Thursday, September 10, 2026

OSR Commentary - Running T1-4: The Temple of Elemental Evil (AD&D 1E) by Gary Gygax With Frank Mentzer using Adventurer Conqueror King System II (ACKS II) Rpg - The Deeper Depths

  Running T1-4: The Temple of Elemental Evil (AD&D 1E) using Adventurer Conqueror King System II (ACKS II) requires reading the first part of this blog post OSR Commentary - Running T1-4: The Temple of Elemental Evil (AD&D 1E) by Gary Gygax With Frank Mentzer using Adventurer Conqueror King System II (ACKS II) Rpg




To model the dynamic cold war and active defense network beneath the Temple of Elemental Evil, roll on this table once every 2 turns (20 minutes) during exploration, or immediately after loud noises, explosive spells, or broken alarms.



D20 Temple Patrol & Skirmish Matrix (Levels 1–3)

d20Encounter EventFaction FocusACKS II Encounter Distance & Setup
1Earth Cult Ore-HaulersEarth$30'$ (Corridor). 4 Earth Cult Men-at-Arms guarding 2 Ogre slaves hauling rubble/weapons. Carrying $2\text{d}6\times10\text{ gp}$ worth of raw iron ore.
2Air Cult Recon ScoutsAir$60'$ (Ahead). 3 Air Cult Scouts (Level 2 Thieves) hiding in shadows ($1-3$ on 1d6). If spotted, they retreat immediately to warn Kelno rather than engage.
3Fire Cult Zealot PurgeFire$20'$ (Door/Intersection). 1 Fire Priest (Level 3 Cleric) and 4 Fanatics with oil flasks and torches. Searching for Water Cult infiltrators; attack non-cultists on sight.
4Water Cult Poison-DartsWater$40'$ (Corner). 3 Water Cult Guards armed with blowguns (Save vs. Poison or take $-2$ to AC and To-Hit for 1 hour). They use hit-and-run tactics near flooded areas.
5Inter-Cult Skirmish: Fire vs. WaterFire / Water$50'$ (Crossroads). 3 Fire Zealots and 3 Water Cultists in an active melee over a contested chest. Neither side notices the party on round 1 (Automatic Surprise).
6Inter-Cult Skirmish: Earth vs. AirEarth / Air$40'$ (Large Room). 1 Earth Ogre pushing 4 Air Scouts against a wall. The Scouts offer the party a bribe ($50\text{ gp}$) if they intervene to kill the Ogre.
7Gargoyle ReconnaissanceEarth$80'$ (Ceiling). 1 Gargoyle perched above, observing. It will not attack unless isolated; otherwise, it flies to Romag to report party locations.
8Zuggtmoy Fungi HarvestersNeutral / Temple$30'$ (Side Chamber). $1\text{d}4+1$ Cult Laborers harvesting poisonous mold. If disturbed, a cloud of spores fills a $10'$ radius (Save vs. Poison or choke for $1\text{d}4$ rounds).
9Bandit Supply TrainNulb Outpost$60'$ (Corridor). $1\text{d}6+2$ Nulb Mercenaries carrying rations, wine, and torches to Level 2. Morale 0; easy to intimidate or bribe for dungeon directions.
10Rogue Ghoul PackUndead$30'$ (Dark Hall). $1\text{d}4$ Ghouls feasting on the remains of a Fire Cultist. Attack immediately. (Party finds an intact Fire Cult Robe and key on the corpse).
11Air Cult Illusion TrapAir$20'$ (Intersection). An illusionary patrol of 6 heavy Bugbears moving down the hall. Used by Air Cultists as a diversion while 2 Scouts flank the party from behind.
12Gnoll Mercenary GuardEarth (Paid)$40'$ (Doorway). $1\text{d}6+1$ Gnolls demanding a toll ($10\text{ gp}$ per character) to pass through their sector. Morale $+1$; will fight if refused.
13Water Cult Sentry PostWater$30'$ (Chamber). 4 Water Guards stationed behind a barricade with heavy crossbows ($1\text{d}8+1$ damage). They blow a horn on Round 2 if unengaged.
14Bugbear Heavy InfantryFire (Paid)$40'$ (Corridor). 3 Bugbears in chainmail carrying Fire Cult sigils. Highly disciplined (Morale $+1$), acting as heavy shock troops.
15Level-Wide Alarm: Gong Sounded!AllImmediate Effect. An alarm gong echoes across the level. Roll again on this table every turn for the next 3 turns with a $+3$ modifier.
16Wandering Gelatinous CubeDungeon Hazard$10'$ (Hallway). A $10'$ Gelatinous Cube sweeping corridors clean of debris. Contains $2\text{d}4\times100\text{ sp}$, a rusty $+1$ Dagger, and 2 gems.
17Sub-Cult Lieutenant PatrolVaries$40'$ (Chamber). A random Sub-Cult Lieutenant (Level 4 Cleric/Fighter) with 4 Elite Guards (2 HD). High morale (+1); carrying official orders from their leader.
18Reinforcements En RouteVaries$50'$ (Corridor). $2\text{d}4$ Cult Guards moving rapidly toward the nearest site of recent combat or spell noise.
19Earth Elemental ScoutEarth$30'$ (Surfacing from wall). A Small Earth Elemental ($4\text{ HD}$) investigating structural disturbances. Ignores Earth Cultists; attacks others on sight.
20Temple High InquisitorZuggtmoy Inner Circle$50'$ (Hall). 1 High Priest (Level 5 Cleric) with 2 Minotaurs. Demands immediate surrender or allegiance to Zuggtmoy.

ACKS II Operational Rules for the Table

  • Surprise & Distance: Standard ACKS II rules apply—roll $1\text{d}6$ for surprise ($1-2$ = surprised). Default encounter distance in dark dungeon corridors is $30'-60'$ unless specified otherwise.

  • Morale Modifications:

    • If a patrol loses its leader or takes over $50\%$ casualties, roll a Morale Check immediately using the faction modifiers (Earth $+1$, Fire $+2$, Water $0$, Air $0$).

    • Skirmish encounters (Events 5 & 6) cause both participating factions to check Morale at $-1$ if the party launches a surprise ambush against them while they are fighting each other.

  • Noise & Escalation: If an encounter lasts more than 4 rounds or involves loud area-of-effect spells (e.g., Fireball, Lightning Bolt), add $+2$ to the next encounter check roll to represent nearby patrols converging on the sound.

Information gathered over ale in the Inn of the Welcome Wench in Hommlet or the shady taverns of Nulb can mean the difference between a successful expedition and a total party wipe.

Players can gather these rumors by spending gold on tavern rounds ($5\text{–}10\text{ gp}$ per roll), bribing locals, or succeeding on ACKS II Carousing or Covert Operations checks.

D10 Rumors & Faction Intel Table

d10Truth ValueRumor / Intel DetailsGameplay & Tactical Impact
1True"The elemental cults beneath the ruined temple aren't united—they hate each other more than they hate intruders."Players can use disguise or false-flag tactics to incite infighting between factions, causing automatic Morale penalties during skirmishes.
2True"Romag's Earth Cult heavily relies on brute force, but his elite guards fear fire and area-of-effect magic."Earth Cult forces suffer a $-2$ penalty to ACKS II Morale checks when hit by Fire spells or incendiary attacks.
3False"The main gates of the Temple upper ruins are completely unguarded and lead directly to the main treasure vault."The main gates are heavily trapped and monitored by gargoyles; entering here triggers an immediate level-wide alarm.
4True"Kelno's Air Cult relies on hit-and-run tactics and illusionists, but they panic if cut off from open corridors."Cornering Air Cultists in narrow $10\text{-ft}$ halls imposes a $-2$ Morale penalty and prevents their Gaseous Step escapes.
5Partially True"Belsornig of the Water Cult keeps a terrifying river monster in the subterranean pools that obeys his every command."Belsornig can summon a Water Weird, but it isn't chained to the pool—it can move through flooded channels throughout Level 3.
6True"Nulb boatmen take coin from all four cults to transport supplies, and they know the secret water entry into Level 3."Players can bribe a Nulb smuggler ($50\text{ gp}$) to bypass Levels 1–2 entirely and enter the Water Temple directly.
7False"Alrem, the Fire High Priest, is completely immune to all physical weapons and can only be harmed by holy water."Alrem wears magic chainmail and has Fire Resistance, but standard weapons affect him normally.
8True"Rufus and Burne in Hommlet are secretly offering land bounties and castle building permits for recovered cult maps."Turning in Temple floor plans to Burne yields full XP value for the maps plus a $10\%$ bonus grant toward domain founding.
9Partially True"An ancient demon queen is trapped on the lowest level, but she cannot wake unless all four elemental altars are activated."Zuggtmoy is sealed on Level 4, but activating the altars unseals the Elemental Nodes rather than awakening her directly.
10True"The temple uses a system of colored robes to mark rank and faction access—red for Fire, brown for Earth, blue for Water, grey for Air."Acquiring intact robes grants $+2$ to Disguise and Covert Operation checks to move through faction sectors unmolested.

Gathering Mechanics in ACKS II

  • Carousing Rules: Spending $10\text{ gp}$ per level on drinks at the Welcome Wench lets a character roll on the table above. A critical success allows the player to pick their preferred rumor or verify if a known rumor is True or False.

  • Nulb Informants: Information purchased in Nulb costs twice as much ($20\text{ gp}$), but sifts specifically for operational intel regarding Levels 2 and 3 (roll $1\text{d}6+4$).

Here is a detailed tactical guide for the four Elemental Altars across Levels 1–3 of the Temple of Elemental Evil, tailored with spatial layouts, defensive hazards, force deployments, and battle tactics optimized for ACKS II.

1. The Earth Altar (Level 1, Room 145 area)

  • Spatial Layout: A massive, square chamber ($60'\times 60'$) supported by four thick granite pillars. In the center sits a low, rectangular altar made of solid, unpolished basalt, stained with old blood.

  • Tactical Features & Hazards:

    • Choke Points & Cover: The four stone pillars provide Hard Cover (+2 AC / +2 Reflex Saves).

    • Uneven Stone Floor: The floor around the altar is strewn with shattered stone slabs; running or charging requires an ACKS II Acrobatics / Adventuring check or results in slipping and falling prone.

    • Earthmaster’s Resonance: Romag's presence near the altar grants all Earth Cult forces $+1$ to Morale and immunity to knockback/prone effects.

Defender Positions & Force Deployment

  • In Command: Romag (Level 6 Cleric) standing behind the altar casting buff spells on Round 1 (Striking, Protection from Good).

  • Front Line: 4 Earth Cult Veterans (2 HD, Plate Mail, Shield, Warhammers) forming a shield-wall $10'$ in front of the altar.

  • Shock Troops: 2 Earth Ogres (4+1 HD) positioned behind the corner pillars, tasked with flanking the party's rear rank once combat starts.

  • Ranged Support: 4 Heavy Crossbowmen (1 HD, Chainmail) firing from behind stone pillars.

Battle Tactics (ACKS II Rules)

  • Round 1: Crossbowmen fire while Veterans hold the choke point between the pillars. Romag casts Striking on the Ogres.

  • Round 2: Ogres charge the party's flank using ACKS II Cleave mechanics to chew through henchmen.

  • Fallback Plan: If reduced to $25\%$ casualties, Romag signals a retreat down the secret stair behind the altar leading to Level 2.

2. The Air Altar (Level 2, Room 210 area)

  • Spatial Layout: A circular, high-domed chamber ($50'$ diameter, $30'$ ceiling height) built from smooth white marble. A swirling vortex of magical air hovers above a pedestal of clear quartz in the room's center.

  • Tactical Features & Hazards:

    • Gale Force Drafts: Strong updrafts circle the altar. Ranged missile attacks (bows/slings) suffer a -2 penalty to-hit.

    • Elevated Platforms: Two $10'$-high marble balconies flank the north and south walls, giving defenders elevated firing positions (+1 To-Hit with ranged weapons).

    • Echoing Dome: Spells with verbal components cast near the center vortex trigger a $1-in-6$ chance of miscasting due to wind noise.

Defender Positions & Force Deployment

  • In Command: Kelno (Level 6 Air Cleric/Illusionist) positioned on the North Balcony.

  • Front Line: 6 Air Cult Scouts (Level 2 Thieves/Light Infantry, Leather Armor, Shortswords) guarding the base of the stairs leading up to the balconies.

  • Balcony Snipers: 4 Air Cult Archers (1 HD, Composite Shortbows) on the South Balcony firing down on targets entering through the main doors.

  • Air Guard: 1 Air Elemental (Lesser, 4 HD) hovering within the central vortex, ready to descend on spellcasters.

Battle Tactics (ACKS II Rules)

  • Ambush & Illusion: Kelno starts combat by casting Invisibility or Darkness to split party sightlines.

  • Skirmishing: The Light Infantry use hit-and-run attacks, disengaging to lure fighters toward the center where the Lesser Air Elemental can attack.

  • Kelno's Escape: If engaged directly in melee, Kelno uses his Gaseous Step ability to teleport to the opposite balcony or retreat down the ceiling vent shaft.

3. The Fire Altar (Level 3, Room 339 area)

  • Spatial Layout: A cavernous rectangular hall ($80'\times 50'$) constructed from black volcanic glass (obsidian). A raised, glowing bronze altar sits atop a three-tiered stone dais surrounded by open fire trenches filled with burning oil.

  • Tactical Features & Hazards:

    • Extreme Heat: Non-cultists inside the chamber take $1\text{d}4$ fire damage every 3 rounds unless protected by Resist Fire or magic.

    • Fire Trenches: Crossing or falling into a trench inflicts $2\text{d}6$ fire damage per round (Save vs. Blast for half).

    • Reflective Obsidian Walls: Fire spells cast inside this room increase their area-of-effect radius by $+50\%$ due to thermal reflection.

Defender Positions & Force Deployment

  • In Command: Alrem (Level 8 High Priest) on top of the altar dais, flanked by two brass braziers.

  • Front Line (Fanatics): 6 Fire Zealots (2 HD, Chainmail, Flaming Flails) positioned at the base of the dais. Morale +2 (Fanatical).

  • Shock Infantry: 2 Bugbear Shock Troops (3+1 HD) armed with halberds, guarding the flank passages around the fire trenches.

  • Special Defense: 1 Salamander or Fire Snake slithering inside the fire trenches, ready to grapple characters who approach the dais.

Battle Tactics (ACKS II Rules)

  • Aggressive Surge: Alrem opens with Flame Strike / Produce Fire ($8\text{d}6$ fire damage) aimed at party spellcasters.

  • Zealot's Aura: Allies within $30'$ of Alrem gain $+1$ to Morale and Save vs. Fear. Zealots will sacrifice themselves to push PCs into fire trenches using ACKS II Wrestling/Forced Movement rules.

  • No Surrender: Fire Cultists ignore standard morale checks until reduced to $25\%$ forces.

4. The Water Altar (Level 3, Room 314 area)

  • Spatial Layout: A partially flooded subterranean complex ($70'\times 60'$) with a central stone island reached by narrow stone walkways. The altar is a polished sea-green serpentine pedestal rising out of a $10'$-deep cistern.

  • Tactical Features & Hazards:

    • Flooded Floor: Water covers the floor ($1\text{–}3\text{ ft}$ deep). Walking speed is halved ($50\%$ movement penalty); heavy armor wearers incur a $-1$ penalty to ACKS II physical saving throws.

    • Slippery Walkways: Narrow $5'$-wide stone bridges connect the room. Taking heavy damage ($10+$ HP in a single hit) requires a Save vs. Paralysis to avoid falling into the deep cistern.

    • Aquatic Concealment: Monsters submerged in the dark water enjoy Total Concealment until they attack.

Defender Positions & Force Deployment

  • In Command: Belsornig (Level 8 Cleric/Mage) standing on the central stone island near the serpentine pedestal.

  • Front Line: 4 Water Cult Guards (2 HD, Scale Mail, Tridents) holding the narrow stone bridge access points.

  • Submerged Support: 2 Lacedons (Aquatic Ghouls) lurking beneath the surface of the deep cistern surrounding the island.

  • Ranged Support: 3 Crossbowmen with Blowguns (1 HD, Poison Darts) firing from elevated dry alcoves on the perimeter walls.

Battle Tactics (ACKS II Rules)

  • Cistern Ambush: When PCs cross the narrow bridges, the Lacedons attempt to pull low-AC targets into the deep water (Paralyzing touch underwater is extremely lethal).

  • Belsornig's Control: Belsornig casts Obscuring Mist or Hold Person on heavy fighters while summoning a Water Weird from the central cistern on Round 2.

  • Tactical Surrender: Unlike the Fire Cult, if Belsornig drops below $30\%$ HP or loses his guards, he immediately attempts to bargain, offering secrets about Zuggtmoy or Level 4 access in exchange for his life.

Level 4 represents the dark nexus of the entire complex: the prison-sanctum of the Demon Queen Zuggtmoy and the four Elemental Nodes. Unlike the petty politicking of Levels 1–3, Level 4 is an oppressive, corrupted hellscape where the veil between the Material Plane and the Abyss is razor-thin.

Running Level 4 in ACKS II converts the module’s climax into a high-stakes tactical horror scenario with domain-level fallout for the entire Kron Hills region.

1. Level 4 Overview & Environmental Hazards

Level 4 consists of immense obsidian corridors, fungal caverns, and the sealed Grand Temple Altar leading down to Zuggtmoy’s multi-tiered chamber.

  • Eldritch Corruption (Sinkhole of Evil): Level 4 functions as a Class III Sinkhole of Evil in ACKS II.

    • Turning Undead: Clerics suffer a -2 penalty on Turn Undead rolls.

    • Divine Magic: Spells cast by lawful/good clerics require a Concentration check (Save vs. Spells) if the caster takes damage while casting.

    • Fungal Contagion: Any character taking piercing or slashing damage in fungal areas must Save vs. Poison or become infected with Zuggtmoy’s Spores (losing $1\text{ CON}$ per day until cured by Remove Curse or Cure Disease).

  • Dimensional Instability: The proximity of the four Elemental Nodes causes erratic magic. Rolling a natural 1 on any spell attack or saving throw against spells triggers a roll on the ACKS II Eldritch Mischief table.

2. Boss Mechanics: Zuggtmoy, Lady of Fungi

Zuggtmoy is bound inside her subterranean throne room by the power of the Gravecurve Seals and the Orb of Golden Death. Her power directly correlates to how many seals remain unbroken and whether the players control the Orb.

Zuggtmoy (Bound / Weakened State)

Large Demoness (Demigoddess)

  • Armor Class: 10 (Natural Armor + Magical Aura)

  • Hit Dice: $16\text{d}8+32$ ($104\text{ hp}$)

  • Attacks: 4 Tentacles +12 melee ($2\text{d}6+4$ + Spore Touch)

  • Saving Throws: Blast/Breath 6+, Spells 5+, Magic Items 6+, Paralysis/Petrify 5+, Death/Poison 4+

  • Movement: $90'$ ($30'$) / Fly $60'$

  • Morale: +4 (Unbreakable)

  • Alignment: Chaotic Evil

  • XP: 8,500

Boss Phase Mechanics & Special Abilities

  1. Forms of Decay (Phase Shift):

    • Form 1 (Puffball / Mold Mass): While bound, she appears as a grotesque fungal mound. She gains $+4\text{ AC}$ against non-magical weapons and reflects $25\%$ of physical melee damage back to the attacker.

    • Form 2 (True Form): Once reduced to under $50\%$ HP or if freed by the Orb, she transforms into an ethereal human-like torso rising from a mass of rotten tentacles, gaining two additional tentacle attacks per round.

  2. Spore Cloud (Recharge 5–6): As a main action, Zuggtmoy releases a $30'$ radius cloud of toxic spores.

    • Effect: All living creatures in the cloud must make a Save vs. Poison. Failure results in immediate mind-control (Confusion / Suggestion) for $1\text{d}4$ rounds, forcing allies to attack one another.

  3. Orb of Golden Death Vulnerability:

    • If a character possesses and actively channels the Orb of Golden Death, Zuggtmoy suffers a -2 penalty to all saves and cannot use her Spore Cloud ability within $30'$ of the bearer.

    • Using the Orb to command her requires a Charisma check vs. her Hit Dice using ACKS II spell-command mechanics.

3. Faction Collapse & Domain Fallout Rules

When the PCs break into Level 4 or defeat/seal Zuggtmoy, the delicate balance keeping the upper levels functioning collapses instantly.

The Domino Effect (Dungeon Collapse Mechanics)

Upon the death or re-sealing of Zuggtmoy (or the destruction of the central altar on Level 4):

  1. Immediate Cult Panic (Turn 0):

    • All active Morale modifiers across Levels 1–3 for Earth, Air, Fire, and Water cults drop to -4.

    • Cult leaders (if still alive) abandon their altars, attempting to loot their own treasuries ($2\text{d}6\times1,000\text{ gp}$) and flee toward Nulb or Verbobonc.

  2. Elemental Node Implosion (24 Hours):

    • The gateways to the elemental planes buckle. Roll $1\text{d}4$ every hour:

      • 1 (Earth): Cave-ins collapse $25\%$ of Level 1 corridors.

      • 2 (Air): Violent tornadic winds sweep Level 2, making missile attacks impossible and destroying light sources.

      • 3 (Fire): Superheated gas fills Level 3, dealing $1\text{d}6$ fire damage per turn to unarmored/unprotected explorers.

      • 4 (Water): Flash floods submerge $50\%$ of Level 3 under $6\text{ ft}$ of water.

  3. Regional Domain Impact (Kron Hills & Hommlet):

    • Monster Dispersal: Over 200+ surviving mercenaries, bugbears, and cultists scatter into the surrounding wilderness, raising the local Wilderness Encounter Check rate in the Kron Hills from 1-in-6 to 3-in-6 per day for $1\text{d}4$ months.

    • Land Value & Domain Growth: Securing Level 4 permanently removes the regional corruption hex modifier, increasing Hommlet’s maximum Land Value and allowing players to establish a Class V Settlement / Barony with a $+15\%$ population growth bonus.

Here is a detailed domain, economic, and military guide for the Village of Hommlet constructed specifically using the domain, market, and troop availability mechanics from Adventurer Conqueror King System II (ACKS II).

1. Settlement Profile & Domain Demographics

Hommlet is a growing frontier farming village located along a major trade spur between Verbobonc and Dyvers. Though outwardly peaceful, its proximity to the Kron Hills and the ruined Temple makes it a critical strategic focal point.

  • Settlement Class: Class VI Settlement (Small Village / Frontier Township)

  • Dominant Terrain: Borderland / Clearing (Kron Hills Fringe)

  • Total Families: 80 Families (~400 total inhabitants)

  • Monthly Land Revenue (Base Taxes): 80 families × 2 gp = 160 gp / month

  • Resource Potential: Agriculture, Livestock, Grain Milling, Strategic Trade Rest-Stop

  • Garrison Capacity: Up to 1/10th of population (approx. 40 militia/men-at-arms) without economic strain.

2. ACKS II Market & Economic Rules

As a Class VI Market, Hommlet has limited access to high-end goods, specialized magic, or rare mercenaries, but serves as an ideal base of operations for lower-level adventuring parties.

Market Parameters & Limits

  • Base Land Market Value: Very limited local stockpiles.

  • Monthly Trade Goods Capacity: Max 500 gp in standard supplies.

  • Availability Thresholds:

    • Common Gear & Weapons: Readily available (leather, iron weapons, shields, rations, adventuring gear).

    • Heavy Armor & Martial Gear: Plate mail and specialized heavy armor are unavailable in stock. Standard turnaround for custom armors (via the local Smith, Brother Smyth) requires 2–4 weeks.

    • Magic Items & Scrolls: None for sale openly. (Burne & Rufus possess personal stockpiles, but will only trade or scribe scrolls for trusted allies of Law).

Key Business Investments for PCs

PCs using ACKS II investment or business rules can purchase or fund local enterprises:

  • The Inn of the Welcome Wench (Ostler Gundigoot):

    • Investment Value: 1,200 gp

    • Monthly Revenue: $2\text{d}6 \times 10\text{ gp}$

    • Special Function: Primary site for ACKS II Carousing rules to gather rumors and recruit henchmen.

  • The Church of St. Cuthbert (Canon Terjon):

    • Sanctuary & Healing: Offers divine spell casting services (Cure Light Wounds, Cure Disease) in exchange for church donations at standard ACKS II rates ($25\text{ gp}$ per 1st-level spell equivalent).

  • Burne’s Tower & Castle Construction Project:

    • Infrastructure: Currently under construction (Class V Fortification).

    • PC Integration: PCs can invest funds into the castle project. Funding $2,000+\text{ gp}$ grants the party land rights in Hommlet and a future manor plot upon completion.

3. Mercenary & Troop Availability (ACKS II Muster Table)

Because Hommlet is threatened by local bandits and cult agents, the local populace maintains a vigilant militia. Players looking to hire men-at-arms for dungeon expeditions or domain defense can roll monthly on the table below.

Monthly Recruitable Forces in Hommlet (Class VI Market)

Troop TypeMonthly AvailabilityCost / MonthEquipment & Role
Light Infantry (Militia)$2\text{d}6$2 gpLeather Armor, Spear, Shield, Dagger. Local farmers; Morale -1.
Heavy Infantry$1\text{d}4$3 gpRing/Chain Mail, Sword, Shield. Veteran guards; Morale 0.
Bowmen (Archers)$1\text{d}6$3 gpLeather Armor, Shortbow, Dagger. Local hunters; Morale 0.
Heavy Cavalry0–1 (50% chance)20 gpChain/Plate, Shield, Warhorse, Lance, Sword. Men-at-Arms serving Burne & Rufus; Morale +1.
  • Recruitment Cap: Hommlet can supply no more than 20 total active mercenaries per month before triggering labor shortages ($-10\%$ to monthly domain revenue).

4. Key Local Power Brokers & Alignment Factions

Managing Hommlet requires navigating three main political factions operating within the village:

  1. The Old Guard (Lawful Good / Neutral):

    • Leaders: Burne (Level 8 Mage) and Rufus (Level 6 Fighter).

    • Role: Agents of the Viscount of Verbobonc. They command the local garrison and oversee domain security.

    • ACKS II Utility: Burne acts as a spell research tutor for Mages, while Rufus can train Fighter PCs/henchmen.

  2. The Church of St. Cuthbert (Lawful Good):

    • Leaders: Canon Terjon (Level 6 Cleric) and Calmert (Level 3 Cleric).

    • Role: Spiritual authority driving the purge against chaos.

    • ACKS II Utility: Primary source for identifying curse effects, divine spellcasting, and purchasing holy water.

  3. The Hidden Cult Cell (Chaotic Evil Infiltrators):

    • Agents: Undercover cult spies (e.g., the local Trader, Jayf, or various farmhands).

    • Role: Monitor party movements, sabotage domain defense, and alert Nulb / Temple forces.

    • ACKS II Mechanics: Players running Covert Operations or Counter-Espionage checks in Hommlet can uncover these agents to gain surprise advantages during Temple raids.

5. Domain Upgrades & Growth Potential

If the PCs clear the Temple and establish a stronghold in Hommlet:

  • Market Elevation: Clearing the trade roads elevates Hommlet from a Class VI to a Class V Market within 6 months, expanding available trade goods and mercenary pools by $100\%$.

  • Baronial Expansion: The clearing of the Kron Hills opens up 3 adjacent hexes ($6\text{-mile}$ hexes) for domain clearing, allowing PCs to construct their own fortified keep and claim up to 300 additional peasant families.

Here is a detailed 6-mile hex crawl map key designed using ACKS II exploration, encounter, and terrain mechanics. It bridges the regional expanse connecting the Village of Hommlet, the lawless haven of Nulb, the fell Temple of Elemental Evil, and the surrounding Kron Hills wilderness.

Regional Wilderness Overview & Navigation Rules

  • Scale: 1 Hex = 6 Miles.

  • Base Terrain: Plains / Scrubland (Hexes 01.01, 01.02), Marsh / Swamplands (Hexes 02.02, 03.02), Dense Woodland / Forest (Hex 02.01), Rough Hills / Kron Hills Fringe (Hexes 03.01, 03.03).

  • Exploration Rate (ACKS II):

    • Plains / Road: $18\text{ miles/day}$ ($3\text{ hexes}$).

    • Woods / Hills: $12\text{ miles/day}$ ($2\text{ hexes}$).

    • Swamp / Marsh: $6\text{ miles/day}$ ($1\text{ hex}$).

  • Wilderness Encounter Frequency: Roll $1\text{d}6$ once per hex entered (or once per rest period). An encounter occurs on a 1 (or 1–2 in Swamp/Temple hexes).

  [01.01] ---------- [02.01] ---------- [03.01]
  Hommlet            Gnarley Woods      Kron Hills
  (Safe Hex)         Fringe             Watchtower

     |                  |                  |
     |                  |                  |

  [01.02] ---------- [02.02] ---------- [03.02]
  Verbobonc Road     Emridy Meadows     Nulb & Swamps
  Waystation         Battlefield        (Haven of Thieves)

                        |                  |
                        |                  |

                     [02.03] ---------- [03.03]
                     Moathouse Ruins    The Temple Ruins
                     (Lareth's Lair)    (Sinkhole of Evil)

Hex Crawl Key & Points of Interest

Hex 01.01: The Village of Hommlet (Settlement Hex)

  • Terrain: Open Farmland / Well-Traveled Roads.

  • Encounter Chance: 1-in-6 (Mostly local patrols, farmers, merchants).

  • Point of Interest: Hommlet Base of Operations

    • Class VI Settlement guarded by Burne’s Militia. Safe rest zone; no wandering monster checks inside village limits.

    • Special Event: Parties carrying $500+\text{ gp}$ in dungeon loot attract the attention of hidden cult spies, who report party movements to Hex 03.02 (Nulb).

Hex 01.02: The Verbobonc Road Waystation

  • Terrain: Scrubland Plains with a paved trade road.

  • Encounter Chance: 1-in-6.

  • Point of Interest: The Broken Axle Inn

    • A fortified stone coaching inn catered to merchants traveling between Verbobonc and Dyvers.

    • Faction Presence: 6 Guard Men-at-Arms (1 HD) under the command of a retired Merchant Captain.

    • ACKS II Opportunity: PCs can hire $1\text{d}4$ Light Horsemen or Teamsters here ($10\text{ gp/month}$) to guard wagon trains bringing dungeon loot back to major cities.

Hex 02.01: Gnarley Woods Fringe

  • Terrain: Dense Old-Growth Forest (Movement halved).

  • Encounter Chance: 2-in-6.

  • Point of Interest: The Hermit of the Ash Tree

    • Deep within the wood resides Jaroo Ashstaff’s grove or a reclusive Druid circle (Level 5 Druid).

    • Tactical Benefit: If treated with respect, the Druid will heal poisoned PCs or offer insight into regional weather hazards.

    • Wandering Encounter Table (d6): 1–2: $1\text{d}6$ Wolves; 3–4: $1\text{d}4$ Wood Cutters / Poachers; 5: $1\text{d}2$ Owlbears; 6: Air Cult Scouting Party ($2\text{d}4$ Light Infantry).

Hex 02.02: Emridy Meadows Battlefield

  • Terrain: Rolling Grassland littered with overgrown earthworks and ancient grave mounds.

  • Encounter Chance: 2-in-6 (Increases to 3-in-6 at night).

  • Point of Interest: The Mass Graves of the Horde of Elemental Evil

    • The site of the great battle ten years prior where the forces of Law smashed the Temple armies.

    • Sinkhole of Evil (Class I): Clerics suffer $-1$ to Turn Undead rolls within the meadow.

    • Haunted Mounds: Looting the cairns yields $2\text{d}6\times 10\text{ gp}$ in tarnished silver/jewelry, but triggers a battle with $2\text{d}4$ Skeletons / Wights rising from the earth.

Hex 02.03: The Ruined Moathouse

  • Terrain: Brushland & Stagnant Creek.

  • Encounter Chance: 2-in-6.

  • Point of Interest: The Outpost of Lareth the Beautiful

    • The classic introductory dungeon module setting. Serves as the primary forward outpost for the Temple.

    • Garrison: $1\text{d}6+4$ Bandits / Cult Guards, $2\text{d}4$ Gnolls, and Lareth the Beautiful (Level 5 Cleric) hiding in the subterranean vaults.

    • Strategic Value: Clearing this hex cuts off the Temple's primary recruitment pipeline from the main road and provides the PCs with a fortified forward base.

Hex 03.01: Kron Hills Watchtower

  • Terrain: Rough Rocky Hills (Movement halved).

  • Encounter Chance: 2-in-6.

  • Point of Interest: The Ruined Signal Tower

    • An abandoned dwarf-built watchtower overlooking the swamp access routes.

    • Current Occupants: A gang of $1\text{d}4+2$ Hill Giants or a splinter unit of Earth Cult Ogres using the tower as an observation post.

    • Strategic Advantage: Capturing the watchtower grants a sweeping view of Hexes 02.02, 03.02, and 03.03, removing the chance of being surprised during wilderness movement in those hexes.

Hex 03.02: Nulb & The Flanness Swamps

  • Terrain: Smelly, Fetid Marshland (Movement reduced to $6\text{ miles/day}$).

  • Encounter Chance: 3-in-6.

  • Point of Interest: The Village of Nulb

    • Settlement Class: Class VI Lawless Haven / Smuggler Den.

    • Law & Order: None. Murder and robbery are common; PCs carrying visible wealth must make a Covert Operations / Carousing Check or be targeted by $1\text{d}6+2$ Assassins/Thieves at night.

    • Key Locations: The Waterside Hostel (run by Wat & Dick Rann, covert Water Cultists) and the River Wharves (bribe boatmen $50\text{ gp}$ for secret water access into Level 3 of the Temple).

Hex 03.03: The Ruins of the Temple of Elemental Evil

  • Terrain: Desolate Wasteland / Twisted Vegetation.

  • Encounter Chance: 4-in-6 (Roll every 4 hours).

  • Point of Interest: The Grand Temple Complex

    • The central campaign mega-dungeon.

    • Sinkhole of Evil (Class II): All Lawful/Good characters suffer $-1$ to Morale; divine magic requires concentration checks under stress.

    • Outer Defense Network: Gargoyles on the upper roof line act as sentries. Entering the hex triggers active response patrols from the four sub-cults (Earth, Air, Fire, Water).

ACKS II Regional Random Encounter Table (d10)

Roll this table when an encounter is indicated while traveling between hexes:

d10Wilderness EncounterQuantityAlignment & ReactionNotes / ACKS II Rules
1Nulb Bandit Road-Block$2\text{d}4+2$Chaotic Evil (Hostile)Demand $20\text{ gp}$ toll per horse/wagon. Morale 0.
2Cult Patrol (Random Faction)$1\text{d}6+1$Chaotic Evil (Unfriendly)Roll $1\text{d}4$ for Faction (1: Earth, 2: Air, 3: Fire, 4: Water).
3Kron Hills Gnome Traders$2\text{d}4$Lawful Good (Friendly)Willing to trade rations, gems, and short swords.
4Giant Frogs / Marsh Monstrosities$1\text{d}4$Neutral (Hungry)Attacks from ambush in Marsh hexes ($1-3$ on 1d6 surprise).
5Verbobonc Cavalry Patrol$1\text{d}4+1$Lawful Good (Helpful)Heavy Horsemen checking papers and hunting bandits. Morale +2.
6Wandering Ogre Mercenaries$1\text{d}2$Chaotic Neutral (Mercenary)Can be hired for $10\text{ gp/day}$ each if bribed with food/wine.
7Escaped Cult Prisoners$1\text{d}3$Neutral Good (Frightened)Escapees from Level 1; can offer floor plans/secrets if protected.
8Harpy Pack$1\text{d}4$Chaotic Evil (Hostile)Lair in the Kron Hills; use captivating song during travel.
9Dire Wolves$1\text{d}6$Neutral (Aggressive)Stalk party during night camps.
10Temple High Inquisitor & BodyguardsSpecialChaotic Evil (Hostile)1 Level 6 Cleric + 2 Minotaurs hunting party deserters or PCs.

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