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Advanced ® OFFICIAL GAME ADVENTURE TSR Inc. POB 756 Lake Geneva, WI 53147 TSR, Inc. PROOUCTS OF YOUR IMAGINATION" TSR UK Ltd. The Mill, Rathmore Road Cambridge CB14AD United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR Inc. Sample file

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Advanced®

OFFICIAL GAME ADVENTURE

TSR Inc.POB 756Lake Geneva, WI53147

TSR, Inc.PROOUCTS OF YOUR IMAGINATION"

TSR UK Ltd.The Mill, Rathmore Road

Cambridge CB14ADUnited Kingdom

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

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Editing: Ed Carmien, Bruce Heard, Harold Johnson, Thad Russell,Steve Winter

Coven Keith ParkinsonInterior Art: Jeff Butler, Clyde Caldwell, Jeff Easley, Larry Elmore,

Keith Parkinson, Dave TrampierTypography: Betty Elmore, Kim LindauKeyline: Dennis Kauth, Bruce KnutsonCartography: Dave Sutherland

Distributed to the book trade in the United States by Random HouseInc., and in Canada by Random House of Canada, Ltd. Distributed tothe toy and hobby trade by regional distributors. Distributed in theUnited Kingdom by TSR UK Ltd.

©Copyright 1985 TSR Inc. All Rights Reserved.

This adventure is protected under the copyright laws of the UnitedStates of America. Any reproduction or other unauthorized use of thematerial or artwork contained herein is prohibited without the expresswritten permisson of TSR Inc.

First Printing August 1985

Printed in the U.S.A.

Tableof Contents

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

Part I: The Village of Hommlet 7Players' Description 7

Key to the Village 7Detailed Buildings 14

Area 7. The Inn of the Welcome Wench 14Area 13. Trading Post 17Area 20. Church of St. Cuthbert 18Area 31. Guard Tower 19

The Ruins of the Moathouse 21Upper Level Random Encounters 21Upper Level Encounter Key 21Dungeon Level Random Encounters 23Dungeon Level Encounter Key 24

Interlude: Hommlet to Nulb 27Players' Background 27Players' Historical Notes 27Notes for the Dungeon Master 28WORLD OF GREYHAWK™ Setting 28Secret History of the Temple 28

Part 2: Nulb and the Ruins 30The Village of Nulb 30

Outdoor Notes 30Random Encounters (Outdoors) 30Nulb Militia 30Coordinated Efforts 31Mercenaries 31Assistance and Training 31

Nulb Encounter Key 32Ruins of Elemental Evil 35

Players' Description 35Exterior Notes (for the DM) 36Random Encounters (Upper Works) 36

The Broken Tower 36

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Tower Exterior 36General Notes 36Defense Strategy 37Tower Area Descriptions 37

Building Ruins 38The Temple 39

First Impressions 39Sealed Doors 39Temple Area Descriptions 40

Part 3: Dungeons of Elemental Evil 43Standard Corridors 43Stairs 43Ventilation 43Map Numbering 43Area Descriptions 43Prisoners 43Treasure 43Recruiting 43Zuggtmoy Bound 43

Dungeon Level One 45Random Encounters 45

Room Key 45Dungeon Level Two 58

Random Encounters 58Room Key 58

Dungeon Level Three 75Random Encounters 75

Room Key 76Dungeon Level Four 95

Character Actions 95Iuz and St. Cuthbert 95Troops and Sentries 95Tactical Notes 96Random Encounters 96

Room Key 97

Part 4: Nodes of Elemental Evil 107Transportation 107Environmental Damage 107Development 107Modifications to Magic 108Spell Variations 108

Cleric Spells 108Druid Spells 108

Magic-User Spells 108Illusionist Spells 108

Table of Magical Treasures 110Residents 110Random Encounters I l l

Ashrem I l lDarley I l lSargen 114Taki 114

Air Node 114Description 114Brief Area Notes 114Residents 115

Earth Node 115Description 115Brief Area Notes 115Residents 116

Fire Node 117Description 117Brief Area Notes 117Residents 117

Water Node 118Description 118Brief Area Notes 118Residents 119

Appendices 120Appendix A. Deities & Demigods 120

Standard Divine Abilities 120Iuz 121St. Cuthbert 122

Appendix B: Monsters 123Zuggtmoy 123Zuggtmoy's Beloved 124Juggernaut 125

Appendix C: Magic Items 126Gargoyle Cloak 126Ichor of Intoxication 126Leomund's Labile Locker 126Pouch of Holding 126Wand of a Wonder 126Fragarach 127Other Swords of Answering 127Lens of Transformation 127The Orb of Golden Death 127

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Introduction

Welcome to the exciting WORLD OFGREYHAWK1" fantasy setting. It is a worldrich in history, intrigue, and magic... a placeof opportunity, and of danger as well.

This story unfolds in a small part of thatworld, a very small part indeed. But thisplace, at the foot of the Kron Hills not farnorth of the great Azure Sea, could breed dan-gers to threaten the nearby greater realms withthe fine-sounding names—the Archclericy ofVeluna, and the kingdoms of Celene andFuryondy. Hommlet and Nulb are two smallvillages, which squat in the vales betweenthese great powers like two dark and tinyeyes, surrounded by the ancient wrinkled hillson the face of some evil demiurge.

Players, you should each have a characterof first or second level of experience. Youryoung novices are about to set forth on thepath to adventure. The road may seem clear atfirst, but many twists and turns await you—inthe near future, and in the far as well.

Dungeon Master, your tasks are many.You must portray two entire villages, personby person. Scoundrels lurk in shadows,monsters prowl the nearby ruins, and allplay their parts in the game. But the chal-lenges, situations, or amusements theypresent are only as good as your skills.

Start at the beginning, and stop when youfeel the pinch of time. Resume your adven-tures whenever you like; such is a role play-ing game. Turn now to 'GETTINGSTARTED' and prepare to set forth!

GETTING STARTED

Before starting the adventure, eachPlayer should have the AD&D® PLAYERSHANDBOOK, a set of dice, and a 1st or 2ndlevel character (the group including at least

one of each of the four major classes). TheDungeon Master needs the AD&D®DUNGEON MASTERS GUIDE, scrappaper, and dice. The three books of AD&D®game monsters can also help greatly. Alsobefore the game, the DM should read andbecome roughly familiar with the entireadventure. Skip minor detail, concentratingon the overall themes and their connectionsin the different locales. If an encounterincludes special notes which will applybefore a party can react, highlight or marksuch passages as a reminder, so you are sureof properly including each detail.

DM, if you start the adventure before read-ing the whole, limit the first game session toHommlet itself. Then read at least enough inadvance to keep ahead of the players.

Appendix A gives a list of deities found inthe WORLD OF GREYHAWK™ setting.The DM should review those notes with theplayers either before starting or at sometime early in the characters' careers.

Now have one player read the followingPlayers' Background to the rest, supplyingMap #1 for their reference. The backgroundis a bit lengthy—but the road ahead is a longone, as well.

PLAYER'S BACKGROUND

The Village of Hommlett—or merely"Hommlett," as it is commonly called—is situ-ated in the central part of the Flanaess, thatportion of western Oerik Continent which isknown and 'civilized.' The hamlet-sized village(local parlance having distinguished it with thegreater term) is located some 10 leagues south-east of the town of Verbobonc, or there-abouts, on the fringe of the territorycontrolled by the noble Lord the Viscount of

Verbobonc. It is at a crossroads.To the north is the mighty Velverdyva

River, along whose south bank runs theLowroad. Many days' travel to the east, onthe shores of the Lake of Unknown Depths(Nyr Dyv), is the great walled city of Dyvers.The village of Sobanwych lies about halfwayalong the route. Below that to the southeastand east are miles and miles of forest (theGnarley), beyond which is the Wild Coast-Woolly Bay and the Sea of Gearnat. The roadsouth forks a league or so beyond the littlecommunity, one branch meandering offtowards the Wild Coast, the other rollingthrough the lower Kron Hills to the village ofOstverk and then eventually turning south-wards again into the elven kingdom of Celene.The western route leads into the very heart ofthe gnomish highlands, passing throughGreenway Valley about a day's travel distantand going onwards to the Lortmil Mountainsfar beyond.

Hommlet grew from a farm or two, a resthouse, and a smithy. The roads brought asufficient number of travelers and merchantwagons to attract tradesmen and artisans toserve those passing through. The resthousebecame a thriving inn, and a wheel andwainwright settled in the thorp. Morefarmers and herdsmen followed, for grainwas needed for the passing animals, andmeat was in demand for the innfolk.

Prosperity was great, for the lord of thedistrict was mild and taxed but little. Tradewas good, and the land was untroubled bywar, outlaws, or ravaging beasts. The areawas free, beautiful, and bountiful—toomuch so, in the eyes of some.

Whether the evil came west from Dyvers(as is claimed by one faction) or crept up outof the forestlands bordering the Wild Coast

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(as others assert), come it did. At first it wasonly a few thieves and an odd group of band-its molesting the merchant caravans. Thencame small bands of humanoids—kobolds orgoblins—raiding the flocks and herds. Localmilitia and foresters of the Waldgraf of Ost-verk apparently checked, but did not stop, thespread of outlawry and evil.

A collection of hovels and their slovenlyinhabitants formed the nucleus for the trou-bles which were to increase. A wicked clericestablished a small chapel at this point. Thefolk of Hommlet tended to ignore this place,Nulb, even though it was but 6 miles dis-tant. But its out-of-the-way position wasideal for the fell purposes planned for thissettlement, as was its position on a smallriver flowing into the Velverdyva. Thethickets and marshes around Nulb becamethe lair and hiding place for bandits, bri-gands, and all sorts of evil men and mon-sters alike. The chapel grew into a stonetemple as its faithful brought in their ill-gotten tithes. Good folk were robbed, pil-laged, enslaved, and worse.

In but three years, a grim and forbiddingfortress surrounded the evil place, and swarmsof creatures worshipped and worked theirwickedness therein. The servants of the Tem-ple of Elemental Evil made Hommlet and thelands for leagues around a mockery of free-dom and beauty. Commerce ceased, cropswithered; pestilence was abroad.

But the leaders of this cancer were full ofhubris and, in their overweaning pride, soughtto overthrow the good realms to the north,who were coming to the rescue of the landbeing crushed under the tyranny wrought bythe evil temple. A great battle was fought.

When the good people of Hommlet sawstreams of ochre-robed men and humanoidsfleeing south and west through their commu-nity, there was great rejoicing, for they knewthat the murderous oppressors had beendefeated and driven from the field in panic androut. So great was the slaughter, so completethe victory of good, that the walled strong-hold of the Temple of Elemental Evil fell withina fortnight, despite the aid of a terrible demon.The place was ruined and sealed against a fur-ther return of such abominations by powerfulblessings and magic.

Life in Hommlet quickly returned to asemblance of its former self, before the riseof the temple. For five years afterward, thevillage and the surrounding countrysidehave become richer and more prosperousthan ever before. A monstrous troll which

plagued the place for a time was hunteddown by a party of passing adventurers.Carrying the ashes and a goodly fortune aswell, the adventurers returned to the vil-lage. Before going elsewhere to seek theirfortunes, the adventurers also returned aportion of the villagers' losses. Other adven-turers, knowing of the evil that had onceresided in the area, came to seek out similarcaches, and several did find remote lairs andwealth—just as some never returned at all.

After a time, adventurers stopped comingto the area. It seemed that no monsters wereleft to slay, and no evil existed here to bestamped out. The villagers heaved a collectivesigh—some pained at the loss of income, butothers relieved by the return to the quiet, nor-mal life—and Hommlet continued its quietexistence for four years more.

But then, a year ago, the bandits began toride the roads again—not frequently, but tosome effect. To the good folk of Hommlet, thisseemed all too familiar, so they sent word tothe Viscount that wicked forces might still lurkthereabouts. This information has beenspread throughout the countryside, and thenews has attracted outsiders to the villageonce again. Who and what these men are, noone can be quite sure. All claim to be bent onslaying monsters and bringing peace and secu-rity to Hommlet; but deeds speak more loudlythan words, and lies cloak the true purposes ofthe malevolent.

NOTES FOR THE DUNGEON MASTER

This module is designed for beginning-level play. Experienced players can alsoenjoy the scenario, but they should startnew 1st level characters to do so. If you hap-pen to have a group which is new to thegame, allow them to bring their existingcharacters; there is no sense in requiringthat they begin the business all over again.

Experienced 1st, 2nd, and even 3rd levelcharacters can easily begin in Hommlet. Ifcharacters are higher than level one, modifythe material in the 'Getting Started' portion,of course. You should sharply limit theamount of gear and treasure they can bringto the village (as you will understand whenyou read the adventure). If your group ofplayers has had exceptional luck, simplyengineer a minor encounter or two along theway—light-fingered leprechauns, a thief ortwo, or perhaps some brigands—to rid themof a few of those cumbersome gems, coins,and magical items.

For each numbered area, general informa-tion is given first. If the text is boxed, it may beread directly to the players. Otherwise,present the given information in your ownwords. If you are so thoroughly familiar withthe module that you can simply glance at thename of the encounter area and then put eve-rything in your own words, so much the bet-ter. You should be conversant with the wholebefore beginning play. Your players will, inturn, reflect and be inspired by your skill inpresenting the material herein.

Immediately following the player informa-tion is more detailed and often secret material,which you should not reveal to the players.Review this carefully as well, to be sure of theinterrelationships and consequences of certainactions.

The whole is quite general, in fact, andwhile some characteristics of the non-playercharacters (hereafter referred to as NPCs)are given, there is sufficient latitude for youto completely personalize the adventure tofit your style of play and satisfy your play-ers. Follow the guidelines given, but roundthem out to make each encounter unique.

The persons that are met at the inn, alongthe road, and so forth, are you; for theDungeon Master is all—monsters, NPCs,and all else but player characters. Play it tothe hilt. Do it with flair and wit. Be fair bothto the characters and to yourself. Be cun-ning but just and honest when in the role ofa warding ranger. Be deceitful, clever, andthoroughly dishonest when acting the partof a thief. Think of the parts you take asthose of characters you are playing, and actaccordingly. But temper your actions withdisinterest in the eventual outcome, andkeep only the viewpoint of that particularrole. Wearing two, three, or a dozen differ-ent hats is challenging, but that is part ofbeing an outstanding DM.

The area of Hommlet, as well as that of theTemple, was developed in order to smoothlyintegrate players in the GREYHAWK cam-paign (both experienced and otherwise) into ascenario related to the 'old timers' only by rel-ative proximity. All had new characters,although experienced players were assignedcharacters with levels above 1st or 2nd. Thewhole attempt turned out quite well, andmany of the NPCs in the adventure are thecharacters and henchmen developed throughplay. The situation and the surroundings havebeen altered because of the actual experiencesof these participants, although the clock hasbeen turned back to give you and your group

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of players an opportunity to make history ofyour own. While I am strongly tempted torelate the events of the campaign we played, Ibelieve it to be inappropriate to the adventure.(Ask me at a game convention, some time....)

Only some of the villagers are named.Please name the others to suit your cam-paign. Most of the local folk are of the OldFaith—the druidical—and consider theDruid of the Grove (area 24) to be their spir-itual caretaker. Many of the inhabitants arezero-level types; treat as 1-1 Hit Dice forpurposes of combat, if such occurs (whichshould be infrequent at best).

Floor plans for most of the buildings arenot given, so you should design them forareas in which you expect action to occur.Change the map of Hommlet as the gameprogresses. Note any places destroyed, andadd new ones for persons you move into theplace. If a general battle seems likely, youcan list the village militia and fight it out onthe tabletop. In short, the scenario has beenleft as open as possible for your own taste indevelopment. Have fun!

As a final note, remember that the NPCswho are noted as agents of various powerswill send a continuous stream of informa-tion to their superiors. All will be cautiousin their actions, and are unlikely to beduped or maneuvered. If they participate inany adventures, or if they are imprisoned orbadly treated, their masters will be veryunhappy if bad news is received. The con-cerned parties will absolutely seek to redressmatters according to their alignments, per-sonalities, and ultimate goals.

There are wheels within wheels in the Vil-lage of Hommlet and the lands around.Behind each person lurks another, the cir-cles growing wider and the figures shadowybut very powerful.

OTHER ADVENTURES

Though characters who start their careersin Hommlet should, after finishing with theplace, be able to take on the villains of Nulband the Temple, not all adventurers arelucky. Some characters will no doubt perishin the course of this adventure, and eventswill not always proceed as planned. As DM,you should gauge the progress of the playersand characters alike. If they need more sea-soning before continuing to the greater chal-lenges, you may—and should—design anddevelop other adventures in the area. Thedetails of such 'side jaunts' are left entirely

to you. The myriad details of your cam-paign and personal preferences will suggestsome natural outgrowths, as will the actionsof the characters, if well-played. Hereafterare a few brief ideas for your own develop-ment as needed or desired.

Hommlet and Nulb: If you develop the lat-ter village in the manner given for the former,many natural developments will suggestthemselves. New arrivals of typical townsfolkshould be fairly common, and NPC adventur-ers will arrive with regularity. Some of the lat-ter may be of interest or use, available ashirelings or mercenaries. Some will have theirown ideas for adventure, and may assemble arival party which the PCs may encounter nowand again in their explorations. And of course,few are what they seem, and some may bequite powerful.

Think of the day-to-day life in these smallvillages, and imagine the needs of the localfolk. A new mill or winery would not findmuch welcome, as these are already repre-sented in Hommlet. But a new blacksmithmight provide a convenient excuse, in draw-ing off business, for Elmo and/or Otis tobecome a bit more active in their secrettasks. A new butcher, candlemaker, dairy-man, fisherman, glassblower, hunter, milli-ner, and/or potter might arrive and prosperin either village, perhaps bringing news,hidden professional skills, or other develop-ments to the campaign.

If some minor but nevertheless entertain-ing foray would provide a means for low-level characters to gain those extra fewpoints needed to gain a level, design aninterlude accordingly. It need not fit anygreater campaign purpose, but should belogical to the setting. The random encountercharts for the Hommlet and Nulb areasshould stimulate a few ideas.

As the local situation changes with theactivity (or lack of activity) of the PCs, anynumber of noteworthy events might occur.The factions of the Temple, being Chaoticand not well-organized as yet, may decideon a brief and probably premature forayinto the countryside. Some individual mightarrive to replace Lareth the Beautiful (of theruined moat-house, assuming that PCs endhis promising career). And as greater chal-lenge, evil elemental forces could be sentforth from the dungeons to test the speedand severity of the reactions of the forces ofGood—a small and simple probe in thebroader tactics of Zuggtmoy, Iuz, and therest. The King of Furyondy, one of the

greater powers concerned with and care-fully watching the activity in this area,might send reinforcements in response. Thedruidical leaders might counter with theirown elemental powers and other forces ofnature. Large-scale escalation is unlikely atthis point in the Temple's recovery, but theappearances and effects of such develop-ments might seem otherwise....

Kron Hills: Nearly 20,000 gnomes live inthis area. This is known to most of thosenearby, as the gnomes were instrumental indriving the humanoid hordes from the LortmilMountains adjacent to the southwest, as wellas in the overthrow of the Temple a decadeago. The enclaves and territories of thegnomes should not be invaded, but othercaves and ruins aplenty lie scattered in theregion. This is a natural setting for some othersmall dungeon of your own design, which canbe tailored to challenge the party's resourceswhile remaining within their capabilities.

Velverdyva: The natural flow of the riveris eastward, from the lower Yatil mountainsand the Clatspur range southward throughVeluna, past Verbobonc and quite near Nulb(fed by the Imeryds Run), and continuingthrough the Gnarley Forest into the greatNyr Dyv, Lake of Unknown Depths. One ofits sources is in the far northern Burneal For-est, in the land of Blackmoor itself! Andwhere the water flows, creatures follow.

A simple boating jaunt, either upstreamor down, can encounter river pirates andsundry random aquatic encounters (fresh-water only, of course). Low-level charactersshould be discouraged from such endeavorsto some extent, but those of level 5 and upmight perhaps find other arms of the powersof Chaos and Evil lurking in the watersnearby. And who knows what things—oreven kingdoms—lurk in the depths

Verbobonc: The obvious source of newadventurers to replace those lost, this city alsooffers more and better equipment, a greaterscope of information, and so forth. The spiesof the rising Temple are here also, and will fol-low those who seem to be on their mistress'strail.

As this is a city of 11,600 and the capital ofthe Viscounty (total pop. 35,000), considera-ble design time is required for full details.Small portions—the palace of ViscountWilfrick, City Hall and the Mayor's residence,Guild halls, strongholds of the nearby gnomesand elves, etc.—may suffice, if accompaniedby general street descriptions and a broadselection of random encounters.

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