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The Village of Hommiet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few eer OR Ce ee eu still suffers from incursions of bandits and strange monsters . . fi OL eR eR ee guard tower (main floor, upper rooms and cellars), an informational key regarding the inhabitants, and @ mop and Exploration key for a destroyed moat house, a former outpost of the Temple of Elemental Ev. The whole provides @ nN ee et ee ee el Ra ed te URLs Srey gira Per prereset ad eer crerey Perry Buildings ‘Stream Pb et CHUWET WAKER sin : Feghcahe + + rorten. CHARGERS 1 Somer el wae ow ine ea WELCOME “ | va h ia Stone Wall Split Rall i. Fence tet Post Fence Lieb "é ADYANCED ¢° DUNGEONS & DRAGO Cai NS" a Dungeon Module T4 The Village of Hommlet by Gary Gygax INTRODUCTORY TO NOVICE LEVEL Tsk Games A POB 756 . LAKE GENEVA, WI 53147 ISBN 0.935696-11-3 PanreDNUsA Advanced Dungeons & Dragons Dungeon Module #14 The Village of Hommiet Background: The Village of Hommiet—Hommiet as it is com- monWy called—Is situated in the central part of the Flanaess, that potion of easter erik Continent which is known and "chilizod”. The village (actually hamlet-sized, though local parlance distinguishes tt with the term “vilage”) is located some 10 or so. leagues southeast of the town of Verbobone, on the fringe of the. tentfory controlled by Its noble Lord, the Viscount of Verbobone. It 's al c crossroads. To the noth is the mighty VeWerdywa River, ‘along whose south bank runs the Lowroad. Many days'travel to the east, on the shores of the Lake of Unknown Depts (Nyr Dy) is the great walled city of Dyers, the vilage of Sobanwych about halfway along the route. Below that fo the southeast ondeost are. miles and miles of forest, he Gnarley, beyond which is the Wile Coast, Woolly Bay, and the Sea of Geamat. The road south forks a league oF so beyond the litle community, one meandering off towards the Wild Coast, he other roliing through the lower Kron Hills to the village of Osiverk and then eventually turning southwards again into the elven Kingdom of Celene. The western route leads info the very heart of he gnomish highlands, passing through Greenway Valley about a day's travel distant and going ‘onwards fo the Lortmil Mountains far beyond. Hommlet grew fom a form or Wo, a fest house, and a smithy. The roads brought a suficient number of travellers ond merchant ‘wagons to ottract tradesmen and artisans to serve those passing through. The rest house became a thriving inn, awhee! andwain- ‘wright settled in the thorp, and more formers and herdsmen followed, for grain wos needed forthe passing animals, and meat was in demand for he innfokk. Prosperity was great, forthe lord of the district was mild and taxed but tie. Trade was good, and the land was untroubled by war or outlaws or ravaging beasts. The ‘a12a Was t00 free, 100 Deautul, too bountiful, atleast in the eyes ‘of some, Whether ine evil come west fom Dyvers asis claimed by ‘one faction, oF crept up out of the forestiands bordering the Wild Coast as others assert, come it did. Al fist it was only afewthieves ‘and an odd group of bandits molesting the merchant caravans, Then came small bands of humanoids—kobolds or goblins — raiding the flocks and herds. Local militia and foresters of the Waldgtat of Osiverk apprarently checked, but not stopped, the spread of outlawry ond evi. A collection of hovels and their slovenly inhabitants formed the hucleus for the troubles which were to increase. A wicked cleric established @ small chapel at this point. The folk of Hommiet tended fo ignore Nulb. even though it was but six miles distant. The out-otthe way position was ideal forthe fel purposes planned {or this settlement, as was its position on « small mver flowing into the VeNerdyva. The thickets and marshes around Nulo become the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters clke. The chapel grew into astone temple as is falfful brought in thet il.gotten tithes. Good folk were robbed, pillaged, enslaved, or worse. In but three years a grim and foreboding fortress surounded the evil place, and swarms of creatures worshipped and worked their wickedness there, The servants of the Temple of Elemental Evil made Hommiet and the lands for leagues around a mockery of freedom and beauty. ‘Commerce ceased, crops withered, pestilence was abroad. Bul the leaders of this cancer were full of hubris, and in their ‘overweaning pride sought to overthrow the good realms to the north who were coming fo the rescue of the land being crushed Under the tyranny wrought by the evil temple. A great battle was fought io the east, and when vilagers saw stteams ofochre-obed men and humanoids fleeing south and west through their ‘community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout $0 great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evi fell within o fortnight, despite the cid of a tenible demon. The place was ruined and sealed against a futher retum of such abominations ™ by powertul blessings and magic. Lie quickly retumed to a semblance of wnat ithad been before the rise of the temple, ond in the decode since, the vilage and surounding countyside have in fact become more rich ond prosperous than ever before. ‘A monstrous troll which plagued the place for atime was hunted ‘down by a body of passing adventurers, With fs ashes, these fellows retumed a goodly fortune as well, leaving a portion with the vilagers to repay them for heir losses before going elsewhere: {0 s00k their fortunes. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, ‘ond not @ few did locate remote lairs and find wealh—lust as some never retumed at all. Afler some five years, adventurers stopped coming tothe area, as it seemed that no monsters were left to slay, no evil existed here fo be stamped out. For four years thereafter, this seemed nue, but shen bandits began to ride the roads agoin—not frequently, but fo some effect. This seemed al 00 familiar somehow to the good folk of Homimiet, so they sent Word to the Viscount that wicked forces might sill urk there- bouts. This information has been spread throughout the ‘countryside, and the news has attracted outsiders to the vilage ‘once again, Who and whot these men are, no.one can be quite sure, although all claim to be bent on slaying monsters and bringing peace and security fo Hornmist, for deeds speak more loudly than words, and les cloak tue purposes ofthe malevolent. Start: Your paty is now approaching the Village of Hommiet, hhoving ridden up from lands of the Wild Coast. You are poorty ‘mounied, badly equipped, and have no large sums of cash. In fact, al you have is what you wear ond what youride, plus he few coins that are hidden in purses and pockets. What you do ‘possess in quantity, though, is dating and a desite to become \Weatthy and famous. Thus your group comes to Hommiettoleam Itthis is ndeed « place for adventurers fo seek their fortunes. You all hope, of course, to goin riches and make names for ‘yourselves, What the outcome of this willbe is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredienis of what follows, be it for weal or Woe. The small community at the crossroads is « completely unknown uantily. What is there, who will be encountered, where fo go? These are your fist explorations and encounters, so chance may dictate as much as intelligence does. Wil Outsiders be shunned? ‘Ate reports of the whole community engaging In evil practices true? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare fo venture into the lands which were once the Temple's? All of these questions wil soon be answered. The dusty, rutted road Is lined with closely-grown hedges of brambles and shrubs. Here and there it cults through a copse or (crosses @ rivulet. To either hand forest and meadow have given ‘way to eld and orchard. Asmallherd ofkine graze nearby, and o istant hillis dotted with the white of a flock of sheep. Ahaad are thatched roots and stone chimneys with thin plumes of blue smoke ising from them. A road angles wes! into the hill country thete, and to elther side of the road ahead ore boms and ulldings—Hommlet at last! The acventure begins Notes for the Dungeon Master only This module is designed for beginning play. This is not to say that ‘experienced players can not play and enjoy the scenario, but they should star new, 4st level, charactets1o.do so. Ityou happen toove a group which is quite new fo the game, thereisno sense in requiring that they begin the wnole thing over once more. Experienced ‘st, 2nd, and even 3rd level characters can begin in Hommist. You must modi the material in the START portion, of ‘course, ond I is @ good idea to sharply limit the amount of material they can bring to the village, as you will understand ‘when you read the KEY fo the place. If your group of players has had exceptional luck, simply engineer o minor encounter or wo ‘along the way—leprechauns, a thiel, or pemaps some brigands, Each numbered building area has its general information fist. Immediately following this is material which you should net reveci to the players. As a motter of course throughout this module, all insertional material whichis for your information is in bold face or enclosed by parentheses. As you read aloud, skip those sections, Of course, f you are so thoroughly familiar with the module that you can simply glance at the number key and then pul ‘everything in your own words, 80 much the better. ou should be conversant with the whole before beginning play, and your players will reflect the degree of skill you have in presenting the material herein dramatically, as it were your own, Infact, the whole is only general, and while some characteristics ‘of he non-player characters (hereatter refered to as NPCs) are. given, there Is sufficient latitude for you to completely personalize the module to fi your style of play and satisty your players. Follow the guidelines given, but round them out so as to make each encounter unique. The persons met at the inn, clong the food, ‘and so forth, are you; for ihe Dungeon Master is almonsters, NPCs, the gods, everything, Play ito the hit. Do with fairand wit Be fair both to the characters and to yoursel. Be deceitful, clever. ‘and thoroughly dishonest when acting the patt of a thiet. Be Cunning but just when in the tole of a warding ranger. Actually think of a8 ifthe pat you are faking is hat ofe character you cre playing, and act accordingly, but temper actions wn asinterest In the eventual outcome and only from the viewpoint of that atticulor role. Wearing two, three, or a halt dozen or more Gitferent hals is challenging, bui that is part of being an ‘outstancing DM. The area here, as well as that of the Temple (contained in a separate module), wos developed in otdertosmootniy integrate players with and without experience in the Greyhawk Campaign Info @ scenario related fo the “old timers” only by relative proximity, All had new characters, although the experienced players were assigned characters wth levels above 1st or 2nd. The whole attempt turned out quite well, and many of the NPCs inthe module ate the characters and henchmen developed through play. The suction and the surtoundings hove been altered because of the actual experiences of hese participants, ‘though the “clock” has been tured back to give you and your ‘group of players an opportunity to make “history’ on your own, While lam stongly tempted to relate the events of he campaign we played, | belleve that i is inappropriate to the module— emops sometime in an article in THE DRAGON Only certain ofthe vilagers are named. Please name the others to suit your campaign, Similorly, most of the buildings do not have floor plans, so you should do them for any of these where you plan action. Change the map of Hommiet as the game ‘progresses. Note any places which are destroyed, addnew ones: for any persons you have moved into the place. a general battle ‘seems likely, you Can Ist the village militia and fight it out on the tabletop. In short, the scenario has been lef as open as possible for individualization. Have fun! ‘As a inal note, remember that the NPCs who are given os agents ‘of various powers will send a continual stream of information to their superiors. They willbe cautious in allthat they do.and unlikely to be duped or maneuvered. If they patticipate in any adven- tutes, or ithey are imprisoned orbadiy treated, their masters” wil be very unhappy upon hearing the bad news, and each concemed party will absolutely seek to redress matters ‘according fo thelr alignment, personally, and ultimate goals, There are wheels within wheels in Hommiet andthe lands around, ‘and behind each character there is another, the circles growing ‘wider and the figures shadowy but very power KEY TO THE VILLAGE OF HOMMLET 41, PROSPEROUS FARM COTIAGE AND LARGE BARN: The wood ‘and plaster house is welkkept, and the bam beyond is bulging with hay, grain, tc. Several fat animals are about. A large goodwile, rosy-cheeked and friendly. greets oll who Ceol, while four children look on. Inside a young git and an. ‘old granny do various chores. Two large farmdogs (AC 7: HD 4-4, HP; 7.5.4 attack for 1-4 hp. damage) bark joudly at the ‘approach of strangers. The head of the Rouse and two full {grown sons work in the fields. There is nothing to interest ‘Gaventurers here, and outside of feed grain orhay, the former does not have anything to sell or trade. The three men are ‘iliia, O level; he elder has a bill-guisarme and aring rail Jack, while his sons have leather armor and shield and wield @ flail and a battie axe respectively. Each has a dagger at all times. HP: 6, 5, 4. They take arms only in selt- defense or when called up by the village elder. The farmer has 87 p.p. hidden in his mattress and a 500 g.p. gem secured in his pouch against hard times, The lintel over the front door is carved with acoms and oak leaves, and if politely asked, they will state that they are of druidical Persuasion. 2, MODEST FARMHOUSE AND BARN: Clean but slightly rundown buildings indicate that this faim is not too prosperous. How- ‘ever, the stock around looks quite healthy and plump. An ‘elderly couple are master ond mistess, while an active lad of 42.0780, a Servant, does chores. There is nothing of particular inerest to be seen, and these folks have nothing to trade. They say that theirson Elmo would be interestedin talking with strangers — he's at the inn having a jack of ale. Their other '80n, Otis, hey go on sadly shaking their heads, took service with some gentlemen and is away seeking his fortune. Elmois strong, but not too quick, and he is overfond of brew... The ‘elderly farmer is a retired fighter ($15,112, W16, D12, C16, ‘Ch44) still equal to 4th level; HP: 16. He has a sult of scale mall and shield, sword and crossbow in a chest in the front room. He is captain of the militia, but he will say nothing of Ht, Underneath some rusty nalls in a keg in the back shed ore 20 p.p., 54 gp., and 172 e.p. A cupboard in the house holds 4 silver service worth 1,300 g.p. Eimo is a 4th level ranger ($ 18/43,145,W16,D16,C47,Ch 411); SHD, 41 hit points. He has the following ems hidden in. @ leachlined oaken chest buried in the dirt floor of the bam: “4 chain mall, 2 shield, +4 battieaxe, 6 100 g.p. gems, 10 P.p., 50 g.p. and 100s.p. He carries a2 dagger atalltimes. (My brudder Otis gave ito me!” he will prociaim proudly it asked.) Elmo's speech Is slow and halting. He offen ‘appears tipsy and jovial, but he Is not. Elmo is an agent of the Viscount of Verbobone, and he frequents the Welcome ‘Wench Inn in order to observe all newcomers and insinuate himseif in their expeditions; thus Eime will be interested in getting MONEY!? (to be used for later ale purchases Obviously) for being a men-at-arms, and he will gladly go ‘with any who ask providing they wil fumish him with armor 1G axe”. Ifs0 employed, he will wear his own mailin place of, or under, that purchased and use his magic axe ‘as well. If anything untoward befalls Elmo, his brother Otis, will eventually hear of t and seek redress. Otisis a 10th level ranger away on a quest with Y'dey, the Canoness of the local church, and an elven accomplice named Murfies, fighter/thiet ot 1st/2nd level. (For further information see ‘THE TEMPLE OF ELEMENTAL EVIL.) COTIAGE: This rustic abode houses the local woodeutter (@ level miltiaman, leather armor, battleaxe, crossbow, 6 nit points), his wile, and 3 young children. He has nothing of inforest to adventurers andis notinterestedin adventuring. He Is of druidiecal religion, and he reports anything unusual to the Druid of the Grove (24., below). In a pouch under the floorboards of his cottage are 9 g.p., 13 ¢p., 17 s.p., and 38cp. WELL-KEPT FARM: The house and bam show that this farmer is doing well, and the stock in the fencedt.in yard are very fine- looking. A widow and her two grown sons (Olevel miltiamen, leather armor, spears, hand axe, club; 4 hit points each), their wives, and & children dwell here. They are interested in Nlther rade nor adventuring ‘As care most folks in the village, these people are followers ‘of druidism. The two sons have a large iron pot buried beneath the tree In the back yards; it holds 97 g.p. and 424 sp. PROSPEROUS FARMHOUSE: This farmer is c widower (0 level miltiaman, leather armor, shield, sword; 3 hit points) of middle age, with 5 children, the eldest being two daughters, ‘and a mansewant laborer (0 level miliaman, no armor, voulge, club: 6 hit points), He is the brotherofthe formertothe south (1., above). and quite distant and tacitun, He tums folks cway unless they hove farm business. Inside a erock in ‘the manure pile are hidden 3.50 9.p. gems, 37 p.p., and 55 g.p. He caries 8 p.p., 15 g.p., 22 sp. and 8 coppers in his Purse. HOUSE WITH LEATHER HIDE TACKED TO THE FRONT DOOR: Thisis. the home and business of the vilage leatherworker (0 lavel miltiaman, leather armor, shield, sling, hand axe; 4 hit ‘points). With him ive his wife, her brother (c simpleton who does no! bear arms), and 3 children of whom the eldest so 42 year old boy (0 level miltiaman, leather jack, buckle, sling, dagger; 2 ni points). The leather-worker is a jackoF-all: trades, Being shoe and bootmaker, copbler, saddier, hamessmaker, and even fashioning leather garments and ‘armor, the latter requiring some time and a number of ftings ‘and bolling, He is not interested in ony sort of adventuring, ‘Sewn into an old horse collar are 27 g.p.and 40e.p. aswell ‘as a silver necklace worth 400 9.p. LARGE WALLED BUILDING WITH A SQUARE WOODEN SIGN SHOWING A BUXOM AND SMILING GIRL HOLDING A FLAGON ‘OF BEER: This is the Inn of the Welcome Wench, a place renowned for ils good food and excellent drink. Passing ‘merchants make a point of stopping, as do many other sors of waytarers, and the place Is always filed with patrons. (Ihe thvee levels ofthis place are shown on a separate map done in 4 square = 10’ scale.) A young stableboy and o groom (0 level miltiaman, shield, spear, club; 3 hit points) Randle fhe draft and riding animals, ond themselves ine in the stables. There will be The Innkeeper, Osller Gundigoo! (2nd level fghter—$ 46, | 10, W 13, D 10, C 48, Ch 417—the sergeant of the militia; HP: 17; fing mail, shield, sword), his goodwile, their wo daughters, a serving wench ortwo, ond o air of polboy apprentices bustling about Several customers (446) will be in fhe main room, The host talks freely but says litle. He has a sharp eye and a good sense for judging character. He serves all comers, and will rent a room to anyone who Is not causing trouble. The first potboy is an aspiring druid, and he serves as the courier to the Druid of the Grove, bearing of Interesting data to him. ‘See the appended map and key of the inn for more details. OPEN SHED AND HOUSE BEYOND: There Is o post with o horseshoe nailed fo three of its faces, and a forge and 10, " 12, 43 bellows in the shed show that this is the locol smithy. The sith is shor but brawny (3d level drid—$ 17,19, W413, 40, C15, Ch 15—HP: 19, leainer armor, quarter stat, hammer) Gnd is obviously haréwoxking, fortnight, and likable. He Is bie to do ail Sors of metaiwork—even fashion iron and sieel weapon heeds, caps, and shield work, although he wil ready admit he is not capable of fne armoring “Brother ‘Smyth" Is the assistant fo the Druid of the Greve, although he will never work up very high because of his occupation, ‘and he is a devoted cleric. In the absence of the druldical head, he will assume the role of religious advisor fo the faithful. He has a small chest fled with 28 s.p. and 82 c.p. The rest ofhis wealth he givesto the good work forthe needy. ‘Ro event will he leave his fireside to go adventuring. NEW BUILDING: There is no one within. The doors are Unlocked, and a few benches and stools are against the bore wall: o large, plain table i al the far enc. A topesty oon the back wal shows a gteen feld with two acoms above a shoot of grain (Ihe banner of Homme). This Is the village hall recently constructed for feasts and councils by Burne cond Rufus (see 31., below). \WELL—KEPT DWELLING WITH A WOODEN SIGN SHOWING A BAG OF WOOL AND A LOOM : Here dwells the eldery weaver and his wife, thelr daughter and her husband (0 level militiamen, padded armor, shield, spear, dagger, 3 hit points). Thete are also four young apprentice weavers, &s business is very good. There ate bolts of woolen and flaxen cloth hete, But nothing else of possible interes. ‘These folk are lawful neutral followers of St. Cuthbert (see 419,, below). They have moved fo the area only two years ago. The weaver has acache ot 7 small gold ingots (243.5. ‘each) and a gold pin with an amethysi valued at 300 3.p. behind a loose stone in he fireplace. CCOTIAGE: Inside ves a small and mild taller, a bachelor ot {nity years or so. He is an expert at making or repating garments. This individual Is not in the village miltia, but hres expert at throwing « knife and shooting a crossbow, both of which he has, using them at 7th fighter level and causing 2 damage when a hit Is scored. He has 2 hit points only, and although he just moved othe village also, he has not been asked vjointhe Hommlet Company dueto his puniness. He has only 49 s.p. n a false bottom of his {thread box. The tallor is « follower of St. Cuthbert. AVERAGE FARM BUILDING: This place is the home of a strapping farmer (0 level militiaman—46 strength—with leather armor, shield, and fal: 7 hit points). and equally large son (same as above, but caries a moming star), the farmer's wife, and si daughters —one of whom has asmallchild. They are friendly but have nothing of interest to adventurers. These folk are druidical and have lived here all of their lives. & clay pot filled with dried flowers hides 36 g.p. and a gold Ting worth 450 g.p. WOODEN BUILDING WITH SHUTTERS AND MANY WINDOWS: Outside the door a shield and Iontem ore suspended trom Chains: the shield is painted to show a sword and a cheese, This is the local trader, a merchant providing the needs of villagers, ravellers, and adventurers alike. It is run by Rannos Daw! (10th level thiet—$ 8,114, W9, D 18,C45,Ch7—“4 magic eater armor, +1 dagger, +4 ring of protection,— =2 short sword under the counter, medallion vs erystall balls and ESP. Undier his jerkin, 48 hit points); who is best described as slow, fat, clumsy, and placid. His partner is Gremag (71h level ‘assassin—§ 45, | 42, W 7, D 16, C 46, Ch 44—=2 chain shit, er of venom, disappearance dust suficient for 3 uses in pouch; 39 hit points), a fall ond thin individual, with shorp features and protruding eyes. Gremag tends to dither and fuss at Rannos Dow and customers alike. The whole front building Is filled with various goods, and the bam has ‘animals, sadcles, and the like available to any wiling to pay the price. (The place is covered on a separate map as is the Inn). Both traders claim disinterest in all alignments, pro claiming that they happily deal with anyone whos apaying eustomer. Rannos Devi is chaotic evil and highly susp

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