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    Return tO theTemple Of

    Elemental EvilMonte Cook

    CreditsAdditional Stat Block Design: Jennifer Clarke Wilkes, Andy Collins, Dale Donovan,

    David Eckelberry, Duane Maxwell, Erik Mona, David NoonanEditors: Jennifer Clarke Wilkes, Andy Collins, Duane Maxwell

    Creative Director: Ed StarkArt Director: Dawn Murin

    Graphic Design: Sean Glenn and Robert CampbellCover Illustration: BromInterior Illustrations: David Roach

    Cartography:Todd GambleTypography: Erin Dorries

    Business Manager:Anthony ValterraProject Manager: Justin Ziran

    Production Manager: Chas DeLongSpecial thanks to Gary Gygax and Frank Mentzer for their work on the original Temple of Elemental Evil.

    Playtesters: Bob Baxter, Rich Bue, Andy Collins, Sue Cook, Bruce R. Cordell, Bret Holien, Erik Mona,David Noonan, Jeff Quick, John D. Rateliff, Sean K Reynolds, Ed Stark, Jonathan Tweet

    Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson

    and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook,Skip Williams, Richard Baker, and Peter Adkison.

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    Table OfCOntentsIntroduction ..............................................3Preparation......................................................................3

    Running the Adventure...................................................3Previous Play in the Temple............................................3Size and Scope................................................................4Tharizdun/The Dark God/

    The Elder Elemental Eye ...............................................4History ................ ................ ................. ................ ............5The Course of the Adventure..........................................6Character Hooks .............................................................6

    Part 1: Hommlet and Environs.................8History ................ ................ ................. ................ ............8Where to Go and What to Do.........................................9

    Chapter 1: The Town of Hommlet..................................9Using Hommlet ..........................................................9The Hidden Cult..........................................................9The Town in Danger..................................................10NPCs about Town ............... ................. ................ .....10Key to Hommlet........................................................12

    Chapter 2: The Moathouse ................ ................. ..........18Moathouse History ................ ................ ................. ..18On the Way to the Moathouse .............. ................. ..19Events Development ................. ................ ................19Moathouse Key..........................................................20

    Chapter 3: Ghost Town and Ruined Temple .............. ....30Nulb ................ ................ ................ ................. ..........30Nulb Key ....................................................................31The Ruined Temple ................ ................. ................ ..32Temple Key ................ ................ ................ ................33

    Part 2: The Temple ofAll-Consumption................................38Organization of the Temple......................................38Outdoor Random Encounters ................ ................ ..40

    Chapter 4: The Hamlet of Rastor .............. ................. ..41The Temples Influence in Town...............................41Nearby Orc Camp ............... ................. ................ .....41

    Chapter 5: The Crater Ridge Mines..............................42

    History and Geology ................. ................ ................42The Temples ................ ................. ................ .............42Dungeon in a Circle ............... ................. ................ ..42Underdark Entrances ................................................42Random Encounters .................................................42Key to the Mines .......................................................43

    Chapter 6: The Inner and Outer Fanes ................. .....106Outside the Outer Fane................. ................ .........106The Outer Fane........................................................107The Inner Fane .............. ................. ................ .........127The Black Spike ................ ................. ................ ......128

    Part 3: The Rebirth of Elemental Evil .....137The Triads Plan...........................................................137

    Allies from Hommlet .............. ................. ................ ...1Enemies from Nulb.....................................................1

    Chapter 7: The Recovered Temple..............................1Security/Organization.............................................1

    Outer Entrance........................................................1The Dungeons.........................................................1

    Chapter 8: The Fire Node ................ ................ ...........1Conditions within the Node ................ ................ ...1Travel to and from the Node ............... ................. ..1Security/Organization.............................................1Fire Node Key..........................................................1Further Encounters .................................................1

    Appendix 1: New Magic Itemsand Monsters....................................1New Magic Items....................................................1New Minor Artifacts................................................1New Major Artifacts................................................1

    New Monsters.........................................................1New Template: Half-Elemental...............................1

    Appendix 2: The Worship of Tharizdun....1Tharizdun and the Elder Elemental Eye ............... ..1Clerics of the Dark God .............. ................. ...........1The Insanity Score...................................................1The Madness Domain ............................................The Force Domain...................................................1New Prestige Class: Doomdreamer.......................1

    Appendix 3: NPC Statistics...................16The Town of Hommlet............................................1The Moathouse ................. ................ ................. .....1Ghost Town and Ruined Temple ............... .............1The Crater Ridge Mines ............... ................ ...........1The Inner and Outer Fanes.....................................1The Recovered Temple............................................1The Fire Node..........................................................1

    Appendix 4: Player Handouts ..............18Excerpts from the Journal of Geynor Ton...............1Excerpts from the Journal of Hedrack....................1

    GUIDE TO SIDEBARSidebar PaTown of Hommlet ............... ................. ................ ........A Side Adventure..........................................................

    The Dynamic Dungeon................................................The Keys .......................................................................Hamlet of Rastor..........................................................Designing Side Treks....................................................Operating an Ore Cart ................ ................ .................Foreshadowing ................. ................ ................. ...........Alternate Climaxes ............... ................. ................ ......1Drawbacks to Demonic Additions ................ .............1Using Varachan ............... ................. ................ ...........1Difficulty of the Inner Fane ................ ................. ........1Sleeping in the Inner Fane..........................................1The Triad......................................................................1The Origin of the Grand Altar ....................................Lareth...........................................................................14The Elemental Plane of Fire........................................1

    TABLE OF CONTENTS

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    IntrOductiOnThe night grows whole again . . . The shadows rest,Gathered beneath a greater shadows wings.

    Clark Ashton Smith, The Eldritch Dark

    One of the best, most fondly remembered DUNGEONS &DRAGONS adventures is The Temple of Elemental Evil. In1979, The Village of Hommletwas published and was wildlypopular: Tens of thousands of playing groups got to knowthe people of Hommlet and explored the ruined moat-house that lay nearby. They were soon hungry for more, forthe moathouse was merely a foreshadowing of a muchgreater challenge: the Temple of Elemental Evil. Finally, in1985, to gamers delight, the adventure module T14 TheTemple of Elemental Evil was released, incorporating theoriginal Village of Hommletadventure and detailing theentire, massive temple that everyone had clamored for.

    Now evil stirs once again, and a new band of adventurersmust rise to the challenge. They must discover the secret

    power behind the original temple and overcome it before itsplans come to fruition and unleash evil and destructionunlike anything seen before.

    Return to the Temple of Elemental Evilbuilds upon the adven-tures in the original Village of Hommletand Temple of ElementalEvil, as well as G3 Hall of the Fire Giant King, and WG4 TheForgotten Temple of Tharizdun. Enjoy.

    PREPARATIONYou, the Dungeon Master (DM), need a copy of the PlayersHandbook, the DUNGEON MAST ERs Guide, and the MonsterManual to use this adventure.

    Text that appears in shaded boxes is player information,which you may read aloud or paraphrase when appropriate.Sidebars contain important information for you, includingspecial rules or instructions. Monster and nonplayer char-acter (NPC) statistics are provided with each encounter inabbreviated form, but common monsters list the MonsterManual page reference (or the DUNGEON MASTERs Guide pagereference for common NPCs). Full statistics for specialmonsters and significant NPCs appear in Appendix 3 (seebelow for more information).

    Encounter LevelsReturn to the Temple of Elemental Evil is an adventure suitablefor a party of 4th-level player characters (PCs), although char-acters as low as 3rd level should be able to handle the earlyencounters. (They will need to rest more often, though, and

    face a serious risk of death.) By the time they finish theadventure, the characters are likely to be 14th level.Individual encounters possess an overall rating called

    the Encounter Level (EL), if appropriate, which sums up theChallenge Ratings (CR) of the individual encounter ele-ments. The EL helps you gauge how difficult or easy anygiven encounter will be for your players.

    RUNNING THEADVENTURE

    An adventure this size is challenging to run. To do it properly,you have to master the material. That means not only beingfamiliar with the encounter area that the PCs are currentlyin, but in those around it as well. In organized complexes

    such as those detailed here, very often creatures and NPCsmove around. Play the foes as intelligently as possiblegrand challenges are always more memorable than adven-tures that are pushovers.

    NPCs and MonstersThree types of NPCs and monsters are included in this adven-ture. The first are noncombatants. These are people with nogame statistics or references other than to a class and level. Indangerous areas, noncombatants are marked as such.

    The second type is the typical sort of NPCs or monsters.The ir statistics include page ref ere nces for the MonsterManual or the DUNGEON MASTERs Guide, and they conformexactly to those books. You can equip NPCs with the stan-dard gear assigned them in Chapter 2: Characters in theDUNGEONMASTERs Guide (pages 4758), or customize them asdesired, but do not introduce treasure other than what isalready presented in the adventure.

    Sometimes, typical opponents are altered slightly, eitherbecause they have equipment not mentioned in the Monster

    Manual or because they have been advanced. In this case, allthe work has been done for you. If a creatures Strength hasbeen improved, for example, you dont have to worry aboutfiguring out new attack and damage bonusesthe creaturesstatistics already includes those modifications.

    The third type is specific NPCs and monsters. Completestatistics for these individuals are presented in Appendix 3,and the text refers you to that appendix.

    DifficultyEncounter Levels reflect what level four average PCsshould be to handle the encounter without undue diffi-culty. Youll have to decide how this ranking stacksagainst your specific party, but encounters of the same ELshould always be the same challenge. For example, if yourgroup of PCs usually handles encounters of one EL abovetheir level without a problem, then that should be true ofmost other such encounters as well. Of course, you canalways tinker with an encounter, adding more creaturesor taking some away, changing levels of NPCs, or addingequipment as you see fit.

    Experience PointsOf course, no one can predict the order in which a partyencounters the challenges. If a group of 13th-level charac-ters faces eight ogres each having four levels of warrior(making them each CR 5), no experience point award islisted in Table 71 in the DUNGEON MASTERs Guide. In thiscase, extrapolate the results downwardtake the lowest CR

    that gives an award and divide by 1.5 to get the appropriateaward for the next lower award.As a variant rule, you are encouraged to award experience

    points for prisoners freed and returned safely home. The XPaward should be equal to that for defeating the prisoner in anencounter (with a minimum of 100 XP). Never use this toaward an unduly high amount: Freeing an 18th-level NPCheld prisoner by a group of orcs, for example, is not a situa-tion worthy of such a reward.

    PREVIOUS PLAYIN THE TEMPLE

    This adventure assumes that the adventurers who assaultedthe Temple fifteen years ago undertook certain actions,

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    among them the destruction of the original Temple of Ele-mental Evil. If events went differently in your campaignfrom what is described here, you can do one of two things.

    1. Alter the adventure to fit your campaign history.

    2. Assume that after your PCs did what they did at the origi-nal temple, and NPC adventurers came and wrought thechanges described here. For example, if the party did notcollapse the temple by destroying the Orb of Golden Death,assume that NPCs did so between then and now. Likewise,if NPCs from the original adventure died in the course ofyour campaign but are portrayed as still alive in thisadventure, assume that raise dead or resurrection spellsbrought them back.

    Players Familiar withthe Original Adventure

    Players knowing about the original Temple of Elemental Evil isnot a problem. Perhaps the characters are privy to informa-

    tion about the place through a family member or friend, orsimply studied it in recent books on the subject. Knowledgeof the previous adventure is nice, but it is neither necessarynor unduly advantageous to play this adventure.

    NPCs from the Original AdventureFifteen years have passed in the campaign world since thedefeat of the Temple of Elemental Evil, but some of the vil-lains (and heroes) from the first adventure are still active. Al-though each is found in a different portion of this adventure,some of the returning NPCs include: Canoness Ydey, Elmo,Falrinth, Hedrack, Lareth the Beautiful, Prince Thrommel,Senshock, Smigmal Redhand, Spugnoir, and Zert

    If these names are unfamiliar to you, dont worrytheywill not long remain so. If you recognize them, youll soonfind that even though this adventure is brand-new, youllfeel right at home.

    SIZE AND SCOPETo call Return to the Temple of Elemental Evil an adventure is anunderstatement. Its really a campaign unto itself. Charactersbeginni ng wit h li ttle experie nce should rea ch qui teadvanced levels by the end. Expect it to take many ses-sionsmost likely months and months of playto com-plete, and even then only if your group plays every week.

    Buying EquipmentAlthough the adventure details two different communities,

    at some point the characters likely will want to purchaseequipment, particularly magic items, that they cannot find ineither Hommlet or Rastor. The city of Verbobonc lies aboutthirty miles northwest of Hommlet (see map 2). Treat this asa large city with a gold piece limit of 40,000 (see page 137 inthe DUNGEONMASTERs Guide). Verbobonc can offer the charac-ters virtually anything that they want to buy or have madewith the treasure that they gain in the adventure.

    Since Verbobonc is not detailed here, it may be a good ideato handle trips to the city quickly and without much wastedadventure time. That is up to you and the players.

    Side AdventuresDuring the course of play, the PCs are likely to want to do some-thing not covered in the adventure. Plenty of opportunities

    exist for side adventures, either spun off from eventsoccur in the scenario or based on something entirely diffeplaced by you for a change of pace. Monitor the party when doing this. If, through side adventures, the party gsignificant experience or even an entire level, some o

    encounters may be too easy when they come back to the plot. Dont worry too much about thisthe system iscorrecting (since they gain less XP for encounters below level, they advance a little more slowly and soon end up aappropriate level).

    THARIZDUNTHE DARK GOD

    THE ELDEELEMENTAL EY

    The deity Tharizdun is a being of pure destructive forccold, conclusive obliteration and utterly evil nihilismterrible is he that in eons past, all the other deities ban

    together against him. But even their combined mightinsufficient to destroy him, and they were forced merebanish him to a special prison plane.

    Even so, separated from the Material Plane and strifrom all official histories of existence, Tharizdun still iences the life of the occasional mortal. His cult is smalfanatically devoted. Coming to them in mysteriousmind-wrenching dreams, the deity imparts his dark whis followers. The goal of Tharizduns clerics is to chaenough power to their dread master so that he canhimself from his prison. This, of course, will spell the end of the world, and so this faith appeals only to the pletely insane.

    Two schemes to accomplish this grand task have dnated the activities of the cult. First, they seek to reclost shines and artifacts devoted to their deity. In reelishing his places of worship and wielding the dark deconsecrated in his name, they increase Tharizduns poSecond, following advice gained in soul-bending divtions and dream communications, they have establianother church. This new religion, simply called ElemEvil (but often referring to a deity called the Elder Elemtal Eye), channels the reverence and power of unknowworshipers directly to the Dark God.

    The Elder Elemental Eye is actually an aspect of dTharizdun. Clerics of the Elder Elemental Eye are hisics, although sometimes they do not realize it. For examdrow clerics introduced to the religion of Elemental(see below) did not know that they truly served Thariz

    Even the clerics of the original Temple of Elementaldid not refer to the Elder Elemental Eye. They believedthey revered only the evil aspect of the elements thselves (or the demon Zuggtmoy; see below).

    The symbol of the Elder Elemental Eye is a downwpointing black triangle with an inverted yellow Y withso that the tips of the figure meet the middle of eachof the triangle.

    The cult also uses the much more overt symbol of a goflaming eye. For years, people have wrongly assumedthis was the symbol of Zuggtmoy, but with good reaWhile Tharizdun was imprisoned far away, he used powdemon lords such as Zuggtmoy, Lolth, and Demogorgoconduits to transfer power to his clerics. In some instathe demon did not even know what was happening, wh

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    others it believed itself to be the object of reverence by theworshiper in question. In days past, when Lareth the Beauti-ful commanded the moathouse (the outpost for the Templeof Elemental Evil), both Zuggtmoy and Lolth believed him tobe their priestwhen really he served none other than the

    Elder Elemental Eye (and Tharizdun).Clerics of the Elder Elemental Eye often choose one elementto revere (see Appendix 2: The Worship of Tharizdun). Separat-ing into four factions results in much competition among thecults ranks. Yet they see this rivalrywhich sometimesresults in open conflictas good, since it promotes strength.

    The Elder Elemental Eye is obscure. A successful Knowl-edge (religion) check (DC 17) is needed to identify thesymbol, with another such check (DC 20) to ascertain anydetails. Tharizdun or the Dark God are names that are fairlywell known, but they are so feared that details are alwaysmysterious. With a successful Knowledge (religion) check(DC 18) someone can recognize his symbol, the obexanupside-down, two-step pyramidor other trappings, such asthe purple and black colors, squirming tentacles theme, great

    and abiding cold, and force-related effects. Another success-ful check (DC 23) is needed to ascertain any details.

    For information on the game mechanics of the religion(new domains, new spells, and a new prestige class), seeAppendix 2.

    Evil ElementalsMany of the elementals and elemental creatures in thisadventure are described as being evil, despite their alwaysneutral alignment listings in the Monster Manual. A small,isolated number of the inhabitants of the Elemental Planesare indeed evil and ruled over by the Elemental Princes ofEvil, monstrously powerful beings in their own right. Theseevil elementals are just like normal versions of their type,except for alignment and their subservience to the Princesand their sire, the Elder Elemental Eye (Tharizdun).

    If an elemental or elemental being (any creature withthe Elemental type) is summoned or called by a cleric of theElder Elemental Eye, that creature is always of the evil sort.If such a being is summoned or called by anyone else inareas controlled by the cult, a chance exists that it is an evilcreature. While this is not significant in the case of sum-moning (because the spell does not allow for the summonedcreature to act independently), it makes calling elementalcreatures dangerous. Evil elementals called by spells such asplanar ally never work against the forces of the Elder Ele-mental Eye (or Tharizdun), and may even attempt to trickthe caster and lure her into a trap or work with her enemiesin some way.

    The chance for a summoned or called elemental or ele-mental being to be evil depends on its location as follows.

    Normal 0%Moathouse 10%Crater Ridge Mines 20%Outer Fane 50%Inner Fane 70%Temple of Elemental Evil 90%Elemental Node 100%

    Even if a nonevil elemental or elemental creature is sum-moned and them brought into these areas, a chance exists(equal to one-half the chances listed above) that the beingwill be immediately converted to evil.

    HISTORYThe history of this area is importantthe inhabitants canthelp but dwell on the past even though the present is happyand prosperous. The events surrounding the erstwhileTemple of Elemental Evil are too dire to forget.

    History as the Locals Know ItTwenty-five years ago, the forces of evil and darkness gatherednorth and east of Hommlet and constructed a huge temple.This was a bastion for their armies of gnolls, bugbears, ogres,trolls, and giantsnot to mention the evil human masters ofthe place and the demons and other foul creatures that servedthem. From this awful place, the malevolent denizensunleashed earthquakes, storms, fires, and floods upon thecountryside. Monsters were drawn to the area like steel to alodestone. The Temple of Elemental Evil took three years tocomplete, but even in that short time, the forces of good knewthat they could not abide such a place. The lands of Furyondyand Veluna rallied their forces and sacked the temple twenty-two years ago in a battle called Emridy Meadows (named for

    the site of the largest confrontation). Most of the evil forceswere destroyed or driven off. The temple itself was greatlydamaged, but the underground levels were extensive and dan-gerous even for those heroic folk. So the Temple of ElementalEvil was sealed with great magic, imprisoning a powerfuldemon within its confines.

    Nine years later, bandits began troubling the area aroundHommlet. Evil humanoids and strangely garbed priests wereseen on the road. Within the following year, it became clearthat the Temple of Elemental Evil was rising again. This time,the folk of Hommlet and the surrounding area coordinatedand fostered attacks by bands of adventurers against theruined but still-occupied temple. Eventually, the evil wasonce again overthrown, and this time the temples dangerouslower levels were destroyed. Since then, the territory hasprospered in the peace that has settled in, apparently for along stay. Common wisdom has it that no more adventurescan be had in Hommlet.

    True HistoryMany years ago, the worshipers of Tharizdun conceived abizarre plan to promote and reinvigorate the power of theirreligion. Their agents, as insidious as they were insane, infil-trated the ranks of other evil religions. They even managed toworm their way into the ranks of the Lolth-worshiping drow.Once their agents were in place, they began a campaign oflies, misdirection, and manipulation. Among the drow, theyformed a new religion, turning a small but powerful contin-gent of dark elves against their spider goddess and toward the

    Elder Elemental Eye. These renegade drow attempted toexpand their area of influence to the surface by controllingmany tribes of giants and inciting them to attack the commu-nities around them, but this plan was ultimately foiled.

    ZuggtmoyMeanwhile, the clerics of Tharizdun were having muchmore success among the ranks of those serving Zuggtmoy(ironically, an enemy and competitor of Lolth). Not sur-prisingly, being the patron of fungi and mold, this demonhad few worshipers among the surface-dwelling peoples.Thar izduns i nfi ltrators among her clerical ser vants con-vinced her that a religion based on Elemental Evil wouldhave more appeal than one dealing with her own mush-rooms and slime. Zuggtmoy appreciated the wisdom of this

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    adviceeach of the four elements would draw a differentgroup of worshipers, and the elements competitive naturewould hone the skills and power of the cult quickly.

    So successful were these efforts that the infiltratorsdecided the Zuggtmoy-backed religion of Elemental Evil

    could also help recover some of the ancient shrines to Thariz-dun, created by time-lost followers of the Dark God when itwas still possible for them to operate in the open. The great-est of these places of power was located in the Kron Hills,buried deep under the earth for centuries. A few whisperedsuggestions later, the forces of Elemental Evil began erectinga grand temple directly over this ancient location of darkpower. Zuggtmoy could sense the power in the area, butinstead of being suspicious, she believed she could tap intoand exploit it. She did not realize its real nature, nor that shein fact would be the conduit through which that powerwould once again be unleashed upon the world.

    Enter IuzMuch to the surprise of the forces of Tharizdun, the evil

    demigod Iuz became involved in creating the Temple of Ele-mental Evil. Attracted by its growing power, the Old Onesought it as a way to defeat or weaken his enemies in Velunaand Furyondy. Iuz was even more easily manipulated thanZuggtmoy, it turned out, and soon he was devoting a greatdeal of his own power and influence to the project.

    Iuz and Zuggtmoy gathered their power and created the Orbof Golden Death (an artifact also known as Yellowskull, Golden-skull, or the Death Orb) to open up powerful elemental nodes.Each node was a partial plane containing a moonlike bodystranded in a cold, isolated region of magically created space.These nodes hovered right at the edge of the Elemental Planes,drawing forth power from them and taking on their aspects(so there was one each of fire, water, earth, and air). Iuz andZuggtmoy knew only that control of the nodes would givethem and their temple great power. What they did not knowwas that creating the nodes also served the goals of the Cult ofTharizdun (see The Course of the Adventure, below).

    The Fall of the TempleZuggtmoy became arrogant. With the nodes developingnicely, and her armies growing steadily, she made it clearthrough raids north and west that the Temple of ElementalEvil now controlled the territory. Not surprisingly, thosenearby kingdoms that were suddenly threatenedthe landsof Furyondy and Veluna chief among thembandedtogether and attacked the temple, laying siege to it. In lessthan two weeks, the temple was laid waste and its servantsscattered. Even the moathouse to the west was sacked.

    After the temple fell, a number of drow were seen in thearea, searching the ruins. There were actually two factionspresent: Some were followers of Lolth, looking for objects ofpower and servants of the temple who could be co-opted bythe demon queen. Lolth felt a strong connection to the entireoperation, since she believed that at least some of the ser-vants of Tharizdun were actually worshipers of hers. Herdrow servants were also there to find out what had become ofher rival, Zuggtmoy. The other drow were followers of theElder Elemental Eye, all of whom searched the ruins withsimilar goalssalvage and information gathering.

    The Temple Rises AgainYears passed, and the cult of Tharizdun knew that the Templeof Elemental Evil was too powerful and too valuable to their

    plans to let it lie fallow for long. Zuggtmoy was imprisobut perhaps that was for the bestin fact, the cultists diintend to free her.

    Using their connections in the still-thriving cult of L(unlike that of Zuggtmoy), the clerics of the Elder Elem

    Eye influenced powerful individuals to return to the rutemple. Lareth the Beautiful, the wizard Falrinth, Barkthe commander, and others, not all of whom were friendone another, found their way into the hierarchy of thetemple. This time, its backers believed, the temple wgrow quietly until it was ready to strike.

    Iuzs attention was gained once again, and he once alent his support. He sent a powerful cleric named Hedwho was quickly subverted into following the Elder Eletal Eye (and eventually became privy to all the secrets ocult of Tharizdun). Converting Hedrack was importanIuz had commissioned his emissary to discover a way toZuggtmoy so that she would be in Iuzs debt thereafterthat was not in the plans of the temples true backers.

    The Temple Falls AgainUnfortunately for them, the Temple of Elemental Evidiscovered before its forces could fully prepare. Instearmies, parties of adventurers made quick but paistrikes against key personnel and winnowed downnumber of guards. The heroic bands were given succothe locals, who at times even lent a sword arm or a spebring down the evil temple.

    Finally, adventurers broke the sealed doors and destrthe wards placed upon them ten years previous, freeing gtmoy. The demon immediately suspected somethinggoing on, and for the first time, she began to understandin the shadows were those who manipulated eventsdirected the forces of what she had thought of as her tem

    Zuggtmoys liberation was short lived: The Orb of GDeath was destroyed, hurtling the demon into the A(actually, much of her essence was trapped by Tharizdclericssee Chapter 6). The subterranean levels oTemple of Elemental Evil collapsed, as did its access telemental nodes.

    TodaySurely, after such utter defeat, the temple would pose nother threat to the lands of good.

    Not so. In fact, in the years that have passed the insancorrupt followers of the Dark God have moved closer totory than ever before. A number of clerics and powerfuvants in the Temple of Elemental Evil were spirited awaagents from the cult of Tharizdun to a new, hidden temp

    the Lortmil Mountains.In order to accomplish their insane goal, the Dark Godsions must recover the place of power beneath the origtemples moathouse and then reestablish the connection the elemental nodes. No one knows about their insidious or that they even exist. The success of their plan seems ass

    THE COURSE OF THADVENTUR

    This far-reaching adventure has three distinct phases.

    Part 1: Hommlet and EnvironsThe adventure begins in Hommlet, a small town proing in a time of peace. The adventurers soon learn

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    something strange is going on in the nearby moathouse,where they discover clerics of the Elder Elemental Eyeexcavating a secret, hidden shrine. There, the clerics (andpossibly the PCs) learn some clue toward achieving thecults ultimate goal.

    The adv enture rs rea lize that the clerics have all ies inHommlet. In excising that cancer from the town, they learnthat these cultists come from a hidden base in the LortmilMountains called the Temple of All-Consumption.

    Adventurers may proceed on to the ghost town of Nulband the ruined Temple of Elemental Evil. Nulb is dangerous,filled with powerful, unquiet spirits, but the temple itselfseems to be nothing more than the base of a band of hobgob-lin raiders. Only later can the PCs understand that theresmore going on there than they think, but experience fromtaking on the hobgoblins can help them grow powerfulenough to face the clerics of Tharizdun.

    Part 2: The Templeof All-Consumption

    The adventurers travel to the hamlet of Rastor, in the Lort-mil Mountains. There they learn a few important detailsregarding the location, layout, and defenses of the Templeof All-Consumption.

    This temple, located in an old volcano crater, has threedistinct parts. The outermost and largest, the CraterRidge Mines, is a set of catacombs within the crater rimitself. In their long campaign in this area, the PCs learnthat four temples exist (one to each element) that competeagainst one another, and discover the secret to penetratingthe next portion of the temple, called the Outer Fane.They ma y al so fi nd cl ue s th at le ad th em to Nul b (s eeabove), where they can learn more from a crazed clericwho lives there.

    The Outer Fane is located within a smaller crater insidethe large one. This houses most of the clerics of Tharizdunand the Elder Elemental Eye, as well as access to the inner-most portion of the temple.

    The Inne r Fan e is the hear t of the Templ e of Al l-Consumption. Here, in a tower called the Black Spike, dwellthe Inner Circle of doomdreamers (Tharizduns mad wor-shipers) and the Triad of three ancient and powerful beings.These two ruling groups of the cult plot a horrible, destruc-tive scheme to reopen the elemental nodes created long agoand summon forth the Princes of Elemental Evil to wreakhavoc, weakening the bonds that bind Tharizdun himself. Todo this, the cult must excavate the entrances to the nodes,which of course lie buried in the deepest part of the originalTemple of Elemental Evil.

    Part 3: The Rebirthof Elemental Evil

    In the third and final part of the adventure, the adventurersmust travel back to the ruined Temple of Elemental Evil andeventually into the recently uncovered Fire Node, wherethey may face a Prince of Elemental Evil named Imix. If suc-cessful, the characters stop the cult of Tharizdun and rid theworld of its evilbut can such insidious and devoted malev-olence stay down for long?

    The Changing SeasonsReturn to the Temple of Elemental Evil is a campaign of epic pro-portions, providing many months of playing time. You, theDM, need to consider the length of time needed within the

    campaign world to undertake the downfall of the evil clericsand their plans. Conceivably, this too could take months oreven longer. It may be best to assume that the adventurebegins in early summer and then keep track of the passage ofdays from that point.

    The onset of winter can really change the situat ion; seebelow for ideas. (For more information, see The Environmenton page 85 of the DUNGEONMASTERs Guide.)

    Movement is slower and more hazardous. A storm could trap people in one location for days. Food is harder to come by. Unlike other times, being underground in winter may

    actually be warmer than being above ground. The Stalagos, the Imeryds Run, and other bodies of water

    in the adventure freeze over in winter. Even the moat ofthe moathouse (but not the underground pool beneathit) freezes.

    Concluding the AdventureThe adventure is completed when the PCs s top the cult of

    Tharizduns plan. This requires defeating Imix, destroyingor secreting away both the Orb of Oblivion and the Orb ofSilvery Death, and wiping out, or nearly so, the cult o fdoomdreamers (especially the Triad). If the party clearsout more than half of the Crater Ridge Mines, the place isabandoned, and the few remaining clerics and followersof Tharizdun scatter.

    If any of the Triad survives at the end of the adventure,they continue to lead the cult toward some new schemeto bring back their deity. If a majority of those inhabitingthe mines and the Inner and Outer Fanes remain, theycontinue to operate there and work their evil rites. IfImix survives, the threat of Tharizduns return may be farfrom over.

    CHARACTER HOOKSTo begin the adventure, all that is really needed is that thePCs be in Hommlet with time on their hands. Adventur-ers worthy of the name should have great trouble resist-ing the temptation of exploring the infamous moathouseand perhaps even the ruins of the feared Temple of Ele-mental Evil.

    Because you want the PCs to explore and learn aboutthe area on their own, it is probably best if none of themare actually from Hommlet or the surrounding region.Here are some ideas for getting them to Hommlet andinvolved in the action:

    One or more characters are descendants of someone whofought in the Battle of Emridy Meadows and who seek tolearn more about the area and its history.

    The party learns that adventurers rarely go to Hommletanymore, which means theres no competition for the chal-lenges that remain for brave souls such as they.

    The area has such a reputation and exciting history that,despite reports of peace and prosperity, it might be worthchecking out anyway.

    A friend or relative of one of the PCs lives in Hommlet andsends the character a letter suggesting that trouble is brew-ing in town. This person has no real information but is justgoing on intuitionwhich proves to be accurate.

    The PCs are hired to transport some precious cargo or amessage to someone in Hommlet.

    INTRODUCTION

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    Part 1:HOmmlet and

    EnvirOnsTen leagues south of the large and well-established city ofVerbobonc, within the Kron Hills that lie east of the LortmilMountains and just west of the Gnarley Forest, nestles asmall settlement with a long and dark history. This unre-markable village, called Hommlet, witnessed the growth ofone of the greatest centers of corruption the world wouldever know: the Temple of Elemental Evil.

    Hommlet is a small town with a population of just underone thousand. Only twelve years ago, it was a hamlet ofaround one hundred people, although even then most folkreferred to it as a village. Since that time, the town hasenjoyed unprecedented peace and prosperity.

    The town is not ruled by a mayor or a town council as

    many others are. Instead, two ex-adventurers called Rufusand Burne have been granted control of Hommlet and itslands by the viscount of Verbobonc. Not many people inthe town look at it that way, however. Most folks simplysee the two men as the town elders, giving them therespect that they have earned. Few grumble when it comestime to pay their taxes to the two lords. Most everyoneappreciates the protection Rufus and Burnes soldiers pro-vide, as well as the role the two played in the downfall ofthe original Temple of Elemental Evil (and the threats theyhave overcome to protect the town since then).

    In such a small town, nothing that costs more than 800 gpcommonly can be found for purchase. Exceptions exist, ofcoursethe Church of St. Cuthbert might have an extra suitof full plate to sell brave heroes who obviously fight againstevil, for example. Such exceptions should be rare.

    Above all, Homm let is a peaceful, contented place. Itspeople are well fed, safe, and happy with their lot. How-ever, they are wary, for their happiness has been threatenedmore than once in the past. The people, particularly thosewho have lived in town a long time, watch with interestthe comings and goings of suspicious strangers, andthey keep an eye on the old moathouse and templethat were sites of not one but two malevolentinsurgencies over the years.

    HISTOROnce this area was simply a gentle wilderness. Growout of a small collection of farmhouses and a roadshelter, Hommlet expanded quickly. Prosperity came nrally to the fertile land, as herders, farmers, hunters,

    pers, and woodcutters made the growing hamlet thome. The town was built on a crossroads between bobonc and the Wild Coast, so vi si to rs were fr equEventually, these visitors brought trouble.

    Brigands and other evil humanoids have been a banHommlet for years. Eventually, thieves, cutthroats, and even more sinister forces created a settlement of townNulb. That hamlet was frequented not only bymost evil of people, but also by monsters and beaswell. A chapel dedicated to vice and damnation gnearby, with increasingly vile creatures coming to ship foul deities there. In time, this chapel becameTemp le of Elem enta l Evi l, fi ll ed wi th da rk pr ieststheir wicked servants.

    While that first temple reigned, the lands around Hom

    grew dark with violence and pestilence. As their poincreased, the temple clerics built a small keep, known amoathouse, not far from Hommlet. From this base, planned to launch raids and secure their fortunes in the Fortunately for Hommlet, those who commanded the tewere not overly concerned with the village but with mpowerful strongholds to the north. When their corrupspread, it drew the attention of armies the temple was noprepared to deal with.

    Forces from the north attacked the temple, some uHommlet as a base and a point for resupply and rest. Wthe temple fell, folk in Hommlet saw ochre-robed prfleeing westward and rejoiced that the evil was gone.

    Two men involved with the fall of the original temRufus and Burne, settleHommlet and built a to

    Th ei r co nn ec twith the lorVerbobonc to

    north were known, as

    their p

    PART 1: HOMMLET AND ENVIRONS

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    to expand their tower into a large keep. The town prosperedonce again.

    But evil was not done with the Temple of Elemental Evil.Slowly, over years, its creatures and servants returned to theplace and brought with them the taint of evil that hung like a

    shadow over Hommlet a second time. This time, however, theinhabitants of Hommlet chose to get involved. A young mannamed Elmo and his brother Otis worked with CanonessYdey of the Church of St. Cuthbert to spy on the templesactivities. They helped small bands of adventurers overcomethe evil cleric in the moathouse and the more powerful foesin the templenot the least of which was a demon lord whowas eventually banished back to the Abyss. This time, thedungeons beneath the temple were collapsed, and it appearedthat the place was finally overcome.

    In the years that followed, the town prospered as neverbefore . With the temple and Hommlet on the lips of manythroughout the countryside, the former hamlet grew intoa village and eventually a small town. Burne and Rufusfinished their keep and were granted the town and the

    lands around it to protect and nurture. More churchessprang up to serve the needs of the growing population,and some are even talking now of building a wall aroundthe town.

    WHERE TO GOAND WHAT TO DO

    The PCs can poke around Hommlet for a while before theyget bored. Eventually, however, they will seek adventure.

    The most obvious thing to do is to go to the moathouse.Just about anyone in town can tell the PCs about it and whereit lies, about twelve miles away. Most people believe it to bedeserted, but some of the NPCs encountered in town, partic-ularly at the Inn of the Welcome Wench, have their ownopinions and agendas. Use these NPCs one way or another toencourage the party to go to the moathouse.

    Theres also Nulb, but the encounters most certainly aretoo difficult for the PCs at the start. Most people believeNulb to be hauntedcorrectly, as it turns out. A few vividdescriptions of incorporeal undead should tell smart playersto stay far away, at least for now. NPCs may drop hints aboutNulb, but do what you can to discourage the adventurersfrom going there just yet.

    The ruined temple itself is also ripe for exploration. Elmoand a few of the other experienced people in town (Ydey orSpugnoir, for example) know that it is occupied by hobgob-lins. Although these hobgoblins dont bother Hommlet, theyare a problem that most people would be glad to see dealt

    with. Feel free to let the PCs wander off to the temple. Whatthe PCs discover there can effectively foreshadow theirreturn at the adventures climax.

    Consider running this first part of the adventure a littleback wardthat is, have the PCs begi n investigating thecult in Hommlet and learn of the clerics in the moat-house from there. You do risk them wanting to skip themoathouse altogether and go straight to the Temple of All-Consumption. Even if the party does go to the moat-house, you may need to adjust the timetable for the cler-ics departure, as well as how they react if the cult in townis discovered and defeated while they are still workingunder the moathouse.

    Chapter 1:The TOwn Of

    HOmmletA more pleasant, pastoral community youve never seen. A lar-gish keep stands on a hill overlooking the town, its stones stillquite new and its walls clearly never assailed. Although the towncomprises hundreds of buildings and homes, the area is stillverdant with trees and shrubbery throughout.

    USING HOMMLETHommlet is a fleshed-out town for you to useas need be. Although you may need to createand add NPCs as the PCs wander about andinteract with folks, a great deal of that workhas been done for you. You may even find

    that because it is so well detailed, you want toset further adventures in the area after thiscampaign is over.

    In the following listing of locationsthroughout the town, NPCs who are usuallyencountered in a given area are describedthere. Otherwise, a reference is given to thearea where that NPC is discussed (forexample, any mention of Joman Dart refersthe reader to the Old Trading Post, of whichhe is the proprietor). Some NPCs, though,move around and potentially can be encoun-tered in other places. They are described atthe end of this chapter in a section entitledNPCs About Town. Many of these NPCstend to deal with the PCs frequently, andsome may join their adventuring band.

    Keep in mind that theres too much goingon in Hommlet for the PCs to experienceeverything and meet everyone right away. Itspossible youll never use some areas andNPCs. The typical party might come to town,hang about in the Inn of the WelcomeWench, go off to the moathouse (possiblyresting at the inn between trips), visit anestablishment or two, and confront the cultistsin the mill before heading off to the moun-tains. However, events occur at the Temple ofAll-Consumption (see Part 2) that may very

    well bring the PCs back to Hommlet for atime. Further, the climax of the adventuretakes place in the reopened lower levels of the Temple of Ele-mental Evil, and Hommlet is a convenient location fromwhich to conduct forays into that site as well.

    THE HIDDEN CULTClerics of Tharizdun have slipped into town. Their leader,Master Dunrat, used a charm person spell to befriend KarlunFies, a local miller. Even though the spell has long sinceworn off, Dunrat continued to treat Karlun kindly, and infact gave him a great deal of gold. In return, Karlun allowsthe clerics to use his flour mill and the cellar below as theirsecret headquarters (see area 28).

    CHAPTER 1: THE TOWN OF HOMMLET

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    Town of HommletcHommlet (small towNonstandard; AL NG; 800 limit; Assets 38,000 gp; Polation 950; Mixed (human halfling 7, elf 5, gnomedwarf 3, half-elf 1, half-orc

    Author ity Figure(s ): Ruf

    male human Ftr8; Burne, mhuman Wiz10.

    Important Characters: Yetthe Keen, male human C(head, temple to PeloCanoness Ydey, femhuman Clr10 (head, churchSt. Cuthbert); Jaroo Ashstdoppelganger (disguisedaged druid); Master Dunrmale human Clr5/Sor1 (dguised cultist of TharizduElmo, male human Rg(militia captain).

    Others: Burnes BadgeWar1 (18), War4 (1), War5

    Notes: Agents of the cultTharizdun, who are here bto gather information anddiscourage adventurers frexploring the ruins of the faltemple and the moathouhave infiltrated the town.

    Hommlet probably hmore than its share of clascharacters (some of fairly hlevel). This is primarily dueits historyone fraught wdanger and adventure.

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    Karlun himself believed that Dunrat and his associateswere smugglers or brigands, but he didnt care; he was onlyinterested in his cut. If he had known they were evil clerics,or worse, worshipers of Tharizdun, he would probably havechanged his mind. Unfortunately, he never got the chance

    Karlun was murdered just days ago by his erstwhile friend.The cult has only a handful of people hiding in the mill;the rest are currently at the moathouse. Master Dunrat is atall, imposing fellow, with a dark beard tapered to a point andthick, bushy eyebrows. Chenashi is a cleric of the Elder Ele-mental Eye and Master Dunrats main assistant. She keepsher red hair cut very short and is quite stout. Toridan is a half-orc fighter with a greenish-gray pallor and a head shavedexcept for a topknot. Grune, a human swordsman with long,dark hair, is Dunrats bodyguard and never leaves his side. Atiefling wizard named Vacra is in charge of security. Vacra hasadopted the identity of Sart, a part-time mill worker, usingher wand ofchange self; this also hides her small horns andcloven feet. This allows her to hang around the mill duringthe day and keep an eye on happenings.

    Vacra is always at the mill, but only a 50% chance exists foreach of the other cultists to be present at any given time

    (although Grune always accompanies Dunrat).If the PCs or the militia raid the mill, those notpresent at the time hide in the grove with thedoppelganger Jaroo, silencing Yundi perma-nently if they have to (see area 26).

    In addition to this group, two more evilservitors of the cult live in town: Maridosen,the barkeep at the Inn of the Welcome Wench(see area 4), and Chatrilon Unosh, one of theguests at the same inn.

    THE TOWNIN DANGERThe town militi a consists of thir ty to forty

    regular members who work with Elmo (seebe lo w) to de al wi th ba nd it s, mo ns te rs , ortrouble in town. Many of these are warriors(except where noted elsewhere), but mostwould be only 1st level.

    Dangerous activity has been infrequent in thelast few years. Occasionally a drunken brawlbreaks out in Terrigans, but thats a normal sortof growing pain that a town such as Hommletwould experience, particularly located on acrossroads as it is. If real trouble (such as war)broke out and the town needed to defend itself,

    Elmo could probably raise a hundred able-bodied commoners and perhaps ten to twentyadditional warriors to add to the regulars.

    If trouble brews in townextensive thievery,wanton behavior, large-scale violenceElmois the first to get involved. Assume that if

    theres trouble, he is on the spot within 5 minutes, armedand armored. Elmo calls upon a few militia personnel forhelp if need be.

    Rufus and Burne, although powerful, never get directlyinvolved unless the situation demands it, and the only waythat can happen is if the entire town is literally threatenedwith extinction. They know that Elmo and the townsfolk arecapable of dealing with smaller problems. At most, they maydispatch some of their troops to help keep the peace.

    Should extensive property damage ever occur in townto the mill or one of the inns), those responsible fodestruction must pay reparations to the victim(s). Eenforces this rule, which is supported by Rufus and B

    NPCS ABOUT TOWA few NPCs important to Hommlet are not tied directlylocation and can be encountered in various places.

    ElmoElmo is captain of the militia, living off treasure earned whe and his brother helped Canoness Ydey and others against the Temple of Elemental Evil.

    Elmo is willing to undertake dangerous tasks if doingfor the good of the town. Hes not interested in gainingther treasure or exploring. He isnt concerned with anytvery far out of town (such as the hobgoblins in thetemple), but hes very grateful to anyone who deals with problems. Getting on Elmos good side is a smart

    because he has a lot of influence in the town. If he is aInn of the Welcome Wench, Burne and Rufus are likeshow up eventually to share a drink.

    Elmo is a good friend of Jaroo and unfortunately not realize that the druid is dead, replaced by a dopganger (see area 26). So fiendish is the creatures ruse thwas able to convince him that Yundi, the groves assisdruid, has been acting strange lately and bears watchinElmo is convinced to help with or take part in some option, such as confronting the cultists in the mill, he inon bringing Jaroo along.

    He has not yet made up his mind whether to worry athe moathouse. He knows all too well from past experithat signs of activity there might mean danger fromtemple itself; he lost his brother when the evil rosesecond time. He is also aware of hobgoblin bandits that ate in and around the old temple grounds. In fact, heothers of the militia have fought them many times beeventually convincing the evil humanoids to stay away Hommlet: its too well defended.

    Elmo gets along very well with Yether at the churcPelor (see area 2). He does not interact with Canoness Yor anyone associated with the Church of St. Cuthbthough. He still blames Ydey for the death of his brothertwelve years ago, when she and he fought together agthe second rise of the Temple of Elemental Evil. (Ydeynot able to get to Otiss body quickly enough to raise hdElmo: Male human Rgr6; hp 50; see Appendix 3.

    Nierethi PoscurianNierethi Poscurian is an evil illusionist interested in the history, specifically the ultimate fate of the moathousemaster, a human named Lareth the Beautiful. This mansaid to be favored by the forces of evilincluding the degoddess Lolth. If the PCs go to the moathouse, they maNierethi poking around there as well. He has no conneto the cult, but he would quickly take their side if he thoit might gain him some power or powerful allies.dNierethi Poscurian: Male gnome Ill4; hp 10

    Appendix 3.

    Chatrilon UnoshChatrilon Unosh stays at the Inn of the Welcome Weworking for the secret cult. He is in frequent contact

    CHAPTER 1: THE TOWN OF HOMMLET

    10

    A Side AdventureCultists are active in Hommletand the moathouse, but withthe exception of Master Dunrat(see area 28), they do not actu-ally come from the Temple ofAll-Consumption. (Dunrat livedin the Outer Fane.) They arebased in a secret Elder Elemen-tal Eye stronghold nearby in theKron Hills. Among the leaders

    of this cult were Festrath andThaque (See Chapter 2: TheMoathouse), who were bothwooed by the Water Temple tocome and join them in theCrater Ridge Mines.

    Finding and rooting out theremnants of this cult outpostcould prove an interesting sideadventure. Youd need to addsome clues to its existence andlocation among the cultistsbelongings. Be warned, how-ever, that this might throw thePCs off the track of the main

    adventure unless the sidequest contains plenty ofpointers back to the Templeof All-Consumption.

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    Maridosen, the barkeep (see area 4). Chatrilon is gruff and(try as he might) comes off as a little sinister.

    Its Chatrilons job to discourage people from going to themoathouse, and he hangs around the inn listening to the con-versations of others. If he overhears anyone speaking about themoathouse, he poses as a greedy, treasure-seeking adventurerand joins the conversation. Chatrilon insists that he has beenthere within the last week and that it was disappointinglyempty. He has been there, with other cult members two weeksago, and knows that its not lifeless. He does not know aboutthe dragon (see Chapter 2: The Moathouse), nor that thecultists currently in the moathouse dungeons are trapped.

    If his assurances are ignored, Chatrilon tries to convinceadventurers to deal with the hobgoblins in the old templeinstead. Once he realizes that a party plans to go to the moat-house anyway, he changes his tactics and attempts to wormhis way into the group. All he asks, he says, is an equal share

    of the treasure. At the first chance that the PCs might dis-cover the cultists, he attacks, hoping to assassinate onemember of the party and then take out the rest in combat. Ifgiven the opportunity, he helps the PCs fight the dragon; hedoes so only to free his associates, though, having ascertainedthat it must have them trapped.dChatrilon Unosh: Male human Rog5/Asn1; hp 27; see

    Appendix 3.

    Xaod the SlayerXaod is an interesting character. Although devoted to Heiro-neous, he has spent most of his career just barely retaining hispaladinhood. No one in Hommlet knows that theres anythingholy about Xaod. He is crude, loud, and often boorish, with areputation as a dangerous fighter and a bit of a drunkard. He

    does spend a lot of time in the taverns, but he is actually herebecause he had a vision that a great evil was festering in theterritory around the old Temple of Elemental Evil.

    About a month ago, Xaod went to the temple, but he foundonly hobgoblins. He slew a number of them and returned.His vision involved great fire and magic, not those motleybandits, so he is confused as to what Heironeous wants himto do next. Xaod is not one for self motivation, so he sits intown until some new vision or sign tells him where to go. Hedoes not read the occasional evil aura as anything more thanmight be expected in a given town, and once hes deep in hiscups, his awareness of evil auras is considerably dimmed.Maridosen does make him uneasy, though, so hes not likelyto chat up the barkeep (see area 4).dXaod the Slayer: Male human Pal4; hp 28; see

    Appendix 3.

    Questin HimmbleQuestin came here from a small halfling band in the hills.Extremely ugly due to some birth defect, he was often mis-taken for a goblin and was abandoned early on by his parents.He was raised in the wild and rescued years later, but his bar-baric tendencies never left him.

    Questin is in town looking for his parents, who he (cor-rectly) believes now live in this town. He cannot find themsince he doesnt know their namesjust a memory of theirfaces. He means to exact some sort of revenge when he findsthem, but he does not yet know what that will be. In themeantime, hes down on his luck and low on funds. He mightbe will ing to join up with adventurers if loot is involved.Questin lives out in the wilds just outside town, coming intoHommlet each morning.

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    dQuestin Himmble: Male halfling Bbn2/Rog2; hp 32;see Appendix 3.

    IngrithIngrith passes through Hommlet occasionally, usually to pay

    her respects at the temple to Ehlonna (see area 1). She hasearned the respect of important people in town (includingElmo, Jaroo, and the clerics of the temples) by ridding thesurrounding lands of beasts and monsters: trolls, a manticore,and a pack of dire wolves. She does this without reward oreven being asked. Rumor has it that she has a paramour intown somewhere for whom she cares deeply. If this is true,no one knows who the person might be.

    Ingrith is not immediately interested in the moathouse oreven the old Temple of Elemental Evil. Later on, however(see Part 3: Rebirth of Elemental Evil), she might very wellhelp those who seek to defeat the evil clerics of Tharizdun.dIngrith: Female half-elf Mnk4/Rgr3; hp 42; see

    Appendix 3.

    KEY TO HOMMLETUse the following key when referring to the town of Hommlet(map 1).

    1. Temple to EhlonnaJennithar Rhengold, a golden-haired, half-elven servant ofEhlonna, maintains a small temple dedicated to this wood-land deity. Jennithar is the only cleric found here, and she isvery reserved, reluctant to speak much with anyone not of herfaith. The people of Hommlet do not pay much attention toher or the temple. Although a respectable-size body of follow-ers worships here (many of the elves and halflings), most visitthe temple infrequently. About one-third of the attendees atany given service are actually visitors passing through town.dJennithar Rhengold: Female half-elf Clr4; hp 29; see

    DUNGEONMASTERs Guide page 51.Other Possible NPCs: Ingrith, Joman Dart (see area 6),

    Redithidoor Halfmoon (see area 4), Thaenai Sevensong (seearea 10).

    Scrolls/Services: Jenni thar does not make scrolls. Shecasts spells for those of her faith, assuming that they make adonation (40 gp for 1st-level spells, 80 gp for 2nd-level spells).

    2. Temple to PelorThis temple is tended by two clerics. Yether the Keen wasassigned here two years ago by the church hierarchy in Ver-bobonc. He is in his late fifties, ruddy-faced and sporting ashort gray-white beard and full head of hair. Nerris, Yethers

    assistant (male human Clr1), serves as an acolyte eventhough his aptitude and training suggests that he is ready tomove on to more advanced duties. Nerris is tall, thin, pale,and prematurely balding.

    The congregation of the church is growing steadily. Even-tually, the building will need to be expanded, along with theclerical staff. People generally hold Yether and the temple inhigh regard, for adherents of this faith sponsor a number ofcharitable activities throughout the year. Yethers even beenknown to take in those who cannot afford lodging.

    Last week, a traveler who worships Pelor stopped in forservices and mentioned that he saw some strangely garbedpeople on the road east of town. He described them as wear-ing ochre-colored robes and having a disturbing presence.Such news has of course alarmed Yether somewhat, for he

    knows the history of the area and the location of the mhouse. If he learns that anyone aligned with or faithfPelor is going to explore the moathouse or even head indirection, he asks them to report anything odd that thseen to him (and to Captain Elmo as well).

    dYether the Keen: Male human Clr5; hp 36; see DUNMASTERs Guide page 51.Other Possible NPCs: Otho Gyver (see area 17), Toda

    Nem (see area 14).Scrolls/Services:Yether creates scrolls and gives the

    those who donate to the church. He has the following scalready prepared:

    Bless 25 gpCure light wounds 25 gp

    Aid 150 gpNeutralize poison 375 gpRemove disease 375 gp

    Yether also casts spells for any willing to make a donatio

    gp for 1st-level spells, 100 gp for 2nd-level spells, and 15for 3rd-level spells). He is willing to donate spells or scrolls to a cleric of his faith who is undertaking some tasthe town (such as defeating evil foes in the moathouse).

    Information:Yether can identify the symbols of the EElemental Eye. He also recognizes the description ofour-sided statues (see area 32A in The Moathouse and18 in The Outer Fane), references to the Dark God, andobex as the symbol of Tharizdun. He is reluctant to tell omuch or even speak the dread deitys name.

    3. Church of St. CuthbertCanoness Ydey maintains this, the largest temple in tThe aged cleric was instrumental in the fall of the TempElemental Evil and its complete defeat a few years later. Ysuspects that there was more to that temple than was seeher and her allies. She is aware that a great demon lwithin and is gone now, but she spends waking nights and again wondering what elemental evil truly represeand what was the truth behind the forces and funding otemple. (She was told then, and it is thought by others that a demonic tyrant of the nearby lands of Iuz contrthe temple, but she personally finds that hard to believeone can get in to see Ydey without first speaking to Calwho casts detect evil on any wishing an audience.

    Calmer is Ydeys assistant and trusted friend. He is talwell built, but he most likely will never advance beyoncurrent position. He is aware of this and has long saccepted it. Calmer is a friend of Spugnoir (see area 25).

    Terjon, the second-in-command, is an adventurer at hHe prefers that Ydey manage the temples affairs so thcan go on expeditions. About one-quarter of the time, off on a quest for something or other. Hes eager to joiwith good-aligned adventurers for a short-term missionwont join a group that is obviously far less skilled thanHe questions any potential companions to make surethey are at least 5th level. Terjon is gruff, with dark brhair and eyes. Most townsfolk do not care for him, prefethe softer touch of Ydey or Calmer.

    New to the temple, the acolyte Derim keeps quietobserves, learning the hierarchy of the church and inthe town. His motives are not sinister; he simply looks bhe leaps. One day, Derim hopes to be the canon ofchurch and an influential leader in Hommlet.

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    dCanoness Ydey: Female human Clr10; hp 70; seeAppendix 3.dCalmer: Male human Clr3; hp 23; see DUNGEONMASTERs

    Guide page 51.dTerjon: Male human Clr6; hp 49; see Appendix 3.

    DDerim: Male human Clr1; hp 10; see DUNGEONMASTERsGuide page 51.Other Possible NPCs: Jinnerth (see area 8), Moneir and

    Sunom (see area 7), Naresh (see area 11).Scrolls/Services: Calmer and occasionally Ydey create

    scrolls and give them to those who donate to the church.They have the following scrolls already prepared:

    Cure light wounds 25 gpDetect evil 25 gp

    Augury 150 gpBulls strength 150 gpCure moderate wounds 150 gp

    Remove paralysis 150 gpNeutralize poison 375 gp

    Prayer 375 gpProtection from elements 375 gpRemove curse 375 gpRestoration 800 gp

    Ydey also casts spells for any will ing to make a donation(100 gp for 1st-level spells, 200 gp for 2nd-level spells, 300gp for 3rd-level spells, 400 gp for 4th-level spells, 500 gpfor 5th-level spells). She is not willing to cast spells ordonate scrolls to anyone, even those undertaking somealtruistic task. She believes in earning ones own wayrather than getting gifts.

    Information: Yde y ca n identify the symbo ls of theElder Elemental Eye. She also recognizes the descriptionof the four-sided statues (see area 32A in the moathouseand area 18 in the Outer Fane), references to the DarkGod, and the obex as the symbol of Tharizdun. She specu-lates that the cult of the Elder Elemental Eye may havebeen secretly involved in creating the original Temple ofElemental Evil.

    4. Inn of the Welcome WenchOstler Gundigoot (male human, Com6) opened the Inn ofthe Welcome Wench shortly after the Battle of Emridy Mead-ows more than twenty years ago. In the old days, he was animportant figure both in the militia and in general townadministration. The Inn of the Welcome Wench quicklygrew in reputation as a place of great comfort and quality, butone whose patrons should expect to pay well for the excel-

    lent service and fine food and lodging.Nowadays, Ostler takes it easy. His heart is weak, and hisdaughter and wife attempt to shelter him from any greatexcitement or surprises. Ostlers daughter, Vesta (femalehuman Com1, noncombatant), runs the day-to-day activitiesof the inn, maintaining the same quality and fair-mindedpractices that her father established when it first opened. Sheis exceedingly friendly and warm, making the inn a welcomeand homey place for all.

    Maridosen, the barkeep, is actually an agent for the secretcult. This black-haired, pale-skinned woman has worked atthe inn for two months and knows the town fairly well. Sheis short-tempered, with little patience for small talk orhumor. It is likely that Vesta will fire her within the nextmonth, as she is too coarse for the inns standards.

    Redithidoor Halfmoon entertains the clientele, but hesmore interested in adventuring. Hes been out to the moat-house (about a week-and-a-half ago) and believes that someundead, at the very least, are still active in the dungeons. Hedidnt actually go in, but he heard noises that suggested some-

    thing was moving around down there.Redithidoor is incompetent, both as a musician and as anadventurer. Most people dont think much of him. (Vestaallows him to perform in exchange for a meal and a room, butthis is really charity.) Even Chatrilon Unosh (see NPCs aboutTown, below) balks at the idea of joining any group of whichRedithidoor is a part.dMaridosen: Female half-elf Ftr3; hp 27; see Appendix 3.dRedithidoor Halfmoon: Male elf Brd1; hp 5; see

    Appendix 3.Other Possible NPCs: Burne and Rufus (see area 27),

    Chatrilon Unosh, Elmo, Nierethi Poscurian, Questin Himm-ble, Telna (see area 19), Tragge Liftsilver (see area 18).

    Areas of NoteNo map of the building exists, although you may wish todetail it further.

    YardThis open area is very well kept, with nicely trimmed shrub-bery and a soft lawn.

    StablesTen horses can be stabled here.

    Dining HallWell-appointed if a little old, this place is clean and quiet. Theclientele of the Welcome Wench are well-mannered folk whoenjoy fine food and drink. Drunkards and louts are not wel-come. They are dealt with by Maridosen, or if need be, theactive town militia.

    Two private dini ng rooms exis t for meetings or distin-guished guests. The kitchen beyond is spacious, with stepsleading down into the cellar and up into the Gundigoots pri-vate apartment.

    The menu at the Inn of the Welcome Wench is varied andfilled with delights. Below are some representative offerings.

    Full Meals Price

    Beef stew 4 sp

    Boiled crawfish with drawn butter 4 sp

    Poached salmon 5 sp

    Spiced sausages 5 sp

    Stuffed pork chops 5 sp

    Stuffed trout 5 spSteak and kidney pie 5 sp

    Marinated mutton chops 6 sp

    Roast goose 7 sp

    Venison steak 7 sp

    Squab-stuffed pheasant 8 sp

    (All full meals served with bread and honey, potatoes,and string beans, yams, rum-boiled artichokes, cabbage, car-rots, or spinach.)

    Light Meals Price

    Peppered bread 8 cp

    Oatmeal 1 sp

    Boiled eggs 2 sp

    Fruit and cheese 2 sp

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    Beverages Price

    Beer 2 cp

    Beer, heavy 3 cp

    Ale 4 cp

    Ale, spiced 7 cp

    Mead 1 sp

    Mead, special brew 14 cpWine, table 8 cp

    Wine, Keoish golden 15 cp

    Wine, Sundish lilac 4 sp

    Wine, Urnst white 5 sp

    Wine, Celene ruby 8 sp

    Wine, Furyondian emerald pale 1 gp

    Wine, Velunan fireamber 3 gp

    Brandy, local 5 sp

    Brandy, Keoish 1 gp

    Brandy, Urnst, aged 3 gp

    Liqueur, Ulek Elixir 5 gp

    Meals are served on pottery, pewter, or copper services.Drinks come in wooden tankards or pottery mugs, and silver

    or crystal goblets for fine wines.

    RoomsRooms at the inn are comfortable and simple. Each has a softbed with a quilted blanket, a desk with a chair, and a pitcherof water and a bowl for washing up. A single two-room suiteis available for 3 gp per night. Room doors have locks (OpenLock DC 18), and a client can rent the key by paying Mari-dosen an additional 1 gp per night.

    A common room, for those unable or unwilling to pay fora private room, is available for 5 sp per night, although theinn does not guarantee the safety of ones belongings there. Adozen bunks are located here.

    On any given night, 1d4+1 of the private rooms are rented,and 1d4 of the beds in the common room are occupied.

    CellarThis lower area has an extra kitchen, but most of its space isused for storage of the following.

    Foodstuffs. Perishable foodstuffs (kept cool by a well and thick

    stone walls). Wine. Ashes (fed into a pit from the fireplace above by a chute). Old furniture, empty crates, tools, and a wheelbarrow.Three large casks sit against the far wall, one of whichis empty. A portion of the empty cask swings up(Search DC 20), allowing a person to enter and passthrough another secret door (Search DC 20) to reach a

    secret room beyond. Weapons. When the forces of evil held sway over theterritory in the past, those who sought to oppose it metin a secret, soundproof room below the inn. The wallsof this space are lined with bunks, and a cache of weap-ons also exists: 1 greatsword, 1 halberd, 2 greataxes, 2morningstars, 3 handaxes, 3 heavy maces, 4 shorts-pears, 7 battleaxes, 7 light crossbows, 8 longspears, 12daggers, 12 longswords, 20 javelins, and 130 crossbowbolts. Ten small shields and 17 large shields (all wood-en) hang on the walls. Ten suits of leather armor arekept in a large chest, as well as a large table, benches,and a few chairs.

    5. TerrigansAs a counterpoint to the Inn of the Welcome Wench, Terris a low-price, low-class tavern. Consisting of only a taproooffers no food or lodging. Instead, it serves cheap ale in geous portions. Terrigans has a well-deserved reputatio

    being rough. Late nights particularly can be dangerodrunken customers tend to get into fights, often requElmo or other militia members to break them up.

    Some of the more upstanding members of the comnity do not care for Terrigans, feeling its presence is ainfluence. Terrigan himself is a member of the militiawell thought of by Elmo, Burne, and Rufus.dTerrigan: Male human Ftr3; hp 27; see DUN

    MASTERs Guide page 53.Other Possible NPCs: Ingrith, Nierethi Poscu

    Rudoulf (see area 9), Questin Himmble, Telna (see areaTragge Liftsilver (see area 18), Xaod the Slayer.

    6. Old Trading PostJoman Dart (male half ling Com2; Appraise +6) runs

    business, in a large structure rebuilt after a fire a few yago. It still bears the original name in honor of its long ice providing the community with supplies of all sAlthough o ther shops and merchants now operate intown, the Old Trading Post remains a favorite of adventand travelers due to its proximity to the Inn of the WelcWench. Most people have forgotten that during the rithe Temple of Elemental Evil, the men who ran the old served the temple as spies.

    Joman sells all manner of goods, except perishable Anything commonly available and costing up to 800 gpbe found here. He also purchases used equipment and wons (such as might be brought back by adventurers frommoathouse) at the standard rate of half price, with no qtions asked. Joman can appraise and purchase valuobjects such as gems, jewelry and art objects, and he algives fair value. At any given time, he keeps about 800 gassorted coins in a secret cache in the back of the shopanother 30 gp, 50 sp, and 100 cp in the till up front.

    Other Possible NPCs: Potentially, anyone in town.

    7. WeaversMoneir and Sunom (male and female human Com1), a ried couple, work out of their home as weavers. Sunoments once lived in this house, but they have since paaway. Moneir and Ganna (see area 12) are secretly in

    8. TailorJinnerth (male human Com1) is an elderly man, bald

    lanky, who works and lives here. He plies his trade as a as he has for years.

    9. StablesRudoulf (male dwarf Com2), a stout, black-bearded feruns this establishment. He buys and sells horses as wequartering them for a fee (1 sp per day). Two stable hassist him, Wes and Initha (male and female human Co

    10. BreweryThaenai Sevensong (female elf Com2) manages the bery, which has expanded and relocated since the old She keeps her long black hair bound high on her hwhile she works, and she is impressively muscled for aThe brewery employs ten people (all Com1, various ra

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    11. TeamsterNaresh (male human Com3) lives with his wife, three almostfull-grown sons (all human War1), and two younger daughters.A barn attached to the house holds two wagons and two carts,and two drivers (male human War1, male human Com2) live

    in the loft. Another small barn houses a dozen mules.Naresh and his sons are bigots who particularly dislike elves.The teamster warns any human he speaks with that a given elfin town is evil and probably means ill. Tupper, a smith whoworks for Alphon (see area 13), has recently begun spendingtime with Nareshs eldest son, learning about the superiorityof humans.

    12. WoodcutterTarim (male human War1) cuts and collects wood from thesurrounding area. He is a good friend of the druid Jaroo (seearea 26). He is in his late forties and lives in this house withhis wife, Ganna (human Com1), and his two children.

    13. SmithySix different blacksmiths work here. Alphon (male halflingExp3), who sports freckles and long red hair, specializes inweaponsmithing. Tupper (male human Exp1), stout withbrown hair, works the forge to make common metal itemssuch as horseshoes, nails, simple tools, and the like. Tobbinrae(female human Exp1), who works with Tupper, is pale withshort blond hair and a distinctive limp. Harris Karl (malehuman Com1) works as an armorer. He is bald with dark skin.Psolik Ebran (male human Com2), and Arthin Basthincar(female human Com1) are also apprentices here.

    14. SageTodariche Nem (male human Exp5) is the most learned scholarin Hommlet, an expert in most common topics: history, nature,geography, and arcana (consider him to have a +10 in thoseKnowledge skills). He has a fairly extensive library of booksand scrolls in his house. Todariche is in love with JennitharRhengold (see area 1), but she does not return his affections.

    15. ScrollmakerZerosh Nubric makes scrolls of arcane spells for sale. Hisbusiness is not brisk, since few wizards or sorcerers live inthe area. Still, he need only sell one or two scrolls every fewmonths to make a good living. He has the following scrollsalready in stock:

    Color spray 25 gpMagic weapon 25 gp

    Shield 25 gp

    Sleep 25 gpIdentify 125 gp

    Invisibility 150 gpLevitate 150 gpMirror image 150 gp

    Fireball 375 gpWater breathing 375 gp

    Zerosh also makes scrolls on demand, if he knows thespell. Zeroshs spellbook contains the following spells: colorspray, detect thoughts, dispel magic, displacement, enlarge, expedi-tious retreat, fireball, identify, invisibility, knock, levitate, magearmor, magic missile, magic weapon, minor image, mirror image,reduce, resist elements, shield, sleep, tongues, unseen servant,water breathing, web, and all cantrips.

    Hes not willing to work with others; he is a bit of a recluseand enjoys his privacy. Naddy Tomanloft (see area 21) has con-vinced Zerosh that Joman Dart, who runs the Old TradingPost, is evil. Now the wizard wont go near the trading postand intends to use spells to investigate the halfling owner

    more closelywhen he gets around to it.dZerosh Nubric: Male elf Wiz5; hp 22; see DUNGEONMASTERs Guide page 57.

    16. Old Town HallThis building, once the village hall, was used much moreoften before Rufus and Burne finished the keep. Now it iscleared for special occasions but otherwise used for storage.It is mice ridden, and a pair of owls has taken up residenceas well.

    17. Papas BakeryThis establishment bears a hand-painted sign with its nameand a picture of a loaf of bread. Papa is Otho Gyver (malehuman Com2), a middle-aged baker whos worked in town

    for over six years. The wonderful smells coming from hisshop every morning spread throughout the neighborhood,ensuring good business.

    18. StonemasonGister Noshim (male human Com4) makes his living as amason. He grew wealthy building the keep over the lastfew years and now lives in a luxurious house with his largeextended family.

    Gister has a secret room built under his house with anunderground passage. This passage, constructed with the helpof a dwarf named Tragge Liftsilver (male dwarf Com2), leadsall the way under the town to the keep. Gister had the passagemade so that if trouble ever came to Hommlet, he and hisfamily could retreat within the safety of the keeps walls. Itopens under and into the westernmost tower, but Burne andRufus dont know about it. Tragge, however, has been knownto blab about this secret passage when he gets drunk.

    19. Telnas KitchenTelna is a spy sent by Iuz to keep an eye on Hommlet, onceat the center of events very important to him. Shes watchedthe place for years but has become a little lax in herdutiesnot much happens here nowadays. Still, she fre-quents the Inn of the Welcome Wench and Terrigans, andshe asks enough questions that shes considered one of thetowns more prominent busybodies.

    Telnas cover in town is working as a cook. She preparesmeals for special occasions (held at her house), bakes cakes

    and pastries for sale, prepares food suitable for travel rations,and delivers meals for a small price.dTelna: Female human Sor4; hp 18; see DUNGEONMASTERs

    Guide page 56.

    20. Wheel and WainwrightWinta Goldwing (female human Com1) took over thisbusiness from her uncl e a few years ago. She is very suc-cessful and earns enough to support her small family,including her husband Rerrid (male human Brd1), who isstudying to become a minstrel.

    21. LeatherworkerNaddy Tomanloft (female gnome Com1) runs the leather-working shop. None of her three employees (male human,

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    female elf, female gnome, all Com1) live here. Naddy has itin her head that Joman Dart (see area 6) is up to no good,perhaps because the previous merchants in that spot were,years ago, servants of the Temple of Elemental Evil. Shetells anyone who will listen that Joman cant be trusted and

    should be watched very closely.

    22. PotterSumone Hann (female human Com1, noncombatant), withthe help of two young workers (both male human Com1),makes all manner of pots, flagons, bowls, dishes, and thelike. Sumone has fallen on hard times lately, becauseanother, more skilled potter has started working in town(see area 23).

    23. Asherms EarthenwareAsherm (male gnome Exp2) is a skilled potter and sculptor.New in town (he came from a gnome village in the west),he employs three other gnomes (all gnome Exp1) to keepthe kilns operating almost continually. He lives in a small,

    attached apartment.

    24. Milk MarketChonas Divor has given up his studies of mysticism and med-itation to live a simple life. He is still known for his spiritual-ity and even-tempered treatment of all his customers, butthose coming to his market seeking dairy products do notsuspect that he is actually a trained martial artist.

    Chonas buys milk from local farmers and keeps threeemployees (two humans and a halfling, all Com1) to makebutter and cheese. These products are stored underground,beneath the market.dChonas Divor: Male human Mnk2; hp 14; bracers of armor

    +1but no other magic; see DUNGEON MASTERs Guide page 53.

    25. Potions and ElixirsA ten -year- old girl named Renne (female human Com1)runs this shop. Renne is extraordinarily intelligent andmature for her age. She sells potions that her father createsor buys from the Church of St. Cuthbert (he made a dealwith his friend Calmer; see area 3). Rennes father Spugnoir(spoon-wahr) was an adventurer who settled in the townyears ago, during the rise of Elemental Evil. He married alocal girl, but she died young. Spugnoir has since spent histime taking care of his daughter, making potions, andexploring the area alone looking for magic.

    Now Spugnoir is missing, having disappeared a few daysago. Renne is very worried about her father, for she knowsthat his inquisitive nature tends to get him into trouble.

    Unknown to most people, Spugnoir has spent the last twelveyears exploring the moathouse and the areas surrounding it(even old Nulb). He knows the moathouse better thananyone, and he has seen that outside forces have begunexploring it. He also knows they have uncovered somethingunder the moathouse that he was unaware of. Unfortunately,hes now trapped inside the moathouse dungeon (see Chapter2: The Moathouse).

    Spugnoir pays Haunor (male dwarf War4) handsomely towatch over the place while hes away. The dwarf protects thebusiness from those who might seek to take advantage ofthe vast amounts of money it draws.

    At any given time, ten finished potions are here. At thestart of the adventure, the following are in stock:

    Spider climb 50 gpCure light wounds (2) 55 gpHiding 150 gp

    Swimming 150 gpBlur 300 gp

    Bulls strength 300 gpDarkvision 300 gpLevitate 300 gpCure moderate wounds 330 gp

    Water breathing 750 gp

    If Spugnoir is available to work, assume that he replaceschased potions. Roll on the minor potions column of T818: Potions in the DUNGEON MASTERs Guide to determreplacements. Use the listed prices for arcane potions. Dpotions are marked up 10%, and only 1st- or 2nd-level spelavailable (if one of higher level is rolled randomly, assSpugnoir got it in a trade). If Spugnoir is available, he can potions of any arcane spell up to 3rd level to order. Spugalso casts spells of up to 3rd level, charging 70 gp per spell

    dSpugnoir: Male human Wiz7; hp 30; see AppendixDSebbekai: Cat familiar of Spugnoir; hp 15; see Appen

    26. GroveJaroo Ashstaff, an aged and powerful druid, long maintathis grove as a place devoted to nature. Jaroo workedfought hard in the past for the betterment of the commuOnce, many people looked to Jaroo and his faith for spirguidance, before there were proper temples in town.

    Sadly, Jaroo is now dead. He was killed very recentlyreplaced by a doppelganger working for Master Dunrthe hidden cult (see area 28). Jaroos body is buried indirt floor of the small wooden house that the druid livebehind the grove, and his gear has long-since been disuted among the cultists.

    The faux Jaroo is a deep-cover spy for the cult of the EElemental Eye. It is the cults last line of defense in Hommif their hidden base in the mill (see area 28) is compromthe remaining cultists come here and lie low. Since Jaroo wgood friend of Elmo, the doppelganger is able to monitor the town militia knows and is currently up to. The dopganger uses its position (and has for a week now) to suggeElmo that theres nothing going on at th