Thursday 1 June 2017

The Village of Hommlet Part 1:  Inn of the Welcome Wench.


I haven't posted in a while as I am prepping for the next game, I'm currently enjoying detailing Nulb at the moment, which aside from 4 main locations, the DM has carte blanche to detail as they see fit. I should be prepping the Journey from Hommlet to Nulb which will likely occupy the next session, or at least the first part of the next session. 

The story so far..


My group of players and I have been playing for about six months or so. I was asked by them to run a game something I hadn't done for 10 years. I'd always loved those early Gygax modules and had lots of time to prepare as the first game was put off so many times. 

I wanted a campaign that I could start off  with 1st level characters and new players, who knew none of the rules and had not even read the rule books. So I would need to entertain them and teach them the rules, but also provide a memorable first evenings entertainment. 

I wanted to begin in a fairly benign setting where there was ample room for role-playing, problem solving and investigation, without deadly combats, before they both had a few levels to let them survive, and a handle on combat and co-operation, but I also wanted them to enjoy their characters rising in power and ability, by gaining a few levels.

I'd chiefly remembered Hommlet and it's map and the Inn as being a really good 1st level starting point. I knew there was a tease for the temple, but also knew that I could dispense with that plot-line in favor of a more free roaming Greyhawk campaign, if we so wished.  

Hommlet and the Temple of Elemental fitted the bill nicely. I began to gather resources, maps, text and information that I could expand on and personalize for my campaign. Including information from all three official sources, the original module, the Dragon Magazine article and the Return to Module. I had not played or run either version, although had owned both modules back in the day intending to run them like so many modules in my collection. 

The Welcome Wench is likely the most detailed area of Hommlet, as I found much of the information already made, and have forgotten what I penned and what was found. So, collected here is most comprehensive treatment of the Inn I could manage. I knew we would be starting there - so I hurriedly cobbled what you see below from these three sources. Adding stats for all the NPCs. So I could make a mini module just for the first nights entertainment, but something we could return to time and again.

At the time of writing, I just needed a good start location and concentrated just on the Inn. I had imagined I might likewise combine material both from the return and the original into one, using material from both to create a supermodule. However, the more I read of each the more I saw this was much harder than I had supposed. 

The sequel gives 37 pages of it 188 to content from the original, and little of what is there can be made to fit or to update the original.  The sequel is written for 3.5 rules and is ready to go and needs no conversion and both start at the same place. The path of least resistance at this point would have been to have run the Return to The Temple Of Elemental Evil as written, but I simply preferred the original over the sequel.  

I also disliked the Tharizdun’s cult in the sequel, mainly because I wanted to explore Elemental themes, so I may use the locations in the Return, as a continuation once we complete the original.

I took the decision then, that I would convert the original module to 3.5 rules and expand on the original descriptions.

First Night of Play.


We began at the Welcome Wench where the characters met and there was a bar fight, where we used non-lethal combat. The wizard of the party ended the fight before it got really out of hand by using sleep. Which the landlord approved of, the characters bonded and found rooms for the night. intending to explore the town in the morning.  

The Inn is a good foundation and we have reused those maps time and again since and will do in future. Time spent detailing it has been rewarded, as it is a go to location and the parties defacto home base.


I hope you enjoy my Welcome Wench Mini Module.

I will continue with this series detailing more of Hommlet from my play notes.

Below are the Maps for the Welcome Wench that I used, I found that if you print them out poster size portrait A4 paper 2 x 3 pages and stitch the result together you get a nice play map.








Inn of the Welcome Wench.


(Text in bold is read aloud text)

The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place renowned for its good food and excellent drink. This large two story building is the centre of the village of Hommlet. Passing merchants make a point of stopping, as do many other sorts of wayfarers, and it is said that the place is always filled with patrons. A young stableboy and a groom handle the draft and riding animals, and themselves live in the stables. The innkeeper is Ostler Gundigoot, always found bustling about the place along with his goodwife, their two daughters, a serving wench or two, and a pair of potboy apprentices.

The Inn of the Welcome Wench sprang from a more functional and less extensive rest house that was built at the crossroads of two overland trade routes. The rest house served the travellers as well as the farms and artisans' shops at these crossroads.

When the area became more settled by the forces of civilization, a festering evil also crept into the region. A short distance from the bucolic Hommlet emerged the seedy Nulb, a place as dark and sinister as Hommlet was honest and hospitable. From amid the ruffians and cutthroats of Nulb rose the evil priests who would soon gather a vile flock and build the Temple of Elemental Evil.

Such profound evil could not hide for long, however, and soon diverse forces of light, the paladin Prince Thrommel leading forces from Furyondy and Veluna, dwarf troops from the Lortmil Mountains, gnomes from the Kron Hills, and elves from the Gnarley Forest, came together to crush these forces of evil at the Battle of Emridy Meadows.

The vile army was routed, and the forces of good marched upon the temple itself, razing it and sealing in the demonic force behind its rise.

With the oppressive might of the temple no longer supporting the bandits and with barbaric humanoid forces plaguing Hommlet and its surrounding lands, the village was again free to grow and prosper.

It is at this point we get our first glimpse of the Inn of the Welcome Wench. Seeing the potential for growth and the serenity of the area, a retired soldier who fought in the Battle of Emridy Meadows brought his wife and his life's savings to Hommlet to purchase the rest house and turn it into the best inn the area had ever known.

The inn became the center of the growing community, where villagers could share news, victorious adventurers could sleep in a bed once again or doomed ones for the last time, the militia could congregate, and people could even hide in case evil swept the land again. All are welcome at the inn.

Whether a DM wants to use the inn during the time before the first emergence of the temple or the second, the inn is a perfect place to launch adventure for beginning players or veterans alike.



Doors and Walls.
Unless noted all Doors are simple wooden, interior walls are wooden and exterior walls are Masonry.
Door Type            Thickness            Hardness             Hit Points            Break DC             Lock DC
Simple wooden    1 in.                      5                         10 hp                    15                         18
Good wooden      1-1/2 in.                5                         15 hp                    18                         21
Strong wooden     2 in.                      5                         20 hp                    25                         28
Walls Wood          6 in.                      5                         60 hp                    20                      Climb 21
Masonry               1 ft.                       8                         90 hp                    35                      Climb 15.

FIRST FLOOR.

I 1. Common Room

This large place is bright and cheerful. It contains several roughhewn tables and chairs, boards, and benches. Natural tree trunk pillars support the ceiling overhead, all dark with smoke and age. A motley group of people is here. Several barmaids and potboys circulate, bringing viands and drink, taking away the empty plates and flagons, stoking the fire if the day is chill, and so forth.

The innkeeper is Ostler Gundigoot, always found bustling about the place along with his goodwife, their two daughters, a serving wench or two, and a pair of potboy apprentices. The host talks freely but says little. He has a sharp eye and a good sense for judging character. He serves all comers, and will rent a room to anyone who is not causing trouble. Ostler is the sergeant of the militia, and the stableboy and groom are also members. The first potboy is an aspiring druid, and he serves as the courier to the druid of the grove, bearing messages of interesting data to him.

The clientele of the Welcome Wench are well mannered folk who enjoy fine food and drink. Drunkards and louts are not welcome.

In the daytime, half of the 4 to 16 customers in the place are travellers, merchants, tinkers, peddlers, etc., and half are local folk. In the evening, double the number rolled, with a 50 percent chance that the NPCs who have chambers above, areas Zert, Spugnoir, Furnok, Turuko and Kobort, are in the common room. Roll for each NPC once per hour.

The kitchen beyond is spacious, with steps leading up and down.
The stairs lead down into the cellar and up into the Gundigoots' private apartment.

Two private dining rooms exist for meetings or distinguished guests.


I 2. Private Room.
This room is nicely furnished, with tapestries and paintings on the walls. It contains a long table and comfortable side chairs.

This chamber is for visiting noblemen, rich merchants, and the like. It is also used by those wishing to have a private meal.

I 3. Private Room.
The door to this room is locked and a sign on the door warns Private Members Only.

This place is generally kept aside by Ostler Gundigoot for those of his patrons who wish privacy to confer, game, or whatever. It is in a dark and inconspicuous corner.

A secret door, a press and slide upwards panel, gives way to a narrow stone staircase leading down to a secret room in the cellar. This place was used extensively during the time of trouble with the 

Temple of Elemental Evil, but is now in disuse, and few of the village folk know of it.

I 4. Bar.
This is the proprietor's usual station. There are great barrels of ale and beer, Tuns of wine, and a cask of brandy with spigots ready at the host's hand. He sees to the filling of jacks of ale, tankards of beer, and flagons of wine. Boiled eggs, cheeses, and hard biscuits or crackers are often atop the trestle. Serving girls carry the food from here to the common room

A box under the bar holds 61 copper pieces, 33 silver pieces, 17 electrum pieces, 47 gold pieces, and 11 platinum pieces in separate compartments. This ready money is taken upstairs each night. Gundigoot keeps about 100 gold pieces worth of various coins in his apron pockets.

I 5. Kitchen.
The huge fireplace usually has various pots and kettles within, a roast turning, and several fowl kept warm in its side places. Goodwife Gundigoot is in charge here, keeping cook and scullions hopping. At the west end are steps leading up and down.

The stairs leading down to the cellar and up to the private apartment of the owner.

Stables:
Lodgings for 10 houses is 1 silver piece per day with feed at 1 copper piece.
Zert (see I 6) medium warhorse and lance are in the stable.



UPPER FLOOR.

Rooms at the inn are comfortable and simple. Each has a soft bed with a quilted blanket, a desk with a chair, chamber pot, towels, pegs for garments, and several chairs and stools and a pitcher of water and a bowl for washing up.
The larger rooms have arm chairs, tables, footstools, bed warmers, curtained beds, and good rugs on the floor and wall hangings as well.
Each room has individual costs per night dependent on its furnishings, size and location.

I 6           3 GP
I 7           5 GP,
I 8           2 GP
I 9           2 ½ GP
I 10        3 GP
I 11        2 ½ GP
I 12        1 GP
I 13        3 GP
1 14       3 GP
I 15        1 SP

I 6. Private Room.
This room is occupied, the door is locked and is of good quality.
Good wooden Door.
This chamber is rented by Zert, see cast of Characters, a fighter who is ostensibly awaiting the return of a caravan from the south, but who is actually a Chaotic Evil spy for the Temple.
Saddlebags on the table herein hold other garments. A pouch in plain view holds 27 silver pieces, 12 electrum pieces, and 40 gold pieces. Hidden in a locked coffer under some of his clothing are 265 gold pieces, 100 platinum pieces, and 10 pearls, each black but flawed, worth 100 gold pieces each, but seeming 5 to 10 times that value to the unskilled or casual observer.

I 7. Private Suite.
This room plush is unoccupied and the door stands open ajar, the bed can be seen freshly made and the curtains drawn. The door is of superior quality.
Strong wooden door.
The noble or wealthy rent this suite for 5 gold pieces per night, breakfast furnished. The outer room is a sitting room with table and chairs. The inner has a huge feather bed, chairs, and a closet.


I 8. Private Room.
This simple room costs 2 gold pieces per night.

I 9. Private Room.
This simple room has an extra table and chairs, for 2 1/2 gold pieces per night.

I 10. Private Room.
This room is occupied, the door is locked.
Good wooden Door.
This place is currently the lodgings of Spugnoir, an Evoker See cast of characters.

I 11. Private Room.
This simple place has an extra table and chairs, for 2 ½ Gold pieces per night.

I 12. Private Room.
This sparse room costs 1 gold pieces per night.

I 13. Private Room.
Good wooden door.
This comfortable room is the quarters of one Furnok of Ferd, a treasure finder.

I 14. Private Room.
Good Wooden Door.
Turuko and Kobort’s room.

I 15. Dormitory Sleeping Room.
Simple wooden door no lock
Here most of the lesser travellers can spend a warm and a safe night for a mere silver piece. The place has a dozen pallets, and in the morning the table in the centre is loaded with hot tea and fresh loaves at no extra cost. Even these folks receive warm water and clean towels for morning ablutions, such is the quality of the Welcome Wench Inn. There are always 2 to 12, or more, sleeping here.

I 16, spare Room.
Simple wooden door no lock
This place is rented if the inn is exceptionally crowded, but it is normally the quarters for the potboys and scullions, for Ostler Gundigoot is a very kind master. On cold nights, he will have a fire in the room, too.

I 17. Serving Wenches Room.
Simple wooden door no lock
Though this chamber has cots for four, two wenches currently share the room. When the season arrives, one or two likely lasses will be hired on.

I 18. Gundigoot's Children's Room.
Strong Wooden Door.
The host's two young daughters are quartered here, under the watchful eye of Good wife Gundigoot.

I 19. Gundigoot's Chamber.
Strong Wooden Door.
In addition to bed, dresser, and armoire, Ostler Gundigoot and his wife have a small side room where accounts are kept and the riches are stored. A small secret compartment in the north wall holds a locked iron box. Inside are six pieces of jewellery worth a total of 16,000 gold pieces. 1, 1, 2, 3, 4, and 5 thousand gold pieces, and two sacks of coins, one of gold 400, and one of platinum 100. A ladder leads to the loft over this small portion of the place, and a concealed door from there leads to the attic of the Inn proper.
If anyone of highly suspicious nature appears in the place, Gundigoot will get the druid of the Grove to spy upon the room concerned by means of small sliding ceiling panels.

I 20. Parlour.
Strong Wooden Door.
This is the living and dining area for the Gundigoot family.
It has heavy furniture, polished brass pieces, candlesticks et al, tapestries, and so forth which show comfortable affluence.

CELLAR.

I 21. Storage Area.
Here are sacks of various stuff for the kitchen, boxes of linens, barrels of flour, and so forth. Herbs and other items are hung from the beams overhead.  This section of the basement is kept warm and dry from activity in area 22.

I 22. Summer Kitchen.
In very hot weather, cooking which cannot be handled on an outside fire is done here. In winter, additional cooking is also done here, so the area is dry and warmer than the rest of the cellar. Scullions and menials sometimes sleep here. Various foodstuffs are stored in cupboards, as are extra plates, platters, etc.

I 23. Locked Storage.
A well and heavy stone wall keep this room cool, where perishable cheeses, butter, meats, and such are kept. Smaller barrels of ale, beer, mead, and table wine are also in this room.


I 24. Locked Storage.
This is the wine cellar. The rarest wines and brandies in butts and Tuns are along the walls. Shelving in the centre holds small casks and pottery jars of the same.

I 25. Main Cellar.
Various old furniture and unused items are stored here and there, along with empty crates, hogshead and barrels, rusty tools, an old wheelbarrow, and miscellany. A large supply of cordwood is stacked to either hand just at the entry so as to assure plenty of dry fuel for the many fireplaces of the hostel.

I 26. Huge Casks.
In addition to a number of empty kegs, barrels, hogsheads, pipes, butts, and Tuns, three great casks are here. Two have dregs of wine in them, but the third is empty. A portion of its side swings up to allow entry into the interior, and a hidden catch allows the far end to swing inwards if triggered by insertion of a dagger blade in the proper crack in the fieldstone wall.

I 27. Ashpit.
The sweepings from the fireplace above are dumped down here from a chute above. They are gathered periodically for use in soap making or for fertilizer. Ashes from the other fireplaces in the inn are stored here as well, since a grinder and separator mechanism are here, and without fire hazard, since the place is entirely made of stone and iron. Inadvertently discarded valuables are sometimes present.

I 28. Disused Secret Room.
When evil held sway in the territory, this place served as the meeting room and headquarters of the folk opposed to the Temple. The ceiling of this room is very low compared to the rest of the cellar. A false crawl space, flagged with stones and a layer of earth, is between it and the inn floor above. The room is thus nearly soundproof.It still contains many bunks built along the walls, several tables and benches, stools, and carefully stored arms, their metal greased against rust. Held here against future bad times are.


7 battle axes.
1 bardiche.
2 bill gisarmes.
7 light crossbows.
12 daggers.
3 glaive gisarmes.
20 javelins.
3 maces.
2 morning stars.
4 partisans.
130 quarrels.
8 spears.
12 longswords.
12 short swords.
10 bucklers
17 shields.
12 Helmets and leather jacks


Food, clothing, and bedding are easily moved to the place from the Inn.
 
Menu and Prices.
The cost of food and drink at the Welcome Wench is higher than usual. It is the only inn for many miles, the place is renowned and its food better than average, and the area is prosperous. Choice venison, mutton, poached salmon, trout stuffed with specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms or truffles, squab stuffed pheasant, and boiled crayfish in drawn butter are just a few of the epicurean delights which are expected and served here. The locally brewed ale and beer is supplemented by brews from other sites, and wine, mead and brandy from all over the Flanaess make their way to the boards of the Welcome Wench. Meals are served on pottery, pewter, or copper services, according to the order. Various leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for potables. All full meals served with bread and honey, potatoes, and string beans, yams, rum boiled artichokes, cabbage, carrots, or spinach. 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.


Beverages Price.
Beer 2 Copper pieces.
Beer, heavy 3 Copper pieces.
Ale 4 Copper pieces.
Ale, spiced 7 Copper pieces.
Mead 1 Silver pieces.
Mead, special brew 14 Copper pieces.
Wine, table 8 Copper pieces.
Wine, Keoish golden 15 Copper pieces.
Wine, Sundish lilac 4 Silver pieces.
Wine, Urnst white 5 Silver pieces.
Wine, Celene ruby 8 Silver pieces.
Wine, Furyondian emerald pale 1 Gold pieces.
Wine, Velunan fireamber 3 Gold pieces.
Brandy, local 5 Silver pieces.
Brandy, Keoish 1 Gold pieces.
Brandy, Urnst, aged 3 Gold pieces.
Liqueur, Ulek Elixir 5 Gold pieces.
Full Meals Price.
Beef stew 4 Silver pieces
Boiled crawfish with drawn butter 4 Silver pieces.
Poached salmon 5 Silver pieces.
Spiced sausages 5 Silver pieces.
Stuffed pork chops 5 Silver pieces.
Stuffed trout 5 Silver pieces.
Steak and kidney pie 5 Silver pieces.
Marinated mutton chops 6 Silver pieces.
Roast goose 7 Silver pieces.
Venison steak 7 Silver pieces.
Squab stuffed pheasant 8 Silver pieces.
Light Meals Price.
Peppered bread 8 Copper pieces.
Oatmeal 1 Silver pieces.
Boiled eggs 2 Silver pieces.
Fruit and cheese 2 Silver pieces.






The Inn's Denizens.
The Inn of the Welcome Wench offers three commodities to visitors, room and board for the weary, rumors for the curious, and potential allies for the understaffed. This latter resource has been one of the highlights of the inn since its creation, giving an adventuring party access to companion characters before that element of the game even had a name.

The Staff.

Ostler Gundigoot.
Human Warrior level 5 (skill points 32) Heavy foot soldier
hp 36 (0d8+5d8+10), CR 4 XP 1200, Any Medium Humanoid
Init +1 Speed 30 AC 13, Touch 11, flat footed 12 ( Leather, Shield, none)
(+1 Dex, +2 armor)
Melee Base Attack 5 Grapple 8, Single Attack Club +9 (1d8+3) or Crossbow, light +6 (1d8 /19-20 X2)
Full Attack Mace,Heavy +9 (1d8+3), Club +2 (1d6+1) or Crossbow, light +6 (1d8 /19-20 X2) range 80; Space 5ft.; Reach 5
SA Fort +6, Ref +2, Will +1,
Str 16, Dex 12, Con 14, Int 13, Wis 11, Cha 9
Skills Climb 4, Intimidate 7, Jump 4, Listen 5, Search 4, Spot 5, Swim 4 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus; Languages Common
ITEMS: Potion of Cure moderate wounds -, Ring of Protection (+1) +1AC,

The inn is owned and operated by Ostler Gundigoot and his family. Ostler refers to a person who cares for horses and other pack animals at a stable, but here it also doubles as the owner's first name. Gundigoot established the Inn of the Welcome Wench not long after he participated in the Battle of Emridy Meadows as a militia member in the viscount of Verbobonc's army. As an ex-soldier and proud citizen, Gundigoot soon became a leader in Hommlet's militia and one of the town's most outspoken and trusted elders. Although advancing in age, Gundigoot remains active in running the inn and in the politics of the town. Gundigoot is affable but businesslike in his dealings with his clientele.

He has made an art form out of talking much but saying little, realizing that opinions are bad for business and secrets can become terrible weapons. If the adventurers become trusted heroes, he opens up more in his dealings with them. Ostler Gundigoot, male human, Warrior 5, opened the Inn of the Welcome Wench shortly after the Battle of Emridy Meadows more than twenty years ago. In the old days, he was an important figure both in the militia and in general town administration.

The Inn of the Welcome Wench quickly grew in reputation as a place of great comfort and quality, but one whose patrons should expect to pay well for the excellent service and fine food and lodging.
Nowadays, Ostler takes it easy. His heart is weak, and his daughter and wife attempt to shelter him from any great excitement or surprises.

Goodwife Gundigoot.
Human Aristocrat level 5 (skill points 56) Aristocrat
hp 31 (0d8+5d8+5), CR 4 XP 1200, Any Medium Humanoid
Init -1 Speed 30 AC 11, Touch 9, flat footed 11 ( Leather, Shield, none)
(-1 Dex, +2 armor)
Melee Base Attack 3 Grapple 4, Single Attack Club +4 (1d6+1) Full Attack Club +4 (1d6+1); Space 5ft.; Reach 5
SA Fort +2, Ref +0, Will +6,
Str 13, Dex 9, Con 12, Int 14, Wis 11, Cha 16
Skills Appraise 2, Bluff 11, Diplomacy 17, Disguise 5, Forgery 2, Gather Information 3, Intimidate 13, Know Geography 4, Know History 10, Know Local 10, Know Religion 8, Listen 8, Perform 3, Ride -1, Sense Motive 2, Swim 1 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Iron Will, Leadership, Martial Weap Prof, Negotiator, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency; Languages Common
ITEMS: Amulet of natural armour (+1) +1 Nat armour, Potion of Cure light wounds -, Potion of Cure light wounds -, Potion of Cure light wounds -, Potion of Cure light wounds -,

The innkeeper's wife, Goodwife Gundigoot only Ostler Gundigoot uses her given name, Glora, holds court in the inn's kitchen, ensuring that the place is kept clean and the meals' reputations never fall below the highest standards. She leaves the socializing and other business dealings to her husband. Her keen insight into human nature makes her a good judge of character, however, and she shares her opinions with her husband behind closed doors.



Vesta.
Human Aristocrat level 3 (skill points 42) Adventurer
hp 17 (0d8+3d8), CR 3 XP 800, Any Medium Humanoid
Init +2 Speed 30 AC 13, Touch 13, flat footed 11 ( No Armour, Shield, none)
(+2 Dex, +1 deflection)
Melee Base Attack 2 Grapple 1, Single Attack Club +1 (1d6-1) Full Attack Club +1 (1d6-1); Space 5ft.; Reach 5
SA Fort +1, Ref +3, Will +3,
Str 9, Dex 15, Con 11, Int 15, Wis 11, Cha 13
Skills Appraise 2, Bluff 1, Diplomacy 7, Disguise 1, Gather Information 7, Hide 4, Intimidate 1, Know History 8, Move Silently 10, Ride 2, Spot 6, Survival 0, Swim -1 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Dodge, Martial Weap Prof, Run, Shield Proficiency, Simple Weapon Proficiency, Stealthy, Tower Shield Proficiency; Languages Common
ITEMS: Ring of Protection (+1) +1AC,

Ostler's daughter, Vesta, a noncombatant, runs the day to day activities of the inn, maintaining the same quality and fair minded practices that her father established when it first opened. She is proud of the business her parents have created, and she looks forward to taking over for them when they are too old to work. She can be found at the right hand of her mother or father, performing chores and learning every nuance of the innkeeping trade, making the inn a welcome and homey place for all.
Pleasant in appearance and sharp of wit, she is of marrying age, she is exceedingly friendly and warm. More than a few bachelors in Hommlet frequent the inn in hopes of catching Vesta's eye, though she has exhibited no urgency about finding a husband.



Emadyne.
Human Rogue level 3 (skill points 54) Pickpocket
hp 19 (0d8+3d6+6), CR 3 XP 800, Any Medium Humanoid
Init +4 Speed 30 AC 16, Touch 14, flat footed 12 ( Leather, Shield, none)
(+4 Dex, +2 armor)
Melee Base Attack 2 Grapple 1, Single Attack Dagger +6 (1d4-1/19-20) or Dagger thrown +6 (1d4-1 /19-20 X2)
Full Attack Dagger +6 (1d4-1/19-20) or Dagger thrown +6 (1d4-1 /19-20 X2) range 10; Space 5ft.; Reach 5
SA , SQ Evasion, Trap Sense 1, Trapfinding
Fort +3, Ref +7, Will +0,
Str 8, Dex 18, Con 14, Int 10, Wis 8, Cha 16
Skills Appraise 6, Bluff 9, Climb 5, Escape Artist 4, Hide 10, Jump 1, Know Local 6, Listen -1, Move Silently 10, Search 0, Sleight of Hand 12, Spot 5, Tumble 10 Feats: Armour Prof Light, Dodge, Evasion, Simple Weapon Proficiency, Skill Focus (Sleight of Hand), Weapon Finesse; Languages Common
ITEMS: +1 Leather, Potion of Cats grace -, Potion of Cure light wounds -, Potion of Fly -, +1 Shield, none,

Their other daughter, Emadyne, is younger than Vesta by several years, and a mischievous streak runs from the tips of her toes to the top of her bright red curls. She is infamous for neglecting her chores to spy on the inn's patrons, whether they are in the common room or in their private chambers. This rebellious attitude drives her parents and sister to distraction, but no amount of punishment has been able to cure her. In fact, this aversion to authority makes Emadyne a mascot for some of the less savory characters who frequent the inn. They find it amusing to teach her to curse like a teamster, cut purses like an expert thief, and throw daggers with unnatural precision.




With a thriving business to manage, Gundigoot maintains a good-sized staff.

Maridosen Tether.
Maridosen: Male half-elf Ftr3; CR 3; Medium-size
humanoid (half-elf ); HD 3d10+6; hp 27; Init +3; Spd 30 ft.;
AC 16 (touch 13, flat-footed 13); Atk +8 melee (1d6+1/18–20,
masterwork rapier) or +8 ranged (1d6/×3, masterwork composite
shortbow); SQ Immune to sleep, low-light vision, +2
bonus on saves against enchantment effects; AL CE; SV Fort
+5, Ref +4, Will +2; Str 13, Dex 16, Con 14, Int 10, Wis 12,
Cha 8.
Skills and Feats: Climb +7, Jump +7, Listen +2, Search +1,
Spot +1; Dodge, Mobility, Weapon Finesse (rapier), Weapon
Focus (rapier).
Possessions: Masterwork studded leather armor (black),
masterwork rapier, masterwork composite shortbow, 20
masterwork arrows, 2 Quaal’s feather tokens (bird), potion of bull’s
strength, 2 potions of cure moderate wounds (3rd).

Maridosen, the barkeep, is actually an agent for the secret cult. This black haired, pale skinned man has worked at the inn for two months and knows the town fairly well. He is short tempered, with little patience for small talk or humour. It is likely that Osler will fire him within the next month, as he is too coarse for the inn's standards.



Two potboys, Melroy and Addison, act as apprentices, serving patrons when business is brisk and performing various maintenance jobs when called upon. When one is on duty the other is off. They assist Maridosen, the barkeep to man the Bar following his orders.

Melroy the Potboy.
Human Expert level 3 (skill points 48) Barkeep
hp 7 (0d8+3d6+-3), CR 2 XP 600, Any Medium Humanoid
Init -1 Speed 30 AC 11, Touch 9, flat footed 11 ( No Armour, Shield, none)
(-1 Dex, +2 armor)
Melee Base Attack 2 Grapple 2, Single Attack Club +3 (1d8) Full Attack Club +3 (1d8); Space 5ft.; Reach 5
SA Fort +0, Ref +0, Will +3,
Str 10, Dex 8, Con 9, Int 12, Wis 11, Cha 13
Skills Diplomacy 9, Gather Information 9, Heal 4, Intimidate 7, Know Geography 7, Know Local 7, Listen 6, Profession Barkeep 6, Sense Motive 2, Spot 6 Feats: Alertness, Armour Prof Light, Negotiator, Simple Weapon Proficiency, Weapon Focus; Languages Common
Melroy, able but dull-witted, hopes he might someday be the owner of the inn, although no one else doubts that the place is destined for Vesta.

Addison the Potboy.
Half-Elf Druid level 2 (skill points 25) Druid
hp 16 (0d8+2d8+4), CR 2 XP 600, Any Medium Humanoid
Init 0 Speed 30 AC 10, Touch 10, flat footed 10 ( No Armour, Shield, none)
Melee Base Attack 1 Grapple 2, Single Attack Club +2 (1d6+1) or Sling +1 (1d4)
Full Attack Club +2 (1d6+1) or Sling +1 (1d4) range 50; Space 5ft.; Reach 5
SA , SQ Immunity to sleep, Low-light Vision, Resistance to Enchantment +2sv, Animal Companion, Nature Sense, Wild Empathy, Woodland Stride
Fort +5, Ref +0, Will +5,
Str 13, Dex 11, Con 14, Int 12, Wis 15, Cha 9
Skills Climb 2, Concentration 10, Diplomacy 1, Gather Information 1, Handle Animal 0, Heal 6, Know Nature 6, Listen 6, Move Silently 1, Ride 0, Search 2, Spellcraft 4, Spot 6, Survival 4, Swim 2 Feats: Armour Prof Light, Armour Prof Medium, Combat Casting, Shield Proficiency; Languages Common, Elven
Spells Known: Druid Spells: CL 2 Concentration 4 Level 0 (4) DC 12: Create Water X 4, ; Level 1 (3) DC 13: Calm Animals X 3, ;
Addison, whose fair features and good looks hint at elf blood in his ancestry, performs his tasks adequately. His true passion is the druidic arts, he sneaks away whenever he can to spend time with Jaroo, the half-elf druid, in his grove.

Mother Minnie.
Halfling Commoner level 1 (skill points 12) Shopkeep hp 1 (0d8+1d4+-1), CR 0.3 XP 120, Neutral Small Humanoid Init +1 Speed 20 AC 12, Touch 12, flat footed 11 ( No Armour, Shield, none) (+1 Dex, +1 size) Melee Base Attack 0 Grapple -6, Single Attack Unarmed strike +-1 (1d2-2) or Stony Missile +2 (1d4) Full Attack Unarmed strike -1 (1d2-2) or Stony Missile +2 (1d4) range 200; Space 5ft.; Reach 5 SA , SQ Fearless +2 save vrs fear, Weapon Familiarity +1 to hit with thrown weapons
Fort -1, Ref +1, Will +0, Str 6, Dex 12, Con 9, Int 13, Wis 11, Cha 12
Skills Appraise 1, Bluff 3, Climb 0, Craft 1, Craft Brewery 5, Hide 5, Intimidate 3, Jump 0, Know Local 2, Listen 2, Move Silently 3, Profession Merchant 2, Spot 2 Feats: Persuasive, Simple Weapon Proficiency; Languages Common, Halfling

The current cook is an elderly halfling everyone calls “Mother Minnie.” The position of cook at the Inn of the Welcome Wench is generally temporary, because Goodwife Gundigoot rules the kitchen, determining menus and managing the purchase of ingredients. This means that cooks, many of whom are used to giving orders rather than following them, end up at odds with her. In this case, Mother Minnie has lived long enough and is lazy enough to let Goodwife Gundigoot handle as much of the work as she likes. Minnie's age and failing health, however, mean that a new cook will have to be hired soon.

Redithidoor Halfmoon.
Redithidoor Halfmoon: Male human Brd1; CR 1;
Medium-size humanoid (human); HD 1d6; hp 5; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Atk +0 melee (1d6/19–20, short sword) or +3 ranged (1d8/×3, longbow); SQ Bardic knowledge +1, bardic music (countersong, fascinate, inspire courage);
AL NG; SV Fort +0, Ref +5, Will +2; Str 10, Dex 17, Con 11, Int 11, Wis 10, Cha 10.
Skills and Feats: Escape Artist +6, Gather Information +4, Hide +6, Perform (recorder) +4, Spot +2; Dodge, Run.
Spells Known (2; base DC = 10 + spell level; 15% arcane spell failure chance): 0—ghost sound, mage hand, prestidigitation, read magic.
Possessions: Finely carved recorder (20 gp value), traveling and performing outfits, leather armor, small wooden shield, short sword, longbow and arrows, 23 gp.

Redithidoor Halfmoon entertains the clientele, but he's more interested in adventuring. He brags that he been out to the moathouse about a week and a half ago, and believes that some undead, at the very least, are still active in the dungeons. He didn't actually go in, but he heard noises that suggested something was moving around down there. This is not true just a fiction commonly believed and oft repeated. Redithidoor is incompetent, both as a musician and as an adventurer. Most people don't think much of him. Osler allows him to perform in exchange for a meal and a room, but this is really charity.

Wenches, Tavara, Selonia, and Vonye.
Human Expert level 1 (skill points 32) Prostitute hp 2 (0d8+1d6+-1), CR 0.5 XP 200, Any Medium Humanoid Init 0 Speed 30 AC 10, Touch 10, flat footed 10 ( No armor, Shield, none) ( +2 armor) Melee Base Attack 0 Grapple -1, Single Attack claw (1d3-1) Full two claws -1 (1d3-1); Space 5ft.; Reach 5
SA Fort -1, Ref +0, Will +2,
Str 8, Dex 11, Con 9, Int 12, Wis 10, Cha 13
Skills Bluff 7, Craft Poison Making 4, Diplomacy 7, Disguise 4, Gather Information 5, Heal 2, Intimidate 3, Know Nobility 5, Sense Motive 6, Sleight of Hand 4, Use Rope 0 Feats: Armour Prof Light, Negotiator, Persuasive, Simple Weapon Proficiency; Languages Common

As befits its name, the Inn of the Welcome Wench, although known for great food and the best drink in the land, has a greater reputation for hospitality. Part of that friendliness is embodied in the cheerful and cordial women Ostler Gundigoot hires as barmaids. Gundigoot has a standing policy, which he makes clear to barmaids and patrons alike.

Flirting and saucy behavior is the limit. No further salacious activity by the staff or the customers will be tolerated.The current trio of barmaids. Tavara, Selonia, and Vonye, have years of experience in giving their customers the finest service without disobeying Gundigoot.

Others.
Gundigoot employs several more helpers, chambermaids, stable hands, and scullery maids, to name a few.

Adult helpers.
Commoner level 1 (skill points 8) Commoner hp 3 (0d8+1d4+1), CR 0.3 XP 120, Any Medium Humanoid Init 0 Speed 30 AC 10, Touch 10, flat footed 10 ( No Armour, Shield, none) Melee Base Attack 0 Grapple -1, Single Attack Unarmed strike +-1 (1d3-1) Full Attack Unarmed strike -1 (1d3-1); Space 5ft.; Reach 5
SA Fort +1, Ref +0, Will +2,
Str 8, Dex 11, Con 12, Int 8, Wis 14, Cha 10
Skills Climb 1, Craft 1, Handle Animal 4, Jump -1, Listen 2, Profession 4, Ride 3, Spot 2, Swim 1, Use Rope 1 Feats: Animal Affinity, Athletic, Simple Weapon Proficiency; Languages Common

Child helpers.
Commoner level 1 (skill points 8) Commoner hp 2 (0d8+1d4), CR 0.3 XP 120, Any Small Humanoid Init +1 Speed 30 AC 12, Touch 12, flat footed 11 ( No Armour, Shield, none) (+1 Dex, +1 size) Melee Base Attack 0 Grapple -5, Single Attack Unarmed strike +0 (1d2-1) Full Attack Unarmed strike +0 (1d2-1); Space 5ftft.; Reach
SA Fort +0, Ref +1, Will +0,
Str 9, Dex 13, Con 10, Int 8, Wis 10, Cha 9
Skills Climb 1, Craft 1, Handle Animal 3, Jump -1, Listen 0, Profession 2, Ride 4, Spot 0, Swim 1, Use Rope 2 Feats: Animal Affinity, Athletic, Simple Weapon Proficiency; Languages Common.

The Patrons.
Additionally, a number of merchants and artisans rely on Gundigoot's patronage to sustain their businesses. These individuals would not be out of place in the common room of the inn. 

Merchants.

Three Merchants are due to make a trip to Nulb.  They are arguing as to which way to go.  The old road is quickest, and if they follow that route they will be there by nightfall, but the road is treacherous.  The one known to the Party as the Smuggler is keen to take the old road, as the new road is longer and there is a toll on it.  He would rather not pay the toll.  The Gnome votes for the new road as it is much safer, they will get there an hour after dark, but might make it for night fall if they stop arguing and leave now.  The third agrees with the first, as the tolls on goods will make the journey unprofitable, but will not go without company.  Zert will offer to accompany them, he is likely to turn on them. The characters may hear them planning trips to Nulb, they make the trip regularly bringing good back and forth. If the characters attempt to join them on a trip to Nulb, arrange some event or encounter to delay them, so they will have left before they arrived. In any event the Merchants will be discovered in the Ogre’s larder in the Moathouse and ready to be rescued.

Kitan Waffenhandel (Ki-tan Vas-en-handa) Merchant. Human Expert level 1 (skill points 32) Merchant hp 2 (0d8+1d6+-1), CR 0.5 XP 200, Any Medium Humanoid Init 0 Speed 30 AC 12, Touch 10, flat footed 12 ( Leather, Shield, none) ( +2 armor) Melee Base Attack 0 Grapple -1, Single Attack Club +-1 (1d6-1) or Crossbow, light +0 (0) Full Attack Club -1 (1d6-1) or Crossbow, light +0 (0) range 0; Space 5ft.; Reach 5
SA Fort -1, Ref +0, Will +2, Str 9, Dex 10, Con 8, Int 13, Wis 11, Cha 12
Skills Appraise 8, Bluff 8, Gather Information 3, Handle Animal 3, Know Geography 3, Know Local 3, Know Nobility 3, Listen 0, Profession Merchant 4, Ride 0, Sense Motive 4, Sleight of Hand 2, Spot 4 Feats: Armour Prof Light, Simple Weapon Proficiency, Skill Focus (Appraise), Skill Focus (Bluff); Languages Common

Thiemo Cochem (Tee-me Coc-hen) Smuggler. Human Expert level 1 (skill points 32) Smuggler hp 2 (0d8+1d6+-1), CR 0.5 XP 200, Any Medium Humanoid Init 0 Speed 30 AC 12, Touch 10, flat footed 12 ( Leather, Shield, none) ( +2 armor) Melee Base Attack 0 Grapple -1, Single Attack Quarterstaff +0 (1d6-1) Full Attack Quarterstaff +0 (1d6-1); Space 5ft.; Reach 5
SA Fort -1, Ref +0, Will +2,
Str 9, Dex 10, Con 8, Int 13, Wis 11, Cha 12
Skills Appraise 5, Bluff 5, Diplomacy 5, Disguise 1, Forgery 3, Gather Information 5, Hide 2, Intimidate 3, Move Silently 2, Sense Motive 4, Spot 2, Swim 1, Use Rope 0 Feats: Armour Prof Light, Negotiator, Simple Weapon Proficiency, Weapon Focus; Languages Common

Zandleer Geldklip Gnome Merchant. Expert level 1 (skill points 28) Merchant hp 3 (0d8+1d6), CR 0.5 XP 200, Neutral Good Small Humanoid Init 0 Speed 20 AC 15, Touch 11, flat footed 15 ( Chain Shirt, Shield, none) (+1 size, +4 armor) Melee Base Attack 0 Grapple -6, Single Attack Hammer, light +-1 (1d4-2) or Crossbow, light +1 (1d6 /19-20 X2) Full Attack Hammer, light -1 (1d4-2) or Crossbow, light +1 (1d6 /19-20 X2) range 80; Space 5ft.; Reach 5 SA Hatred +1 attack vrs kobold and goblinoid, Other +1 difficuly DC with illusionary spells Spell-like Abilities 1/day speak with animals(burrowing only), DC(11) 1/day dancing lights, ghost sound, prestigation, SQ Defensive Training +4 dodge to AC against giant type, Low-light Vision, Saving Throws +2 save vrs illusion
Fort +0, Ref +0, Will +2,
Str 7, Dex 10, Con 10, Int 13, Wis 11, Cha 12
Skills Appraise 5, Bluff 8, Craft 3, Gather Information 3, Handle Animal 3, Hide 2, Know Geography 2, Know Local 2, Listen 2, Profession Merchant 4, Ride 0, Sense Motive 4, Sleight of Hand 0, Spot 4 Feats: Armour Prof Light, Simple Weapon Proficiency, Skill Focus (Bluff); Languages Common, Gnome



NPCs
Rumors that the forces of evil are starting to unite again in the lands around Hommlet have brought a number of visitors to the area. Some have taken rooms at the Inn of the Welcome Wench.

Zert:
Room I 6.
Human Fighter level 3 (skill points 24) Fighter/Thief hp 24 (0d8+3d10+3), CR 3 XP 800, Any Medium Humanoid Init +2 Speed 20 AC 19, Touch 12, flat footed 17 ( Breastplate, Shield, heavy steel) (+2 Dex, +5 armor, +2 shield) Melee Base Attack 3 Grapple 6, Single Attack(+1/+1) Longsword +8 (1d8+4/19-20) or Crossbow, heavy +6 (1d10 /19-20 X2) Full Attack (+1/+1) Longsword +6 (1d8+4/19-20) or Crossbow, heavy +6 (1d10 /19-20 X2) range 120; Space 5ft.; Reach 5
SA Fort +4, Ref +3, Will +1,
Str 16, Dex 15, Con 13, Int 12, Wis 11, Cha 7
Skills Climb 3, Intimidate 4, Jump 3, Listen 0, Ride 3, Spot 0, Swim -4 Feats: Combat Reflexes, Mounted Combat, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus, Weapon Focus(Ranged); Languages Common
ITEMS: Potion of Bulls strength -, Potion of Cure light wounds -, Potion of Cure light wounds -, Potion of Cure light wounds -, +1 Longsword.

Zert is a tall, muscular human fighter with long dark hair and many battle scars. He claims to be waiting to meet the caravan of a textile merchant returning from a long overland trip to Keoland.
This story, however, is a cover. Zert has really been planted in Hommlet as a Chaotic Evil spy for the forces of the rebuilding temple. He meets once a week with different couriers, who carry his reports back to the temple.  The traders, area 13, know who and what Zert really is, but he does not know that they are also pawns of Evil.

So far, Zert has aroused no suspicions. Because Zert is an accomplished swordsman, if he sees adventurers who appear capable of and interested in disrupting the plans of his masters, he attempts to ingratiate himself with them to keep better tabs on them. Zert will happily go with adventurers for an equal share of treasure. He will as readily betray them, help to slay them, and take their goods. He joins them on quests if they allow him to, biding his time until he can attack them during combat, provided that his defection could turn the tide of battle.

On the other hand, if the adventurers seem morally and ethically dubious, he might try to recruit them for the forces serving the temple. He has double the capacity of an ordinary man, able to drink great quantities without becoming drunk.

Treasure: He carries 20 gold pieces in his purse. His medium warhorse and lance are in the stable. In His room, Saddlebags on the table of herein hold other garments. A pouch in plain view holds 27 silver pieces, 12 electrum pieces, and 40 gold pieces. Hidden in a locked coffer under some of his clothing are 265 gold pieces, 100 platinum pieces, and 10 pearls, each black but flawed, worth 100 gold pieces each, but seeming 5 to 10 times that value to the unskilled or casual observer.



Spugnoir, an Evoker
Room I 10.
Spugnoir: Male human Wiz7; CR 7; Medium-size humanoid (human); HD 7d4+17; hp 33; Init +6; Spd 30 ft. AC 14 (touch 13, flat-footed 12); Atk +3 melee (1d4/19–20, dagger) or +5 ranged (1d8/19–20, light crossbow); AL NG; SQ Familiar benefits;
SV Fort +4, Ref +6, Will +5; Str 11, Dex 15, Con 14, Int 19, Wis 11, Cha 7.
Skills and Feats: Alchemy +14, Concentration +12, Knowledge (arcana) +14, Knowledge (local) +14, Listen +3, Move Silently +14, Scry +14, Spellcraft +14, Spot +3; Alertness, Brew Potion, Combat Casting, Improved Initiative, Lightning Reflexes, Scribe Scroll, Toughness. Familiar Benefits: Alertness when familiar is within reach, +2 bonus on Move Silently checks, empathic link, share spells with familiar, deliver touch spells via familiar.

One of the stranger long-term inhabitants of the inn is a fledgling wizard named Spugnoir. He came into the village with a merchant wagon, and is staying in hopes of gathering spells, for he knows only detect magic, read magic, and sleep. Although appearing as a human wizard, he is really a tiefling. 

His garb is nondescript, as he does not wish to attract attention nor be recognized as a magic user. If approached, he will claim to be working for a sage, and will go with the party if offered all the scrolls found.

Spugnoir uses magic to hide his true identity, fearing that the area's dark past and its problems with creatures from the netherworld might put his life at risk to superstitious peasants bearing the dreaded torches and pitchforks so loved by small-minded farmers. His fears are not entirely unfounded. 

Spugnoir's disguising magic works only while he is conscious, so he hides himself away in a locked private room when he sleeps, and he does not drink more alcohol than he can handle for fear of passing out in public.

Before he joins an adventuring party for long excursions, he will make sure they would be tolerant of his race should the need to sleep arise.

Spugnoir's main goals are to learn new spells and find new rituals, so he has come to the village chasing rumors that such magic might be found in the ruined moat house to the east of Hommlet. He attempted to enter the moat house by himself, but he was scared away by strange noises.The tiefling now waits to either join an adventuring party headed there or to shadow one if the party makes the journey without him.

Treasure:
 A large trunk holds his clothing, professional paraphernalia, and a fair assortment of dungeon exploration materials. Dungeon Master's choice. His funds currently amount to 7 silver pieces, 9 gold pieces, 11 platinum pieces, and three zircons 50 gold pieces each. The coins are in his wallet, and the gems are secreted in the hem of his cloak.



Turuko and Kobort.
Room I 14.
Turuko and Kobort are adventurers who have been traveling and working together for a little over a year.  The two share a room and claim to want to join a group that will seek out and fight evil in the land. The pair will try to accompany a small party, hang back during fights, and then slay the characters when they are weakened. They will otherwise spy on a large group, and attack only if it is reduced by deaths and wounds.

Turuko
Human Monk level 4 (skill points 49) Scout hp 25 (0d8+4d8+4), CR 4 XP 1200, Any Medium Humanoid Init +3 Speed 40 AC 15, Touch 13, flat footed 12 ( No Armour, Shield, none) (+3 Dex, +2 armor) Melee Base Attack 3 Grapple 10, Single Attack Unarmed strike +6 (1d8+3) or Shuriken +6 (1d2+3) Full Attack Unarmed strike +4 (1d8+3), Unarmed strike +4 (1d3+1) or Shuriken +6 (1d2+3) range 10 or Flurry of blows +4/2 1d8+3, ; Space 5ft.; Reach 5 SA , SQ Evasion, Fast Movement 10, Slow Fall 20, Still Mind
Fort +7, Ref +7, Will +4,  Str 16, Dex 16, Con 13, Int 14, Wis 10, Cha 6
Skills Balance 8, Climb 7, Diplomacy -2, Escape Artist 3, Hide 10, Jump 8, Listen 7, Move Silently 10, Sense Motive 2, Spot 7, Swim 5, Tumble 10 Feats: Improved Grapple, Stunning Fist, Dodge, Evasion, Great Fortitude, Improved Unarmed Strike, Two-Weapon Fighting; Languages Common
ITEMS: Bracers of armour (+2) +2AC,

Turuko is a human monk of Bakluni from unknown parts.  His head shaved and his dark skin made leathery by the sun. Turuko is devious and thoroughly evil.

He seeks out those weaker than himself, and then he takes everything from them, including their lives if possible. The monk believes himself to be highly clever.

Turuko came to the area because he heard banditry was on the rise here, and he figured he and Kobort could ply their trade of thieving and murder without drawing much suspicion. His plan is to waylay and rob adventurers returning from a successful expedition to the ruined moat house, for he knows that there are monsters and treasure there. Turuko is patient and cunning, he will not play his hand until he is sure he can get what he wants.

Turuko keeps his two daggers and quarterstaff handy at all times.



Kobort
Half-Orc Barbarian level 3 (skill points 12) No Animal skills hp 31 (0d8+3d12+6), CR 3 XP 800, Any Medium Humanoid Init +1 Speed 30 AC 16, Touch 11, flat footed 15 ( Breastplate, Shield, none) (+1 Dex, +5 armor) Melee Base Attack 3 Grapple 8, Single Attack Greataxe +9 (1d12+7 X3) or Dagger thrown +4 (1d4+5 /19-20 X2) Full Attack Greataxe +9 (1d12+7 X3) or Dagger thrown +4 (1d4+5 /19-20 X2) range 10; Space 5ft.; Reach 5  SA , SQ Darkvision 60, Fast movement 10, Illiteracy, Trap Sense 1, Uncanny Dodge
Fort +5, Ref +2, Will +1, Str 20, Dex 13, Con 15, Int 6, Wis 11, Cha 7
Skills Climb 3, Intimidate 0, Jump 3, Listen 2, Spot 1, Survival 2, Swim -3 Feats: Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus; Languages Common, Orc

Kobort a hulking half-orc fighter at least two heads taller than Turuko. Kobort was passing through when he fell in with the monk. Turuko convinced, he huge fellow that he could make them wealthy and famous. Because Kobort is not smart enough to understand concepts like good and evil, Turuko has used faulty logic and psychological manipulation to turn the huge half-orc into a pliable thrall. Kobort carries a longsword and dagger, and keeps his lance, flail, and battle axe in the stables with his heavy warhorse.

They currently have only 40 copper pieces, 5 silver pieces, and 12 gold pieces between them. Something must be done soon, says Turuko.



Furnok of Ferd.
Room I 13.
Human Rogue level 2 (skill points 50) Acrobat hp 11 (0d8+2d6+2), CR 2 XP 600, Any Medium Humanoid Init +3 Speed 30 AC 16, Touch 13, flat footed 13 ( Leather, Shield, light wooden) (+3 Dex, +2 armor, +1 shield) Melee Base Attack 1 Grapple 2, Single Attack Dagger +4 (1d4+1/19-20) Full Attack Dagger +4 (1d4+1/19-20); Space 5ft.; Reach 5 SA , SQ Evasion, Trapfinding
Fort +1, Ref +6, Will -1, Str 12, Dex 17, Con 12, Int 13, Wis 8, Cha 12
Skills Balance 9, Climb 5, Disable Device 6, Escape Artist 7, Heal -1, Hide 5, Jump 7, Listen 2, Open Lock 5, Search 6, Spot 4, Tumble 9, Use Rope 7 Feats: Armour Prof Light, Evasion, Shield Proficiency, Simple Weapon Proficiency, Weapon Finesse; Languages Common
ITEMS: +1 Dagger, Ring of invisibility.

The common room of the inn is rarely without the mousy form of the human Furnok of Ferd, sitting at a table shuffling marked cards or rolling loaded dice. A treasure finder. Furnok is a thief by training and inclination, having grown up as a gambler and sneak-thief on the mean streets of Greyhawk. He loves to gamble, in part since he knows how to nick cards and has a pair of loaded knucklebones. This gives him a 60 percent probability of winning at cards, and 75 percent at dice. He is careful to play so as to not be caught cheating, and makes a modest living thus, mostly skinning passing merchants. Furnok has travelled the roads of the Flanaess the main continent of the World of Greyhawk, generally staying in one place until his cheating and stealing are noticed, then he scurries out of town to find his next marks.

Although not overtly evil, Furnok understands the importance of money to a life of comfort, and he strongly desires such a life. Magic items are of interest to Furnok, he realizes if he can find and sell just one item of great power, he can earn enough coin to never have to work again. With that in mind, Furnok is always willing to strike out on an adventure with the right party. If offered a chance to adventure, Furnok is willing to go along for an equal share, plus all he can surreptitiously lift, particularly magic items, which he covets. Although he's brave, he isn't likely to sacrifice his life for another and he fights with the skill of a man who values his own skin.

To show his good faith, however, he will put up a scroll of protection from magic, hoping to parlay it into far more. If the worst should come, he has a dagger +1 hidden in his boot.
Treasure:

Furnok's funds consist of a small hoard of 37 gems worth 50 gold pieces each, three blood stones, eight carnelians, four chalcedon, four citrines, six onyx, and nine zircons, and 12 silver pieces and 12 gold pieces for gambling. He also has a ring of invisibility and the aforementioned scroll and dagger.



Elmo the Ranger.
Elmo: Male human Rgr6; CR 6; Medium-size humanoid (human); HD 6d10+18; hp 50; Init +3; Spd 30 ft.; AC 21 (touch 12, flat-footed 19); Atk +12/+7 melee (1d8+5/×3, +1 battleaxe) or +11/+6 ranged (1d8+4/×3, masterwork mighty composite longbow [+4 Str bonus]); SA Favored enemy (goblinoids +2, undead +1), fight with two weapons; AL NG; SV
Fort +8, Ref +5, Will +5; Str 19, Dex 16, Con 17, Int 15, Wis 16, Cha 11.
Skills and Feats: Animal Empathy +6, Concentration +6, Handle Animal +6, Hide +4, Intuit Direction +6, Knowledge (nature) +7, Listen +8, Move Silently +3, Ride (horse) +10, Search +5, Swim +10, Use Rope +8, Wilderness Lore +8; Point Blank Shot, Power Attack, Track, Weapon Focus (battleaxe), Weapon Focus (composite longbow). Fight with Two Weapons: Ambidexterity and Two-Weapon Fighting when wearing light or no armor. (Not currently available because of +1 chainmail.)
Spells Prepared (2; base DC = 13 + spell level): 1st—delay poison, speak with animals. Possessions: +1 chainmail, +1 large wooden shield, +1 battleaxe, masterwork mighty composite longbow (+4 Str bonus), 40 arrows, 31 gp.

The likeliest and most enthusiastic henchman for a party of adventurers is Elmo, the human ranger. Elmo is a powerfully built young man, his blue eyes often hidden beneath a mop of long, blond hair. The first time adventurers come to the inn, he is sure to introduce himself. His speech is often slow and stilted, suggesting a lack of intelligence, an abundance of drink, or both. He emphatically conveys to adventurers, however, his desire to seek adventure.

The drunken-yokel act hides the fact that Elmo is a highly skilled fighter. He is employed by the viscount of Verbobonc to act as a spy, monitoring any evil that might be on the move in or around Hommlet. The guise Elmo employs makes everyone, including his parents, believe he is a wastrel and a lout. When he first accompanies a party, Elmo tries to make his successful maneuvers in battle appear to be accidents or lucky swings.

After he is sure his companions are on the side of good, or when the news of renewed temple activity becomes too overwhelming, Elmo will reveal his true nature.

Sunday 28 May 2017

Hosting a Guest.


So I'm running a group of four players through the Temple of Elemental Evil and the party had just returned from their first visit to the Moathouse after clearing the Bandits. I was prepared for some role play in the town a relaxed debrief session. Rest equip and prepare for the return to the Moathouse.  So hadn't really prepped much, as Hommlet is fully prepped.

Then I get a message my friend Callum is visiting and has never played D&D before and would like to play for a single session.  I wasn't happy that what I had planned this was the ideal session for a new player to join, it was too low key. Really I needed something a little more exciting and action packed. Something simple, with a linear progression.

Now over the years I have has some experience with having to assemble a game at very short notice, such as those occasions where one player inexplicably didn't show. It's a simple job to grab a piece of Graph paper, choose a monster of the week and design a lair. Usually, you might have a theme, Haunted House, Goblin lair. So for one reason or another I have run these sessions, even a solo session with just 1 player at far less notice.

I also had very little time to prepare, but more than enough. I needed a Dungeon for one night only. Something that would slot right into the campaign and not be jarring.

This is what I came up with.

Map of the Castle at Hommlet.



Play map of the Bailey.


Barrow of the King.



My notes were rough and I didn't have time to detail all the rooms like I would have liked to. So here they are unaltered.

__________________________________________________________________________

Barrow of the King.

Plot the new castle is being built on the highest point in Hommlett. The Bailey has been built on what is assumed to be the remains of an iron age hill fort. It is in reality a barrow. The Barrow is a stepped pyramid, that has been covered by tons of earth. Whilst constructing a well for the Bailey the builders encountered stone digging through the stone and part of the well collapsed beneath them.
From the top it appears that part of the walls of the well have collapsed and the miners are trapped at the bottom. Initially, they need someone small enough to fit in the well and ask the Halfling for help. Going down he will find the hidden chamber.

Within the complex, there are 8 outer rooms each with a set of Guardians.

Each will have two doors the final chamber will have a door leading to the middle chamber.

Inside is a skeletal snake, this is an animated object and not undead. It has a poison attack.

Ash Chamber

Between Fire and earth, the room is filled with ash. There are tables and chairs in the room carves from charcoal. Charcol and burned wood decorate the room with delicate leaves burned in forest fires their skeletons attached to the branches. Burned offerings, of bread, fruit and meat carbonized or comprised of ash decorate the burned table. Men rise from their seats, constructed out of the powdery substance but quite solid. The y appear to take damage like real people and bleed ash. They have the stats of armoured skeletons. They appear to look like druids and have olive garlands in their hair.

They are especially vulnerable to water, although not undead, holy water will damage them, but so will normal water.  Their touch drains water from their subjects.

Ashmen. 6 These have killed the miners.
hp 18 (0d12+1d12+1d12), Skeletal CR 1 XP 400, Any Medium Humanoid (Undead) Undead traits
Init +7 Speed 20 AC 19, Touch 12, flat footed 17 ( Shield, light wooden)
(+2 Dex, +5 Natural +2 Armor)
Melee Base Attack 1 Grapple 3, Single Attack Longsword +3 (1d8+3/19-20) Full Attack Desiccating touch +3 (1d8+3/19-20); Space 5ft.; Reach 5
SA , SQ Damage reduction 5/bludeoning, Darkvision 60, Immunity to cold, Undead traits
Fort +0, Ref +3, Will +4,
Str 14, Dex 17, Con 0, Int 0, Wis 10, Cha 1
Skills Feats: Weapon Finesse, Improved Initiative, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency; Languages Common.


Earth Chamber.

The room has painted murals and intricate mosaics, these contain Glypsh that animate the wooden statues and stone statues. The wooden statues have the stats of small and Medium animated objects and hardness 5, vulnerable to fire. They guard a chest that is a small mimic. The small wooden statue is of a Satyr. Half man half goat, he plays pan pipes and those that hear the tune must save DC 12 join him dancing behind him, those he does not charm he attacks as he passes them leading the others who dance behind him as he leads them around the chamber.

The other is a wooden stature of the green man, he looks like a tree and his face is made out of vines and carved leaves. His hands are clawed and he hits as if using a longsword.

There is a chest in the corner of the room that seems incongruous. It appears to be growing out of the roots of a tree carved into the wall as part of the woodland scene.

Wooden Satyr Statue.
Animated Object, small hp 15 (1d10+10), CR 1 XP 400, Neutral Small Construct Construct traits
Init +1 Speed 40, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft AC 14, Touch 12, flat footed 13 ( No Armour, Shield, none)
(+1 Dex, +2 Natural, +1 size)
Melee Base Attack 0 Grapple -4, Single Attack Slam +1 (1d4) Full Attack Slam +1 (1d4); Space 5ft.; Reach 5
SA Blindness If sheet like can wrap around head on a successful grapple, Constrict Deals slam damage +1.5 times STR bonus on a successful grapple, Constrict If object is flexible e.g. rope, SQ Construct traits, Damage reduction Has a Hardness of the object animated, Darkvision 60, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft, Low-light Vision
Fort +0, Ref +1, Will -5,
Str 10, Dex 12, Con 0, Int 0, Wis 1, Cha 1
Skills Feats: Languages None

Green Man.
Animated Object, medium hp 31 (2d10+20), CR 2 XP 600, Neutral Medium Construct Construct traits
Init 0 Speed 40, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft AC 14, Touch 10, flat footed 14 ( No Armour, Shield, none)
(+4 Natural)
Melee Base Attack 1 Grapple 2, Single Attack Slam +2 (1d6+1) Full Attack Slam +2 (1d6+1); Space 5ft.; Reach 5
SA Blindness If sheet like can wrap around head on a successful grapple, Constrict Deals slam damage +1.5 times STR bonus on a successful grapple, Constrict If object is flexible e.g. rope, SQ Construct traits, Damage reduction Has a Hardness of the object animated, Darkvision 60, Improved speed Normal 30ft, legs 40ft, multiple legs 50ft, wheels 70ft, Low-light Vision
Fort +0, Ref +0, Will -5,
Str 12, Dex 10, Con 0, Int 0, Wis 1, Cha 1
Skills Feats: Languages None

Mimic.
Appears to be a small chest. When opened, it attempts to swallow whole its victim. It has hundreds of tiny legs and can move. It shoots Darts from its lid.
hp 11 (0d8+1d10+1), CR 1 XP 400, Chaotic Evil Medium Humanoid
Init +2 Speed 30 AC 15, Touch 12, flat footed 13 ( Studded Leather, Shield, none)
(+2 Dex, +3 armor)
Melee Base Attack 1 Grapple 5, Single Attack Falchion +5 (2d4+6/18-20) or Javelin +4 (1d6+4)
Full Attack Bite +5 (2d4+6/18-20) or Javelin +4 (1d6+4) range 30; Space 5ft.; Reach 5
SA Swallow whole, it begins a grapple with a creature with its tongue and pulls it in, SQ Darkvision 60, Sensitivity to Light dazzled in bright sunlight, hardness 3
Fort +3, Ref +2, Will -1,
Str 18, Dex 15, Con 13, Int 10, Wis 9, Cha 7
Skills Climb 5, Intimidate 0, Jump 5, Listen -1, Ride 2, Spot -1, Swim 4 Feats: Point Blank Shot, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus(Ranged); Languages Common.


Mud Chamber.

The floor is coated in a thick layer of Mud, it is sticky and slows your speed.

Mud Creature. hp 21 (0d12+1d12+1d12+3), Zombie Template CR 1 XP 400, Chaotic Evil Medium Humanoid (Undead) Undead traits
Init +1 Speed 30 AC 15, Touch 11, flat footed 14 ( Studded Leather, Shield, none)
(+1 Dex, +1 Natural, +3 armor)
Melee Base Attack 1 Grapple 6, Single Attack Slam +6 (2d4+7/18-20) or throw mud ball +2 (1d6+5)
Full Attack slam +6 (2d4+7/18-20) or throw mud ball +2 (1d6+5) range 30; Space 5ft.; Reach 5
SA , SQ Damage reduction 5/Slashing, Darkvision, Staggered (Ex) Can only take a partial action (attack or move), Undead traits
Fort +0, Ref +1, Will +4,
Str 20, Dex 13, Con 0, Int 0, Wis 10, Cha 1

Water room.

Ice covers every surface this is the woodland in winter. Snow has settled on all the trees and covers the ground.

Ice warriors.
Frozen winter chamber.
Ice Warrior level 2 (skill points 15) Heavy foot soldier
hp 11 (0d8+2d8+2), CR 1 XP 400, Any Medium Humanoid
Init 0 Speed 20 AC 15, Touch 10, flat footed 15 (+5 natural armor, Shield, none)
( +5 natural armor)
Melee Base Attack 2 Grapple 3, Single Attack Longsword +4 (1d8+1/19-20) Full Attack Freezing touch (1d8+1/19-20); Space 5ft.; Reach 5 (Cold Aura 1 point of damage to all within 5 ft)
SA Fort +4, Ref +0, Will -1,
Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8
Skills Climb 1, Intimidate -1, Jump 1, Listen 0, Search 0, Spot -1, Swim -7 Feats: Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Martial Weap Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus; Languages Common

Storm room.

A a black rain cloud floats in the center of the room giving off blue sparks. The scene as a wood land grove in storm wind and rain batter you.

hp 22 (4d8+4), CR 1 XP 400, Neutral Large Animal
Init +5 Speed 0, fly 60ft. AC 14, Touch 10, flat footed 13 ( No Armour, Shield, none)
(+1 Dex, +4 Natural, -1 size)
Melee Base Attack 3 CMB 7; CMD 18, Single Attack lightning strike +5 (1d8+4) Full Attack lightning strike +5 (1d8+4); Space 5ft.; Reach 5
SA , SQ Blind sight 30ft, Keen scent 180ft can detect blood up to a mile
Fort +7, Ref +5, Will +2,
Str 17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Skills Perception 8, Swim 3

Air room.

Illusion parcorp trail characters must find correct path. Or fall into pit.

Smoke Chamber.

Room is full of fog that limits vision to 5 ft. Vapor rats live in the fog.

Rat, Vapor
Tiny Magical Beast (Air)
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 30 ft (6 squares), swim 20 ft, burrow 5 ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +2/-10
Attack: Bite +7 melee (1d2-4)
Full Attack: Bite +7 melee (1d2-4)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Death throes
Special Qualities: Darkvision 60 ft, low-light vision, vapor form
Saves: Fort +3 Ref +6 Will +1
Abilities: Str 2, Dex 17, Con 10, Int 6, Wis 13, Cha 11
Skills: Balance +3, Climb +11, Hide +15, Listen +4, Move Silently +11, Spot +4, Swim +19
Feats: Alertness, Weapon Finesse (B)
Environment: Any land and underground
Organization: Solitary or pack (2-16)
Challenge Rating: ½
Treasure: None
Alignment: chaotic evil
Advancement: 3-4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: ---

This is a large, gray rat. Mist seems to flow around this giant rodent inexplicably.
The vapor rat is a rodent with the ability to transform itself into harmless vapors. In that form, a vapor rat appears to be a wisp of cloudy mist that can direct its movement the same way a ship steers before the wind.
Vapor rats are quick little scavengers that can swim and burrow through loose soil to get at food. They will eat most anything, and will gladly consume garbage and carrion. Vapor rats have no concept of treasure, but may occasionally drag treasure incidentally into their lairs.
The mythical cloud islands of the cloud giants are said to contain swarms of contented vapor rats, which use their misty forms to float from cloud to cloud.
A vapor rat is about a foot long and weighs the same as a normal rat.
COMBAT
Vapor rats normally run from attackers, but if angry, cornered, or hungry enough they will scurry in to deliver their sharp bites. If wounded or seriously threatened, a vapor rat will assume its vapor form to escape. When killed, a vapor rat gives off a puff of noxious fumes, so the best tactic is to slay these beasts from a distance.
Death Throes (Ex): When a vapor rat is killed, its body creates a gaseous release of noxious fumes that affects a single 5-foot cube in any square within 10 feet of the vapor rat for one round. This affect is always aimed towards the creature that killed the rat. Any creature in that square or who enters that square while the effect is active becomes nauseated for 1d4+1 rounds (Fort DC 11 to negate). The save DC is Constitution-based.
Vapor Form (Su): Most of the time a vapor rat is solid, but at will it can assume a vapor form. It can switch forms once per round as a free action. A vapor rat in vapor form can fly at a speed of 10 feet (perfect). The ability is otherwise similar to a gaseous form spell.
Skills: Vapor rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A vapor rat can always choose to take 10 on Climb checks, even if rushed or threatened.
A vapor rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
A vapor rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Fire Chamber.

Fire Boar hp 25 (3d8+9+3), CR 2 XP 600, Neutral Medium Animal
Init 0 Speed 40 AC 16, Touch 10, flat footed 16 ( No Armour, Shield, none)
(+6 Natural)
Melee Base Attack 2 Grapple 4, Single Attack Fire +4 (1d8+3) Full Attack Gore +4 (1d8+3); Space 5ft.; Reach 5
SA , SQ Ferocity Can attack while disabled or dying, Low-light Vision, Scent
Fort +6, Ref +3, Will +2,
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills Listen 7, Spot 5 Feats: Alertness, Toughness;



NECROPHIDIUS
The soft scrape of bone reveals the long, sinuous skeleton of a large snake, its head a humanoid skull with a snake's jaws.
CR 3
XP 800
N Medium construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 36 (3d10+20)
Fort +1, Ref +4, Will +1
DR 5/bludgeoning; Immune construct traits
OFFENSE
Speed 30 ft.
Melee bite +6 (1d8+4 plus paralysis)
Special Attacks dance of death
STATISTICS
Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +6; CMD 19 (can't be tripped)
Skills Stealth +15; Racial Modifiers
+12 Stealth
ECOLOGY
Environment any
Organization solitary or coil (2–6)
Treasure none
SPECIAL ABILITIES
Dance of Death (Ex) A necrophidius can entrance opponents by swaying back and forth as a full-round action. All creatures within 30 feet who can see the necrophidius when it uses its dance of death must succeed on a DC 15 Will save or be dazed for 2d4 rounds. This is a mind-affecting effect. The save DC is Constitution-based and includes a +4 racial bonus.
Paralysis (Su) Any living creature that is bitten by a necrophidius must succeed on a DC 13 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.
Despite its sinister appearance, the snake-like necrophidius is not an undead creature. Rather, it is a magical construct built from the skeleton of a giant snake and then mounted with the skull of a humanoid creature. Fangs are cemented into the jaws of the skull, after which the entire creation can be brought to life by a series of obscure and expensive rituals—these rituals are traditionally well guarded by those who discover them.
As a mindless construct that requires neither food nor sleep, a necrophidius makes an excellent guardian, and its innate stealth allows it to slip up on the unwary undetected. In certain areas, the necrophidius is commonly employed as an assassin, able to disable its quarries with its dance of death or paralyzing bite before disposing of them in a gruesome manner—as long as the assassination doesn't require any particular intelligence to carry out. Particularly macabre creators might even construct the creature from the skull of a friend or loved one of the intended victim in order to magnify the horror of the assassination, leaving much of the flesh on the skull so the victim can recognize its source. This flesh rots eventually—only freshly crafted necrophidiuses have this grisly feature (although regular applications of gentle repose spells can keep such a morbid decoration fresh for a much longer period of time).
Although a necrophidius is mindless, it can follow the simple commands of its creator. These can include commands to lie dormant until some specific condition is met or to follow and kill an indicated target to the exclusion of all other activities.
A typical necrophidius is 10 feet long and weighs 200 pounds.
Construction
A necrophidius's body consists of a human skull and the skeletal remains of a constrictor snake, all treated with rare oils and powders worth 1,000 gp.
NECROPHIDIUS
CL 10th; Price 7,500 gp
CONSTRUCTION
Requirements Craft Construct, cat's grace, daze monster, geas/quest, ghoul touch, creator must be caster level 7th; SkillCraft (sculpture) or Heal DC 15; Cost 4,250 gp

______________________________________________________________________

Running the dungeon.


These notes were sufficient for me to run the game.Very simple and linear, a set of nine rooms, each with a guardian that attacks as soon as you enter the room. Keys in each corner allow entry to the central room.  Meaning they had to visit all nine rooms. It was very contrived and artificial, so breaks many of my own personal rules of dungeon craft.

Don't railroad the characters.
Creatures don't sit in their room and wait to be attacked.
Creatures don't always fight to the death and last man standing
Where are the latrines, bedrooms, kitchen and exits.

The Dungeon explored the themes of the four elements that I was building into the campaign, most of the flavor text I kept in my head. The basis of which was that each of the corner rooms was one of the four elements. With the intermediate rooms being halfway points. Each was a woodland scene, and as well as elements the scene progressed through seasons.

I populated the dungeon with magical constructs of various kinds, I simply grabbed the stats of level appropriate creatures and renamed them.  The Ashmen were just normal human warriors, their attack their normal weapon damage, but as a touch that desiccates. Mudnen Zombies with a ranged touch attack as they threw mud. the cloud a shark, with it's bite re-purposed as a lightning bolt.

It's a very old trick, to take the stats for one creature and convert them to another changing a few details such as special attacks, the name and the flavor text.

I did make most of the creatures attacks touch attacks or ranged touch attacks, which made them more effective against armored foes.  It was a a party of 5 level 3 characters, Mage, Cleric, Rogue, Fighter/Monk and Barbarian.  So it was quite full on and they began to be depleted halfway through.

The key to the whole thing and it took them a while to realize it, was they could take as long as they liked. Each room became benign as they cleared its guardians, they could stroll back to the rope climb up and they were home. So I allowed them, to retire go back to their beds rest up heal and eat and return to where they left off.
 
They enjoyed this dungeon immensely, especially the Ashmen. Who they discovered were very vulnerable to water being composed entirely of ash. 

There was a debrief for the next session, which I hope gives you a taste of the flavor of my campaign.

__________________________________________________________________________


Debrief.



Report on the findings of the small council of Hommlett, at the mound of the King.
To his Lordship the Viscount of Verbobonc.

Word of the discovery of the barrow of the king has already reached you this is the full initial report from, the Small council of Hommlett, myself Grandmage Burne, Canon Trejon of the Temple of St Cuthbert, Jaroo Ashstaff Druid of the grove in Homlett.

We are loath to open the caskets found in the chamber, due to portentous, inscriptions on the walls and door of the inner chamber. Stating the king but sleeps awaiting the hour of the kingdom’s greatest need. We feel further study is required of the writings and artefacts contained within, before proceeding further.

However, there is some large fortune in gold, silver and platinum, and other treasure, in the chamber, on land already ceded by the village to the Viscount.  A reward for its recovery on the Vicount’s land has already been made. To those who discovered it. The bulk of the treasure will go to hasten the construction of the castle alleviate the cost of building. Which will also reduce the subsequent local taxation the would have ensued in course. With a tithe of 10% both to the church and to the village administered by Grand Druid Jaroo Ashstaff. With respect to the latter due to the apparent Druidic nature of the site and his invaluable advice pertaining to its secrets that he is not oathbound to keep, but in good faith has sworn to keep the pact of secrecy of this council.
We will each give our individual reports.




Druid Jaroo Ashstaff’s report.

The site is comprised of nine square rooms of equal size. Eight are arrayed around a central room which appears to be the fabled king’s final resting place. Where the legend is that he and his queen are just resting, and will return at the hour of the Kingdoms greatest need.

However, the viscount should not worry concerning a potential usurper, as king with a lowercase K is not the same as the title of King with an upper case K, that we have now in modern nobility.  A king may be chosen and inferred with power for a certain length of time before being sacrificed at the solstice for instance. He may be a mighty warrior of hero or renown. He may be a spell caster.  But certainly, not royal as we would know it. The people were ruled by chieftain’s who held family ties, but kings did not rule, but were considered above the rule of Chieftain’s due to their power and prestige and were outside the law.

Other such barrows found and violated have been known to be cursed places and the kings therein have been barrow wrights. Usually, these are much simpler affairs containing a single central chamber and a single passage to the ground. These tombs being built like wombs, with the mound the belly of the mother and the passage the canal where the newborn is delivered.
So, although they represent death cults and all that is horrible about this, they also represent rebirth and reincarnation. The Grave goods that attract treasure hunters and plunderers are gathered to provide for this second life.

Such sites predate the Flann migrations south, and the mound builder’s workings can be seen as far east as the aptly named Cairn hills to the Lorridges at the most Northern point the Stark mounds to the furthest east to the tors to the furthest south.

My Elven friends tell me they predate, even their arrival in the south west, but they could find no trace of the builders or any cities they may have had. Although they had collected their wisdom and deciphered their writings, as they shared a common symbolic language, which with elven and druidic symbols now forms the basis or the arcane language of Mages.
The Flan and the Druids who venerate the old gods, a trinity of Gods Beory the earth Mother, Pelor the Sun God and Rao the God of thought, have only three elements in our traditions. Beory being both earth and water and Pelor being both air and fire, while Rao being spirit, moves between them but is apart from them.

And as Druids have a preoccupation with the number three. The builders had a likewise obsession with the number four. It reoccurs in their mythology time and again. They had a common calendar, as well as a complex language and books can be found as well as all manner of art and artefacts. The tombs can be dated to this timeline, but there are few clues as to how long ago they were built. It seems that shortly before their disappearance, as completely vanish they did, there was a flurry of activity in building their tombs, the first and last separated by a century or so, something had gripped them in a mania as the number of tombs increased as time went on. And so, did their simplicity from complex, elaborate affairs, to little more than piles of rock at the conclusion.


 Their belief was that the tombs would preserve their bodies, so they could awaken at a later date and so were interred alive. It is conjectured that the escalating mania that gripped the builders was the cause of their demise. That so many resources were channelled into this death cult, so many of the great and the good entombed in their prime with their wealth and goods and even complete families buried with them. That the society self-destructed. Yet the timeline tells of increasingly hurried and desperate attempts to be buried and to preserve their life. The vast majority of tombs being built in the final years of that infernal century, whereupon the people had degenerated so far that they were turning to necromancy to preserve their mortal remains through undeath. What did they fear so much?

This barrow is the earliest found to date, it is the most complex and richly appointed. It frescos show scenes of idyllic daily life living in a sylvan wilderness, in the great forest that once covered the south western flanness.  Linking the Gnarly in the east, with the Thorn wood in the west, with the Vesve in the north with the Dreadwood in the south. As this was the domain of the builders.

The four of the chambers represent each of the four elements, Air, Water, Earth and Fire, while those that lay part way between each of the four chambers, consisted of Storm, Mud, Ash and Fog. The frescos show how they had tapped into these earthly forces, as throughout there is not a hint of Evil or Good, no demonic or celestial force or any aligned power. There are no mention of gods or outsiders in this tomb, it is as if they had no conception of the gods, or externals, or if they did, they were carefully omitted from the frescos.

The eight chambers depict forest scenes, carved on the walls are symbols and inscription, many motifs repeat time and again.



Name
Calas
Gwyar
Nwyfre
Ufel
Symbol
Earth
Water
Air
Fire
Color
Yellow
Green
Blue
Red
Direction
North
West
East
South
Season
Autumn
Winter
Spring
Summer
Time
Dusk
Midnight
Dawn
Noon
State of Matter
Solid
Liquid
Gas
Energy
Altar Symbols
Salt
Water
Incense
Lamp

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.



Druid Jaroo Ashstaff of the Gove at Hommlet.

Report on the Barrow of the king by Canon Terjon.
I have forbad the opening of the caskets for fear of unleashing what may lay inside. This tomb is further evidence of the Death cult that destroyed the so called ancient builders. Many of their cairns have been penetrated over the years and all have produced foul undead creatures.

Although, there is no stench of evil discoverable in the chamber. Common sense tells us that this may all be part of some elaborate ruse. Such aura’s only linger so long and this chamber has been untouched for millennia. It is well known that evil auras do not penetrate certain materials such as lead or gold. Many a greedy fool has had their spells thwarted by such simple subterfuge. This is a tomb after all and the dead should remain undisturbed, for decency’s sake.

The outer chambers are of the most interest as their furnishings rather than being unholy, are completely mundane. They show just pastoral scenes there no people, domestic animals, buildings, or features of daily life. Yet it is another fiction, décor like landscape paintings and tells us nothing of import about the builders. Those that have the whit can see beyond the facade. Jaroo sees what he will, as this being the work of ancestral Druid’s, his own ancient kin.

From its construction and the few grave goods in the main chamber, they must have had a civilization much like our own. There is steel in the weapons in the main chamber, a cart and a warship, a woven carpet, jars of glass, fine pottery. Coins of different value, similar in size and weight as our own. The frescos that cover the walls ceilings and floors are intricate mosaics that demonstrate the work of 1000s of man hours of work by hundreds of people.

Jaroo mentions their literature, yet has nothing but praise for these degenerate people, he sees them through rose coloured glasses. He neglects to mention the content of their literature. The mind searing insanity of these works. Of the cults and degenerate remnants of their sick and twisted society. Of the undead that haunt their barrows.

Cannoness Y’day made an extensive study of their literature before her sabbatical. She reports that their literature rather than demonstrating a lack of knowledge of gods, is a litany of powerful and abhorrent creatures. Whilst their gods are not as we would recognize them, their fictional mythology appears to lack any knowledge of other planes of existence or an afterlife. Their magic or science, tapped into elemental forces, but they appear not to have a knowledge of elementals or the elemental planes.

She reported that they were xenophobic to the extreme. They spoke of mongrels and crossbreeds.  Of corrupt races mingling with humanity and twisting them. They feared the Sea to the south and the cold northern climes. They imagined great old ones and dead gods sleeping and preparing to return. Of burrowers beneath and alien creatures who lived between the stars. They spoke of the land of dreams as being a real place. Of shadows falling and a cycle of time when all the bad things would rise.


 So, insane were they, that they figured they could sleep entombed, like so many of their fictitious death cult gods, until the prophesied cycle had reset and they could emerge into the light. Their efforts in this led this unhappy people to develop necromancy as a way of extending their lives and sleeping through the ages. It became their foul legacy and blights us yet today.

Simply put they had no moral code, no laws, no common sense, no true faith and no lessons to teach us. It is best that we let the dead lay in rest and close this tomb.

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.

Canon William Terjon of the Church of St Cuthbert Hommlet.




Report of Grandmage Burne.
Aside from having nothing to teach us the builders and what they left behind are the foundations of the arcane language used by all wizards today. It is wholly used although in variant forms by the clerics of Dalt and Boccob as their devotional language. With the admixture of elvish, gnome and some outsider tongues it forms the entire Arcane language of spellcasters. No word written by these ancients is not still in use today and they have yet much to teach us.

We are fortunate that this tomb was discovered on crown land and not land claimed by the clergy. That it’s mysteries can be unravelled and for what it may teach us about the enemy and they ways of the temple. Here in microcosm is perhaps a version of the same engine that is reportedly beneath the foul temple and powers it’s elemental magics.

It remains to be seen what use we may yet put this engine to in the defence of the castle and the realm. It’s existence and should remain a closely guarded secret, so as to not attract the notice of cultist spies. Only your eminence the five the penetrated the barrow and the three authors of this document know of it all have been sworn to secrecy. Not even the guards of the castle know of it.
But this is not a report on the builders and their relative merits, but on the tomb and our findings there. As stipulated above the tomb consists of nine equally sized square chambers in a grid pattern. Each chamber is roughly a 40ft cube. Eight Chambers surround the ninth burial chamber.
My initial excitement that with the druidical motif of the chambers this represented a classic alignment wheel was short lived. As true to legend the builders seem to have no concept of alignment. The chambers are beyond description in their beauty, but describe them I must.
Four corner elemental chambers are power sources, the builders did not cast spells as we know them but wove magic into the structure of their items and buildings. They were able to split matter into its components, creating nodes of earth, fire, air and water. The Elemental rooms are stable but bound matrixes of power. The fire room burns continually giving of light and heat and an everlasting power source that needs no fuel, yet has no reach outside the fixed boundary of the matrix. Each of the intermediate rooms is linked to two of the nodes in a sympathetic way and has its own fixed matrix. Although less dramatic than the fire room each of the others represents an equal and balanced power. The regular shape of the tomb forms a powerful and self-sustaining engine with no recourse to extra planer energy.

The inner rooms represent the intersection of each of the others, but demonstrate how their science worked by extracting elements in turn from a matrix. As long as the result contains elements in equal measure they could extract, one at a time of each element, to arrive at a power node. The mixture could never contain just two opposing elements or these would cancel out each other or otherwise become unstable. So, to arrive at a fire node they would remove, water, then each of the others in turn.

Although we did not know it at time of discovery, the tomb is a pyramid with an entrance from the top, that leads to a tenth chamber of identical dimensions built directly above the main burial chamber. This contained four doors each with a guardian, comprised of three elements, A Salamander (Fire, Earth, and water) a Basilisk (Earth, Water and Air) a Phoenix (Water, Air and Fire) and a Wyvern (Air, Fire and Earth). Defeating either one permitted access to its door.


 This entrance was buried by the ages and through happenstance, whilst digging a well for the castle the shaft circumvented this and the diggers literally fell through into the ash room. Their remains were never recovered having been rendered to ash the water and earth elements having been drawn from their bodies to place them in sympathy with the rooms elemental energies.

Heroes descended to the ash room, in each they met guardian creatures, each a part of the fabric of the room. Not really alive or undead, but constructs. For example, the Ash room built to represent the forest after a forest fire, was populated by men composed entirely of ash, these where powered by both the fire node and the air node. In each of the nodes was a chest which contained a gem, all four nodes and the intermediate rooms needed to be crossed to gather the gems. These unlocked the door of the central chamber.

Within the chamber the following items were stored. 20,000 coins of each, of copper, silver, gold and platinum. Several fine swords, shields and suits of armour as well as other weapons, all mundane but of masterwork quality in need of repair but serviceable. A magical flying rug large enough to carry four passengers. A model cart with two white oxen that when commanded grows to full size and can be loaded with passengers and goods. A similar model of a warship with crew. What we first took as wine caskets contained more items. A lantern that has an eternal flame that can produce fire, light, heat and smoke at command. A jug of water that never empties. (with this I intent to build our well to hide the entrance to the tomb) A cornucopia that produces, fresh fruit, cooked meat, bread, milk and honey and again is ever full. Finally, a box that produces Ice and keeps its contents fresh. With these the castle may withstand any siege as long as it’s walls are not penetrated.

I swear by all I hold sacred to keep the all that we found at this site a secret and will continue to offer whatever assistance is required of the small council as and when required.


Grandmage Vinious Burne of the Mages Guild of Hommlet.