Realm of Heroes

Day Three - The Moat House Ruins - IP

A scrub of thorns, thistles, weeds, and shrubsgrows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees.
Here and there it is washed out, in other places a mire. Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place on horseback, or two to trudge along on foot. Considerable hacking and clearing is necessary to make the way passable, so double the time required for the first trip. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse.

A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy,
creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even
to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.

The track continues past the ruins for many miles—seven leagues, in fact, to Nulb.

Moat Ruins top level Map

The road is only wide enough for two across. I will need a marching order.

View
Day 2 - The Meeting

You enjoy breakfast and lunch but haven’t seen anything unusual go on so far. You head over to the meeting place where you are escorted in. The council waves you in
Garth, Village Elder (27) Jaroo, the druid of the Grove (24) Terjon, chief cleric of the church (20) Elmo’s father, Captain of the militia (2) Ostler, the Innkeeper (7) Mytch, the Miller (22) Burne, the magic-user (31) Rufus, Burne’s associate (31)
I have something to share with you. Jaroo and Ostler have vouched for your character and we are in need of some assistance. Let me share a bit of information with you about the Ruins at the moat house.

This place was once the outpost of the Temple of Elemental Evil, its watchtower an advance base for raids, looting, and destruction. From this area, servants of the Temple were to bring the Village of Hommlet and all the lands around it into subjection. The conquered folk were then to be used as slaves to construct yet another fortress further west, spreading the evil power of the Temple in ever-growing rings to encompass all of the land around its base.
This outpost was ignored during the destruction of the Temple, for the army of good which came against the wicked hordes was so strong as to be totally immune to any pinpricking from the garrison of the moathouse. Only after the end of the battle which destroyed the main armies of the Temple of Elemental Evil was attention turned to this place. A detachment of horse and foot with a small siege train then came to the marshlands, to lay the castle low. The
common folk from miles around came to help, and the moathouse was surrounded, cut off, and battered into extinction. The place is now shunned by the people of Hommlet, who hate its former evil of the fortress—a vile cleric of damnation—and his evil men and humanoid troop.

We believe that evil is once again or has always been present at the ruins and is trying to reassert itself here. We want to hire you to root out this evil and cleanse the area. We have some money to offer you for your services and a few magic items should you be interested. Do the Guardians accept this arrangement?

Polou, “Yes, we will see what we can do, to remove this evil from your town.”

(OOC: What time of day is it? )

If it is evening Polou will suggest we head back to the inn and get ready so we can leave first thing in the morning. If it is early enough to get the the moat house and still have a few hours of good sunlight left, then Polou will suggest start out now and have a look around the place.

OOC DM: It is late afternoon. The council recommends a early start the next day.

The council shows the group the location of the moat ruins and says, “It’s probably best to start out fresh in the morning. We also recommend that you keep this information to yourself.”

Polou, looks around to make sure now one is to close, and can over hear them. “Let’s head back to the inn and have dinner, as though nothing has happened. If the mote house is back in operation, I would bet they have a spy or two here in town.”

Polou, suggest we leave at dawn, and walk our horses out of town so we don’t attract much attention.

View
Day 1 - A New Beginning

Just as you get ready to move inside the dungeon you feel a tingling sensation and a blurring of you vision. You wake up outside on a warm sunny morning refreshed, but things have changed. You are no longer in the Forgotten Realms.

Polou – Plain leather armor AC6, Weapon a single +1 Scimitar, 20 PP, 10 GP, 10 SP, 10 CP
Drex – No armor, Hand/feet wraps +1, 20 PP, 10 GP, 10 SP, 10 CP
Xankul – Plain Chainmail, Warhammer +1, 20 PP, 10 GP, 10 SP, 10 CP
Finx – Bracers AC6, Wand of Magic Missiles LVL5, Staff +1, 20 PP, 10 GP, 10 SP, 10 CP
Taylan – Plain leather armor AC6, Shortsword +1, 20 PP, 10 GP, 10 SP, 10 CP

Update your character sheets. All you have is what is listed above. You fin 5 riding horses with tack roped to a tree nearby as well. Saddle and Saddle bags too. You can equip yourselves as you see fit at the Village with what money you have.

Each of you has been educated with local history for Greyhawks realm. A powerful mind entered yours and gave you the knowledge.

You see a road nearby and a sign that says Village of Hommlett 1 mile.

The Village of Hommlett—or merely “Hommlett,” as it is commonly called—is situated in the central part of the Flanaess, that portion of western Oerik Continent which is known and ‘civilized.’ The hamlet-sized village (local parlance having distinguished it with the greater term) is located some 10 leagues southeast of the town of Verbobonc, or thereabouts, on the fringe of the territory controlled by the noble Lord the Viscount of Verbobonc. It is at a crossroads. To the north is the mighty Velverdyva River, along whose south bank runs the
Lowroad. Many days’ travel to the east, on the shores of the Lake of Unknown Depths (Nyr Dyv), is the great walled city of Dyvers. The village of Sobanwych lies about halfway along the route. Below that to the southeast and east are miles and miles of forest (the Gnarley), beyond which is the Wild Coast-Woolly Bay and the Sea of Gearnat. The road south forks a league or so beyond the little community, one branch meandering off towards the Wild Coast, the other rolling through the lower Kron Hills to the village of Ostverk and then eventually turning southwards again into the elven kingdom of Celene. The western route leads into the very heart of the gnomish highlands, passing through Greenway Valley about a day’s travel distant and going onwards to the Lortmil Mountains far beyond. Hommlet grew from a farm or two, a rest house, and a smithy. The roads brought a
sufficient number of travelers and merchant wagons to attract tradesmen and artisans to serve those passing through. The resthouse became a thriving inn, and a wheel and wainwright settled in the thorp. More farmers and herdsmen followed, for grain was needed for the passing animals, and meat was in demand for the innfolk.
Prosperity was great, for the lord of the district was mild and taxed but little. Trade was good, and the land was untroubled by war, outlaws, or ravaging beasts. The area was free, beautiful, and bountiful—too much so, in the eyes of some. Whether the evil came west from Dyvers (as is claimed by one faction) or crept up out of the forestlands bordering the Wild Coast only a few thieves and an odd group of bandits molesting the merchant caravans. Then came small bands of humanoids—kobolds or goblins—raiding the flocks and herds. Local militia and foresters of the Waldgraf of Ostverk apparently checked, but did not stop, the spread of outlawry and evil. A collection of hovels and their slovenly inhabitants formed the nucleus for the troubles which were to increase. A wicked cleric established a small chapel at this point. The folk of Hommlet tended to ignore this place, Nulb, even though it was but 6 miles distant. But its out-of-the-way position was ideal for the fell purposes planned for this settlement, as was its position on a small river flowing into the Velverdyva. The thickets and marshes around Nulb became the lair and hiding place for bandits, brigands, and all sorts of evil men and monsters alike. The chapel grew into a stone temple as its faithful brought in their illgotten tithes. Good folk were robbed, pillaged, enslaved, and worse. In but three years, a grim and forbidding fortress surrounded the evil place, and swarms of creatures worshipped and worked their wickedness therein. The servants of the Temple of Elemental Evil made Hommlet and the lands for leagues around a mockery of freedom and beauty. Commerce ceased, crops withered; pestilence was abroad. But the leaders of this cancer were full of hubris and, in their overweaning pride, sought to overthrow the good realms to the north, who were coming to the rescue of the land being crushed under the tyranny wrought by the evil temple. A great battle was fought.
When the good people of Hommlet saw streams of ochre-robed men and humanoids fleeing south and west through their community, there was great rejoicing, for they knew that the murderous oppressors had been defeated and driven from the field in panic and rout. So great was the slaughter, so complete the victory of good, that the walled stronghold of the Temple of Elemental Evil fell within a fortnight, despite the aid of a terrible demon. The place was ruined and sealed against a further return of such abominations by powerful blessings and magic. Life in Hommlet quickly returned to a semblance of its former self, before the rise of the temple. For five years afterward, the
village and the surrounding countryside have become richer and more prosperous than ever before. A monstrous troll which plagued the place for a time was hunted down by a party of passing adventurers. Carrying the ashes and a goodly fortune as well, the adventurers returned to the village. Before going elsewhere to seek their fortunes, the adventurers also returned a portion of the villagers’ losses. Other adventurers, knowing of the evil that had once resided in the area, came to seek out similar caches, and several did find remote lairs and wealth—just as some never returned at all. After a time, adventurers stopped coming to the area. It seemed that no monsters were
left to slay, and no evil existed here to be stamped out. The villagers heaved a collective sigh—some pained at the loss of income, but others relieved by the return to the quiet, normal life—and Hommlet continued its quiet existence for four years more. But then, a year ago, the bandits began to ride the roads again—not frequently, but to
some effect. To the good folk of Hommlet, this seemed all too familiar, so they sent word to the Viscount that wicked forces might still lurk thereabouts. This information has been spread throughout the countryside, and the news has attracted outsiders to the village once again. Who and what these men are, no one can be quite sure. All claim to be bent on slaying monsters and bringing peace and security to Hommlet; but deeds speak more loudly than words, and lies cloak the true purposes of the malevolent.

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 desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this 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. The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true—is the
whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple’s? All of these questions will soon be answered. The dusty, rutted road is lined with
closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. 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 wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings—Hommlet at last! The adventure begins…

Polou, as we ride into town, will be looking for a place to get supplies, a weapon smith, and a tavern.

Polou and the crew ride in from the south. The first things you notice are two farms.

The first
2.Farm – Clean but slightly run-down buildings indicate that this farm is not very prosperous. However, the stock appears quite healthy and plump. An active lad of 12 or so is doing chores. Nothing appears of particular interest.

The second is
1.Farm – This wood and plaster house is well kept, and the barn beyond is bulging with hay, grain, and so forth. Several fat animals are about. Two large farm dogs bark at your approach, and a rosy-cheeked goodwife appears at the doorway.

Polou will ride over to the edge of the road by house 1, and get off his horse, “Pardon me ma’am, but could you tell me is there a treading post or store in this town?”

The old Lady hands Polou a map of the area, the Village too. She says, “Here, we get a lot of adventurer through here with all the history and all.”

She points out the trading post as #13 on the map of the village.

“See right there sonny. They have most things any new adventurer might need. Of course things have been slow lately so prices might be up a bit and the stock might have dwindled some too.”

“A silver piece would be welcome for the maps. You folk look like you have seen some adventuring already. The Inn’s real nice if your looking for a place to bunk for a few nights. Rates are decent and food is good. Well I best be getting back to my chores lads and lady.”

Her sons look on and then she scatters them to their chores as she moves off to do hers.

Polou gives her a silver, “Thank you very much Ma’am.” He gets back on his horse and ask the rest of the team, “Where should we go first, to get some food, or to get supplies?”

Xankul, Drex, Taylan and Finx all says, “We need gear and at mid day bell lets get some lunch at the inn and get settled into this village. It might be a while before we figure out what to do next. Let’s head to the trading post and see if we can get stocked up.”

Polou, “Ok, sounds good.” He then starts up thr road toward the trader.

The group passes by several more farms along the way. You also pass the Inn of the Welcome Wench, Blacksmith, Leather worker, Village Hall, Weaver, Tailor a small bridge allows you to cross over a small stream. To your left is the Jeweler and Money changer and on the right is the Trading Post.

Outside the door, a shield and lantern are suspended from chains. The shield is painted, showing a sword and a cheese.
This is the local trading post, wherein a merchant apparently provides for the needs of villagers, travelers and adventurers
alike.

Everyone heads inside and see two individual Rannos Davl the owner and Gremag. Gremag seems to be frustrated at Rannos and is bickering with him. The whole front of the Trading post houses all sorts of gear. The back has livestock, horses and mules. Rannos grumbles a bit at the sigth of you then seems to cheer up and says, “What do we have here Gremag? You folks seem new to these parts and a little light on gear. Well, you’ve come to the right place for the right price.”

OOC DM: The party can stock up on most common things. Add 10% to the PHB cost for most things. I’ll add any extra should the need arise base on what you buy.

Polou is going to buy the following :
…………………………………. PHB ….. +10%………Pay
Short Bow ……………….. 30 gp …… 3 gp …….. 33 gp
Quiver ………………………. 8 sp …… 8 cp …….. 8 sp 8 cp
Flight arrows (12) ……… 3 sp …… 3 cp ………. 3 sp 3 cp
Dagger ……………………….. 2 gp ….. 2 sp ………. 2 gp 2 sp
Throwing axe …………….. 1 gp ……. 1 sp ……… 1 gp 1 sp
Backpack ……………………. 2 gp ……. 2 sp ……… 2 gp 1 sp
Dry rations (1 week) …10 gp ……. 1 gp …… 11 gp
Wool Blanket …………….. 5 sp ……. 5 cp ……… 5 sp 5 cp
Torch (6) …………………….. 6 cp …… .6 cp ………. 7 cp
Rope (hemp 50’) ……….. 1 gp ……. 1 sp ………. 1 gp 1 sp
Wine skin ……………………. 8 sp …… 8 cp ……….. 8 sp 8 cp
=====
total ……………………………………………….. 53 gp 3 sp 1cp
pay ………………………………………… 10 pp 3 gp 3 sp 1cp

Rannos has the groom secure the items for the adventure group and says, “So you plan on doing some adventuring in the area? I’ve got a men-at-arms that can help you out?”

Xankul picks up a med shield and the same stuff as Polou and adds a tent and Flint and steel, whetstone.

Drex does the same as Xankul but opts for Large Shurkens for his ranged items and does not need a shield.

Finx picks up the same stuff as Xankul but does not take the shield and add some thieves tools.

Taylan picks up the same stuff as Finx as well.

Everyone adds a large belt pouch and 2 small belt pouches.

The team senses the gruff nature of the owner and his partner.

Polou, “We are new to the area, we might could use someone who knows his way around, what do you think guys?”

The gang says, “Let’s chat outside after we get our gear.”

Everyone gets their gear and you head outside.

The gang tells Polou, “It’s your call from here on. We don’t get a good vibe from these two but we are new to the area.”

Polou," Yea, I kinda feel like you. Let’s get our horses and go." Polou , sticks his head back in the store and said,“We are going to look around town and see about getting a room at the inn, but we will keep your offer in, mind.” Then heads out to join the others.

Ran"nos Davl says in a gruff voice, “Suit yourself folks. It’s 2GP/day if you change your minds.”

The gang heads to the inn to check on rooms. The square wooden sign shows a buxom and smiling girl holding a flagon of beer. This must be the Inn of the Welcome Wench, a place renowned for its good food and excellent drink! Passing merchants make a point of stopping, as do many other sorts of wayfarers, and it is said that the place is always filled with
patrons. You meet Ostler the Innkeeper not too talkative but friendly. He says, "New to the area folks? Well here is out menu.

Choice venison, mutton, poached salmon, trout stuffed with
specially prepared mid kidney pie with mushrooms or truffles, squab, stuffed pheasant, and boiled crayfish in drawn butter
are just a few of the epicurian delights which are expected and served here. The locally brewed ale and beer is supplemented by brews from other sites, and wine, mead
and brandy from all over the Flanaess make their way to the boards of the Welcome Wench. Meals are served on pottery, pewter, or copper services, according to the order. Various
leather jacks, pottery mugs, wooden tankards, pewter steins, glass flagons, crystal goblets, or silver chalices are used for
potables.

Meals
Breakfast, plain 5 cp
Breakfast, elaborate 2 s
Dinner, plain 5 sp
Dinner, elaborate l e p
Dinner, 7 course 2gp
Supper, plain 3 sp
Supper, elaborate 7sp

Common Drink(per pint)
Ale 2sp
Ale, special l e p
Beer, small 5cp
Beer, heavy l s p
Mead l e p
Mead, special brew 15 sp
Wines(per pint)
Table, local l e p
Keoish golden 15 sp
Sundish lilac 5ep
Urnst white I g p
Celene ruby 2gP
Furyondian emerald pale 4gP
Velunan fireamber 1 pp

Brandies(per gill)
Local 1 e p
Keoish 1 g P
Urnst(special aged) 3gp

Liqueur
Ulek Elixir, 1/2 gill Sgp

Grain and stabling for horse (daily) 5 sp

He points to a young stable boy and a groom and says, "Care to stable your horses if you have any? If so he waves them over to get your horses. You see 2 couples at 2 table and 4 males at 4 different tables all having lunch.

Room range from 1 GP/night to 5 GP/night.

Polou, thinks to himself that this is going to be expensive if we don’t find a way to make some money. “Well, guys let’s have some lunch and see if we can’t learn anything about the area.”

Polou will have a plane dinner, 5 sp and an ale, 2 sp. Also 5 sp for grain and stabling the horse.

Ostler looks at Polou and says, “Not planning on staying long I guess.” Ostler leans in and quietly says to the group, “Normally I don’t do this but you look like a seasoned adventuring group. Tomorrow is council meeting at the walled Manor (27) and you should go. If you stand for good and you mean this town good then be there. Ask them about the moat house.”

He clams up just as the hired merc from the trading post comes in for lunch.

Polou, “It might. be worth checking our, but that is tomorrow so after we eat, let’s see what else we can find out around town.”

Drex and the others negotiate a deal with Ostler. They offer 15 GP for stables, rooms, Breakfast elaborate, Dinner and Supper plain meals to include 6 drinks of ale, mead or beer or similar valued drinks for 5 days. Ostler brings them to his office and they pay him 15 GP each. When you get back your meals are on the table ready to eat. The bar wench gets your drinks of choice and brings them over.

After the meal your team (Insert gang name here) head out and look the village over.

Town overview given by Elmo

You meet Elmo as you leave the Inn as he was one of the four at the inn at a table by himself drinking a jack of ale. Elmo will reveal his status (man-at-arms) to any who ask. While in town ‘carousing’, he is unarmored but carries (as always) his dagger +2. If asked about it, he proudly proclaims “My brudder Otis gave it to me!” Elmo’s speech is slow and halting. He often appears tipsy and jovial, frequenting the Inn of the Welcome Wench much of the time. He will state his interest—money (obviously to be used for ale purchases)— and will work as a hireling, gladly accompanying
any who ask providing they furnish him with “chain armor and a BIG axe.” You offer to give him some coin to show you around the town and he does so.

1. PROSPEROUS FARM COTTAGE A N D
LARGE BARN
This wood and plaster house is well kept, and the barn beyond is bulging with hay, grain, and so forth. Several fat
animals are about. Two large farm dogs bark at your approach, and a rosy-cheeked goodwife appears at the doorway. The large goodwife is friendly, greeting all who call, while her four children look on. Inside, a young girl and her old granny do various chores. The lintel over the front door is carved with acorns and oak leaves. If politely
asked, any adult in the family will state that the family is of the Old Faith (i.e. druidical). The head of the house and his two full grown sons are at work in the nearby fields. These three are members of the town militia. The elder has a bill-guisarme and a ring mail jack, while his sons have leather armor and shield and wield a flail and an axe
(respectively). Each has a dagger at all times.

2. MODEST FARMHOUSE AND BARN
Clean but slightly run-down buildings indicate that this farm is not very prosperous. However, the stock appears
quite healthy and plump. An active lad of 12 or so is doing chores. Nothing appears of particular interest.
An elderly couple herein is master and mistress; the boy is a servant. These folks have nothing to trade. The elders say that their son Elmo would be interested in talking with strangers—he’s at the inn having a jack of ale. Their other son, Otis (they sadly shake their heads), took service with some gentlemen and is away seeking his fortune.
Elmo is strong, but not too quick, and is over fond of brew.

3. COTTAGE
This rustic abode houses the local woodcutter, who is a member of the local militia.

4. WELL-KEPT FARM
The house and barn show that this farmer is doing well and the stock in the fenced-in yard are very fine-looking.
You see a fetching feminine face in a window. A widow and her two grown sons (members of the Militia) dwell here, the latter with their wives and eight children.

5. PROSPEROUS FARMHOUSE
This farmer is a widower of middle age and does not speak with you. He has the task of raising five children,
the two eldest being teen-aged daughters. A manservant laborer helps with the chores. The farmer is the brother of the farmer to the south (area 1) and is quite distant and taciturn.

6. HOUSE WITH LEATHER HIDE
TACKED TO FRONT DOOR
This is the home and business of the village leatherworker and his wife, her brother (a simpleton who does not bear arms), and three children, the eldest of whom is a 12- year-old boy. The leatherworker is a ‘jack of all trades’, being shoemaker, bootmaker, cobbler, saddler, harnessmaker, and even fashioner of leather garments and armor, the latter requiring some tile and a number of fittings and boiling. He is not interested in any sort of adventuring, but is a militiaman, as is the boy.

7. LARGE BUILDING WITH SIGN
Ostler is the sergeant of the militia, and the stableboy and groom are also members. The first potboy is an aspiring druid, and he serves as the courier to the druid of the grove, bearing messages of interesting data to him.

8. OPEN SHED AND HOUSE BEHIND
Horseshoes are nailed to three faces of the post in front of this shed, and within sit a forge and bellows. This is obviously the smithy. A short but brawny man is vigorously pounding away at a piece of red-hot iron. The smith is obviously hard-working, forthright, and likeable. He is able to do all sorts of metalwork, even fashioning iron and sads, helmets, and shields. He will readily admit that he is not capable of fine armoring. ‘Brother Smyth’ is the assistant to the druid of the grove. Though he will never work up very high because of his occupation, he will assume the role of religious advisor to the faithful.

9. NEW BUILDING
There is no one here. The doors are unlocked, and a few benches and stools stand by the bare walls, with a large, plain table at the far end of the room. A tapestry on the back wall shows a green field with two acorns above a sheaf of grain—the banner of Hommlet. This is the village hall recently constructed
for feasts and councils by Burne and Rufus

10. WELL-KEPT DWELLING WITH A
SIGN
The wooden sign depicts a bag of wool and a loom. Herein dwells the elderly weaver and his wife, their daughter, and her husband. Four young apprentices are also here, as business is very good. There are
bolts of woolen and flaxen cloth here, but nothing else of possible interest. These folk are followers of St. Cuthbert (see area 19). They moved to the area only two years ago

11. COTTAGE
Here lives a small and mild tailor, a bachelor of thirty years or so. He is an expert at making or repairing garments. He has just moved to the village, but has not been invited to join the militia due to his small size.

12. AVERAGE FARM BUILDING
This place is the home of a strapping farmer and his equally large son, the farmer’s wife, and six daughters—one of whom has a small child. They are friendly but have nothing of interest. These folk
are of the Old Faith and have lived here all of their lives. The farmer and his son are both militiamen.

13. WOODEN BUILDING WITH SHUTTERED WINDOWS (Trading Post)

14. WEATHERBEATEN BUILDING AND
BARN
A wooden sign shows a cart and horse, indicating that this is the domicile and quarters of the local carter. This teamster, his wife, a grown son, and five other children live in the house. The attached barn has two wagons and two carts below, and two drivers live in the loft. The smallish barn to the rear houses a dozen mules. This fellow and
his associates are dour, but will gladly accept hire. The teamster, his son, and the two drivers are all militiamen.
Another newcomer and advocate of St. Cuthbert, the teamster is very honest. He dislikes the traders.

15. STURDY NEW BUILDING WITH A
SIGN
The sign displays three yellow balls; this must be the moneychanger’s. A guard in chain mail stands by the door, wearing a sword and cradling a light crossbow in his arms, with a quarrel ready. Two large dogs are sniffing in your direction. The proprietor is Nira Melubb. He will happily exchange coins and metal for other media, charging only 10% of the value. Nira also buys and sells Jewelry. He also makes jewelry, for a fee. Nira asks no questions and is always obliging and polite.

16. SMALL HOUSE WITH SIGN
The nicely painted sign shows a painted shield and a chest of drawers. This building is the shop and home of the
local cabinet maker, his wife, and two young children. He has an apprentice who does most of the rough work, while he crafts the fine work and the limning. He is quite adept at shield designs and sign work, and can make almost any sort of furniture. The cabinet maker will happily do commissioned work of any sort, but he is not interested in adventuring, of course, nor is his apprentice. The folk here follow the Old Faith. The cabinet maker and his apprentice are both militiamen.

17. MODEST COTTAGE
A potter is busily engaged in the manufacture of various sorts of dishes and vessels, although most of his work goes to passing merchants or the trader. He has a variety of earthenware bottles and flasks available for sale. The potter, his wife, and four children all work in the business. The potter and his two eldest sons are militiamen.

18. TYPICAL COTTAGE AND IMPOSING
STONE BUILDING WITH A
BARREL HANDING FROM CHAINS
This house is the home of the local braumeister and his wife and young child. A nephew and his wife have recently come to help run the affair, as it is very successful. At night, a large dog runs free in the house. The brew house has a cellar for aging. Several vats are on the main floor, and the side sheds hold ingredients. Three apprentice
brewers dwell in the brewhouse attic. The family members are all of the Old Faith, as are two of the apprentices. The
third is a recent convert to the faith of St. Cuthbert. The apprentices brew the various ales and beers under the direction of the Braumeister, and can drink almost anyone (except the master and his nephew) under the table. The
apprentices, the braumeister, and his nephew are all militiamen.

19. MODEST COTTAGE
Three dogs guard this, the home of the grizzled herdsman Black Jay, and his flock. The herdsman does not like company or strangers, and says so to any who come onto his property. This retired warrior is friendly with the
elves to the northwest, but will not partake of any adventuring. His house was raided, and his wife and children slain, when he was away in the wars.

20. CHURCH OF ST. CUTHBERT
This newly built edifice was raised by the viscount, in honor of the aid rendered to him by the Archcleric of Veluna during the war against the Temple of Elemental Evil. A somewhat distant cleric and his assistant officiate during services and otherwise serve their flock. Other than at services, anyone coming to the church must deal with the
lesser cleric, the priest Calmert. Holy water can only be obtained here or from the trader (area 13.). The honest Calmert is known for his zeal in obtaining contributions. The Canon recently became the chief cleric of the church, taking over from the Canoness Y’dey, who left unexpectedly and has not returned. The villagers say that Terjon is not particularly friendly and his stern demeanor is a cause of some speculation.

21. COTTAGE AND LARGE BARN
These well-kept buildings are obviously those of a cowherd, and a particular odor is quite noticeable in the area. The farmer, his wife, his aged mother, and seven children have a dairy, making and selling cheese. The trader and the inn take what does not sell to passing merchants, so very little is available to individual purchasers. The fanner and his three eldest sons are militiamen. The family is part of the congregation of St. Cuthbert.

22. MILL AND ATTACHED HOME
Here dwell Mytch, his wife, three children, and two servants. They grind grain into flour, of course, and goodwife miller also does some bread baking for the village. A large dog is kept inside the millhouse. These folk are of the Old Faith, pillars of the community, and tend to be cool toward strangers—suspicious with good cause. Mytch and one of the servants are militiamen.

23. COTTAGE AND SMALL BARN
A somewhat reclusive farmer. The villagers are not particularly fond of these folk. The farmer and his son are militiamen. The spinster daughter is only in her twenties, and is handsome but bossy. These people
do not follow any religious persuasion, so they are excluded from most village functions.

24. THE GROVE
This is obviously a place of worship. The trees are neatly pruned, and the grass is well tended. A carefully placed line of bluish stones sets off the path leading to a rock cairn where flowers, nuts, berries, and garlands of leaves are placed. A small path leads beyond the shrine to a low-roofed wooden building placed under the great boughs of the central oaks of the corpse. A call will bring forth the druid, Jaroo Ashstaff. All comers to the Grove are expected to make an offering here and there (and the druid will remind them, if necessary). If the visitors are not of the Old Faith,
they are expected to give several gold pieces to Jaroo as donations towards the needy of Hommlet. The druid will listen to requests for assistance from those who contribute. Jaroo is an agent of the druids of Gnarley Wood, sent to Hommlet to see if the Temple of Elemental Evil is totally destroyed, and to help repress any rise of evil of that sort.

25. LARGE BARN AND CONNECTED HOME
This place is obviously that of a herdsman. His wife is dead, but a full grown son and his wife care for the five children. A cousin helps to tend the flocks, and he has brought two dogs along. These folk are friendly, but are not interested in adventure and have little interest in the way of goods. They all follow the Old Faith. The herdsman, his son, and his cousin are all militiamen.

26. BARN-LIKE HOUSE WITH A WHEEL
NAILED TO A POST
This is the residence and shop of the local wheel and wainwright. The main part of the structure is a barn where he builds and repairs carts and wagons. The artisan, his small child, and two helpers live in the side apartment. His wife is dead, and his helpers are his nephews. All the men are in the militia. These folk are followers of St. Cuthbert. The elder tends to drink too much, but is goodhearted.

27. WALLED MANOR HOUSE
This place has an eight foot high stone wall and a heavy gate. It is obviously the residence of some well-to-do folk, and easily defensible in times of trouble. This is the home of the village elder, his wife, and their four grown sons. Two of the sons are married, and their wives and three children live here also. The elder is a retired farmer, and his sons now care for the fields and livestock. All of his sons have horses, and are very proud of their status. Two servant girls and a hired farmhand are quartered in the stable loft. All the inhabitants are of the Old Faith. The four sons and the hired hand are members of the militia. In the event of attack villagers nearby seek safety in this compound.
The elder is quite wise and greatly respected. He heads a council whose other members (in order of seniority)

Jaroo, the druid of the Grove (24)
Terjon, chief cleric of the church (20)
Elmo’s father, Captain of the militia (2)
Ostler, the Innkeeper (7)
Mytch, the Miller (22)
Burne, the magic-user (31)
Rufus, Burne’s associate (31)

The latter two are new arrivals to the council. The elder is also the Justice of the Peace. Once each new moon, he holds a village meeting to hear ideas and complaints.

28. LARGE NEW BUILDING
The sign before this place shows a saw and hammer. The building appears newly constructed. This new home is the shop and residence of the local carpentar, his wife, and his younger brother. The carpenter often works for other craftsmen in town, and is currently at work on barrel staves. As is typical of most townsfolk, he is too busy to think of adventuring. Having come to the village about two years ago, this family is considered ‘outside’ folk, and will be until their beards grow gray. The carpenter and his brother are nevertheless militiamen. All three are followers of St. Cuthbert.

29. STONE HOUSE
This well-crafted stone dwelling seems recently built. It is set off from the road by a low stone wall. No animals are seen, but some children are playing in the yard. The stonemason, another of the recent newcomers to Hommlet, built this home. His wife and two children are here, but he and his three apprentices are at work building the new castle on the low hillocks to the southeast (area 31). These folks are of the Old Faith. The mason and his apprentices are militiamen. The mason has offered to help with the working of several large monoliths for the Grove after the castle is finished. The mason is well-regarded in Hommlet. He has become quite friendly with the magic-user, Burne.

30. DOUBLE FIELDSTONE WALLS
FILLED WITH EARTH
Here are the beginnings of a smallish castle, being built around a new tower atop the low mound. Workers have dug deep trench lines about ten feet wide and as deep, down to a hard clay. They seem to be in the process of mortaring the foundations of the wall to be built above. Work has barely begun,
but the outlines of bastions, towers, a gatehouse and a keep can be noted. The keep is atop the second hillock, and considerable excavation has taken place. The earth from this digging has been used in
the walls around the whole. Some dressed stone blocks are visible, but not similar to local stone. The whole is being financed by the Viscount and the Archcleric of Veluna, for favors done by the owners of the tower (which they also built), Burne and Rufus. These two will, in turn, serve the Viscount by holding the area safe for him and reporting on any untoward happenings.

31. TWO-STORIED TOWER
This structure is some 55 feet tall, a smaller tower rising inside the greater at about 35 feet above the ground. Its entrance is accessible only by going up a curving flight of stone stairs which terminate
in a landing about 10 feet above the ground. The outer door of the tower lowers to form a bridge to the stone landing. There are numbers of arrow slits around the tower, and it has a splay around the base to about 6 feet in height. The lower and upper battlements are machicolated, the merlons being pierced
for archery as well. Two men-at-arms watch from its roof. "Inside dwell Rufus the Fighter and Burne
the magic-user. Both came to Hommlet some three years ago, and had considerable success
in adventuring. They defeated a large bandit force which had plagued Verbobonc, and it is rumored that they gained considerable treasure in killing a green dragon which preyed in the Kron Hills to the west.
These two are friends of all the important folk in the village. It is well known that they are tough and very cautious, but willing to give some aid to adventurers for a price. All sorts of standard equipment is stored
in the keep, and both Burne and Rufus have odd potions and scrolls as well. Burne, ‘His Most Worshipful Mage of Hommlet’: The magic-user is clever, but a trifle on the greedy side. All services he renders will be paid for handsomely. He is a follower of St. Cuthbert, and very conscious of his duty to protect the
village and to watch for evil. Burne is on the young side for a magic-user, average in appearance and
dress, and will often frequent the Inn of the Welcome Wench. Rufus: leads a squad of men-at-arms, and
has been appointed as the overall commander of the village troops as well.

32. TENTS AND WATTLE HUTS
Some dozen temporary shelters are along the edge of this copse of trees. They house ten peasant laborers and associated train— women, children, stray dogs, etc. They are the workers constructing the new castle. A few villagers also work on the project from time to time; each puts in half a day’s labor
once per week. Whenever a load of materials is sent from Verbobonc, six new laborers arrive with it,
and a like number then return to that town with the empty wagons.

33. OVERGROWN TRACK
This leads off into the rugged hills and tangled scrub above the town. About a league away (2-3 miles) is a ruined moat house, a former warning post for the destroyed Temple.

Polou, will also take the deal and gives Ostler 3 pp. while we are out looking around town when we get to the grove, Polou will give Jaroo 1 pp, and talk to him about what he knows about the moat house and the temple of elemental evil.

[OOC: Group name, Mizer’s Raiders of Thruldar, Mizer’s Raiders for short. Also am I the only player left? ]

OOCDM: You are the only player left. You are in a different game now so Mizer is long gone as are the thruldar ruins.

You can of course choose your own name and keep the one you mentioned. I have included some others as possible choices too.

The Guardians
The Sentinels
The Chosen

(OOC: Let’s go with “The Guardians”, also did Jaroo have any information for us, or will we have to wait for the meeting. )

OOC DM: Jaroo doesn’t have any information other than suspicions of evil at work.

The rest of the evening you sort your rooms out and get an evening meal but nothing unusual happens.

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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