Friday, January 16, 2026

D100 Hommlet Random Items & Treasure plus D20 Hidden Locations in Hommlet Plus Guardians

 In the classic AD&D module T1: The Village of Hommlet, Gary Gygax famously detailed every single home and resident, down to the copper pieces hidden in their mattresses. This blog entry picks right up from Expanding Beyond B2 The Keep of The Borderlands & T1 The Village of Hommlet With Expanded Encounter tables, loot, and more for Castles & Crusades rpg



This list combines specific items and treasures actually found in the module’s text with thematic flavor from the Greyhawk setting and the "Moathouse" ruins.

D100 Hommlet Random Items & Treasure

d100Item / TreasureContext / Detail
01-05Village Life & Mundane Finds
01A sack of freshly ground wheatFrom the Miller (Area 5).
02A silver-mounted riding cropDropped by a noble traveler.
03A pair of fine leather bootsSturdy and well-made (Area 6).
04A crock of honeySweet and sticky, from a local farm.
05A small box of wooden buttonsAssorted sizes and shapes.
06-15Common Coins & Jewelry
0613 copper piecesTucked in a dirty sock.
0727 gold pieces and 40 silverHidden in a crock in the potter's well (Area 17).
08A set of 6 gems (10 gp each)Small, low-quality stones from the Potter's house.
09A gold wedding ringEngraved with "Together Forever."
10250 gp in a locked iron chestSavings of the Innkeeper (Area 2).
11A silver earring with a tiny garnetWorth 15 gp.
12A copper bracelet with blue enamelWorth 5 gp.
131d10 platinum piecesFound in a high-level NPC's purse.
14A small pouch of "fool's gold"Iron pyrite kept as a joke.
15100 silver pieces in a leather beltHidden lining.
16-30The Inn of the Welcome Witch
16A heavy pewter tankardStamped with the Inn’s mark.
17A recipe for "Hommlet Stew"Hand-written on greasy parchment.
18A deck of worn playing cardsUsed for Three-Dragon Ante.
19A jar of pickled pig’s feetA favorite snack at the bar.
20A bottle of "Old Emmer" aleLocal Hommlet brew.
21A brass key to Room 4Lost by a previous guest.
22A small bag of pipe weedHigh-quality "Longbottom" leaf.
23A wooden whistleAttracts domestic dogs, but also bees.
24A velvet-lined box of diceOne of which is slightly weighted.
25A tattered traveler’s cloakSmells of wet wool and woodsmoke.
26A signet ring (fake)Used by Furnock the Gambler to impress marks.
27A letter from a cousin in VerboboncDescribing "trouble on the road."
28A bundle of 12 arrowsStandard fletching (from the Trader, Area 4).
29A small hand-mirrorSilver-backed, slightly cracked.
30A linen bandage with dried herbsUsed for field dressing.
31-45Church & Druidic Relics
31A holy symbol of St. CuthbertMade of simple wood (The Cudgel).
32A sprig of mistletoeHarvested by the Druid, Jaroo (Area 24).
33A vial of Holy WaterBlessed at the Church (Area 33).
34A scroll of Cure Light WoundsWritten on thick vellum.
35A collection of tea rosesCarefully dried for infusion.
36A stone bowl for grinding herbsMortar and pestle (Area 24).
37A bronze incense burnerSmells of pine and myrrh.
38A prayer book (St. Cuthbert)Bound in brown leather.
39A small jade figurine of an owlA token of wisdom.
40A vial of antitoxinHerbal brew from the Druid's grove.
41A wooden staff carved with leavesSimple walking stick.
42A silver sickleUsed for ritual harvesting.
43A pouch of special seedsFor rare forest plants.
44A wax-sealed jar of "Salve of Healing"1d4 HP restoration.
45A lead-lined box containing a skullEngraved with Infernal runes.
46-65Moathouse Menace (Goblins & Bandits)
46A black tunic with a flaming eyeThe symbol of the Temple (Moathouse).
47A giant rat’s tailKept as a grisly trophy.
48A rusted daggerFunctional but notched.
492-5 brigand cloaksRough, dark cloth.
50A heavy iron maceUsed by a temple guard.
51A map showing a "Secret Entrance"Crude sketch of the Moathouse.
52A gold toothFound in a pouch of 10 gp.
53A vial of giant crayfish muskStrong, pungent odor.
54A set of iron manaclesFrom the Moathouse dungeon.
55A bundle of 20' of rope (noosed)Found in a hidden panel.
56A shield with a "Y" symbolThe Elder Elemental Eye.
57A leather pouch of jagged ceramic shardsUsed as caltrops.
58A small iron chest with 500 spBandit payroll.
59A half-eaten giant frog legStill fresh...ish.
60A dented bronze helmetLeft behind in the ruins.
61A scroll of FireballFound in the lower levels (dangerous!).
62A wand of Magic Missiles3 charges remaining.
63A piece of parchment that says "Run!"Pinned to a tree near the ruins.
64A key to the Moathouse "Great Gate"Heavy and rusted.
65A potion of Undead ControlMurky, dark liquid.
66-85Rare & Wondrous Finds
66+1 Plate Mail ArmorThe finest prize in the village (Elmo/Otis).
67+1 Longsword "Glisten"Shines in the moonlight.
68A Staff of StrikingCarried by a powerful NPC.
69A Phylactery of ActionRare divine artifact.
70A Ring of Protection +1Simple gold band.
71A Cloak of ElvenkindPatterned like forest leaves.
72A Bag of Holding (Small)Tucked in a chimney flue.
73A Potion of InvisibilityClear as water.
74A Scroll of Protection from UndeadCrucial for the Moathouse.
75A Shield of Missile Attraction(Cursed!) Looks like a +1 shield.
76A Deck of IllusionsFound in the possession of a "traveling mage."
77A Wand of FearFrom the High Cleric of the Temple.
78A Gauntlets of Ogre PowerHeavy, iron-studded gloves.
79A Chime of OpeningUseful for the many locked chests.
80A Dust of AppearanceTwo pinches in a small packet.
81A Gem of Brightness10 charges left.
82A Pearl of Power (1st Level)Gleaming white orb.
83A LuckstoneA small, smooth river pebble.
84A Brooch of ShieldingAbsorbs Magic Missiles.
85A Helm of TelepathyBelonging to a Temple spy.
86-100Unique Lareth the Beautiful Loot
86Plate Mail +1 (Black)Lareth’s personal armor.
87Mace +1Devastating in Lareth's hands.
88A silk handkerchiefEmbroidered with "L."
89A gold necklace (600 gp)Set with tiny emeralds.
90A scroll of Stinking CloudLareth's favorite tactic.
9110 platinum piecesHis personal spending money.
92A silver mirror (50 gp)Lareth is quite vain.
93A jar of expensive face creamFor maintaining his "beauty."
94A letter from "The Master"Mentioning the Temple of Elemental Evil.
95A signet ring of the TempleUsed to command underlings.
96A pouch of 5 large gems (100 gp each)Payment for the brigands.
97A silver combInlaid with mother-of-pearl.
98A pair of silk glovesWhite and spotless.
99A bottle of rare Keoish wineWorth 25 gp.
100The Staff of the Serpent(Adder or Python) The ultimate Moathouse prize.

How to use this list:

  • Searching a House: Roll 1-30.

  • Searching the Moathouse: Roll 46-65.

  • Looting a Major NPC: Roll 66-100.

DM Tip: Hommlet is a "low-fantasy" village with a "high-fantasy" secret. Most items should feel rustic—wood, leather, and pewter—until the players uncover the Temple's influence.


 In Hommlet, the inhabitants are notoriously suspicious and rarely keep their wealth in plain sight. Here is a d20 table of hidden locations specifically tailored to the village’s homes, the Inn, and the surrounding ruins.

D20 Hidden Locations in Hommlet

d20LocationDescription / Skill Check
1False Bottom DrawerA common hiding spot in the Trader’s shop or the Inn. (DC 12 Investigation)
2Inside a Hollowed LogTucked in a woodpile behind a peasant’s cottage. (DC 10 Perception)
3Under a Loose HearthstoneThe classic spot for a family’s "rainy day" copper. (DC 15 Investigation)
4Stuffed into a Straw MattressCommon in the "Welcome Wench" guest rooms. (DC 10 Investigation)
5The Bottom of a Flour BarrelMessy to retrieve, but keeps items dry and hidden. (DC 12 Perception)
6Suspended in a WellTied to a string just above the water line. (DC 18 Perception)
7Inside a Dead Bird/Small GameA grisly hiding spot used by brigands or the unscrupulous. (DC 14 Medicine/Nature)
8Behind a Loose Stone in the CellarOften found in the larger stone buildings like the Mill or Church. (DC 15 Investigation)
9Buried in the GardenSpecifically under a distinctive plant (like a patch of garlic). (DC 13 Survival)
10Tucked into a Boot HeelA favorite of Furnock the Gambler and travelers. (DC 16 Investigation)
11Sewn into the Hem of a CloakOnly detectable by the unusual weight or "crinkle" of the fabric. (DC 17 Perception)
12Under the FloorboardsBeneath a heavy piece of furniture like a loom or a bed. (DC 14 Athletics to move)
13Inside a Hollowed-Out BookFound in the study of Burne the Wizard or the Church. (DC 11 Investigation)
14Wrapped in Rags in the RaftersRequires a climb to reach the dusty crossbeams. (DC 13 Athletics)
15Hidden in a BeehiveThe Druid or local farmers might use this to deter thieves. (DC 15 Sleight of Hand)
16An Iron Box Bolted Under a TableRequires crawling on the floor to spot. (DC 15 Investigation)
17Within a False "Offering Box"At the Church; looks like a donation bin but has a secret latch. (DC 18 Investigation)
18Inside a Cask of VinegarThe acid keeps hands away, and the smell masks the "metal" scent. (DC 12 Perception)
19A Secret Cavity in a BedpostA masterpiece of carpentry found in the upscale homes. (DC 20 Investigation)
20The "Magic" Hiding SpotEnchanted with Arcane Lock or Nystul’s Magic Aura to look mundane. (DC 20 Arcana)

Quick Search Mechanic

When your players say, "I search the room," you can combine the two tables:

  1. Roll d100 to see what they find.

  2. Roll d20 to see where it was hidden.

Example: A roll of 07 on the d100 (Potter's wealth) and a 15 on the d20 (Beehive) means the Potter has hidden his gold and gems inside an active hive in his backyard!

Since you rolled high on the treasure list, let’s look at who might be protecting something like the +1 Plate Mail or the Staff of the Serpent. In Hommlet, the most dangerous guardians aren't always monsters—they are often the "friendly" neighbors with a secret.

NPC: Elmo’s "Slow" Brother, Otis

While Elmo is the town drunk (and secretly a high-level Ranger), his brother Otis is a formidable warrior who often stays at the Inn of the Welcome Wench. He is the guardian of the village's heavy-duty martial gear.

  • Appearance: A massive, broad-shouldered man with a thick beard and eyes that are much sharper than his simple, rustic clothing suggests. He smells of woodsmoke and whetstone oil.

  • The Secret: Otis is a 10th-level Fighter and a member of the Knights of Holy Shielding. He isn't just a woodsman; he is the "sleeper agent" sent to watch the Moathouse.

  • The Treasure: He keeps a set of +1 Plate Mail greased and wrapped in oilcloth, hidden inside a hollowed-out butter churn (Location #5/12) in a locked shed behind the Inn.

  • The Hook: Otis won't fight the party unless they prove themselves to be agents of the Temple. However, if the party is caught "poking around" his shed, he won't call the guards—he’ll challenge the strongest member to a "friendly" wrestling match. If they win, he might trust them enough to show them the gear.


NPC: Gremag the "Tight-Fisted" Trader

If the players are looking for the more "wicked" items (like the Signet Ring of the Temple or Lareth's Loot), they might cross paths with Gremag at the Trading Post (Area 4).

  • Appearance: A wiry man with thin lips and a constant habit of wiping his hands on a stained apron. He speaks in a whiny, nasal tone.

  • The Secret: Gremag is a spy for the Temple of Elemental Evil. He uses his shop to track who is coming to investigate the ruins.

  • The Treasure: Hidden in a False Bottom Drawer (Location #1) in his counting desk is a small Lead-lined Box containing a Skull with Infernal Runes and the payroll for the bandits at the Moathouse.

  • The Guard: He has a "pet" Giant Bluebottle Fly (or a very large, aggressive dog) kept in the back room that he "accidentally" lets loose if he catches anyone behind his counter.


How to use them:

  • Otis is your "Check and Balance." If the party gets too arrogant, Otis is there to remind them that the village has its own protectors.

  • Gremag is your "Villain in Plain Sight." He is the perfect person for the party to sell their loot to—only for that loot to "mysteriously" end up back in the Moathouse the next day.

    To add some intrigue to the social pillar of your game, here are three rumors the players might overhear while nursing a pint of "Old Emmer" at the Inn of the Welcome Wench.

    I have categorized them by their Reliability, as some village gossip is pure gold, while other bits are just intended to lead greedy adventurers into trouble.


    1. The "Drunken" Ranger's Secret

    "Don't let Elmo's stagger fool ya. I saw him track a field mouse through a thunderstorm once. And his brother Otis? That man spends more time polishing 'butter churns' in the shed than anyone I know. Seems a bit heavy for dairy work, don't it?"

    • The Truth: True. This hints at Otis’s hidden +1 Plate Mail (hidden in the churn) and alerts the players that the town "drifts" are actually highly capable protectors.

    • The Hook: If the players offer to help Otis with "heavy lifting," he may evaluate their strength for a mission to the Moathouse.

    2. The Potter's "Haunted" Well

    "Stay away from the Potter's place after dark. They say he talks to the water in his well, and sometimes the water talks back in a clinking, metallic voice. Must be a water sprite... or a curse from the Old Faith."

    • The Truth: Partially True. There is no sprite; the "clinking" is the sound of the silver and gold coins (Item #07) shifting in the crock suspended against the well wall (Location #06).

    • The Hook: A thief-character might see this as an easy score, but the Potter is a light sleeper and keeps a heavy club by the door.

    3. Gremag’s "Special" Inventory

    "If you're lookin' for the rare stuff—the kind of steel that doesn't come from a local forge—talk to Gremag. He gets shipments from the north every full moon. Just don't ask to see his 'private ledger' unless you've got a heavy purse and a closed mouth."

    • The Truth: False/Dangerous. Gremag isn't just a merchant; he’s a spy. He uses this rumor to identify wealthy adventurers. Once he sees their "heavy purse," he sends word to the bandits in the Moathouse to ambush them on the road.

    • The Hook: This leads the players directly into Gremag’s trap, potentially allowing them to find the Temple Signet Ring (Item #95) if they manage to flip the script on him.


    How to use these:

    • The Social Roll: Have the players roll a Charisma (Persuasion) check or spend at least 5 silver pieces on a round of drinks to "loosen tongues."

    • The Reveal: Give them one "True" rumor and one "Dangerous" rumor to see if they can discern the difference.

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