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
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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 PanreDNUsAAdvanced 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 mailinplace 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