THE RUINS OF THE MOATHOUSE


 
1. 2. 3. 4. 5. 6. 7. 8. 9. 10.
11. 12. 13. 14. 15. 16. 17. 18. 19. 20.
21. 22. 23. 24. 25. 26. 27. 28. 29. 30.
31. 32. 33. 34. 35. - - - - -

The following information may be
gleaned, piece by piece, through conversation
with the villagers of Hommlet. Oldtimers
know far more of the tale than
newcomers, and certain special individuals
(notably those on the Town Council) could
relate the whole story as found here, given
sufficient provocation and trust in those
inquiring. It is unlikely that such trust will
be cause for revelation even so, unless seriously
interested characters attend a special
Council meeting for the express purpose of
aiding the village through their explorations.
The appended boxed information is to be
read as the characters head for the ruins.
This place was once the outpost of the
Temple of Elemental Evil, its watchtower
and an advance base for raids, looting, and
destruction. From this area, servants of the
Temple were to bring the Village of Hommlet
and all the lands around it into subjection.
The conquered folk were then to be
used as slaves to construct yet another fortress
further west, spreading the evil power
of the Temple in ever-growing rings to
encompass all of the land around its base.

This outpost was ignored during the
destruction of the Temple, for the army of
good which came against the wicked hordes
was so strong as to be totally immune to any
pinpricking from the garrison of the
moathouse. Only after the end of the battle
which destroyed the main armies of the
Temple of Elemental Evil was attention
turned to this place. A detachment of horse
and foot with a small siege train then came
to the marshlands, to lay the castle low. The
common folk from miles around came to
help, and the moathouse was surrounded,
cut off, and battered into extinction. The
place is now shunned by the people of Hommiet,
who hate its former evil and the memory
of the terror brought to them by the
black lord of the fortress—a vile cleric of
damnation—and his evil men and humanoid
troops.


 
A scrub of thorns, thistles, weeds, and
shrubs grows thickly along the edge of
the track which leads to the ruins. Even
the track is mostly overgrown and cluttered
with fallen branches and trees.
Here and there it is washed out, in other
places a mire.

Some game evidently still follows the
pathway, however, for after a mile or so 
faint traces can be seen. But even considering
this, going is slow, and it takes over
an hour to reach the place on horseback,
or two to trudge along on foot. Considerable
hacking and clearing is necessary
to make the way passable, so double the
time required for the first trip. After two
miles, as the track turns more northerly,
the land begins to sink and become
boggy. Tall marsh plants grow thickly
where cattails and tamaracks do not. Off
to the left can be seen the jagged silhouette
of the moathouse.

A side path, banked high to cross over
the wetland to either side, just north to
the entrance of the ruin. The track here is
only about 15 feet wide or so, with crumbling
embankments making travel near
the edge dangerous. The bogs stink. The
vegetation appears dense and prolific,
but somehow sickly and unhealthy,
creepers and vines throwing their strangling
loops over the skeletons of dead
saplings and living bushes alike. The
rushes and cattails rustle and bend even
to a slight zephyr, and weird birdcalls,
croakings, and other unwholesome
sounds come faintly across the fen.

The track continues past the ruins for many
miles—seven leagues, in fact, to Nulb.

UPPER LEVEL OF THE RUINS
RANDOM ENCOUNTERS

Encounter occurs 1 in 12; roll 1d6 for type.
These random encounters do not deplete
the numbers of others in the dungeon. References
to encounter areas are given for aid
in handling of the type. Check for encounters
once per turn in all areas.
 
1d6 Encounter
1. Giant rats (2-8, see area 13)
2. Scraping noise (shifting materials above)
3. Giant tick overhead (see area 16)
4. Squeaking and rustling (rats in the floor underneath)
5. Brigands (2-5 reinforcements for area 7)
6. Footsteps (the party's own, a trick of echoes)

Statistics

Brigand: AC 7 (leather & <large> shield); Level 0 (HD
1-1); MV 12"; #AT 1; D by weapon (longsword,
<ash> spear, hand axe); XP 10 + 1/hp

Rat, giant: AC 7; HD 1/2; #AT 1; D 1-3 + disease
(5% chance per hit); XP 7 + 1/hp

Tick, giant: AC 3; HD 3; MV 3"; #AT 1; D
1-4; SA blood drain for D 1-6 per round;
XP 105 + 3/hp

>> 1.

DUNGEON LEVEL
RANDOM ENCOUNTERS

Encounter occurs 1 in 6; roll 1d8 for type.
These random encounters do not deplete
the numbers of others in the dungeon. References
to encounter areas are given for aid
in handling of the type. Check for encounters
once per turn in all areas.
 
1d8 Encounter Type
1. Footsteps (echo of party's own)
2. Giant rats (3-12; see area 13)
3. Thumping (the lizard of area 17 out hunting, or some other passing critter)
4. Zombies (2-8; see area 21)
5. Bugbears (1-2, on patrol; see area 27)
6.  Moaning (the wind blowing though some cracks and crevices)
7. A distant rattling (could be anything)
8.  Gnolls (2-5, on patrol; see area 29)

Statistics

Bugbear: AC 5; HD 3 + 1; MV 9"; #AT 1; D
2-8 (morning star); SA surprise on 1-3;
XP135 + 4/hp

Gnoll: AC 5; HD 2; MV 9"; #AT 1; D 2-8
(morning star, broadsword, or guisarme); XP 28 + 2/hp

Ogre: AC 5; HD 4 + 1; MV 9"; #AT 1; D 1-
10 (club) or by weapon; XP 90 + 5/hp

Rat, giant: AC 7; HD 1/2; #AT 1; D 1-3 + disease
(5% chance per hit); XP 7 + 1/hp

Zombie: AC 8; HD 2; MV 6 "; #AT 1; D 1-8;
SA always lose initiative; SD piercing
weapon inflicts only 1 point damage; XP
20 + 2/hp

>> 18.


Battle for the Moathouse +

Quote:
Originally Posted by francisca
A while back I was working up a back story for T1-4. According to the the module, the Temple of Elemental Evil itself was built up in a matter of a few years by the forces of woe, but I don't recall seeing any discussion of who built the Moathouse. Was it also the work of the bad guys, or did they simply take over an existing structure? Or, did you not even consider the issue?


The Moathouse was subsumed as being built by a local lord some decades before the ToEE came into existance.

Cheerio,
Gary

>>1.