When it comes to classic Dungeons & Dragons modules, few are as iconic, foundational, and subtly devious as T1 The Village of Hommlet (1979). Written by Gary Gygax himself, this module is more than just an introductory adventure; it’s a crash course in world building, sandbox exploration, and how to lull players into a false sense of security before springing deadly consequences upon them.
Whether you’re a grizzled grognard who first played this in the ‘80s or a fresh faced adventurer looking for a classic experience, Hommlet has something for everyone, unless, of course, you were hoping for a simple hack and slash dungeon crawl. In that case, prepare to be outwitted by the village’s unassuming populace, because this sleepy little hamlet hides more secrets than a rogue’s backstory.
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Welcome to Hommlet: A Village With a Past
Set in the World of Greyhawk, T1 The Village of Hommlet serves as the introductory adventure for the legendary Temple of Elemental Evil campaign. The village is a humble settlement with a dark history, having once been threatened by the forces of elemental evil, only to be saved by a band of heroes who crushed the growing menace and sealed away the temple’s power.
Sounds like a happy ending, right? Well, this is Dungeons & Dragons, so naturally, evil doesn’t stay sealed forever. Though peace has returned, Hommlet is still haunted by its past. Strange travelers have been passing through, some of them with shifty eyes and questionable motives. Something is stirring in the nearby ruins of the Moathouse, and it’s up to your fresh faced adventurers to find out what’s going on before things spiral out of control.
The setup is brilliant because it immediately gives players a sense of history and a living world, something many early adventures struggled with. Hommlet isn’t just a backdrop; it’s a place with real people, real problems, and a real chance to make your mark… or get run out of town for being an overzealous murderhobo.
A True Sandbox Experience
Unlike later, more linear adventures, The Village of Hommlet is an open ended, sandbox style adventure. Players can approach it in a variety of ways, choosing to interact with the locals, investigate the Moathouse, or just try to rob the general store and see how quickly they can get themselves killed. (Spoiler: very quickly.)
The beauty of this design is that it allows for meaningful roleplaying and decision making. Do you befriend the locals and gain their trust? Do you try to shake down villagers for information? Do you dive headfirst into the Moathouse without gathering intel, only to realize that you just walked into a very bad situation?
Every choice matters, and the consequences can be dire. This is a Gygaxian adventure, after all, mistakes are rarely forgiven.
The NPCs: More Than Just Quest-Givers
One of the standout elements of The Village of Hommlet is its richly detailed NPCs. Unlike the cardboard cutouts found in many early modules, Hommlet’s villagers feel like real people with their own agendas, secrets, and connections to the wider world.
Take, for example, the enigmatic trader Rannos Davl and his associate Gremag. On the surface, they’re just another pair of merchants peddling wares, but dig a little deeper (or fail a few Insight checks), and you might find that they’re not as harmless as they appear.
Or consider Canon Terjon, the slightly aloof but powerful cleric of St. Cuthbert. He’s not exactly warm and fuzzy, but he’ll be invaluable to players who know how to navigate his rigid sense of morality.
Every NPC in Hommlet has layers, and the more the party interacts with them, the richer the experience becomes. This is one of the module’s greatest strengths, it rewards inquisitive, roleplay heavy groups while still allowing for classic dungeon crawling action.
The Moathouse: A Deathtrap for the Unprepared
Once players have gathered enough information (or blissfully ignored all the warning signs), they’ll inevitably make their way to the Moathouse, an abandoned fortress that serves as the adventure’s main dungeon.
Calling it a “starter dungeon” is both accurate and misleading. Sure, it’s the introductory combat zone, but this place is mean. The Moathouse is crawling with bandits, monstrous creatures, and, if players go deep enough, serious foreshadowing for the horrors of the Temple of Elemental Evil.
The real gem, though, is Lareth the Beautiful. This charismatic and dangerous cleric of Lolth is no mere boss fight; he’s an important figure in the larger Greyhawk setting, and his presence hints at the greater machinations at play. Defeating him is no easy feat, and unprepared parties may find themselves overwhelmed. But for those who prevail, the rewards are more than just loot, they’re stepping into a much bigger story.
Why The Village of Hommlet Still Holds Up
For a module written in 1979, The Village of Hommlet remains a masterclass in adventure design. It does what many modern modules attempt but often fail to do, it creates a world that feels alive, where players’ actions have weight, and where every encounter is more than just a combat encounter.
Its blend of roleplaying, exploration, and tactical combat makes it a perfect starting point for new campaigns, especially for Dungeon Masters who enjoy a more organic storytelling approach. And let’s be honest, who doesn’t love an adventure where the most dangerous threats aren’t always in the dungeon, but sometimes sitting right across from you at the inn?
Final Thoughts: Should You Run T1 The Village of Hommlet?
Absolutely. Whether you’re introducing new players to old-school D&D or just want to experience one of the best-written early modules, Hommlet delivers. It’s an adventure that rewards careful planning, creative problem-solving, and a healthy dose of paranoia.
Just remember, never underestimate a sleepy little village. You never know who might be watching.
What are your favourite memories of The Village of Hommlet? Did your party ever survive the Moathouse on their first try? Let us know in the comments!
