The Village of Hommlet
A prosperous farming village at a crossroads, growing rapidly after years of peace following the defeat of the Temple of Elemental Evil. Hommlet looks ordinary—farms, workshops, families, livestock—but nearly every household is described in enough detail to become part of play. Many villagers belong to the militia, several conceal unusual abilities or allegiances, and Temple agents are already operating in the community.
1. PROSPEROUS FARM COTTAGE
Farm: Large barn, healthy animals, well-kept cottage. A prosperous farming family lives here.
Family. Farmer, wife, children, servants, and farmhands.
Militia. The farmer and some of his household can help defend Hommlet.
Treasure. The family has accumulated money and valuables, some carefully hidden.
Character. A normal-looking farm that is described down to weapons, livestock, jewelry, and concealed savings.
2. MODEST FARMHOUSE
Farm: Smaller and less prosperous than its neighbor. Barn, livestock, family, and hired help.
Family. Farmer, wife, children, and workers.
Elmo. The farmer’s apparently drunken son is actually a capable ranger.
Otis. Elmo’s older brother is also a ranger but is currently away.
Secret. Elmo deliberately appears less capable than he really is and may accompany adventurers.
3. COTTAGE
Home: Small cottage occupied by a local family.
Residents. Ordinary villagers with their own occupations, possessions, and connections.
Militia. As elsewhere in Hommlet, apparently ordinary residents may be armed and capable of helping defend the village.
4. WELL-KEPT FARM
Farm: Prosperous, orderly farmstead with livestock and cultivated land.
Family. Working farm household.
Militia. Members of the household contribute to the village’s defense.
Treasure. Savings and valuables are hidden around the property rather than sitting conveniently in a chest.
5. PROSPEROUS FARMHOUSE
Farm: Large, successful household with family, servants, animals, and equipment.
Residents. Extended farming family.
Wealth. Better off than many of their neighbors.
Militia. Armed residents can respond if Hommlet is threatened.
6. LEATHERWORKER
Shop: Working leather shop attached to the family’s home.
Leatherworker. Makes and repairs leather goods.
Family. Wife and children live here.
Trade. A practical source for adventurers needing leatherwork or repairs.
Militia. Another tradesman who can become part of the village’s defense.
7. INN OF THE WELCOME WENCH
Fully mapped and described separately below.
8. OPEN SHED AND HOUSE
Home: House, shed, animals, and ordinary village possessions.
Residents. Working villagers.
Livestock. Animals and equipment reflect the agricultural economy of Hommlet.
9. NEW BUILDING
Home: Recently constructed residence belonging to newcomers.
Residents. A family that has arrived as Hommlet expands.
Growth. One of several signs that the village is becoming more prosperous and populous.
10. WELL-KEPT DWELLING
Home: Orderly house occupied by a village family.
Residents. Skilled villagers rather than anonymous peasants.
Religion. Like many households, its occupants have identifiable religious loyalties.
Militia. Armed members can join the village defense.
11. COTTAGE
Home: Residence and workplace of a local craftsman.
Trade. Another component of Hommlet’s unusually complete local economy.
Family. Household members have individual possessions, beliefs, and capabilities.
12. AVERAGE FARM BUILDING
Farm: Typical Hommlet farm with barn, animals, family, and workers.
Residents. Farming household.
Old Faith. The family’s religious allegiance connects them to the traditional druidic community.
Militia. Able-bodied residents can respond to trouble.
13. TRADERS’ ESTABLISHMENT
Shop: Hommlet’s principal general trading house. Almost anything adventurers need can be bought or sold here.
Rannos Davl & Gremag. Friendly, capable merchants—and secret agents of the Temple.
Goods. Adventuring equipment, weapons, armor, food, animals, and miscellaneous supplies.
Information. The traders pay close attention to newcomers and their activities.
Danger. Successful adventurers may find themselves watched, followed, or betrayed.
Secret. The most important enemy infiltration inside Hommlet.
14. CARTER
Home & Barn: Wagons, horses, harness, and equipment for transporting goods.
Carter. Provides hauling and transportation.
Services. Useful to anyone moving substantial quantities of equipment or treasure.
15. MONEYCHANGER
Shop: Secure business handling coins, gems, and valuables.
Nira Melubb. Hommlet’s moneychanger.
Services. Exchanges currency and deals in gems and valuables.
Security. Guards and precautions protect a surprisingly large amount of wealth.
Interest. Nira wants peace because instability is bad for business.
16. CABINETMAKER
Shop: Woodworking shop and family residence.
Craft. Produces furniture and fine woodwork.
Family. Household lives alongside the business.
Militia. Another craftsman integrated into Hommlet’s defenses.
17. MODEST COTTAGE
Home: Residence of a local craftsman and family.
Trade. Productive household contributing to the village economy.
Religion. The residents’ religious affiliation is specifically noted.
18. IMPOSING STONE BUILDING
Brewery: Substantial stone structure belonging to the local brewer.
Brewer. Produces drink for the village, including the Welcome Wench.
Business. One of Hommlet’s more prosperous commercial operations.
Household. Family, workers, equipment, and accumulated wealth.
19. MODEST COTTAGE
Home: Residence of an elderly veteran.
Veteran. Apparently retired, but far more experienced than an ordinary villager.
Equipment. Keeps weapons and possessions from his former career.
Defense. Another example of Hommlet containing unexpected reserves of fighting ability.
20. CHURCH OF ST. CUTHBERT
Fully mapped and described separately below.
21. COTTAGE AND LARGE BARN
Farm: Cowherd’s home with substantial livestock facilities.
Residents. Family and workers involved in tending cattle.
Livestock. Another reminder that Hommlet’s prosperity is primarily agricultural.
22. MILL
Mill: Working mill with attached residence.
Miller. Processes local grain.
Business. Essential service for the surrounding farms.
Residents. Family and workers live at the site.
23. FARM COTTAGE AND SMALL BARN
Farm: Small farm occupied by a somewhat reclusive farmer and family.
Residents. Less socially connected than many of their neighbors.
Farm. Livestock, tools, and modest accumulated possessions.
24. THE GROVE
Fully mapped and described separately below.
25. LARGE BARN AND CONNECTED HOME
Farm: Large agricultural household with substantial barn and livestock.
Residents. Farmer, family, and workers.
Militia. Able-bodied members contribute to village defense.
Old Faith. The household maintains traditional religious connections.
26. BARN-LIKE HOUSE WITH WHEEL
Workshop: Wheelwright’s home and business.
Wheelwright. Builds and repairs wagon wheels and related equipment.
Trade. Important to a village sitting on a major road.
Family. Household occupies the same building.
27. VILLAGE ELDER’S HOUSE
Home: Large, well-established residence of Hommlet’s principal civic leader.
Village Elder. Secular leader and respected local authority.
Council. Works with the village’s religious, military, and commercial leaders.
Politics. A natural place for decisions concerning threats to Hommlet.
28. CARPENTER
Workshop: Large building displaying a saw and hammer.
Carpenter. Produces and repairs wooden structures and equipment.
Work. Particularly busy because of Hommlet’s expansion and the castle construction.
29. STONEMASON
Workshop: Stoneworking business and residence.
Stonemason. Skilled craftsman.
Construction. Benefits from the substantial building activity around Hommlet.
Castle. Connected economically to the new fortress project.
30. CASTLE CONSTRUCTION SITE
Castle: Foundations and works of a major new stronghold being built beside Hommlet.
Burne & Rufus. Future lords of the castle.
Workers. Large numbers of laborers and craftsmen are employed here.
Growth. The project is one of the principal reasons Hommlet is booming.
Power. Signals that Burne and Rufus are becoming permanent regional authorities.
31. GUARD TOWER
Tower: Existing fortified residence of Burne and Rufus beside their unfinished castle.
Burne. Powerful magic-user.
Rufus. Experienced fighter.
Garrison. Mercenary soldiers defend the tower.
Details. Fully mapped and described separately.
32. TENTS AND WATTLE HUTS
Camp: Temporary shelters clustered near the castle works.
Laborers. About a dozen workers and their families live here.
Construction. Most are employed building the castle.
Growth. Hommlet’s expansion is happening faster than permanent housing can accommodate.
33. OVERGROWN TRACK
Road: Faint trail leaving Hommlet through rough hills, thickets, and bogs.
Destination. Leads about a league to the Ruined Moathouse.
Transition. Marks the point where the social village portion of the adventure gives way to wilderness and dungeon exploration.
The Sacred Grove
A secluded stand of ancient trees on the western side of Hommlet, across the stream from much of the village. The Grove is the local center of the Old Faith and home of Jaroo Ashstaff, a powerful druid quietly investigating whether the evil of the Temple has truly been destroyed.
Grove: Huge old trees, carefully tended undergrowth, quiet paths, and a small cottage. The place feels deliberately preserved rather than wild.
Old Faith. The Grove serves as Hommlet’s local center of druidic worship.
Jaroo Ashstaff. The resident druid and spiritual leader of those villagers who follow the Old Faith.
Purpose. Jaroo was sent to Hommlet to watch for signs that the Temple of Elemental Evil remains active.
Information. He is therefore particularly interested in reports of evil creatures, strange activity, or discoveries connected with the old Temple.
Aid. Characters who earn his trust can gain advice and assistance from a considerably more capable figure than his quiet surroundings initially suggest.
Politics. Jaroo represents the traditional religion of the region, while the newly established Church of St. Cuthbert represents a growing competing faith. Both, however, oppose the return of the Temple.
Cottage. Jaroo lives simply within the Grove; the module does not turn his home into a separately keyed mini-dungeon.


