Temple of Elemental Evil
Posted 09 June 2011 - 10:02 AM
Written by Gary Gygax (RiP) with Frank Mentzer
Copyright 1985 TSR (now WoTC)
a AD&D super adventure played with Swords & Wizardry rule set.
S&W Core Rules set By Matthew J. Finch
Act I: The Village of Hommlet
The lay of the land
Duchy of Ulek Overland Map (yes I typed "Ulek")
The Viscounty of Verbobonc is a near-independent province of the Archclericy of Veluna, ruled in palatine by a powerful viscount. The town of Verbobonc itself is the second largest post on the Velverdyva, bringing much wealth to the local lords. The writ of the viscounty extends some fifteen miles into the Kron Hills to the south, though the current gnome troubles ensure that the viscount holds little true power there. Though relations with the lords of neighboring villages and strongholds within the viscounty are not nearly as tumultuous, Viscount Wilfrick's inattentiveness during the latter part of this reign has ensured that some local rulers have more power than they ought to have, a problem that the current viscount, Langard, must deal with on a daily basis.
Hommlet & the Surrounding lands
The Village of Hommlet—or merely "Hommlet," as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and 'civilized.' The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 30 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled 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 the Lowroad. Many days' travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast, Woolly Bay, and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning south-wards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day's travel distant and going onwards to the Lortmil Mountains far beyond.
Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk. Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful — too much so, in the eyes of some. Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast (as others assert), come it did. At first it was only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil.
A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their ill-gotten tithes. Good folk were robbed, pillaged, enslaved, and worse.
In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad. But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic.
Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers' losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all.
After a time, adventurers stopped coming to the area. It seemed that no monsters were left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more.
But then, a year ago, the bandits began to ride the roads again—not frequently, but to some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.
hommlet.jpg 786.58K 26 downloads ( a more modern version of the original map of the village of Hommlet)
"Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is
what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group
comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe.
The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dic
tate as much as intelligence. Will outsiders be shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered.
The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last!"
The adventure begins...
(the party arrives from the South Road (where #1 & #4 are)
The horses have seen better days but they've gotten you here. While you may be able to buy a new one here, your not exactly sure what is in Hommlet. From the tales you've heard on the road it was a prosperous village & had a successful inn (The Inn of the Welcome Wench) & a well-stocked supply store. These days your not sure.
As the party stops the horses at the crossroads. You see to the West a clean but slightly run-down set of buildings indicating that this is a farm in a not very prosperous position. However, the stock appears quite healthy and plump. An active lad of 12 or so is doing chores. Nothing appears of particular interest. (#2)
Ahead is a wood and plaster house & it is well-kept, and the barn beyond is bulging with hay, grain, and so forth. Several fat animals are about. Two large farm dogs bark at you but do not approach the party. The noise brings out a rosy-cheeked goodwife to the doorway. (#1)
On the other side of the road is anther farm house. (#4) The house and barn show that this farmer is doing well too, and the stock in the fenced-in yard are very fine-looking. You see a fetching feminine face in a window.
ReaperCon goer since 2005!
"The Road Goes Ever On......
"Lop that mutt's nards off spike! " orcsoul
Posted 14 June 2011 - 12:06 AM
1. Me speaking what I posted out loud at home sounds completely different from what the words indicated when written.(Thank you Wife for the Save.)
2. I do not think I much liked the talking to my self thing and trying to write it. If we where in game and in front of each other I would totally do it, but for these purposes I do not think it will work.
Sorry everyone I am a newb and will catch on.
Posted 14 June 2011 - 01:14 AM
Thank you for your time.
Posted 14 June 2011 - 12:20 PM
"The boy's house looks like a poor one. Give him a copper or two and ask him the way to the inn."
Meanwhile she keeps one eye on the barking dogs and the rosy-cheeked goodwife.
Posted 14 June 2011 - 01:16 PM
“Lets take a moment to gather our bearings” Cory suggested. Even though his given game was Coriander Waterspout, he often went by Cory to his friends and companions. “The horses are tired and need a bit of rest and something good to eat.” The cleric surveyed the farms as the group came upon them, trying to determined which might prove to provide the most beneficial for information and the feeding of the horses.
Strangers approaching one so young might draw some unwanted attention to themselves, where as the second farm, the barking dogs have called its owner to the doorway. A female face could be seen from a window at the third farm, she may not wish to be disturbed. The second farm would be the wisest choice. The group could greet her from the road, ask for directions and possibly about the feeding and watering of their horses. If she was not agreeable they could turn to one of the other farms.
“I think we should make our inquiries with the farmhouse on the left. There possibly the owner waits in the doorway and is already aware of our presence by her barking dogs.”
Posted 14 June 2011 - 01:57 PM
Posted 14 June 2011 - 02:52 PM
Posted 14 June 2011 - 04:25 PM
At work so camn not be as articulate.
Posted 14 June 2011 - 04:32 PM
Turning his attention back to his horse. "We will get you some oats and hay soon. A large bucket of water as soon as we get to the inn." The cleric smiled. This may not be a gallant steed as far as the noble standards but it was his steed and companion. He patted his horse and produced his last apple. "Here you go Fleabag". The horse whinnied in appreciation and ate the apple.
Posted 14 June 2011 - 06:03 PM
The woman hiding is hiding for a reason.
The one with the dogs and the nice farm will have her own interest and bais in mind.
This be my finnaly say after that I will agree to disagree.
Posted 14 June 2011 - 07:41 PM
If any of you guys want to stop her, now's your chance.
Posted 14 June 2011 - 08:16 PM
As for our group being noticed, well lets just say, one does not always see a half orc and a dwarf together and he is a dwarven wizard at that.
Basically if no one else does I will throw the Boy a gold for information. I have a feeling his story will be vary different from the Rosy cheeked so called "good wife". Just seeing a little fore shadowing and I am leery of anything that seems too perfect. Plus those that live in squalor are all ways over looked.
Posted 15 June 2011 - 07:34 AM
The cleric doesn't pay attention to whether or not the dwarf listens to his suggestion and hands the reigns over to the monk, "Watch Fleabag for me. I will greet the lady." The cleric walks halfway up the path. "Good day M'lady, would you so kindly give directions to where we might find lodging for the night for a group of travelers and their horses?"
Posted 15 June 2011 - 08:12 AM
Posted 15 June 2011 - 10:28 AM
Since we are not much for caring what our other group members think I am going over to the boy to toss him a gold and seek any information he might have.
Thank you for your patience and understanding Inarah. You will be the glue that holds this group together I think, your wisdom and incite are irrefutable.
I like how you bold things when your character is speaking Razberry, I am going to borrow the idea if that is ok.
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