Building Better Villages for Greyhawk: How Bellwright’s Beta Brought Life to the Viscounty of Verbobonc DND Greyhawk Campaign

Welcome to the 3orcs Blog—a dedicated space for Dungeons & Dragons fans and Dungeon Masters delving into the classic World of Greyhawk. Here, you’ll find campaign guides, NPC profiles, DM tips, and resources centered around Greyhawk’s rich lore, including in-depth insights for the Temple of Elemental Evil. Join me for articles, maps, and exclusive content to enhance your D&D adventures!
A blog post by 3orcs for Dungeon Masters running the Temple of Elemental Evil
In the backwaters of the Viscounty of Verbobonc, nestled against the murky banks of Imeryd’s Run, lies the festering hive of Nulb—and at its heart, the Waterside Hostel. It isn’t just an inn. It’s a cauldron of scheming pirates, cutthroats, cultists, and desperate adventurers, each seeking something—coin, glory, or power. If you're a Dungeon Master running T1: The Village of Hommlet and eyeing a deeper dive into the seedy roots of evil in Greyhawk, this is the side location to breathe life into.
And trust me—when your party walks into this place, the adventure won’t wait until morning.
When I first ran Temple of Elemental Evil for my players, I knew I wanted the village of Nulb to feel like a slow-motion ambush. Everyone is watching. Everyone has a knife behind their back. That’s why I love the Waterside Hostel—it’s a tavern with teeth.
In my version, I layered in dozens of factions: pirates from the Wild Coast, Temple agents posing as mercenaries, and even Rhennee bargefolk moving illicit goods. Players looking for rumors, work, or just a drink soon find themselves tangled in webs spun by Dick Rentsch, the barkeep and secret Earth Temple agent.
This place thrives on paranoia—and players love it.
Location: Center of Nulb, facing Imeryd’s Run
Structure: Rustic fieldstone and timber, large tavern room, multiple bunk-style rooms upstairs
Reputation: Notorious, dangerous, and cheap
Known For: Banditry, shady deals, disappearances, and bug-infested bedding
Gruff. Suspicious. A man of “business.” He’s here to keep the chaos boiling just under the surface. Unbeknownst to most, he reports to Romag, high priest of the Earth Temple. But even within the cult, Dick plays his own game.
Secretly recruits for the Cult of the Elder Elemental Eye
Has enemies among rival Temple agents, especially his own bartender
Maintains fragile peace with pirates, Rhennee, and bandit gangs
By day, just a man pouring drinks. By night? A rival cult agent working against Dick—possibly for the Fire Temple, or maybe for someone worse.
Room A (Common Room): 12 bunks, 5 sp per cot
Room B, C, D (Small Rooms): 6 bunks each, 7 sp per bunk or 3 gp per private room
Security: None. Thievery is common. Valuables go missing.
Stable Services: 3 sp to 1 gp per night, depending on level of grooming and care
Daytime: Quiet. Locals and Rhennee regulars nurse drinks.
Nighttime: Controlled chaos. Bandits, mercenaries, pirates, and Temple agents drinking, plotting, and recruiting.
The Hangmen: Cult-aligned bandit gang; up to 4 members present any night
Temple Agents: Posing as travelers; watching and whispering
Magicians: Epaqir and Baalgo, dark mages in Room B, working for Menentep
Merchants: Borter & Doe, dubious traders with mind-controlled barbarian bodyguards
Bandits & Villagers: More than just NPCs—they’re living plot threads
Rentsch and Wat are both double agents—and don’t know it. Stir paranoia. Watch them tear each other apart.
He asks the players to ambush a gnoll pack for the Earth Temple. Play it straight or betray him.
Wat poisons Rentsch. Do the players save him or let the betrayal unfold? Each path leads to deeper involvement with the Temple.
Add tension by keeping the players under constant watch
Plant secrets in overheard conversations, drunken boasts, or coded messages
Make NPCs memorable—each with an accent, secret, and weakness
Use this as a hub to explore faction conflict, recruit allies, or set the stage for betrayal
And keep this in mind: every person they meet might be with the Temple.
If you're running T1: Village of Hommlet and your party just took out Lareth the Beautiful, they'll be hungry for the next lead. The Waterside Hostel offers dozens. It’s your bridge to the Temple proper, the dark cults, and the broader war brewing in Verbobonc’s shadows.
And the best part? It’s all in one dank, bug-bitten, booze-soaked tavern.
In my campaign, The Waterside Hostel is the fork in the road. Do the players trust a bandit to learn more about the Temple? Will they infiltrate it from the inside? Or do they spark a turf war between rival factions?
The setting gives you enough plot hooks, personalities, and politics to run entire sessions without ever stepping foot in the Temple itself—making Nulb not just a stopover, but a narrative playground for your Temple of Elemental Evil campaign.
👉 Want the full NPC writeups, side quests, and dialogue? Visit the Verbobonc Campaign Guide 576 CY
👉 Watch deep-dive lore videos on the 3orcs YouTube channel, where I break down each element of the campaign and share DM strategies
👉 Support the project and get exclusive art, maps, and tools at Patreon.com/3orcs
🎲 And a huge shoutout to Daniel Rivera (aka Darklyte) for the VTT map of the Waterside Hostel. His work brings Nulb’s shadowy heart to life on the digital tabletop. Go check it out if you want to give your players a visual they won’t soon forget.
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