Hommlet
Background:
Welcome to Hommlet! This is a large village near the Massal River that is located on the edge of the Barony of Suu. It has a thriving trade network, a full size church, a druid grove, and wizard tower. The land around Hommlet is quite fertile, leading to many prosperous farms in the area. The people of Hommlet are organized into a standing militia, ready to defend the barony when called upon. Lareth the Beautiful has taken up residence at the moathouse outside of Hommlet. She has been tasked by Kalarel the Vile to locate the Lens of Malferfoth, a component he needs to summon Orcus. She is a Kalashtar Death Cleric who worships Orcus and is a subordinate of Kalarel the Vile.Key to the Village:
1. Prosperous Farm Cottage and Large Barn: Elderly couple with young (12) servant boy for chores. Their son, Elmo, is the Reeve of Hommlet. Their older son, Ottis, is an adventurer out in the world. Old Farmer Tarn - Captain in Militia 2. Modest Farmhouse and Barn: Run down but functioning farm with livestock owned by a simple family with live stock plus two large dogs. Wife, four children and 1 Father 2 Sons - Militia men. 3. Cottage, Woodcutter: Rustic abode the local woodcutter, his wife, and 3 young children. He has nothing of value and reports any issues with Jaroo the Ashstaff. Woodcutter - Militia man 4. Well-Kept Farm: Well off farm with fat livestock. A widow runs it with her 2 sons. They are not interested in trade or adventurers. They report issues to Jaroo Ashstaff. 2 Sons - Militia men 5. Prosperous Farmhouse: Farmer with 5 children and a manservant laborer. He is the brother of farmer (2). He turns people away unless they have farm business. Farmer & Laborer - Militia men 6. House with Leather Hide on Door, Leather-worker: Home and business of the village leather-worker. See is a jack-of-all-trades, being shoe and boot-maker, cobbler, saddler, harness-maker, and fashioning leather garments and armor. Lareth the Beautiful. Deciphered Note: Great Defilus, The lens is in our possession and enroute to the Tower of Flesh. Our master will be pleased with my progress. I continue to sow distrust in Hommlet by delivering fresh bodies to the Innkeeper with a piece of red gold in their pocket. Our masters takes care of the rest. It will not be long before blame and suspicion engulf the community. I await news of your progress in Orlane. Orcus will rise, the world will be saved. - Lareth the Beautiful. 7. Inn of the Welcoming Wench: Large walled building with a square wooden sign showing a buxom and smiling girl holding a flagon of beer. It is renowned for its good food and excellent drink. Passing merchants make a point of stopping, as so many other wayfarers, and the place is always filled with patrons. Ostler Gundigoot is the innkeeper along with two stable boys, his goodwife, two daughters and several serving girls. 2 Stable boys - Militia men / One of the stable boys is an aspiring druid, and he serves as the courier to the Druid of the Grove, bearing messages of interesting data to him. Oster Gundigoot - Militia Sergeant 8. Open Shed and House Beyond, Blacksmith: The open shed is the smithy shop and Brother Smyth lives in the house beyond. He is hardworking, forthright and likable. He is mediocre as a smith, but he friendly spirit make up for it. He is very spiritual and would love to study druidic methods if it wasn't for his occupation. He is the unofficial assistant to the local cleric and serves as a spiritual sounding board for several citizens. 9. New Building, Village Hall: There is no one within. The doors are unlocked and a few benches and stools are against the bare walls; a large, plain table is at the far end. A tapestry on the back walls shows a green field with two acorns above a sheaf of grain (banner of Hommlet). This is the village hall recently constructed for feasts and councils by Mayor Albrech. 10. Weaver's Dwelling: Elderly weaver and his wife live here along with their daughter and her husband. There are also four weaver apprentices as business is very good. Son-in-Law- Militia man 11. Cottage, Tailor: The single tailor is an expert at making or repairing garments. He is a thin man and has not been asked to join the militia as he seems frail. He is actually an expert at throwing daggers and a crossbow marksman. He moved to Hommlet only about two months ago. 12. Average Farm Building: Strapping farmer and equally large son along with the farmer's wife and six daughters. They are friendly, but have nothing to offer adventurers. Farmer & Son - Militia men 13. House of Many Things, General Goods: Basic wooden building with many windows. The sign is a shield showing a chirping raven carrying a black dagger. Local merchant storefront filled with various goods, and the barn has animals, saddles, and the like available for paying customers. The store is run by Rannos Davi and Grenna, two female humans. Rannos and Grenna are the local contact for a spy network(Grenna) and thieves guild(Rannos). Grenna tends to fuss at Rannos and patrons, while Rannos is exceedingly sweet. Goods are purchased at 60% value and sold at 110%. See sheets for inventory and prices. Rannos & Grenna - Militia Men 14. Carter Building and Barn: Weather beaten building and barn with a wooden sign that shows a cart and horse. This is the residence and business of the local carter. The teamster, his wife, grown son, and five other children reside here. The attached barn houses two drivers, carts, horses, and wagons. The small barn in the rear houses several mules. The carter and his family are dower, but will offer services for a fee. Carter, Son, 2 Drivers - Militia Men 15. Moneychanger Shoppe: Sturdy newer building featuring a sign with 3 yellow balls. There is a guard wearing chain mail with a crossbow and sword outside the door at all times. There are also two large war dogs that patrol the property. The proprietor is Nira Melubb. He will happily exchange coins or metal for others, charging 10% of value. Nira also deals in gems and jewelry, buying at 70% of value and selling at 120%. He asks no questions and is always obliging and polite. He is the only changer willing to buy Red Gold for 50% value of standard gold. He is truly neutral and cares not for anything except money. 16. Cabinet Maker Shop: A small house with nicely painted sign showing a painted shield and a chest of drawers. The 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 the cabinet maker does the fine details. He is quite adept at shield designs and sign work and can fashion almost any sort of furniture. He will happily do commission work of any sort, but he has no care for adventuring. Cabinet Make & Assistant - Militia Men 17. Empty Modest Cottage: Former home and business of the potter. He moved his family or Orlane several months ago. 18. Three Claw Brew House: Cottage and imposing stone building with a barrel hanging from chains. The house is the home of the local brewmaster, his wife and small child. A grown nephew and his wife have recently moved in to help with the brewery. The brewery stocks the local Inn and that of Orlane and other towns in the area. It also has a small area to enjoy a brew. Nephew - Militia Man 19. Herdsman's Cottage: A modest cottage that houses three dogs and Black Jay the grizzled herdsman. He does not like company or stranger and is not shy about it. He wife and children were slain years ago while he was away at war. 20. Church of St. Zeller: A large and well built church that was run by Cleric Raman until just a few weeks ago. Cleric Calmet is the new faithful servant. This is one of only a few churches in Toril that can produce true Holy Water (50gp per vial). Many of the townsfolk worship here regularly. St. Zeller is a LG Duty aspect of Baba Mavi. 21. Cattle & Dairy Farmer: Large barn and cottage owned by a cattleman. He lives here with his aging mother, wife and seven children. A strong odor is quite noticeable in the area around this farm. He runs a dairy and cheese facility in his barn and raises cattle. Very little is available for sale as most goes to the inn and traveling merchants. Cattleman - Militia Man 22. Mill and attached Home: Myra Mi and her husband dwell here with their three children and two servants. They grind grain into flour and the good husband does some bread baking for the village. Myra - Militia Man 23. Small Farm and Cottage: Reclusive farmer, spinster daughter(20ish, Bossy, but good looking), and son dwell here. No a very successful farmer, but excel at fishing, trapping, and hunting. The villagers are not fond of these folk. Reclusive Farmer & Son - Militia Men 24. Druid Grove: This is an obvious place of natural worship. The trees are neatly pruned, and the grass is well-tended. Among the trees are druid symbols (Druids welcome, others... meh). A carefully places line of bluish stones set a 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 cabin under the cover of great oaks. A call will bring forth the druid Jaroo the Ashstaff. All comers to the Grove are expected to make an offering - then and there, and the druid will state this. If the visitors are not druidical, 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. 25. Herdsman Barn and Home: The herdsman works and lives here with his grown son. The herdsman's wife died many years ago, but the son's wife cares for their five children. Two dogs help with tending to the flocks of sheep. They are friendly, but have nothing to offer adventurers. Grown Son - Militia Man 26. Wheelsmith's House: Home and business of the wheelsmith. He repairs carts and wagons in the main portion of the building. In the back he lives with two grown nephews and a young daughter. His wife dies last season. The wheelsmith tends to drink too much, leaving the nephews to run the place, but he is a good-hearted man. 2 Nephews - Militia Men 27. Walled Mayor House: An 8ft high stone wall and a heavy gate protect this large dwelling. It is the residence of the town mayor(Rufus Albrech), his wife and four grown sons. The sons are all married with children of their own who live here are well. The Mayor is a retired farmer and fighter. His sons tend to his land and livestock. The four sons are proud of their status in the town. The elder is greatly respected in town and quite wise. In time of attack, villagers will seek safety at his compound. Once per month he holds a town meeting to hear ideas and complaints, he is also a justice of the peace. He pays well for monster body parts as an initiative to rid the area of monsters. 4 Sons - Militia Men 28. Reeve's Building and Jail: Elmo resides in a small apartment behind the small office and jail cells. It is a surprisingly secure building given the look from the outside. A large bell stands on a pole out front and a list of bounties can be viewed on the outer wall along with the monster body parts list. Elmo will make the payments on behalf of the mayor. Two deputies (Nic & Kiv) also work out of the office. Reeve Elmo - Militia Commander Nic & Kiv - Militia Men 29. Stonemason Residence: Another newcomer to Hommlet is the stonemason and his family. They came within the last year. It's a stone home with a low stone wall. He lives here with his wife, two children, and three apprentices. He relocated to Hommlet at the behest of Torrim the Wizard to assist with the building of a small keep. He oversaw the renovation of the Wizard's tower and started work on the keep. He halted work after the Wizard disappeared. He is well-regarded in the town as his project was bringing in money. The townsfolk hope he resumes work soon. In truth, Elmo requested the halt of construction, as Lord Saxon does not trust the Wizard's intentions for the keep. 30. Keep Construction Project: Site of a future Keep of Hommlet. There are double fieldstone walls filled with dirt and workers have dug deep trenches about 10ft wide and deep. They began the process of mortaring the foundations of the wall which they would build above. The work has barely begun, but the outlines of bastions, towers, a gatehouse, and main keep can be noted. The keep is atop the second hillock, and considerable excavations has taken place. Some dressed stone blocks are visible, having been carted in and left. 31. Wizard's Tower: This structure is some 55ft high, a smaller tower rising from inside the greater at about 35ft above the ground. It's entrance is accessible only by going up a curving flight of stone stairs which terminate in a landing about 10ft 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 6ft height. Turrim the Wizard has been missing for months. He locked and warded his tower before he went missing. No one has been inside since his disappearance. See article Turrim's Tower for details. 32. Tents and Wattle Huts: Some dozen temporary dwellings are along the edge of the trees. They house peasant laborers and their families. They were working on the keep before it stopped. Some work at the local farms or are being cared for by the Cleric and Druid. If construction resumes more will come. 33. Overgrown Path: This leads off into the wilderness which leads to the old moathouse about 2 miles away. A sign warning of the danger stands at the edge of the town.NPCs:
Lareth the Beautiful (Death Cleric): Kalashtar female (Looks human) wearing pristine upper body leather armor adorned with cords. She is also wearing a long leather skirt that has a slit up on the side further than anyone has ever seen in public. Her long dark hair flows down her back like a waterfall as her piercing blue eyes constantly survey the world around her. She has only been in town for about a month, but the townsfolk all love her already. She has taken up residence as the new leather-worker in town. Lareth is actually a Death Cleric dedicated to Orcus and a subordinate of Kalarel the Vile. She was tasked with finding the Lens of Malferogoth, a needed component to summon Orcus. She leaders a monsterous army of goblins, kobolds, and other creatures from the moathouse outside Hommlet. Once she locates the lens and sends it to Kalarel, she will remain to overtake Hommlet for use as a stronghold for the Cult of Orcus. Reeve Elmo (Hunter Ranger): Relatively young for his post, Elmo is dedicated to his town and barony. He has begun to feel overwhelmed by his duties, even with the help of his two deputies (Nic & Kiv). Between the recent goblin attacks, two mysterious disappearances (Oster) and the loss of Turrim the Wizard, Elmo is extra weary of newcomers. He is the son of Old Farmer Tarn and his brother, Ottis, is an adventurer searching for Turrim. Elmo is an agent of Lord Saxon, secretly believing Suu needs to be a stronger barony. (Ranger-4 AC 15, HP 36, +3 Hit, 1d8+3 slashing and 1d4+2 piercing melee) He has a +1 Magic Dagger he carries at all times and will proclaim "My brudder Ottis gave it to me!" if asked. Oster Gundigroot: Innkeeper at The Welcoming Wench. Oster is a middle-aged and overweight man. Once a happy man, Oster is plagued with guilt, believing himself to be a serial killer. Twice now he's woken from a blackout to find himself covered in blood, a dead body at his feet. On the first time he was sought out by Kalarel, who paid him for the corpse. In truth, this is a setup by Lareth, and Oster never hurt anyone. Cleric Calmet (Order Cleric): Cleric of St. Zeller, LG Duty aspect of Baba Mavi. Calmet has just arrived in Hommlet. He has been in the church to a whole two weeks. He is exceedingly young and full of optimism. With the help of his family friend, Lord Saxon, he was able to get this honored appointment. The former Cleric, Raman, is off with Ottis searching for Turrim. Jaroo the Ashstaff (Forest Druid): Elderly Half-elf with a crotchety demeanor. He misses his old friend, Turrim the Wizard, and is worried about his disappearance. They have a cute, antagonizing relationship that has alway bordered on romantic love. He is even crankier now that Turrim is gone. He elected to stay behind in Hommlet as the 'old guard' so that Ottis, Raman, and Drogyn the Battlebrand could search for Turrim. He is originally from the druids of The Gnarly Wood, but has been in Hommlet for too many years to count. He worships Eldath (The Mother of Groves). Mayor Rufus Albrech: Pleasant man of later middle age, with a comley wife and two daughters. He has been the mayor for many years and is well liked by the people. He does have a standing bounty for MONSTER BODY PARTS (See sign at Townhall or Reeve's Building). Rannos Davi (Thief Rogue): Female human of average height with a thin athletic build who looks to be in her late 20's. She has short raven black hair with dark brown eyes. She has an infectious smile and is a very 'sweet girl' as most would say. She is the wife of Grenna and also the local representative of the Black Dagger thieves guild. Grenna (Mastermind Rogue): Female human with a thick, muscular build. She has a stoic beauty with green eyes and shoulder length grey hair who looks to be in her late 30's. She gets annoyed easily and Rannos is known to push her buttons. She is the wife of Rannos and also the local representative of The Ravens spy network.Hooks:
Orlane: Upon arriving to Hommlet, when the party approaches the tavern, they will see Stryx sitting on a post. He has a note attached to his foot and will allow one of the original three party members to remove it. Once removed he will hoot at the party and take off into the sky. Note: Fellow Travelers, please accept my apologies for not meeting you in Hommlet. I will not be continuing with my sacred rites. I have found a new home in Orlane and wish not to be disturbed. May the great Defilus watch over you in your travels, Rowan. Greensedge: At the church there are several sick travelers who have recently come from Greensedge. Moathouse: Hommlet Moathouse Missing Townsfolk: Elmo has been trying to gather clues to the whereabouts of two towns folk; Sarn, son of farmer (2), and Tobias, laborer of farmer (4). They have gone missing over the last two weeks, one per week. So far there have been no witnesses and no information they left town. This is the third week, someone could go missing. The party can interview the families or anyone they would like about the disappearances. Talking to Oster could reveal a connection, or finding blood near/inside the inn. The case could seem to be solved, but then a dead body ends up in Oster's cell. Influence of Lord Saxon: Intense conversations with Elmo and Calmet reveal their connection to Lord Saxon. Saxon's goal are not uncovered at this point, just can learn he is a high noble in the court of Suu, close to the Baroness and her family. If the group happens upon a horde of weapons and armor, Elmo will offer to contact Lord Saxon for purchase. The Missing Wizard: Turrim the Wizard went missing several months ago. When he didn't show up at his normal time to see Jaroo, Jaroo came looking for him. The Wizard's tower is sealed and warden against entry, never happened before. He told no one he was leaving which he would never do. Drogyn, Ottis, and Raman left Hommlet in an attempt to find the wizard. There is a secret entrance behind the Stonemason's home (29) that could be found and opened with a DC 15 thieves tools check. The tunnel leading to the tower is littered with traps, every 20ft there is a random trap. See Turrim's Tower article for details. Hope's Fungus: If asked, Jaroo the Ashstaff will take a look at the fungal sample. He will bring out a wooden bowl, two wooden cups and water skin. He takes a small sample of the fungus, adds water, then heats it up. He lets it brew and then offers Hope a cup of the liquid. If she hesitates, he explains that this will show them where it's from. Go to The Fungus Origin. Monster Hunting: If the party choose to hunt Monsters near the woods, they have a 60% chance of tracking the Monsters to the Moathouse. See Monster Bounty List for prices for dead monsters.Encounter - Hommlet Monster Hunting & Local Travel
1d12 | Monster |
1 | 3 Kobolds |
2 | 3 Troglodytes |
3 | 2 Orcs |
4 | 3 Giant Frog |
5 | 4 Goblin |
6 | 4 Hobgoblin |
7 | 4 Bugbear |
8 | 6 Xvarts w/ 2 Giant Rats |
9 | 4 Gnoll |
10 | 4 Orcs |
11 | 6 Xvart Raiders w/ 2 Giant Rats |
12 | 8 Kobolds |
Lareth the Beautiful
CHA, DC 14, +6 attack
Death Acolyte: As a bonus action cast a Necromancy Cantrip Command: As a bonus action Lareth can issue a command to one creature that has been Charmed by Lareth’s Seduce Action. It must follow one of the following commands on its next turn: Approach: The target moves closer to you by the most direct route, ending its turn if it gets within 5ft of you. Drop: The target drops anything in its hands and ends its turn. Grovel: The target fall prone and then ends its turn. Lady of Seduction: Any creature previously Charmed by Lareth has disadvantage on WIS saving throws against her abilities and spells.
Actions
Death Mace: Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d6+3 bludgeoning and 1d6+1 necrotic damage, magical. This necrotic damage heals Lareth.
Legendary Actions
2 Legendary Actions per turn
Seduce: 1 action- All chosen creatures within 10ft must make a WIS saving throw against DC 14. On a failed save the creatures are Charmed and while Charmed will follow the Command Action of Lareth. At the end of their turn they can repeat the saving throw, ending the Charmed condition on a successful save. Once a creature has saved against Lareth's Seduce action they cannot be seduced again.
Death Kiss: 2 actions- One creature within 5ft must make a WIS saving throw against DC 14. On a failed save they are powerless to resist a kiss from Lareth, taking 2d6 necrotic damage. That damage heals Lareth's Hit Points.
Love Thy Queen: 1 action- Any allies can move up to 20ft towards Lareth, proving their love for her.
Arise!: 2 actions- Raise two Orc Zombies to life. If there are Orc Zombies in battler, add them to that initiative. Otherwise, they get initiative at the bottom of the order.
Slender, tall, and exceptionally beautiful. Lareth has long dark hair, piercing blue eyes, long sleek legs, and a full bosom. In town she wears tight fitting leather armor, but at the moathouse dons her black and red death cleric scale mail.
Thug
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 ( 1d6+2 ) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 ( 1d10 ) piercing damage.
Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Reeve Elmo
Medium Human Ranger , Lawful Neutral
Description
Relatively young for his post, Elmo is dedicated to his town and barony. He has begun to feel overwhelmed by his duties, even with the help of his two deputies (Nic & Kiv). Between the recent goblin attacks, two mysterious disappearances (Oster) and the loss of Turrim the Wizard, Elmo is extra weary of newcomers. He is the son of Old Farmer Tarn and his brother, Ottis, is an adventurer searching for Turrim. Elmo is an agent of Lord Saxon, secretly believing Suu needs to be a stronger barony. He has a +1 Magic Dagger he carries at all times and will proclaim "My brudder Ottis gave it to me!" if asked.
WIS, 10, +2
Crossbow Expert: No 5ft range disadvantage, Bonus Action to fire Hand crossbow, no loading requirement.
Actions
Hand Crossbow: Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 1d6+3 piercing damage, ammunition, loading. Scimitar: Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 1d8+3 slashing damage.
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