Part I - Background, Hooks, Rumours and Factions
Part II - Major Places
Part III - Other Places
Part IV - NPCs
Part V - Monsters
Major NPCs
BURNE
Magic-user and local power. Intelligent, cautious, and established enough to be building his own castle beside Hommlet.
Faction. Burne and Rufus.
Wants. Protect Hommlet, complete his stronghold, and identify threats before they become dangerous.
Knows. A great deal about the region, adventurers, magic, and the struggle against evil.
Does. Watches newcomers, evaluates their intentions, and can provide substantial assistance against a genuine threat.
Resources. Magic, money, soldiers, a fortified tower, and an extensive collection of equipment.
Connection. Rufus’s partner and one of the principal secular powers around Hommlet.
Magic-User 8 LN; HP 30; Dagger; AC 10.
CANON TERJON
Senior priest of St. Cuthbert. Stern, capable, and experienced. The real power behind the newly established Church of St. Cuthbert in Hommlet.
Faction. Church of St. Cuthbert.
Wants. Strengthen the Church of St. Cuthbert and oppose the return of evil.
Knows. The history of the region and the threat represented by the Temple.
Does. Provides clerical assistance when circumstances warrant it.
Connection. Senior figure in the Church of St. Cuthbert and one of Hommlet’s most powerful defenders.
Cleric 6 LG; HP 41; Mace; AC 18 plate mail, shield.
ELMO
Apparently drunken farm boy. Friendly, rustic, and seemingly none too impressive. Will happily drink with adventurers and may offer to accompany them.
Faction. Village of Hommlet.
Wants. Travel with the party while concealing how capable he really is.
Does. Plays the drunken bumpkin, asks the party to provide equipment, and deliberately understates his abilities.
Secret. An experienced ranger, much tougher and more competent than he pretends.
Connection. Brother of Otis, another ranger who is currently away.
Ranger 4 NG; HP 41; Battle Axe, Longbow; AC 15 chain mail.
GREMAG
Trader and Temple agent. Rannos’s partner; outwardly another merchant, but more violent and less restrained than his associate.
Faction. Temple of Elemental Evil.
Wants. Protect the Temple’s operation and eliminate serious threats.
Does. Helps gather information about adventurers and is willing to resort to violence when necessary.
Secret. A committed servant of the Temple.
Connection. Works with Rannos Davl; together they gather intelligence and arrange action against troublesome adventurers.
Assassin 7 NE; HP 39; Sword; AC 15 leather armor.
JAROO ASHSTAFF
Druid of the Old Faith. Reserved, observant, and considerably more powerful than most inhabitants of Hommlet. Lives at the Grove and watches events in the village carefully.
Faction. The Old Faith.
Wants. Determine whether the Temple’s evil has truly been destroyed.
Knows. The surrounding region, the Old Faith, and the history of the struggle against the Temple.
Does. Questions credible adventurers about what they’ve encountered and aids those working against evil.
Secret. He was sent to Hommlet specifically to investigate whether evil is returning.
Connection. Leader of the local Old Faith and broadly allied with the other forces opposing the Temple.
Druid 7 N; HP 33; Staff; AC 16 leather armor, shield.
LARETH THE BEAUTIFUL
Charismatic young cleric and master of the Moathouse. Handsome, intelligent, ambitious, and utterly committed to evil. Commands the organized force beneath the ruins.
Faction. Temple of Elemental Evil.
Wants. Rebuild the power of the Temple and eventually restore it to its former glory.
Does. Recruits humans and humanoids, gathers money and supplies, and builds a military force from the Moathouse.
Tactics. Prefers survival over a glorious death. If defeated, he bargains, lies, offers information, and attempts to escape.
Resources. Guards, humanoid troops, considerable wealth, spells, and magical equipment.
Secret. The apparent bandit and monster problem around Hommlet is part of something larger: Lareth is deliberately rebuilding the Temple’s power.
Connection. Principal antagonist of the adventure and the link between the Moathouse and the Temple of Elemental Evil.
Cleric 5 CE; HP 44; Staff; AC 16 bracers of defense.
RUFUS
Veteran fighter and castle-builder. Practical military partner to Burne and commander of the fighting men at their Guard Tower.
Faction. Burne and Rufus.
Wants. Complete the castle and keep the surrounding territory secure.
Does. Commands the garrison and provides the martial strength behind Burne and Rufus’s position.
Resources. Mercenary captain, lieutenant, men-at-arms, weapons, armor, and a highly defensible tower.
Connection. Burne’s partner; together they form an independent military and political power in Hommlet.
Fighter 6 NG; HP 32; Battle Axe; AC 18 plate mail, shield.
RANNOS DAVL
Prosperous trader and secret Temple agent. Outwardly helpful and businesslike; sells adventurers almost anything they might need.
Faction. Temple of Elemental Evil.
Wants. Identify dangerous newcomers, learn their plans, and protect the Temple’s interests.
Does. Talks freely with customers, gathers information, keeps track of transactions, and uses other agents when direct action is required.
Secret. Serves the Temple of Elemental Evil.
Connection. Partner of Gremag and part of the Temple’s intelligence network inside Hommlet.
Thief 10 NE; HP 42; Sword; AC 17 leather armor, ring of protection +1.
ZERT
Mercenary fighter at the Welcome Wench. Presents himself as another adventurer and potential companion.
Faction. Temple of Elemental Evil.
Wants. Learn what adventurers are doing and ensure dangerous discoveries don’t reach the wrong people.
Does. May join a party, observe its activities, and report what he learns.
Secret. Works for the evil forces operating in the area.
Connection. Another layer of the Temple’s surveillance of adventurers in Hommlet.
Fighter 2 CE; HP 11; Longsword; AC 16 shield, chain mail.
MINOR NPCS
CALMERT
Assistant priest of St. Cuthbert. Young, dutiful, and considerably less formidable than Terjon; handles much of the church’s everyday business.
Faction. Church of St. Cuthbert.
Wants. Serve the church and its senior priest faithfully.
Knows. The church, its services, and the people who regularly come through it.
Connection. Assistant to Canon Terjon.
Cleric 3 LG; HP 14; Mace; AC 16 chain mail, shield.
BLACK JAY
Retired warrior and grieving widower. Quiet, withdrawn, and embittered by the deaths of his wife and children.
Faction. Village of Hommlet.
Wants. Mostly to be left alone.
Knows. The surrounding countryside and the older history of Hommlet.
Does. Keeps to himself unless given a reason to become involved.
Connection. A veteran of the battle against the Temple’s forces.
Fighter 2 NG; HP 16; Sword; AC 10.
FURNOK OF FERD
Professional gambler and adventurer at the Welcome Wench. Friendly and useful company, but considerably less honest than he appears.
Wants. Money, preferably obtained without excessive risk.
Does. Gambles with guests and may join an adventuring party.
Secret. A thief who cheats at gambling and may steal from companions if he believes he can get away with it.
Connection. Potential hireling or party member encountered at the inn.
Thief 4 N; HP 18; Sword; AC 13 leather armor.
KOBORT
Large, imposing fighter staying at the Welcome Wench. Looks more impressive than he actually is and follows the lead of his companion, Turuko.
Wants. Adventure, wealth, and direction.
Does. Provides the muscle while Turuko makes most of the decisions.
Connection. Traveling companion of Turuko; the two may attach themselves to an adventuring party.
Fighter 2 LN; HP 20; Sword; AC 16 chain mail, shield.
LUBASH
Ogre guarding the Moathouse dungeon. Huge, brutal, and motivated principally by food and loot.
Faction. Temple of Elemental Evil.
Wants. Food, treasure, and the rewards promised for serving the Moathouse’s masters.
Does. Guards his assigned area and attacks intruders who cannot provide the proper sign.
Connection. Lured into Lareth’s service with promises of fresh meat and other rewards.
Ogre CE; HP 15; Club; AC 15 hide.
MOATHOUSE LIEUTENANT
Veteran fighter commanding Lareth’s human guards. Disciplined and considerably more capable than the ordinary soldiers around him.
Faction. Temple of Elemental Evil.
Wants. Protect Lareth and maintain control of the Moathouse garrison.
Does. Commands the guards and remains close to his liege when trouble threatens.
Connection. Lareth’s principal military subordinate.
Fighter 4 CE; HP 22; Sword; AC 16 chain mail, shield.
NIRA MELUBB
Moneychanger and sometime thief. Pleasant, careful, and completely pragmatic; interested in business rather than ideology.
Faction. Village of Hommlet.
Wants. Make money and preserve the stable conditions that make his business profitable.
Knows. Money, gems, valuables, and the financial dealings of adventurers passing through Hommlet.
Does. Exchanges currency, evaluates valuables, and quietly practices thievery when opportunity permits.
Secret. A skilled thief, although not a Temple agent; the return of evil would actually be bad for his business.
Thief 3 N; HP 12; Dagger; AC 12 leather armor.
OSTLER GUNDIGOOT
Innkeeper of the Welcome Wench. Friendly, talkative, and well connected; one of the people most likely to hear what is happening around Hommlet.
Faction. Village of Hommlet.
Wants. Keep the Welcome Wench prosperous, respectable, and peaceful.
Knows. Local gossip, travelers, merchants, and much of what passes through the village.
Does. Talks readily with guests and is an excellent conduit for information.
Connection. Sergeant in the village militia.
Fighter 2 NG; HP 17; Sword; AC 10.
BROTHER SMYTH
Village blacksmith. A huge, powerful man and enthusiastic follower of St. Cuthbert. Friendly to adventurers who appear to be on the right side.
Faction. Church of St. Cuthbert.
Wants. Support worthy adventurers and oppose evil.
Knows. Weapons, armor, and the practical affairs of the village.
Does. Makes and repairs equipment and can help adventurers obtain arms and armor.
Connection. Important local supporter of St. Cuthbert.
Fighter 3 LG; HP 24; Hammer; AC 10.
SPUGNOIR
Young magic-user staying at the Welcome Wench. Quiet and cautious, but intensely interested in acquiring more magic.
Wants. Find scrolls and spellbooks and increase his magical knowledge.
Does. May accompany adventurers if doing so offers a reasonable chance of discovering magic.
Connection. One of several potential adventuring companions available at the inn.
Magic-User 2 N; HP 4; Dagger; AC 10.
THE VILLAGE ELDER
Elderly farmer and civic leader. Wealthy by village standards and responsible for much of Hommlet’s secular administration.
Faction. Village of Hommlet.
Wants. Preserve the peace and prosperity of Hommlet.
Knows. The village, its inhabitants, militia, and local affairs.
Does. Acts as Hommlet’s principal civic authority and commands the militia when necessary.
Connection. Works with Burne and Rufus and the village’s other influential figures.
Fighter 3 LN; HP 18; Sword; AC 10.
TURUKO
Unprepossessing monk and schemer. Physically unimpressive beside Kobort, but clearly the brains of the pair.
Wants. Wealth and advancement.
Does. Looks for opportunities to join adventurers and profit from them.
Secret. Plans to eventually murder and rob Kobort once his companion is no longer useful.
Connection. Kobort’s companion and effective leader.
Monk 3 LE; HP 11; Unarmed; AC 14.
OTHER VILLAGERS
Prosperous Farmer. A retired farmer lives here with his wife, two grown sons and their wives, and eight grandchildren. The household is prosperous and well established; the farmer and his sons are members of the militia.
Woodcutter. A local woodcutter lives here with his wife and three young children. He has a concealed iron pot containing 28 electrum pieces buried beneath the floor.
Well-Kept Farmer. A farmer lives here with his wife and five children. The farmer and his eldest son serve in the militia.
Prosperous Farmer. A wealthy farmer lives here with his wife, two grown sons and their wives, four grandchildren, and several laborers. He and his sons serve in the militia.
Leatherworker. The village leatherworker lives and works here with his wife, three children, and an apprentice. He makes boots, harnesses, belts, scabbards, leather armor, and similar goods, and knows the value of good leatherwork.
Stableboy. The young stableboy at the Welcome Wench sleeps in the smith’s shed. He is secretly an aspiring druid and acts as a messenger between the inn and Jaroo at the Grove. This actually makes him more useful than most of the people in this section.
Weaver. A bachelor in his thirties who runs a successful weaving business. His elderly mother and several servants live with him. He is a follower of St. Cuthbert.
Tailor. A bachelor in his twenties who makes and repairs clothing. His widowed mother and two younger sisters live with him. He is a follower of St. Cuthbert.
Farmer. A typical local farmer living with his wife and children. Like many of Hommlet’s farmers, he is part of the militia when the village is threatened.
Leatherworker. A second village leatherworker, living above his workshop with his family and apprentices. He produces the usual range of leather goods and equipment.
Teamster. A prosperous wagoner who owns several carts and draft animals and makes his living hauling goods through the region.
Cabinetmaker. A skilled woodworker producing furniture and other fine wooden goods. His household includes his family and apprentices.
Potter. A busy craftsman producing pottery for Hommlet and the surrounding countryside. His family assists with the business.
Braumeister. The village brewer operates a substantial brewery and employs several workers. His beer and ale supply the Welcome Wench and much of Hommlet.
Cowherd. Tends much of the village’s cattle. He lives with his family in a cottage beside a large barn.
Mytch. Hommlet’s miller, operating the mill beside the stream. He is a druidical follower and keeps an eye on activity around the waterways and countryside.
Recluse. An antisocial farmer, fisherman, and trapper who lives alone. He keeps several vicious dogs and has little interest in visitors.
Herdsman. Keeps a large herd of sheep and cattle with the help of his family. His household contributes several men to the village militia.
Wheelwright. Makes and repairs wheels, carts, and wagons. His family lives with him and assists in the business.
Carpenter. A prosperous carpenter whose household includes his family, journeymen, and apprentices. Much of his current work is connected with Burne and Rufus’s castle construction.
Stonemason. A skilled mason whose household includes his family and workers. He is heavily involved in construction of the new castle.
Castle Laborers. Several dozen workers and their families occupy temporary shelters near the castle works. They are mostly laborers brought in for Burne and Rufus’s construction project rather than permanent Hommlet residents.


