DM Notes - The Role of Nulb in T1-4 Temple of Elemental Evil
Dungeon Master’s Introduction
The Role of Nulb in T1-4 Temple of Elemental Evil
The Village of Nulb serves as an essential setting for Dungeon Masters running the classic T1-4 Temple of Elemental Evil by Gary Gygax and Frank Mentzer. Originally, the module offered only a brief glimpse into Nulb, leaving much of its intrigue, inhabitants, and locations open to interpretation. This publication aims to expand and reimagine Nulb, providing Dungeon Masters with a fully fleshed-out village to enhance their campaigns while staying true to Gygax's vision.The Original Vision of Nulb
In the T1-4 Temple of Elemental Evil, Nulb is presented as a den of scum and villainy, a place where adventurers encounter danger at every turn. However, Gygax only keyed four specific locations and introduced a small roster of non-player characters (NPCs). Nulb was meant to be a haven for pirates, brigands, and cultists loyal to the Temple, but its potential as a campaign hub was left largely untapped. Gygax later mentioned in interviews that there were plans for additional Temple outposts and expanded content for Nulb, which had to be omitted to keep the module from ballooning to an unwieldy size. As it stands, T1-4 Temple of Elemental Evil is already one of the most detailed and sprawling modules of its time. A fully developed Nulb would have added hundreds of pages to the adventure, making it impractical for publication.
Burnt House, Nulb by 3orcs
Expanding the Vision: Nulb as a Dynamic Setting
This reimagined version of Nulb provides Dungeon Masters with the tools to immerse their players in a village rife with intrigue, danger, and opportunity.- Lawlessness and Power Struggles: Nulb is a chaotic frontier town with no formal government. Power rests with the most cunning or ruthless factions, each vying for control. Lady Nysera’s Iron Talons patrol the streets, pirates disrupt trade, and bandit gangs carve out their own spheres of influence. The resulting power vacuum is fertile ground for adventurers to navigate shifting alliances and treacherous plots.
- The Temple’s Shadow: Following the Battle of Emridy Meadows in 569 CY, the Temple of Elemental Evil has spent the last seven years rebuilding in secret. Nulb plays a critical role in their resurgence, serving as a staging ground for covert operations. Agents and priests from the Earth and Water Temples use the village to recruit allies, smuggle supplies, and destabilize the region—all while avoiding detection by the Forces of Good.
- A Living, Breathing Village: Nulb is more than just a backdrop. This expanded setting includes detailed NPCs, factions, and locations, from the ominous Baroness Manor of Lady Nysera to the murky dealings at the Boatman’s Tavern. Every alley, bridge, and dock conceals secrets, and every NPC has ambitions, fears, and motivations.
Use Case for Dungeon Masters
This module expansion serves several key purposes:- Campaign Depth: The additional content for Nulb allows Dungeon Masters to enrich their campaigns with new storylines, faction dynamics, and opportunities for roleplaying and exploration.
- Customizable Encounters: The power struggles between Lady Nysera, the pirates, and Temple agents give DMs flexibility to tailor encounters based on player actions.
- A Staging Ground for the Temple: Nulb provides an ideal setting for adventurers to uncover clues about the Temple’s activities, encounter its agents, and engage with factions working both for and against the cult.
The Temple’s Strategy in Nulb
The resurgence of the Temple of Elemental Evil hinges on secrecy and gradual buildup. Unlike the bold displays of power seen in the past, the new Temple leadership employs subtlety.- Covert Recruitment: Pirates, brigands, and outlaws in Nulb are prime targets for recruitment. The Temple provides them with coin, resources, and protection in exchange for loyalty.
- Resource Smuggling: The docks of Nulb and the nearby waterways are critical for smuggling supplies, weapons, and even slaves to support the Temple’s operations.
- Faction Manipulation: Agents of the Earth and Water Temples play a dangerous game, pitting local factions against one another to consolidate influence while keeping their presence hidden from the Forces of Good.
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