Wednesday, January 7, 2026

Expanding Beyond B2 The Keep of The Borderlands & T1 The Village of Hommlet With Expanded Encounter tables, loot, and more for Castles & Crusades rpg

 Integrating T1: The Village of Hommlet with B2: The Keep on the Borderlands creates a "sandbox" powerhouse. This expansion transforms Hommlet into a more robust regional hub while positioning the Keep as a distant military outpost guarding the pass against the rising tide of the Caves of Chaos. This picks up right from here on the blog. 




1. Expanding Hommlet: Key Locations & NPCs

To make Hommlet feel "lived in," we add a few political layers. The village is currently a tension point between the Church of St. Cuthbert and the Old Faith (Druids).

LocationKey NPCStat Block TypeSecret / Plot Hook
The Welcome WenchOstler GundigootVeteranKeeps a hidden cache of +1 bolts for "emergencies."
Church of St. CuthbertTerjonPriestWorries that the Keep’s Castellan is too focused on the north.
The GroveJaroo AshstaffDruidKnows the "Caves of Chaos" are reacting to the Temple's awakening.
The Burned FarmhouseElmoRanger/ThugHe isn't a drunk; he’s a high-level scout (Lvl 4) in disguise.

Expanded NPC Stats: Elmo (The "Town Drunk")

  • HP: 32 | AC: 15 (Leather + Dex + Shield)

  • Stats: Str 18 (+4), Dex 16 (+3), Con 17 (+3)

  • Special: Elmo carries a +1 Battleaxe hidden in a hollow log behind his house. He serves as the primary link to the Keep, as his brother Otis is often stationed there.


2. Linking T1 to B2: The "Trade Road" Connection

In this expanded setting, The Village of Hommlet is the civilized breadbasket, while The Keep on the Borderlands is the rugged shield three days' ride to the East.

The Narrative Hook

The "New Temple" (near Hommlet) is sending emissaries to the Caves of Chaos (near the Keep) to recruit the orc and goblin tribes. If the two forces unite, the entire region falls.



Ways to Bridge the Adventures:

  1. The Merchant’s Escort: A merchant at the Welcome Wench needs guards to deliver iron rations and wine to the Keep.

  2. The Prisoner’s Map: A cultist captured in the Moathouse (T1) carries a map marked with a "C" near the mountains—the entrance to the Caves of Chaos.

  3. The Family Connection: Lareth the Beautiful (the Moathouse boss) is actually the younger brother of the "Evil Priest" residing in the Keep’s hidden chapel.


3. The Regional Map (Abstract)

  • Hommlet: Central village. Low-level social encounters and the Moathouse.

  • The Moathouse: 1 day West. The "festering wound" and gateway to the Temple of Elemental Evil.

  • The Trade Road: Runs East for 60 miles.

  • The Keep (B2): 3 days East. High-walled fortress overlooking the wilderness.

  • The Caves of Chaos: 1 day North of the Keep. The concentrated source of the local monster incursions.


4. Stat Block: Lareth the Beautiful (Enhanced)

Medium Humanoid (Cleric), Chaotic Evil

  • Armor Class: 18 (Plate)

  • Hit Points: $52 (8d8 + 16)$

  • Speed: 30 ft.

STRDEXCONINTWISCHA
14 (+2)10 (+0)14 (+2)12 (+1)16 (+3)18 (+4)
  • Spells: Command, Hold Person, Spiritual Weapon.

  • Special Action (Staff of Striking): +7 to hit, 1d6+5 bludgeoning. Can expend charges for an extra $1d6$ or $2d6$ force damage.

  • Tactics: Lareth will attempt to bribe the party to go to the Keep on the Borderlands to "assassinate a rival," effectively tricking them into doing the Cult's dirty work.

Traveling from the civilized fields of Hommlet toward the rugged Keep on the Borderlands takes the party through a transitional "Borderland" zone. As they move East, the frequency of patrols decreases and the influence of the "Caves of Chaos" becomes more apparent.


The Trade Way Encounter Table

Roll 1d10 once per day and once per night.

d10EncounterDescription
1The Broken MerchantA wagon with a snapped axle. The merchant is transportng wine to the Keep. He offers 10gp for a Mending spell or help with repairs.
2Cuthbertine Pilgrims2d4 commoners traveling to Hommlet. They warn of "beastmen" (Gnolls) spotted near the ravine.
3Gnoll Scouts1d4+1 Gnolls from the Caves of Chaos. They carry a rusted iron medallion with a symbol of a flaming eye.
4The Lone KnightA Knight of the Realm riding to the Keep. He is arrogant but will share news that the "Castellan is hiring mercenaries."
5Giant Poisonous Snakes1d6 snakes sunning on the road. They are territorial and will strike if the party doesn't go around.
6Escaped SerfA shivering man fleeing the "Evil Priest" at the Keep's chapel. He knows a secret entrance to the Keep’s inner bailey.
7Brigands (The "Blue Band")2d4 bandits posing as road wardens. They demand a "toll" of 5gp per person.
8The Corpse & The NoteA dead courier. On his body is a letter addressed to Lareth the Beautiful regarding a shipment of "orc slaves."
9Wandering OwlbearA hungry predator tracking the party. It attacks during the night watch.
10The Hidden CacheThe party finds a stone marker with a hidden compartment containing 2 Potions of Healing and a map of the Moathouse.

Journey Mechanics: The Three-Day Trek

Day 1: The Outskirts of Hommlet

The land is rolling hills and farmland. Encounters are mostly social.

  • Atmosphere: Peaceful, sunny, smell of tilled earth.

  • Hazard: None.

Day 2: The High Moor

The road becomes narrow and overgrown. This is the prime territory for the Blue Band Brigands or Gnoll Scouts testing the borders.

  • Atmosphere: Foggy mornings, tall grass, distant howling.

  • Hazard: Sinkhole. A character with low Passive Perception may fall into a $10ft$ deep hole (1d6 damage).

Day 3: The Approach to the Keep

The terrain turns rocky and mountainous. The shadow of the Keep is visible on the horizon by midday.

  • Atmosphere: Harsh winds, gray stone, a sense of being watched from the cliffs.

  • Hazard: Rockslide. If traveling at a "Fast" pace, the party must make a DC 12 Dexterity Save or take 2d6 bludgeoning damage as the trail crumbles.


Key NPC: "Corporal" Turuko (Traveler)

If the party is under-leveled, they may meet Turuko (a Monk/Fighter) on the road. He claims to be looking for work at the Keep but is secretly an agent of the Temple of Elemental Evil sent to spy on the Keep's defenses.

  • Stat Insight: He fights with a quarterstaff ($+5$ to hit, $1d8+3$ damage) and uses Unarmored Defense (AC 15).

  • Goal: He will try to join the party to see how they handle the Caves of Chaos, reporting back to Lareth via carrier pigeon.

The escaped serf, a terrified man named Hitch, reveals that before he fled, he was part of a labor gang repairing the Keep’s western foundations. He discovered a structural weakness that the Castellan's engineers have overlooked—or perhaps intentionally hidden.


The "Cistern Crawl": The Secret Entrance

This entrance bypasses the main gatehouse and the watchful eyes of the guards, leading directly into the Inner Bailey near the Keep’s storehouses.

1. Finding the Entry Point

The entrance is located on the Western Slope of the plateau the Keep sits upon.

  • The Clue: Hitch explains, "Look for the weeping willow that shouldn't be there. Its roots drink from the overflow of the Keep's great cistern."

  • The Check: A DC 13 Wisdom (Survival) or Intelligence (Investigation) check is required to find the iron grate hidden behind a screen of heavy vines and moss.

2. The Features of the Tunnel

The tunnel is a narrow, limestone-carved pipe designed for drainage.

  • Dimensions: It is only $3$ feet wide. Medium-sized creatures must "Squeeze" (moving at half speed, disadvantage on attack rolls and Dex saves).

  • The Grate: The iron bars are rusted. A DC 14 Strength (Athletics) check can bend them, or a set of Thieves' Tools (DC 12) can pop the hinges.

3. The Obstacles (The "Keep's Gut")

ChallengeTypeEffect
Slippery SlimeHazardThe floor is coated in slick algae. A DC 12 Dexterity Save is needed to avoid sliding back $10ft$ and making a loud "clang" against the pipe.
Gray OozeCombatA single Gray Ooze lives in the elbow of the pipe, feeding on the Keep's refuse. It is indistinguishable from wet stone.
The EchoStealthAny metal armor or loud talking imposes Disadvantage on Stealth, as the pipe acts as a megaphone leading straight up into the courtyard.

4. Where it Leads: The Exit

The tunnel terminates at a heavy wooden trapdoor in the floor of the Keep’s Dry-Storage Cellar (Area 18 in the original B2 map).

  • The Risk: The cellar is used by the Keep’s cook and the Castellan’s men. If the party exits during the day, there is a 4-in-6 chance of being spotted by a servant.

  • The Reward: Entering this way allows the party to infiltrate the Keep's Chapel (where the Evil Priest resides) without being recorded by the gate guards or paying the "entry tax."


Why Use This Entrance?

If the party has already cleared the Moathouse in Hommlet, they likely have documents linking the cult to a "spy within the walls." Entering through the front gate puts them at risk of being identified by that spy immediately. This secret path allows them to conduct a "silent investigation" within the Keep itself.

Note to DM: If the party brings Hitch with them, he is too terrified to enter. He will wait by the willow tree for two hours before fleeing toward the safety of the Welcome Wench in Hommlet.

Within the Keep on the Borderlands, the "Evil Priest" is often identified as Priest Huw (or simply "The Curate"). In this expanded T1-B2 campaign, we reveal his true identity as Vicar Kaleb, a high-ranking member of the Triad of the Ebon Hand and the secret handler for Lareth the Beautiful.


Vicar Kaleb: The Wolf in the Fold

Kaleb maintains a facade as a humble, soft-spoken assistant to the Keep’s aging Chaplain. He spends his days tending the sick and scribing records, but his nights are spent in the hidden sub-cellar beneath the Chapel.

Key Stats & Abilities

  • Identity: 5th-Level Cleric of the Elder Elemental Eye.

  • Armor Class: 13 (16 with Barkskin or Shield of Faith).

  • Hit Points: $38 (5d8 + 10)$.

  • Special Trait: "Serpent’s Tongue": Kaleb has advantage on Charisma (Deception) checks to hide his true allegiance.

  • Signature Spell: Sending: He uses this daily to communicate with Lareth the Beautiful.

The Connection to Hommlet

Kaleb is the "receiver" of the goods and information Lareth steals from the Moathouse.

  • The Ledger: Hidden inside a hollowed-out book of "Holy Hymns" in his quarters is a ledger detailing the flow of gold from the Caves of Chaos to the Temple of Elemental Evil.

  • The Signet: He wears a ring with a "revolving stone." One side shows the sun (St. Cuthbert), the other shows an inverted yellow eye (The Temple).


The Hidden Chapel (Under the Keep)


Beneath the floorboards of the Keep's infirmary, Kaleb has excavated a small, blasphemous shrine.

FeatureDescription
The EntranceA heavy rug in the infirmary hides a stone trapdoor. It requires a DC 15 Perception check to notice the faint scratch marks on the floor.
The ShrineA black stone altar carved with scenes of elemental destruction.
The RelicA Censer of Blackened Bronze. If lit, it summons a Shadow to protect Kaleb if he is cornered.

Political Tension: The "Two-Front" War

Kaleb’s goal is to keep the Castellan of the Keep distracted. He has been feeding the Castellan false reports:

  1. False Intelligence: He tells the Castellan that the Orcs in the Caves of Chaos are "disorganized and fighting each other," preventing the Keep from launching a full-scale raid.

  2. The Sabotage: He is slowly poisoning the Keep’s water supply with a mild "Languishing Fever" to ensure the garrison is too weak to march when the Temple finally rises.


Plot Hook: The Intercepted Message

If the players are staying at the Keep, they might notice a black raven frequently flying between the Keep’s western tower and the direction of Hommlet.

  • The Mission: If the players intercept the raven (or use Speak with Animals), they find a tiny scroll written in a cipher.

  • The Cipher: "The Moathouse is but a distraction. The Great Gate in the Ravine (Caves of Chaos) opens at the next new moon. Ensure the Castellan remains blind. - L"

    Vicar Kaleb’s sabotage is subtle. He isn't using a deadly plague that would trigger an immediate quarantine; instead, he uses Languishing Fever, a slow-acting alchemical toxin derived from the fungi found in the Temple's lower levels. It is designed to erode the Keep's readiness, making the garrison "sleepwalking defenders."


1. The Mechanics: Languishing Fever

  • The fever enters the body through the Keep's secondary well, which Kaleb taints at midnight every three days.

Transmission & Onset

    • Target: Any creature that drinks the Keep's water for more than 24 hours.

    • Saving Throw: DC 13 Constitution Save. * Success: The creature feels "under the weather" but suffers no mechanical penalty.

      • Failure: The creature contracts the fever.

Stages of the Fever

  • The fever progresses in stages every morning at dawn. A creature can repeat the saving throw every 24 hours to attempt to shake it off.

    StageNameMechanical Effect
    IThe FogDisadvantage on Initiative and Wisdom (Perception) checks. The world feels "slow."
    IIThe TremorDisadvantage on Attack Rolls and Dexterity checks. Hands begin to shake uncontrollably.
    IIIThe LethargySpeed is halved. The creature gains 1 level of Exhaustion that cannot be removed by a short rest.
    IVThe ComaThe creature falls into a deep, feverish sleep and cannot be awoken for 1d4 days.

2. Impact on the Keep (The "Garrison Clock")

  • The players will notice the fever through the behavior of the NPCs. This creates a "ticking clock" for the adventure.

    • The Guard Rotation: Normally, 20 guards patrol the walls. Due to the fever, only 8 are active; they are visibly sweating and leaning on their spears.

    • The Castellan’s Temper: The Castellan (the Keep's leader) has Stage I of the fever. He is irritable, forgets key details of the players' reports, and is prone to dismissing threats as "hallucinations."

    • The Infirmary: This is Kaleb’s base of operations. He "treats" the soldiers with a tonic that actually maintains Stage II, preventing them from recovering naturally while appearing to help.


3. Curing the Fever

  • Standard Lesser Restoration will cure an individual, but the source remains. To stop the epidemic, the players must:

    1. Identify the Source: A DC 15 Intelligence (Investigation) or Wisdom (Medicine) check of the well water reveals a faint, oily purple sheen.

    2. The Alchemical Antidote: Jaroo Ashstaff (the Druid back in Hommlet) or a skilled herbalist can craft a cure using Moor Thistle, which grows in the marshes between Hommlet and the Keep.

    3. Expose the Vicar: If the players search the infirmary, they can find a vial of the "Purple Oily Concentrate" hidden inside a hollowed-out medical textbook.


4. Combat Interaction

  • If the players end up fighting alongside the Keep's guards (e.g., during an Orc raid from the Caves of Chaos), roll a 1d6 for each guard:

    • 1-3: The guard has Stage II fever (Disadvantage on attacks).

    • 4-5: The guard has Stage III (Half speed, Disadvantage).

    • 6: The guard is healthy.

    This makes a potential siege of the Keep significantly more dangerous and highlights the importance of the players' investigation.

This confrontation is designed to be a high-stakes social and tactical encounter. Kaleb won’t fight to the death if he can manipulate his way out, but once unmasked, he reveals the terrifying coldness of the Temple of Elemental Evil.


The Scene: The Infirmary at Midnight

The infirmary is a long stone room filled with the smell of vinegar, sweat, and bitter herbs. Row upon row of sick guards groan in their sleep. Vicar Kaleb stands at the far end by a large bubbling cauldron, his back to the door.

1. The Opening Gambit: Deception

If the players enter openly, Kaleb doesn't reach for a weapon. He turns, wipes his hands on a blood-stained apron, and offers a weary, saintly smile.

Kaleb: "Careful, travelers. The air in here is heavy with the Languishing Malady. I am doing what I can, but St. Cuthbert tests us sorely. Are you here to offer prayers, or perhaps you've brought more Moor Thistle from the valley?"

  • The Check: To see through his "Saintly Physician" act, players must beat his Deception (+7) with their Insight.

  • The Trap: While he talks, he is subtly sliding a vial of Sleep gas or a bell to signal the guards (who are loyal to him, not the Keep) into his sleeve.

2. The Reveal: "The Ebon Hand"

If the players present evidence (the ledger, the purple oil, or the intercepted raven), Kaleb’s demeanor shifts instantly. His posture straightens, and his voice drops an octave.

Kaleb: "The Castellan is a relic of a dying age, clinging to stone walls while the world prepares to burn. Hommlet will fall. The Keep will become a tomb. And Lareth... Lareth will be the prince of the new waste. You are merely pebbles in a landslide."


3. Combat: Vicar Kaleb’s Last Stand

If cornered, Kaleb uses the environment to his advantage.

Tactical Actions:

  • Human Shields: Kaleb will move between the beds of the sick guards, using them as half-cover (+2 AC). He knows the "good" heroes won't risk hitting an innocent soldier.

  • The Cauldron: As a bonus action, he can kick over the cauldron of "medicine" (the toxin). Everyone within $10ft$ must make a DC 13 Constitution Save or be blinded for 1 round by the acrid fumes.

  • Summoning the Shadow: He breaks his Censer of Blackened Bronze. A Shadow (the soul of a previous victim) rises from the floor to intercept the strongest melee fighter.

Kaleb’s "Desperation" Stat Block (Quick Ref)

  • AC: 13 (15 with Shield of Faith)

  • HP: 38

  • Key Spell: Inflict Wounds ($+5$ to hit, $3d10$ necrotic). He aims this at the person who insulted him most.

  • Escape: If reduced to below 10 HP, he casts Sanctuary and attempts to flee through the Cistern Crawl (the secret entrance) to reach the Caves of Chaos.


4. The Aftermath: The Castellan’s Reward

If the players capture or kill Kaleb and prove his treachery:

  • The Cure: With Kaleb gone and the well cleaned, the garrison recovers in 1d4 days.

  • The Reward: The Castellan grants the party "Free Passage" in the Keep (no taxes) and provides them with a Map of the Ravine, marking the location of the Caves of Chaos.

  • The Hook: Among Kaleb’s robes is a heavy iron key marked with a "V." This key opens the Vicar's Private Chest in the Caves of Chaos (Area 15), where he was storing the Keep's stolen payroll.

  • In the original B2, the Caves of Chaos were a collection of bickering monster tribes. Under the influence of the Temple of Elemental Evil, they have been reorganized into a unified war-machine. The "Temple Influence" is represented by the Ebon Hand, a group of cultists who act as "political advisors" to the tribal chieftains.


1. The High-Level Changes

  • The Temple has brought Order to the Chaos.

    • The Truce: The Orcs, Goblins, and Gnolls no longer fight each other. They now share a common mess hall and a central "Slave Pen."

    • The Black Banners: Every cave entrance now flies a tattered black flag with the inverted yellow eye of the Temple.

    • The "Iron Tithe": The Temple has provided the monsters with superior equipment (better armor and steel weapons) in exchange for their loyalty.


2. Upgraded Cave Zones

A. The Goblin Warrens (The "Workforce")

  • The Goblins are no longer just scavengers; they are the Temple's logistical hub.

    • Upgrade: The Goblins are busy crafting Elemental Bombs (crude clay pots filled with Alchemist's Fire or Acid).

    • Tactical Change: Goblin snipers now use poisoned arrows (DC 11 Con save or take 1d4 poison damage) provided by Vicar Kaleb’s alchemical supplies.

B. The Orc Lair (The "Shock Troops")

  • The Orcs have been "blessed" by Temple blood-rites.

    • The Blood-Rage: The Orc Chieftain is now an Orc Red Fang of Shargaas (or simply has an extra 15 HP and the Aggressive trait).

    • Equipment: They wear heavy chainmail ($AC 16$) salvaged from caravan raids, marked with the Temple's sigil.

C. The Minotaur’s Labyrinth (The "Guardian")

  • The Minotaur is no longer a solitary beast. He has been "bound" by a Temple iron collar.

    • The Modification: The Minotaur’s horns have been capped with iron spikes ($+2$ to damage).

    • The Link: A Temple Acolyte is always present in the labyrinth, using Guidance and Resistance to buff the Minotaur during combat.


3. The Central Shrine: Area 59 (The Heart of Corruption)

  • The "Evil Priest" from the original module (the one Kaleb reported to) has turned the inner sanctum into a Gateless Portal.

    FeatureChange / Effect
    The AltarIt now pulses with a dull violet light. Every 1d6 rounds, it emits a Pulse of Negativity. All non-evil creatures must DC 12 Wis Save or be Frightened for 1 round.
    The GuardThe 4 Zombies are now Wights wearing the rusted armor of fallen Keep defenders.
    The ObjectiveThe Priest is performing a ritual to summon a Greater Earth Elemental to march on the Keep. If the players don't stop the ritual in 5 rounds, the Keep's walls are doomed.

4. New Monster: The Elemental-Touched Bugbear

  • The Bugbear Chieftain has undergone a "transformation" through elemental infusion.

    • Stat Change: He gains a Breath Weapon (Recharge 6). He exhales a 15ft cone of jagged stones.

    • Damage: $3d6$ piercing damage (DC 13 Dex save for half).

    • Visual: His skin looks like cracked obsidian, and his eyes glow like dying embers.


5. Integrating the "Temple Map"

  • In the final room of the Caves, the players find a Geological Map. It shows a secret subterranean tunnel leading from the back of the Caves of Chaos directly into the Lower Temple of Elemental Evil near Hommlet.

    The Revelation: The "Caves" are actually the Back Door to the Temple. By clearing the Caves, the players have secured the rear flank, but they now realize they must return to Hommlet to finish what they started at the Moathouse.

      This d100 Special Loot Table reflects the unholy alliance between the Caves of Chaos and the Temple of Elemental Evil. These items range from mundane trophies of the Keep’s fallen defenders to volatile "Elemental-Infused" artifacts.


The "Ebon Hand" Trove: d100 Special Loot

  • d100Item NameDescription & Properties
    01-10Keep Scrip & Rations2d10 gold pieces worth of currency from the Keep and a week's worth of high-quality dried venison stolen from a caravan.
    11-20Temple Acolyte’s RobesDark purple robes with an embroidered yellow eye. Grants Advantage on Deception checks to pass as a cultist within the Caves.
    21-30Vial of "Purple Oily Concentrate"The toxin Kaleb used. Can coat 3 arrows; hit targets must succeed a DC 13 Con Save or suffer Languishing Fever (Stage I).
    31-40Crude Elemental BombA clay pot. When thrown (20/60 ft), it explodes. Roll 1d4: 1. Fire, 2. Acid, 3. Cold, 4. Lightning. Deals 2d6 damage in a 5ft radius.
    41-50The Castellan’s SignetA heavy gold ring (50gp) stolen from a courier. Returning it to the Keep increases the party's "Reputation" and earns a 100gp bounty.
    51-60Obsidian Carving of a EyeA small, warm-to-the-touch idol. Once per day, the bearer can cast Detect Magic, but only to sense Elemental or Fiendish energy.
    61-70Gnoll Bone-WhistleWhen blown, all Gnolls within 100ft must make a DC 12 Wis Save or be Frightened for 1 round, confused by the "command" tone.
    71-80Scroll of the Earth-GateA spell scroll written in Terran. It contains the Earth Tremor or Maximillian’s Earth Grasp spell.
    81-90Lareth’s CorrespondenceA bundle of letters detailing the "Second Phase" of the Temple's rise. Worth 200gp to the Church of St. Cuthbert in Hommlet.
    91-95"Cinder-Glass" DaggerA blade made of volcanic glass. Deals an extra 1d4 fire damage. On a Natural 1, the brittle blade shatters and is destroyed.
    96-99Shield of the BorderlandsA +1 Shield bearing the Keep’s crest. While wielding it, you have Advantage on saves against being Frightened by Orcs or Goblins.
    100The Eye of the VoidA fist-sized amethyst. Once per long rest, you can use it to cast Darkness. Doing so draws the attention of the Temple Priests in Hommlet.

How to Use This Table

    • Minor Encounters: Roll once for "Boss" monsters (like the Goblin Chieftain or the Minotaur).

    • The Secret Cache: If the players find Kaleb’s private chest (using the key from the previous step), roll three times on this table.

    • Narrative Weight: Items like the Signet (41-50) or Correspondence (81-90) are "Bridge Items"—they are designed to force the players to travel back and forth between the Keep and Hommlet, reinforcing the link between the two modules.


The "Curse" of the Temple Loot

  • Any item from the 91-100 range carries a "faint psychic stink." Creatures with high Wisdom or those under the effect of Detect Evil and Good will perceive a sense of dread coming from the item. This makes it difficult to sell in "good" towns like Hommlet without being questioned by the militia.

 To truly merge T1: The Village of Hommlet and B2: The Keep on the Borderlands, you need a unified geographic "Sandbox" where the players' travel feels meaningful.

Below is the layout of the Nulb-to-Borderlands Corridor.


The Regional Hex Map: "The Marches of the Eye"

Each Hex on this map represents 5 miles (roughly 2 hours of travel on foot).

1. The Geographic Layout

  • The West (Hex A1-A5): The Verbobonc Road. Rolling hills, heavy farming, and the relative safety of the Viscounty.

  • The Center (Hex C3): The Village of Hommlet. The "Safe Zone."

  • The East (Hex G8): The Keep on the Borderlands. The last bastion of law.

  • The North (The Nyr Dyv Coast): Swamps leading to the ruins of the Temple of Elemental Evil.

2. Key Hex Locations

Hex CoordinateLocationDescription / Narrative Role
C3HommletStarting hub. Supply point. Location of the Welcome Wench inn.
B4The Moathouse10 miles (2 hexes) SW of Hommlet. The "festering wound" where Lareth resides.
E5The High MoorMid-point of the Trade Way. Site of Day 2 random encounters.
G7The KeepThe Fortress. High-walled military site guarding the pass.
H8Caves of Chaos5 miles NE of the Keep. Hidden in a deep, shadowed ravine.
D1The Nulb RuinsA wretched hamlet of pirates. Connects the Moathouse to the main Temple.

3. The "Under-Road" Connection

While the players travel on the surface, a dark secret lies beneath.

The Subterranean Vein

A geological fault line—The Vein of the Eye—runs directly from the depths of the Temple of Elemental Evil, passing beneath the Moathouse, and terminating in the Caves of Chaos.

  • The Purpose: This allows the "Upper Cult" (in the Temple/Hommlet area) to send monsters and supplies to the "Forward Base" (the Caves) without being seen on the Trade Way.

  • The Discovery: In the back of the Minotaur’s Cave (Area 16 in B2), a secret door leads to a spiraling staircase that descends deep into the earth. This is the 50-mile tunnel to the Temple’s lower levels.


4. Travel Times & Logistics

The journey is approximately 60 miles along the Trade Way.

  • On Foot: 3 Days (20 miles/day). Requires 3 checks on the Night Encounter table.

  • By Horse: 1.5 Days (40 miles/day). Usually arrives at the Keep by noon on the second day.

  • The Danger Zone: Once the party crosses Hex E5 (The High Moor), they are officially in "The Borderlands." The Viscounty's law ends here, and the Keep's law is the only protection.


5. Regional Plot: The "Pincer Movement"

The Temple is executing a two-pronged strategy:

  1. From the West (Hommlet): Corrupting the locals and using the Moathouse as a staging ground for a bandit army.

  2. From the East (The Keep): Using the Caves of Chaos to wear down the Garrison through attrition and the Languishing Fever.

The Climax: If the players don't stop both Lareth (in T1) and the Evil Priest/Vicar Kaleb (in B2), the two forces will march simultaneously, meeting in the middle to burn Hommlet to the ground.

To visualize the Nulb-to-Borderlands Corridor, imagine a horizontal landscape transitioning from the damp, decaying marshes of the Northwest to the rugged, rocky peaks of the Southeast.

Below is a schematic "Hex-Style" map representation, followed by a detailed key.


 Map of the Marches of the Eye

Scale: 1 Hex = 5 Miles (roughly 2 hours travel by horse / 4 hours on foot)

Plaintext
       [ THE NYR DYV - GREAT INLAND SEA ]
             ~~~~~    ~~~~~    ~~~~~
    (A)       (B)      (C)      (D)      (E)      (F)      (G)      (H)
1 [ NULB ]-----[ ]------[ ]------[ ]------[ ]------[ ]------[ ]------[ ]
      | \       |        |        |        |        |        |        |
2    [ ]--[TEMPLE]------[ ]------[ ]------[ ]------[ ]------[ ]------[ ]
      |        | \      /        |        |        |        |        |
3    [ ]------[ ]--[HOMMLET]----[ ]------[ ]------[ ]------[ ]------[ ]
      |        |     /  |        |        |        |        |        |
4    [ ]---[MOATHOUSE]--[ ]----[HIGH MOOR]----[ ]------[ ]------[ ]
      |        |        |        |   \    |        |        |        |
5    [ ]------[ ]------[ ]------[ ]---[TRADE WAY]----[ ]------[ ]------[ ]
      |        |        |        |        |   \    |        |        |
6    [ ]------[ ]------[ ]------[ ]------[ ]---[ ]----[ ]------[ ]------[ ]
      |        |        |        |        |        \   |        |        |
7    [ ]------[ ]------[ ]------[ ]------[ ]------[THE KEEP]----[ ]
      |        |        |        |        |        |     \      |
8    [ ]------[ ]------[ ]------[ ]------[ ]------[ ]----[CAVES OF CHAOS]

📍 Key Locations & Landmarks

1. The North: The Festering Marshes

  • NULB (A1): A filthy, broken-down hamlet. It serves as the primary port for the Temple. Smugglers bring supplies here from across the Nyr Dyv.

  • THE TEMPLE OF ELEMENTAL EVIL (B2): A massive, blackened cathedral. It is currently "dormant" to the public, but pulsing with activity underground.

2. The West: The Civilized Lands

  • HOMMLET (C3): The bustling heart of the region. Most players begin here. It feels safe, with the Welcome Wench providing a warm hearth.

  • THE MOATHOUSE (B4): An abandoned outpost 10 miles SW of Hommlet. Lareth the Beautiful uses this as a "recruitment center" for bandits.

3. The Center: The Trade Way

  • THE HIGH MOOR (E4): A desolate, foggy stretch of road. This is the "no-man's land" where the authority of Hommlet ends and the wild begins.

  • THE TRADE WAY: The primary road connecting the Viscounty to the Borderlands. It is the lifeblood of the region, currently being strangled by raids.

4. The East: The Wilderness

  • THE KEEP (G7): Perched on a high plateau. Its fires are visible for miles at night. It is the only thing stopping the "Chaos" from flooding West.

  • THE CAVES OF CHAOS (H8): Tucked inside a jagged ravine 5 miles NE of the Keep. This is the staging ground for the Temple’s "Beast-Army."


Pathing & Travel

RouteDifficultyEncounter ChanceNotes
Hommlet to MoathouseEasy1 in 6Well-trodden trail through meadows.
Hommlet to The KeepModerate3 in 6The "Three Day Trek." Mostly bandits and scouts.
The Keep to The CavesHigh5 in 6Constant danger. The ravine is heavily guarded.
The "Secret Vein"Extreme100%The underground tunnel (Caves to Temple). Only for high-level play.

 Navigation Notes

  • The Beacon: The Keep’s watchtower is so tall that players can use it for navigation even from the High Moor, granting Advantage on Survival checks to avoid getting lost while traveling East.

  • The Black Waters: Travel by boat from Nulb to the northern coast near the Temple is faster (6 hours) but risks encounters with Giant Toads and Lacedons (Water Ghouls).

 

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