The Village of Hommlet (henceforth TVoH) was the first “official” AD&D module I ever played, way back in 1980. We afterschoooled a lot of D&D before that, but that was all home-brewed campaign material (which is still remains my preference). I’ve bought a number of campaign worlds and modules after that, but I’ve really never enjoyed DMing them. It’s never quite clear to me how do deal with all the words on the page - am I supposed to study for this stuff like a test, or do I desperately flip through the pages and hope I hit the right section in the middle of a game.
Just as a fun exercise, I thought we’d take TVoH and rewrite / restructure it a more modern style, such as is used by Shadowdark. The core idea of modern dungeon style is that actionable information is brought forward so the DM can use it immediately. Contrast this to that of TVoH, where how much extra you pay for a chair and table in your PC’s room competes with clues about the presence of brigands in the Moathouse.
Admirably - it should be noted - TVoH is very open play. It’s not on rails; there’s no story or plot that the players have to follow. Compare this to the awful 5e Hoard of the Dragon Queen, where the players just execute scenarios in the plot created by WotC.
When this is implemented in software - Classic d20 - this will even be better. Being able to click on a NPC’s name and see all the info about them beats the hell out of flipping through to an index. The other thing software will allow you to do is to customize the scenario for your own campaign. TVoH is very Greyhawk, there’s no reason you shouldn’t be able to easily rename “St. Cuthbert” to “Our Lady of Perpetual Justice” or “The Temple of Elemental Evil” to “The Caverns of the Red Wizard” if that more suits what you’re doing.
I have shamelessly used AI (ChatGPT 5.6 Sol) in doing analysis and some of the writing. I am not made of time!
Background
The Village of Hommlet grew up around an important crossroads and became prosperous through trade. Years ago, however, evil forces established the Temple of Elemental Evil nearby and brought banditry, monsters, and chaos to the region. The Temple’s forces were eventually defeated by an army raised by the surrounding realms, and the Temple itself was besieged and sealed. Hommlet subsequently returned to peace and prosperity, although the nearby Moathouse, once an outpost of the Temple, was left abandoned.
Recently, troubling signs have begun to appear again. Bandits and evil creatures are returning, strangers are moving through the area, and there are indications that the Temple’s influence may not have been completely destroyed. Hommlet has consequently attracted adventurers seeking opportunity, while several local powers—including the Old Faith, the Church of St. Cuthbert, and Burne and Rufus—watch for evidence of renewed evil. Unknown to them, agents of the Temple are already operating within the village and at the ruined Moathouse.
Hooks
Hommlet has begun experiencing renewed trouble after years of relative peace, and adventurers are coming to the village because of rumors of bandits, evil creatures, and the possible resurgence of the forces once associated with the Temple of Elemental Evil. .
Once the party is in Hommlet, the following things may happen depending on where they go:
Investigate the Moathouse — rumors and local information point toward the ruined outpost as a source of trouble.
Temple activity — evidence gradually suggests that the old evil may not actually be gone.
Local authorities/religious figures — Jaroo, Terjon, Burne and Rufus all have reasons to be interested in evidence of renewed evil.
The spies in Hommlet — Rannos Davl, Gremag and Zert take an interest in capable newcomers, creating the possibility that the adventurers become targets before realizing why.
Joining other adventurers — several NPCs can potentially accompany a party, providing another route into the adventure.
Rumours
These can be learned as they interact with people in Hommlet.
The old Temple of Elemental Evil was defeated, but its evil may not have been completely destroyed. - General village talk; Jaroo, Terjon, Burne
Something evil is stirring in the area again. - General villagers; travelers at the Welcome Wench
The ruined Moathouse was once an outpost of the Temple. - Older villagers; Jaroo, Burne, Terjon
The Moathouse is dangerous and creatures/bandits have been seen around it. - Travelers, villagers, Welcome Wench patrons
An overgrown track outside Hommlet leads toward the Moathouse. - Any local; the route is explicitly keyed as village location 33
Burne and Rufus are powerful adventurers building a castle outside the village. - Common knowledge
Burne is a powerful magic-user. - Common knowledge, although the details of his capabilities aren’t necessarily known
Jaroo Ashstaff is the local druid and may be able to help with strange or evil happenings. - Villagers / followers of the Old Faith
Canon Terjon is an experienced priest and a significant enemy of evil. - Church members / villagers
Elmo looks like a drunken rustic, but there may be considerably more to him than appears. - This is more something PCs can discover than an openly circulating rumor
Adventurers and mercenaries regularly pass through the Welcome Wench. Some may be willing to join an expedition. - Ostler Gundigoot / inn patrons
The Traders’ Establishment will buy and sell almost anything adventurers need. -Common knowledge
Rannos Davl and Gremag aren’t necessarily trustworthy. - Potentially suspicious locals, but their actual Temple allegiance is a secret—not a normal rumor
Strangers who ask too many questions may attract unwanted attention. - More an emergent fact than an explicit rumor: the Temple’s spies watch newcomers
The village has a militia and can defend itself surprisingly well. - Common knowledge
The new castle and influx of workers are making Hommlet larger and more prosperous. - Anyone in Hommlet
Factions
The Old Faith
The traditional druidical religion of the region. Many of Hommlet’s established families follow the Old Faith, with Jaroo Ashstaff at the Grove as its principal representative. Jaroo is actively watching for signs that the Temple’s evil is returning.
Church of St. Cuthbert
The newer organized religion in Hommlet, represented primarily by Canon Terjon and Calmert. It is a growing institutional presence and strongly opposed to the forces of the Temple. It and the Old Faith are broadly on the same side, but remain distinct religious powers.
Village of Hommlet
The civic community: the Village Elder, militia, farmers, craftsmen, merchants, and families. It represents the interests of the settlement itself—maintaining peace, protecting the village, and allowing Hommlet to prosper.
Burne and Rufus
Two powerful adventurers who have established themselves near the village and are constructing a castle. Burne is a magic-user and Rufus a fighter; together they command men-at-arms and constitute an independent military and political force. They cooperate with Hommlet’s authorities and oppose the return of the Temple.
Temple of Elemental Evil
The hidden enemy behind the adventure. Its agents operate secretly inside Hommlet, particularly Rannos Davl, Gremag, and Zert, gathering information and working against potential enemies.
Outside the village, Lareth the Beautiful is the Temple’s principal local agent. From the ruined Moathouse he is assembling guards, brigands, humanoids, and monsters into an organized force. Thus the spies in Hommlet and the forces in the Moathouse are two parts of the same faction: covert infiltration in the village and overt military organization at the Moathouse.

