AD&D Greyhawk Adventures: The Temple of Elemental Evil

Game Master Anselth

Current map


BACKGROUND

The Village of Hommlett—or merely "Hommlett," 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 southwards 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 illgotten 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.

Road into Hommlet

Hommlet

Moathouse Ruins

Inn of the Welcome Wench, 1st Floor

Inn of the Welcome Wench, 2nd Floor

Current Map All previous maps are available under this bucket.

treasure found:

Number Item Value Total value
3 Longsword 15 45
2 Broadsword 10 20
4 Crossbow 12 48
3 Javelin 0.5 1.5
6 Leather Armor 5 30
1 Padded armor 4 4
1 ring mail 30 30
1 chainmail 75 75 (worn by Salla)
1 spear 1 1
1 carved box 45 45
1 ivory box 50 50
1 citrine 50 50
3050 cp 0.01 29.28
60 gp 1 16
9 pp 10 90
3 ep 0.5 1.5
1075 sp 0.1 94
1 jeweled dagger 850 850 (pocketed by Podo)
10 glaive 6 60
50 spear 1 50
6 guisarme 6 36
10 battleaxe 5 50
1 halberd 9 9
1 voulge 6 6
1 Shield +1 1000 1000 (Andre)
4 Arrows +1 125 500 (Salla and Tarmin)
1 Scale mail 45 45
224 bolts 2/12 37
120 arrows 2/12 20
1 mace, light 4 4
1 flail, heavy 3 3
1 axe, hand 1 1
2 bolts of cloth 60 120
1 crystal flagon 80 80
1 peridot 500 500
1 Elven Cloak, size XS (Worn by Gnobby)
1 Scroll of protection from undead
1 Potion of undead control
7 Holy Water Vials 25 175
2 Brandy barrels 80 160 - 1 used
1 MU scroll (Push, Fly, Stinking Cloud)
1 Jeweled Pin 2,000 2,000
2 Longbows
1 Small gem 10 10
92sp
149gp
51pp
Silver necklace with gems - 750gp
29 gems worth 100gp each
3 gold neck chains (50gp each)
1 platinum neckchain (1000gp) with topaz (500gp)
1 black opal (1000gp)
Silver serving set with 5 goblets (3750gp)
Gold and diamond chain (5000gp) with ten fire opals (1000gpeach)
Plate Mail +1 (5000gp)
Staff of striking (20 charges, 6000gp)
Phylactery of action (6000gp) (grants immunity to paralysis and similar effects)

Sell for 1/2 (full value listed):
18 sets scale mail (810gp)
3 suits chain (225gp)
1 suit plate (400gp)
22 shields (264gp)
6 battleaxes (30gp)
19 longswords (285 gp)
3 heavy warhammers (21gp)
3 morningstars (15gp)
18 light crossbows (216gp)
22 daggers (44gp)
Composite Longbow (100gp)

House Rules:

Max HP per level. Multiclass characters get 1/2 max HP for the class leveling up.

Death occurs at -10+ hp modifier for con score, not at -10 (ie, con of 16 means a character dies at -12)

Ability check - Roll under the specified ability

People Met:

Ostler Gundigoot - Proprietor of the Inn of the Welcome Wench
Otis - An adventurer
Elmo - Otis' brother. Wants to be an adventurer. A drunk.
Rufus - Lord Protector of Hommlett. A high-ranking fighter. One of the lords of the tower.
Burne - High Mage of the Tower.
Jozan - A caravan guard (deceased)