T1 - The Village of Hommlet - Page 6 - Myth-Weavers


T1 - The Village of Hommlet

Old Nov 30 '18, 5:35am
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T1 - The Village of Hommlet

Trouble in Hommlet - Forum
Dungeons & Dragons (AD&D) and clones - Greyhawk

Adventure: Classic module T1 - The Village of Hommlet
For this I will be using the stand alone module T1. This is not the super module, no Temple of Elemental Evil. The premise of the module will stay intact but there will be sufficient modifications to make the adventure interesting even if you have been through it a dozen times.

System: Advanced Dungeons and Dragons 1st Edition
Level: 1st
World: Greyhawk
Year: 579 CY
Posting Rate: 2 per week minimum. I will probably not post more than once per day even if everyone is in.
# of Players: ??? I don't know yet.
The ad will close in three weeks or once we go three or four days with no interest.

List of House Rules
Dice Rolling Thread

1. Go to the Dice Rolling Thread
2. Roll dice for attributes, hit points and gold in one post.
3. Fill out an AD&D character sheet.
4. In the description area of your character sheet include a physical description and a brief background that ties your character to the central Flanaess, remember you are first level and have done nothing of note so a paragraph should suffice.
5. I prefer a well written physical description with no picture, but if you have a picture you absolutely have to use put it in the character portrait area of your sheet not in your post.
6. In the same post you rolled stats, type your character's name and link it to the character sheet.
7. Do not provide any additional formatting or information outside of your character sheet.

Game Description:

Hommlet, a quiet little village in the Kron Hills, has sent out the call for young adventurers. Last fall their two great heroes Rufus and Burne received a mysterious visitor. They set out the next morning to the south with most of their retinue. No word was heard all winter long and then two months ago with the thawing snow Burne returned with a handful of men. The mage went straight to his tower without talking to anyone and has been shut up inside since. The men have all been tight lipped about what happened but the rumor is that task was near impossible. Burne's power was depleted and Rufus is no more.

A dark and menacing evil has been about the lands near Hommlet since that vile temple was first built. Its destruction brought but a hint of light to the Kron Hills but as the old Suel saying goes, "Once evil sets its gaze upon you it is not easy to cleanse your soul." Sinister elements are drawn to the region as if pulled by a magnet. With Rufus absent and Burne locked away bandits have begun raiding the roads into Hommlet and a darkness has set about the citizens who now fear that without their heroes greater evils are en route.

So with this the troubled village of Hommlet has sent out a call throughout the region for the young and brave to take up sword and spell in the defense of the peaceful villagers.

B/X D&D - When you absolutely positively want to fantasy role play!
Mini Six - For everything else!
A Thread for Players of Older Editions of D&D and Clones

Last edited by Black Wyvern; Nov 30 '18 at 5:36am..
@SD Houston According to PHB Page 19 these are the allowed weapons for the cleric: club, flail, hammer, mace, staff.

@Black Wyvern - Description updated and did a first run through on equipment: I forgot how little there is to actually buy in the core PhB! I can provide an itemized accounting for funds spent if needed but I'm sitting at most of my starting coin spent. Also did a bit of a revamp on
Still good, ticked over from Chaotic Good to Neutral Good
How I have I never read about Wee Jas before?!
diety and changed
Switched Mirage to Noise
one cantrip - decided to lean into the backstory from Highport and it changed the original happy-go lucky painter/artisan illusionist into a shadow-casting runaway "apprentice" from Pomarj.

Requested information added.

Personal history and all of that I plan on playing out in story. Nothing too dramatic but the sort of thing a talkative sort like Sly might play out over an ale in the Inn of the Welcome Wench.

Originally Posted by Black Wyvern View Post
@SD Houston According to PHB Page 19 these are the allowed weapons for the cleric: club, flail, hammer, mace, staff.
10-4. Got it. Just wanted to make sure. I'll stick with the footman's mace

Right, so I am back, work and a move into a newly constructed home has been brutally awesome...ya know plus the Yule holiday! I have a sheet lacking a set of purchases but shall post shortly!

@Cirlot What? Wee Jas is my favorite Greyhawk deity. Looks like a fun character.
@SmokeyGB Yup that is fine. I prefer characters learning about each other as they adventure.
@SD Houston Cool! Generally rules in my games are by the book, unless noted, though it is Gygaxian so sometimes rules can be interpreted multiple ways.
@knightsfalltoo No worries plenty of time. Sounds like you have been busy!

sheet linked in my rolls thread.

Okay I am going to go through and do a serious look through tonight. I will post up another list. I believe I am going to close the ad and make choices on Monday. Give those selected a couple days to get all ready (if there is anything left to get ready) and start on next Wednesday.

So apps need to be in by Sunday night to be considered.


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