Showing posts with label Hommlet. Show all posts
Showing posts with label Hommlet. Show all posts

Wednesday, November 30, 2016

Hommlet in Blue

I've posted info and maps on Hommlet before (here). But since I'm running this online now, I've been revisiting some of the old material and updating it somewhat. One thing I've done is, like the Keep on the Borderlands maps, convert the Village of Hommlet map into the old school blue format. Just for consistency sake. Heck, there's dozens of iterations of the map out there, but I didn't find any blue ones, so I went ahead and did it up myself.
Hommlet

Thursday, July 9, 2015

Hommlet Cartoon Walk Through

For those who haven't seen it over on the wizards site is another hilarious installment of Jason Thompson's walk-through cartoon maps of classic modules. This time we get his rendition of the adventure T1: The Village of Hommlet. Jason has done quite a few of these and always packs tons of detail into his maps, check it out if you haven't already!
 From part of the write up;

Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and a desire to become wealthy and famous.
Thus your group comes to Hommlet to learn if this is indeed a place for adventurers to seek their fortunes. You all hope, of course, to gain riches and make names for yourselves. What the outcome of this will be is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe.
To either hand forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the white of a flock of sheep. Ahead are thatched roofs and stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country there, and to either side of the road ahead are barns and buildings—Hommlet at last! The adventure begins….
And with that, Jason Thompson walks us through the trials of a typical party seeking to gain said riches in the ruins of the nearby moathouse.

Click on the image below for a larger view:


The original Village of Hommlet Moathouse maps, to compare:


About the Author
Jason Thompson (@mockman) is a comic artist, illustrator and D&D player. He is currently designing his first tabletop game, Mangaka: The Fast & Furious Game of Drawing Comics at www.mangakagame.com.

Tuesday, June 10, 2014

Current status of the Campaign

Haven't really been posting much on the blog-o-sphere lately, so I though I would take this opportunity to remedy that. Still keeping up with the FtF Greyhawk campaign. The group has just finished The Temple of Elemental Evil. Finally, after 2 years in game and in RL time-wise. It took that long because of the fact that, of the original group of PCs that started out, not a one survived to the end. This was partially due to the lethality of the Temple itself and also due to the fact that the parties philosophy was to attack everything head on. They eventually learned and even went back to the old school method of playing more than one character at a time as well as loading the party up with NPCs. On top of which after some of the more lethal encounters the group would head off on several side quests to bolster the parties strength, magic-wise and to gain XP for gaining more levels. This helped somewhat, but since the Temple was recruiting during this time they usually wound up having to fight even greater odds when they actually got back to the main adventure. So, a mixed bag overall, but this just helped with gaining even more XP, which they needed. This has, however, led to them gaining some stooopid amounts of treasure and XP, which has caused the planned route of taking them through S4 - Lost Caverns of Tsojcanth and WG4 - The Forgotten Temple of Tharizdun to be put to the wayside for the moment. Their current level [characters & magic] have made using them as is a moot point. Therefore, I jumped them straight to  G1-3 Against the Giants and so far they're not really having much trouble with the Hill Giants. It looks like I'll be tweaking the modules a bit. The group fits the suggested level profile for the Giant series, it's just that I run a high fantasy campaign, which translates into a high level of magic items with which to go out adventuring. Not to mention that the group contains 2 rangers, so that right there gives them a huge advantage to start with. Anyway, for anyone interested in the actual campaign, see the Youtube link for the campaign as it stands now. As a matter of fact, the video just goes to show how long this campaign has been going on, since the store listed at the end of the vid is no longer in business.

Sunday, November 3, 2013

Hommlet Revisited

The group has been continuing on with the ToEE. Thus far there have been at least one to two characters per player turnover.  But their luck seems to be changing for the better the last few sessions. The party has thus far survived several serious assassination attempts and all out guerilla strikes by several factions. They have been getting a ton of experience between all of the fights and loot. There is some serious wealth and magic in the temple. Needless to say time in game has been flying along. Though they have yet to discover it while they've been busy inside the temple events in the world around them have been moving along at a rapid clip as well. Hommlet has undergone some serious changes from the raids by the ToEE and is in the process of trying to rebuild a stronger version of itself to survive the onslaught. The following map has been lifted from the Oerth Journal #10 pg. 59. Original cartography by Scott Knowles and Nathan Irving with modifications by me.


after map by Dave Sutherland


For a view of the original quaint little village go to this earlier post.

Thursday, September 19, 2013

Temple of Elemental Evil [free PDF] and Errata

Quick Note - Temple of Elemental Evil (free now 'till 9/28)

As +Moe Tousignant has already mentioned over on Google+ the Advanced Dungeons & Dragons 1ed module Temple of Elemental Evil is free for the next week and a half. This module is an all time classic. Granted there are lots of typos and errors within the module itself, it still remains one of the iconic mega-modules. I'm running it for a group right now that hasn't had the pleasure of exploring it yet. So grab a copy and relive the glory days, or better yet make some new ones.



T1-4 : Temple of Elemental Evil*** ERRATA ***

Sources : Dragonsfoot forums, Doomsday forums, Gary Gygax, Frank Mentzer
FR = french version
ENG= english version

Errata #1 (typo)  FR & ENG
210. OCTAGONAL CHAMBER
If the bronze doors in area 145 (Dungeon Level One) are sundered, the stairs therein descend south to this room. However, entry is blocked by another set of like doors, set in the north wall of this area.
 

Correction :
145 leads up to 7 in the upper Temple.
148 leads down to the northern doors in 210.
 

Errata #2   FR & ENG
As discussed earlier, and elsewhere, Gary had a major change in direction while developing this adventure. His original plan to use Lolth was scrapped, and Zuggtmoy was created as her replacement. Some references to Lolth appeared in the published adventures, but all such references should be considered editing errors. Both Lareth and Falrinth should be played as followers of Zuggtmoy.
 

Errata #3 (room 210)   FR & ENG
Basically, the description of Room 210 (The Air Temple) is hard for me to make sense of. In the center of the area is said to be a “great pierced square of bronze, ten feet on a side.” Pierced by what? Is it sitting on the floor of the chamber, or is it a cube suspended in the true “center” of the area, pierced by support beams?
I believe the bronze square thing is a sort of hanging wind chime, a draft from the shaft could whistle through holes in it (thus pierced) to make an eerie sound. However, it should be circular as squares are not an Air Temple symbol.

In fact, this entire section is fubared in its use of symbols. Every time you see the word "square" associated with the Air Temple you should change it to "circle" and vice versa when seeing "circle" in regards to the Water Temple. At some point Gary changed his mind or got mixed-up on what symbol was used for these two temples. The proper symbols are: air=circle and water=square.

A dome is said to be “pierced” in the “northern ceiling” of the area, but again it isn’t clear what it’s pierced by. I assume it’s pierced by the 20’ shaft which I know extends down from the well on the Temple’s upper floor. The module says that directly below this shaft is a pit that’s 20’ in diameter and 5’ deep. The map shows this pit being in the exact center of the room, but shouldn’t it be more to the north, since the description says that the dome with the shaft is in the “northern ceiling”?
The opening in the dome and the pit below it should be on the northern area (10' south of the doors). That, of course interferes with the stairs to the north doors. My guess is the map is incorrect which is consistent with the generally shoddy map work for the module. Perhaps there were to be no steps before the bronze doors and an overzealous cartographer added the stairs to the north for symmetry and then needed to center the pit to get it out of the way.
 

Errata #4   FR & ENG
Lareth should be a follower of Zuggtmoy, not Lolth. Gary originally had Lolth as the demoness behind the ToEE, but decided to drop her after the GDQ series.
 

Errata #5   FR & ENG
One of the big ones in the distance from Hommlet to Nulb. Described as being but 6 miles distant in T1, it ended up about 30 miles away on the T1-4 map. Using the greater distance works better with the Flanaess map, and it prompts more action in Nulb. As presented, Nulb is basically superfluous. It needs a lot of development to use. Use the shorter distance if you’d prefer less work.
 

Errata #6   ENG
Pg. 11: Under encounter 23, the description should read: “A somewhat reclusive farmer, his spinster daughter and son dwell here.”
 

Errata #7   FR
Pg. 14: Under encounter 31, Burnes’ statistics are missing. They should be: S: 15 I: 17 W: 11 D: 10 C: 15 CH: 12.
 

Errata #8   ENG
Pg. 14: Under Area 7, the description should read: “…specially prepared mixtures, goose roasted to a golden brown, pork, steaming sausages, steak and kidney pie with mushrooms…”.
 

Errata #9   ENG
Pg. 19: Under GT 6, the description should read: “(This normal staff bears Nystul’s Magic Aura. A box under the pallet holds three daggers and a score of darts.”
 

Errata #10   ENG
Pg. 26: Under encounter 35, Lareth’s statistic for intelligence is missing and should be I: 9.  FR = 16
 

Errata #11   FR & ENG  Reason ? Thrommel being a paladin is Lawful Good ?
 

Appendix p.126
 

Fragarach: This hefty steel broadsword bears a mighty enchantment. It was originally fashioned for a deity (Lugh) of elsewhere/elsewhen, and eventually passed into the WORLD OF GREYHAWK™ Setting (Oerth). It served the forces of good well for a short time, all too soon falling into the hands of the minions of Chaotic Evil. It has been in their grasp for more than a decade, resting in hiding in The Temple of Elemental Evil, guarded by the worst of elemental grues. Fragarach means “The Answerer”.
The sword is of Lawful Good alignment. Any Chaotic (Neutral, Evil or Good) creature trying to grasp it takes 1-6 points of damage and falls senseless for 1-10 rounds. A Neutral (True, Good or Evil) creature holding it takes only 1-3 points and swoons for 1-4 rounds. In any Evil hands, Fragarach has no bonus whatsoever; in Lawful Neutral hands, it will strike but one opponent per round. The sword functions perfectly only for a Lawful Good user. In such hands, its +4 bonus (to damage) always operates, and it will strike as many opponents as have struck at its possessor unerringly. Fragarach always hits such targets, the +4 pertaining to additional damage only. If the opponent is of Evil alignment a d20 is rolled, and on a natural 20 such an opponent takes +8 additional points of damage. Note however that “The Answerer” always strikes last in a melee round.
The sword has a hilt of silver and gold wire, most cunningly wrought. Its guard and pommel are set with perfect emeralds (corundum)—7 gems, total value of sword is 65,000 gp. Its scabbard is likewise trimmed with precious metals and decorated with many gems of green and golden hue, worth another 35,000 gp.
G.P. Sale Value: 90,000 (including scabbard value of 35,000 gp)
 

Errata #12   FR & ENG
Pg. 127: Under the description for “Other Swords of Answering”, drop the one given in the module and use the Unearthed Arcana version (pg. 105).

Errata #13   FR & ENG
Falrinth is an odd one, and I think his character may heve been blurred when Gary handed his notes off to Frank. In the original version of the adventure there was no Zuggtmoy, there was just Lolth. After the D and Q modules Gary decided that he needed to go in a different direction, so he invented Zuggtmoy to replace Lolth. My guess is that Falrinth's description may be the result of Frank trying to make some old notes mesh with the later version of the adventure, unaware that Gary had changed directions and never intended both demon ladies to be involved. If I run the adventure again I will just make him a follower of Zuggtmoy.
 

Errata #14   ENG
Well, I asked Frank:
"How about this little ToEE mystery:
In area 307. Grotto
Where the leucrotta dwell.
The description states, "note that anyone bearing the "branched staff", described in area 427, commands their respect".
There is no "branched staff" in area 427, or anywhere else. Any ideas?
It sounds like it could be one of the tentacle rods from the D series. Just wondering if this was another reference from the Lolth version that made it in."

His reply:
"Exactly right; good show. I should have twiddled that one, tho, since anyone going thru the D's should have ended up far too high in level to be challenged by the Temple. Gary had written much of ToEE shortly after the D series, so a lot of that was still on his mind."
Doomsday : Assuming that the staff is not a Lolth-connected tentacle rod, but a device of similar magnitide that someone in the Temple hierarchy might possess, who would have it?
Well, if you go the path of least resistance that the leucrotta are recalling a servant of Zuggtmoy specifically. Then perhaps it can be Senshock's staff..

Errata #15   FR & ENG
On page 107 in the second column, it should read "in the dungeon area 339 and in each node,"
Page 98 en bas à gauche pour version FR : remplacer zone 351 par zone 339
 

Errata #16   ENG
Distance from Hommlett to Nulb is uncertain.
- Player's Background, p.5, says Nulb is 6 miles away.
- Moathouse text p.21 says the moathouse is 1 league from Hommlett and Nulb is 7 leagues further on.
- Interlude, Player's info, p.27, says half a day's jouney on foot (would be about 3-4 leagues).
- Interlude, DM Notes, p. 28, Hommlett is about 30 miles SW of Nulb (10 leagues)
- Overland map has 10-league hexes, making Nulb 7 - 10 leagues from Hommlett.
(But the roads on the map, and the danger markings, are non-sensical with the text descriptions).
 

Errata #17   ENG
Moathouse Dungeon Level -- The key lists all directions backwards.
North should be south, East should be West, and vice versa. Note the upper level key matches the map.
 

Errata #18   ENG
Temple, Ruins of Elemental Evil, Exterior Notes, p.36. Thrown down works and razed building are shown on the map by X marks, which are non-existent.
 

Errata #19   ENG
Temple, A.4. Escape Tunnel, p. 38. This is shown going East on the map. But is described as going West. The position of the tunnel exit should be marked with an X on the area map, somewhere in the woods, but this is no where to be found).
 

Errata #20   ENG
Temple Interior, C 10, Dais and Throne, p. 42, states that the throne can be commanded to drop to the Greater Temple (area 352). This is wrong on multiple levels. 352 is not the greater temple, and an examination of the map (and corresponding X under the throne on levels 1 and 2) shows it should sink to the throne location in 340 (which is where the following paragraph states that it goes).
This same paragraph also states that the Orb of Golden Death is located in (322), while it is clearly in 338.
 

Errata #21   ENG
Page 44, clues, Orb of Golden Death (in Appendix D) should read (in Appendix C).
 

Errata #22   ENG
Page 62, 210, After ten rounds of outpouring smoke, creatures in the pit are transported to the Air Cavern (area 526). This should read (A26) for the air node.
 

Errata #23   ENG
Page 62, 210a, Drelb is referrenced in Appendix A. New Monsters, but New Monsters are in Appendix B, and the Drelb is not listed among them.
Errata #24   ENG
 

Errata #24 ENG
Page 69, 225, Kelno's strategy says he will cast Darkness and flee if the battle goes against him, but Darkness is not one of his prepared spells.
 

Errata #25   ENG
Page 88, 337, South Room, Rules for Falrinth's Familiar should be provided in Appendix D. Appendix D does not exist.
 

Errata #26   ENG
Page 90, 339, and p 94, 353, Contradictory statements. Can Zuggtmoy enter 339 after the lowest door is sundered, or only after all 4 doors are sundered?
 

Errata #27   ENG
Page 91, 340, and p 94, 353, Contradictory statements. Can Zuggtmoy enter 340 after the lowest door is sundered, or only after 3 doors are sundered?

Saturday, July 30, 2011

Adventure Log 11 - Battle of Emridy Meadows

Conflict & Date:

The Battle of Emridy Meadows occurred in the spring of 569 CY.

Armies & Commanders:

Allied army (1700 total)
Prince Thrommel IV, Marshal of Furyondy and Veluna.
Viscount Wilfrick of Verbobonc.
1200 humans, 200 dwarves, 100 gnomes, 200 elves.
Horde of Elemental Evil (@4570 total)
Unnamed cultist lieutenants from the Temple of Elemental Evil.
3500 orcs, 550 humans, 500 gnolls, 20 ogres.

Result:

The allied forces of Prince Thrommel IV slaughter the Horde of Elemental Evil.

Casualties:

Allied army
200 human, 55 dwarves, 25 gnomes, 20 elves
Horde of Elemental Evil
4500+ (Most survivors eventually fall at the siege of the Temple)

Prelude

Sometime in the late 550s the village of Nulb began to fester with all manner of evil folk, culminating with the founding of the soon infamous Temple of Elemental Evil. Before long local caravans, gnome clans and the neighboring village of Hommlet became easy targets for bandits from that region. Following many years of these simple raids and complacency among the rural folk, matters grew steadily worse by 568 CY. First was the construction of the Moathouse, an outpost east of Hommlet meant for further raids, then agents of Good also discovered that not only was the Temple mustering a small army but that the cult of Elemental Evil was actually under the direction of a powerful demoness.
News of this Evil quickly spread from the Viscounty of Verbobonc to the ears of Prince Thrommel IV, Marshall of the combined armies of Furyondy and Veluna and also a renowned paladin. Compelled into a quest, the Prince left behind his concerns to the north, and promptly called upon his most pious knights, clerics and his own picked guards to help bring down this profane temple. Shortly after crossing the Velverdyva River in the spring of 569 CY, the host of Prince Thrommel joined with waiting contingents summoned from Veluna and Verbobonc. Accompanying these forces was Serten of St. Cuthbert, the lone member of the Citadel of Eight to volunteer aid to Thrommel’s cause. Not long after the allied column began their slow march to the southeast they were met by a welcome council of demi-human bands from the Lortmils, Kron Hills and the Gnarley Forest, who had similarly decided to deal with the growing presence of evil at their borders.
When the allied forces closed to within a day of the Temple they first encountered the enemy on the open fields several leagues south of Verbobonc City and northwest of Hommlet called Emridy Meadows. The bulk of the Temple’s human forces, comprised of mostly mounted bandits, brigands and mercenaries had moved to stall Thrommel’s advance. Elven scouts then reported that a much larger than expected army of creatures was approaching from the south. Knowing the Temple might empty its entire horde early, Thrommel went with a contingency plan drawn up in council. In an attempt to draw this Horde of Elemental Evil away from any population centers, he ordered the withdrawal of the entire allied column north, to a strategic position near the east bank of the Velverdyva River. Despite some later historical accounts there was no significant fighting at Emridy Meadows, for the only action that day was light cavalry skirmishes screening the withdrawal to a more favorable battlefield. Outnumbering their foes by more than three to one and eager for their first combat victory in the region, the Horde of Elemental Evil predictably pursued Thrommel’s forces north.

Battle

It was at dawn when the horde was roused early from their rest by the signal horns of the allies preparing their formations for battle. The packed ranks of the allied contingents were arrayed so that 500 pikemen were protected on their flank by the Velverdyva River while at the center was displayed the colorful banners of 400 light cavalry and 100 heavy cavalry led by Thrommel himself. Finally, on the allied left were deployed blocks of 200 Lortmil dwarves and 100 Kron Hill gnomes, with about 50 elven archers of clan Meldarin positioned in between. The Horde of Elemental Evil was comprised of two forces. On the hordes’ left flank rode 550 human cavalry made up of bandits and Nulbish thugs with little experience in warfare beyond raiding lightly defended caravan trains. To the bandit’s right was a much larger force of humanoid infantry, a host of 3500 orcs drawn from the dark forests to the southeast and even the very depths of the Oerth. Also among them howled frenzied warbands of gnolls some 500 strong, and towering over all nearly 20 crudely armed ogres culled by the Temple from the surrounding wilds to provide heavy support.
With reckless abandon the cultist lieutenants commanded their human cavalry ranks to engage the right flank and center of the allied forces, not that the rabble of humanoids gave them much choice. The majority of the Horde immediately charged the allied left flank once they saw the shields and heard the taunts of their traditional enemies. The enraged mass of humanoids was allowed to push aside the smaller demi-human ranks in a hasty attempt to encircle the rest of the allied army. Thrommel’s pikemen and screening cavalry also allowed the charging bandit cavalry to penetrate their line leaving them between the bend of the Velverdyva River and packed in with the encircling mob of humanoids. This of course sprung the trap planned by the Prince. At once the whole allied army pivoted counter-clockwise to encircle the Horde in this pocket. As Thrommel’s knights quickly turned to counter-attack the humanoid main body from the rear, 150 more elven warriors came from hidden reserve in the Gnarley Forest to close the killing arc. With their backs to the river and their leadership in disarray, the Horde of Elemental Evil was completely routed. While most fought to the death, scattered groups did manage to break out of the allied lines only to be hunted down or drowned in flight. However some survivors were allowed to flee south back to their Temple as a message of what was to come next.
After the field was won Prince Thrommel wasted little time in rallying his weary troops and collecting their fallen. The most storied among those slain at Emridy was Serten of St. Cuthbert who fell during the final moments of the battle zealously defending the Prince to his last breath. This would later be a major loss to the allies’ plans for their next phase in the campaign, the siege of the Temple of Elemental Evil.

Aftermath

News of the victory at Emridy Meadows spread fast to Hommlet, the first evidence coming as strange men dressed in ochre were sighted running through the village in panic. The Temple of Elemental Evil lay within a couple days march for the allied host. Their coming emboldened the local villagers and farmers, knowing the end of the Temple were at hand. The allied forces, having met no resistance on their march were refreshed and well supplied once they finally laid siege to the walled fortress of the Temple. Inside the cult of Elemental Evil futilely held out with a scant garrison of troops, falling within a fortnight as the army threw down the upper works of their fortress just short of damaging the central Temple itself. Only a few of the vile leaders of the Temple managed to escape, and it is said these vengeful individuals were later to blame for the sudden disappearance of Prince Thrommel IV in 573 CY.
Fearing a raid on the dungeons of the profane Temple would be too costly given the presence of a major demoness (Zuggtmoy), Prince Thrommel summoned all his mages and clerics to cooperate in creating great seals to bind this evil within the deepest parts of her own dungeon. Four pairs of large bronze doors starting with the Grand Entrance of the Temple were each bound with heavy iron chains and their seams filled with softened metal. Lastly runes were carved into the bronze portals bearing abjurations of arcane and holy power. With the final spells in place Evil was contained at last, but in the following years, agents of Good would remain nearby to keep an eye on the Temple for its inevitable resurgence.
Nearly inconsequential during the siege of the Temple, the raiders’ Moathouse was the last piece to fall before Thrommel’s quest was complete. While the Prince oversaw the binding of the Temple, he sent a splinter force with their leftover siege machines to take the small outpost. Remarkably a mob of villagers from Hommlet, long terrorized by the evils of this place, joined in to help surround and raze the Moathouse.
There was no shortage of heroes at the Battle of Emridy Meadows. Viscount Wilfrick attained fame for his part in commanding the campaign. His fortune and gratitude was shown to Hommlet through the construction of a temple of St. Cuthbert and the beginnings of a walled castle bestowed upon Burne the wizard and his friend the warrior Rufus, both veterans of Emridy. Another fighter earning fame at Emridy Meadows was Ricard Damaris who lost a finger on his left hand and suffered a wound that left him the distinctive triangular scar on his face. Ricard would later return to the Temple of Elemental Evil with the opportunistic Lord Robilar to help plunder its dungeons and earn enough to retire as the owner of the popular Green Dragon Inn in Greyhawk City. And brave Serten was given a grandiose funeral service in Verbobonc attended by many who fought with him at Emridy. Ironically, also in attendance were all his former companions from the disbanded Citadel of Eight whom for their own selfish reasons, had failed to take part in the most historic battle of the century.

Original source

Hommlet


The Village of Hommlet has grown up around a crossroads in an area of wooded hills. Once far from any important activity, it became embroiled in the struggle between gods and demons when the The Temple of Elemental Evil rose to power but a few leagues away. Luckily for it's inhabitants, the Temple and it's evil hordes were destroyed a decade ago, but Hommlet still suffers from occasional incursions of bandits and strange monsters...

A trade and farming community of some 200 folk (perhaps twice that when outlying farms and ranches are included), Hommlet is quiet and quaint for the most part, surrounded by farms, orchards and ranches. With the exception of Burne's Tower, the town has little in the way of fortifications or defenses. Still, most able bodied men of the village serve in the local militia, and the former adventurers Burne and Rufus lead a company of some two-dozen men-at-arms.




Inn of the Welcome Wench

The Inn of the Welcome Wench is a fine establishment, known throughout the region for its excellent service, delicious food and comfortable lodging. Run by Ostler Gundigoot and his family (his wife, and daughters Vesta and Coline), the Gundigoots employ two pretty serving maids (Beka and Alice), a young stableboy (Olien) and groom (Nolan), and a pair of potboys (Wilton and Dewitt).

A large building, the Wench has a solid stone foundation and walls of rough-hewn timber. Slate tiles cover the sloping roof, and thick wooden shutters cover each of the inn's many windows. At least a dozen stone chimneys rise above the roof, and several of them are continuously smoking.

Services & Menu

Common Room  5 sp/night
Small Room  1 gp/night
Large Room  2 gp/night
Supper  5 sp
Breakfast  2 sp *
Lager (local), mug  3 cp
Ale (local), mug  4 cp
Ale (local, special reserve), mug  2 sp
Wine (local), glass  1 sp
Wine (Keoish Golden), glass  2 sp
Wine (Lortmil Farms White), glass  2 sp
Wine (Blue Mountain Reserve), glass  3 sp
Wine (Sundish Lilac), glass  4 sp
Wine (Urnst White), glass  5 sp
Wine (Celene Ruby), glass  8 sp
Wine (Furyondian Emerald Pale), glass  1 gp
Wine (Velunian Fireamber), glass  3 gp
Brandy (Renton Reserve), glass  5 sp
Brandy (Keoish), glass  1 gp
Brandy (Ulek, aged), glass  3 gp
Liqueur (Ulek Elixer), glass  5 gp


* Included with room





Burne's Tower

This large stone tower sits upon the eastern border of Hommlet proper. It is the home of the wizard Burne, the warrior Rufus, and their band of men-at-arms, sometimes called Burne's Badgers. The tower is surrounded by freshly dug ditches and the beginnings of field stone walls; it is obviously that a castle is being built around the site of the tower, though it is still in its earliest stages.
IBurne & Rufus




Map of village

click for larger image of Hommlet




click for larger image of Hommlet environs

click for larger image of Temple environs