NOTES FOR THE DUNGEON MASTER

    This module is designed for beginning-level
play. Experienced players can also
enjoy the scenario, but they should start
new 1st level characters to do so. If you happen
to have a group which is new to the
game, allow them to bring their existing
characters; there is no sense in requiring
that they begin the business all over again.
    Experienced 1st, 2nd, and even 3rd level
characters can easily begin in Hommlet. If
characters are higher than level one, modify
the material in the 'Getting Started' portion,
of course. You should sharply limit the
amount of gear and treasure they can bring
to the village (as you will understand when
you read the adventure). If your group of
players has had exceptional luck, simply
engineer a minor encounter or two along the
way--light fingered leprechauns, a thief or
two, or perhaps some brigands--to rid them
of a few of those cumbersome gems, coins,
and magickal items.


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    For each numbered area, general information
is given first. If the text is boxed, it may be
read directly to the players. Otherwise,
present the given information in your own
words. If you are so thorough familiar with
the module that you can simply glance at the
name of the encounter area and then put everything
in your own words, so much the better.
You should conversant with the whole
before beginning play. Your players will, in
turn, reflect and be inspired by your skill in
presenting the material herein.
    Immediately following the player information
is more detailed and often secret material,
which you should not reveal to the players.
Review this carefully as well, to be sure of the
interrelationships and consequences of certain
actions.
    The whole is quite general, in fact, and
while some characteristics of the non-player
characters (hereafter referred to as NPCs)
are given, there is sufficient latitude for you
to completely personalize the adventure to
fit your style of play and satisfy your players.
Follow the guidelines given, but round
them out to make each encounter unique.
    The persons that are met at the inn, along
the road, and so forth, are you: for the
Dungeon Master is all--monsters, NPCs,
and all else but player characters. Play it to
the hilt. Do it with flair and wit. Be fair both
to the characters and yourself. Be cunning
but just and honest when in the role of
a warding ranger. Be deceitful, clever, and
thoroughly dishonest when acting the part
of a thief. Think of the parts you take as
those of characters you are playing, and act
accordingly. But temper your actions with
disinterest in the eventual outcome, and
keep only the viewpoint of that particular
role. Wearing two, three, or a dozen different
hats is challenging, but that is part of
being an outstanding DM.
    The area of Hommlet, as well as that of the
Temple, was developed in order to smoothly
integrate players in the GREYHAWK campaign
(both experienced and otherwise) into a
scenario related to the 'old timers' only by relative
proximity. All had new characters,
although experienced players were assigned
characters with levels above 1st or 2nd. The
whole attempt turned out quite well, and
many of the NPCs in the adventure are the
characters and henchmen developed through
play. The situation and surroundings have
been altered because of the actual experiences
of these participants, although the clock has
been turned back to give you and your group
of players an opportunity to make history of
your own. While I am strongly tempted to
relate the events of the campaign we played, I
believe it to be inappropriate to the adventure.
(Ask me at a game convention, some time....)
    Only some of the villagers are named.
Please name the others to suit your campaign.
<note: I used the last names from the CREDITS AND ACKNOWLEDGEMENTS section of the DMG; all general tendencies were randomly determined>
<note: I needed more names, so I also used the last names from the Special Thanks section of the 2nd Edition Players Handbook>
Most of the local folk are of the Old
Faith--the druidical--and consider the
Druid of the Grove (area 24) to be their
spiritual caretaker. Many of the inhabitants are
0-level types; treat as 1-1 HD for
purposes of combat, if such occurs (which
should be infrequent at best).
    Floor plans for most of the buildings are
not given, so you should design them for
areas in which you expect action to occur.
Change the map of Hommlet as the game
progresses. Note any places destroyed, and
add new ones for persons you move into the
place. If a general battle seems likely, you
can list the village militia and fight it out on
the tabletop. In short, the scenario has been
left as open as possible for your own taste in
development. Have fun!
    As a final note, remember that the NPCs
who are noted as agents of various powers
will send a continuous stream of information
to their superiors. All will be cautious
in their actions, and are unlikely to be
duped or maneuvered. If they participate in
any adventures, or if they are imprisoned or
badly treated, their masters will be very
unhappy if bad news is received. The concerned
parties will absolutely seek to redress
matters according to their alignments, personalities,
and ultimate goals.
    There are wheels within wheels in the Village
of Hommlet and the lands around.
Behind each person lurks another, the circles
growing wider and the figures shadowy
but very powerful.

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