORAGE 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) V2, 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^/1-4/1-8, SA touch paralyzes,
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Syri Nity (order #5099312)
Gnolls (5): AC 5, MV 9", HD 2, hp 11, 9, 9, Each ogre has a belt pouch containing 5-30 sp 50, 48, 46, 44, 42
8, 7, #AT 1, D 2-8 (morning star), SA and 5-30 gp. The wine barrel contains sour,
throwing axes (D 1-6, ranges 1 '72 '73 "); thin wine. The chest is unlocked, and holds 2 Ten man-turns of searching the corridor
XP 50, 46, 46, 44, 42 maces, 5 hand axes, 1 battle axe, 6 morning reveals the following intact items: 15
stars, 2 shortswords, and 1 broadsword. arrows, 4 silver arrows, 5 morning stars, 3
Hobgoblins (2): AC 5, MV 9", HD 1 +1, hp
8, 6, #AT 1, D 1-8 (longsword), SA long The stone slab under the spear barrel is longswords, 2 shortswords, 3 shields, 1 ring
composite bows with 15 arrows each (D loose and can be lifted by anyone with 18 mail, 2 chain mail, and 1 plate mail.
1-6); XP 36, 32 Strength, or two persons with a combined
Strength of 30. Underneath is a cavity with 126. ROOM, 20' x 20'
870 sp and a silver bracelet (170 gp) adorned
Carpets and tapestries cover the plain with six azurites worth 10 gp each. Herein dwells an ogre, the chief of the entire
stone walls of this room, and a few rugs are ogre force. He reports to the clerics in area
on the floor as well. From the appearance 125. CORRIDOR OF BONES 137 from time to time. If he hears a commo-
of all this, the room was once the quarters tion in the corridor or nearby rooms, he
of some fairly important person — an probably (90%) ignores it, trusting his flun-
underpriest of the Earth Temple, from the For at least 100 feet of its length, this 20'
wide corridor is covered with bones. kies to handle the minor matters. He
scenes depicted on several tapestries. responds to any direct call for help at his
Whatever furniture was once here is now Skeletons of humans and humanoids are
mixed in a terrible jumble. Many skulls door, of course.
gone. Heaps of cloth lie near the walls,
showing where the inhabitants sleep. A and loose bones seem gnawed. The com-
plete skeletons, though, still wear sun- Ogre leader: AC 3, MV 9 ", HD 4 + 1, hp 26,
small brazier stands in the northeast cor- #AT 1, D 5-12 (Id8 + 4, with battle axe);
ner. A small keg of cheap beer is in the cen- dered armor, dented caps, or sprawl by
ter of the room. The only exit is the door in broken shields. Bent and broken weap- XP220
the south wall of the alcove. ons likewise testify to a great melee hav-
ing taken place here; a hundred, two, This place appears to have been another
perhaps more... all met death here. Fur- visitors' chamber, but the plastered walls
Each of the seven humanoids herein has 1-4 ther progress along the corridor requires are broken and smoke-stained from the
sp, 1-4 ep, and 1-4 gp. Under the dead coals carefully picking a path between these struggles of the past. Several couches
of the brazier are 27 pp. grim remains of the Temple hordes. have been shoved together to form a
Nothing of value is discernable. huge bed in the northeast corner. Several
124. ROOM, 20' x 20' empty sacks lie on the floor, and a nearly
If the party enters the corridor area shaded full barrel of ale is near the west door. A
The two ogres here are in charge of the on the map, they spring a trap. When they large table and rude chair are in the
gnolls and hobgoblins to the southwest. get to the central area (just south of the northwest corner; a big, yellowish
Each wears a brown leather jack, set with secret door to area 131), the following cheese and several hard sausages lie atop
thin bronze plates (giving AC 4). Unless events occur: the table, beside an empty gallon jug.
they are summoned, they ignore sounds Under the table is an iron chest. Nine
from areas 121-123, concentrating their spears, 3 morning stars, and 2 long-
attention on possible victims in area 125. a. Ten human skeletons spring up from
the west end of the shaded area, charging swords lie piled by the south door.
However, their chief is in area 126, and they
investigate unusual noises from that place. east to the attack;
The ogre wears a copper belt worth 35 gp,
Ogres (2): AC 4, MV 9", HD 4 + 1, hp 22, b. Six gnoll skeletons spring up at the east upon which hangs his purse, containing 11
end of the shaded area, moving west to sp, 19 ep, and 38 gp.
20, #AT 1, D 5-10 (stone-set club,
Id6 + 4); XP 200, 190 surround the intruders. The iron chest is locked but not trapped,
and contains 311 gp and 2 huge and remark-
In addition, the two ogres (area 124) watch- ably perfect agates (worth 100 gp and 500
This place is plastered and the floor paved ing for trouble join the fray if the intruders gp, respectively). The lock can be picked or
with polished brown granite slabs. It is (PCs) are nearly slain, or if the party broken open by 30 points of damage.
now dirty and cluttered, but must once retreats into the southern 20' wide corridor
have been a plush guest chamber. Many leading to their door. If the latter, the ogres 127. L-SHAPED ROOM
cushions and pillows are piled so as to probably (75%) gain 1-4 surprise segments
make beds in the northeast and northwest unless their door is being carefully watched. Three gnolls are quartered here. They are
corners of the room. A half-empty wine reasonably alert, and if called rush to help,
barrel and a like container with a few Skeletons, human (10): AC 7, MV 12", HD hurrying more to serve the ogre (area 126),
salted fish stand along the south wall. 1, hp 8, 6, 5, 5, 5, 5, 4, 4, 4, 3; #AT 1, D of course, than for their fellows with the
Another barrel there holds seven long 1-6; XP 22, 20, 19 (x4), 18 (x3), 17 bugbear (area 128). If opportunity presents,
spears. Pegs on the wall hold one shortbow the one gnoll armed with a bow uses it until
and three quivers, each containing 20 Skeletons, gnoll (6): AC 7, MV 9 ", HD 2, hp opponents close. Each gnoll has 1-4 sp, 1-4
arrows. Beside the barrels is a chest. 12, 11, 10, 9, 8, 7; #AT 1, D 2-7; XP 52, ep, and 1-4 gp.
49
50
51
52
53
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", 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 corner 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,
earthenware mugs and bits and pieces of plus one Level 3 leader) came from this spot,
If more than 100 pounds of weight are on food. Three torches burn in wall sconces,
the walkway while no weight is on the lower and casualties must be deducted from the orig-
and eight fresh ones lie on the floor. An inal numbers given here.
stairs, a trap in sprung. The walkway is bal- open cupboard in the northeast corner
anced in a cupped socket, and the weight All of the guards are armed and ready,
displays old plates, several mugs, lumpy and all have missile weapons (half with light
upon it causes the ledge and seven feet of the sacks, and a string of small dried sau-
wall behind it to tilt sharply down to the crossbows, half with javelins). If alerted by
sages. A large water barrel stands near noise to the south of the room (such as the
north. The smooth stone offers no hold to the southwest corner, opposite the door.
the hapless victims, each of whom takes 1-6 operation of a pit trap), they observe by
points of damage from falling into the pit. using spy holes in the doors, and may turn
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
65
66
67
69
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
torn 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 upwards. The creature has no treasure.
which depends a golden skull emblem (jew-
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, D1-4 (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
ously in trouble. All 13 bugbears will lay an This oddly shaped chamber is crammed
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).
and will summon those in 233 to help. jars, boxes, barrels, crates, chests, sacks,
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
hp 19,16,15,15, 13,12, 9, #AT 1, D 2-7 but many seem full. Bales contain black
spear (D 1-6, ranges 1 "12 '73 "), 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 (x3) 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, D1-8 (battle axe), SA
sp. Each female has 1-6 ep and 2-12 sp. surprise on 1-3; XP 125, 119, 115
71
72
73
74
J
Syri Nity (order #5099312)
&
^>>
1&4
75
76
77
78
79
80
81
82
83
85
86
87
88
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
114
115
117
118
119
B Baklunish
Myhriss
c Love, Beauty NG f
Norebo
Obad-Hai
s
FC
Luck, gambling, risk
Nature, wildlands, freedom, hunting
CN
N
m
m
U Unknown or indeterminate origin Olidammara c Music, revelry, roguery, wine N(C) m
120
121
122
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 V2 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, L/
N(E), SZ M (6-7 tall), L/XP VI/475 + 6/ XPVIII/1000 +12/hp
hp
Pudding, White (MM2 page 102): AC 8,
Fungi, Violet (MMl page 42): AC 7, MV 1", 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/XPIII/135 +4/hp cold, poison, divided by blows, AL N,
SZ S-L, L/XP VHI/1200 + 12/hp
Mold, Brown (MMl page 71): AC 9, MV 0",
SA cold damage 4-32 to all within 5 feet, Slime, Green (MMl page 49): AC 9, MV0",
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 11/110 + 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 0",
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, L/
XP V/330 + 3/hp
Mold, Yellow (MMl page 71): AC 9, MV 0",
HD 2 per patch, #AT 1, D1-8, SA 1C 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 HI/135 + 4/hp
divides, AL N, SZ M, L/XP VI/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", AL N(E), SZ S-L (by host), L/XP 111/85
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
Magic Items
effect. (Thus, vials of holy water would easily fit,
One vial of ichor can be used to 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 turn of use, there is a 10% Morale* + 10% + 15% 1-10 rounds. A Neutral creature holding it
chance per turn (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
from such attacks, consider the cloak WAND OF A WONDER
command words. The first shrinks the box
destroyed. The cloak may be repaired magi- to a twelfth of normal size, with all contents
cally (via limited wish or similar enchant- GP Sale Value: 10,000 XP Value: 6,000
likewise becoming minute. The weight of
ment) but not by normal means. the shrunken chest, empty or filled, is 30
pounds. The second word causes the chest Quite similar to its cousin, the ever- popular
As a final note, other cloaks of poly-
(if of normal size) to function as one upon wand of wonder, this item produces strange
morphingmay be found. Each is designed to
which a Leomund's secret chest spell has and unpredictable results for users of any
change the user into one specific creature.
been placed (but with no smaller replica class or type. The exact effect produced in
Each confers benefits and hazards in the
necessary!). The third word causes the box any single use is determined by a random
manner given above—a full polymorph self
to return to full size or normal place, as ldlOO roll, with reference to the following
(lacking only the spell's curative effects),
applicable. The fourth word causes growth chart. The wand uses 1 charge per function.
with the given chance of permanent mental
to quadruple dimensions, with sides, top, It may not be recharged. Allow saving
change as well.
and bottom of one foot thickness, huge cop- throws wherever applicable, vs. wands
per bands, and a weight of 1,200 pounds. unless the effect suggests another category.
ICHOR OF INTOXICATION The wand performs at 6th level of experi-
ence, as is normal for such devices, and all
GP Sale Value: 900 XP Value: 500 POUCH OF HOLDING physical changes produced (growths, poly-
morphs, etc.) are dispellable at normal
This substance is a colorless syrup found in GP Sale Value: 4,000 chances.
half- ounce vials. It can be mixed with a liq- XP Value: 800 (per pouch)
uid, applied to food, or simply ingested
straight. The ichor dries when exposed to These apparently normal leather or cloth
air, hardening in 1 turn. pouches are found in groups of 3-6 (Id4 + 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
EVIL
maps as the dungeon becomes altered during play.
MAPI FROMHOMMLETTONULB
SCALE: 1 HEX EQUALS 10 LEAGUES
KRON HILLS
HOMMLE
®1985 TSR, Inc. All Rights Reserved.
MM
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1985 TSR, Inc. All Rights Reserved.
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®1985 T 6 R , Inc. All Rights Reserved.
THE
TEMPLE OF
ELEMENTAL
EVIL
" . . . the Ultimate Campaign Adventure . . ."
0-88038-018-7
ISBN 394-54870-1TSR1500