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
| d100 | Item / Treasure | Context / Detail |
| 01-05 | Village Life & Mundane Finds | |
| 01 | A sack of freshly ground wheat | From the Miller (Area 5). |
| 02 | A silver-mounted riding crop | Dropped by a noble traveler. |
| 03 | A pair of fine leather boots | Sturdy and well-made (Area 6). |
| 04 | A crock of honey | Sweet and sticky, from a local farm. |
| 05 | A small box of wooden buttons | Assorted sizes and shapes. |
| 06-15 | Common Coins & Jewelry | |
| 06 | 13 copper pieces | Tucked in a dirty sock. |
| 07 | 27 gold pieces and 40 silver | Hidden in a crock in the potter's well (Area 17). |
| 08 | A set of 6 gems (10 gp each) | Small, low-quality stones from the Potter's house. |
| 09 | A gold wedding ring | Engraved with "Together Forever." |
| 10 | 250 gp in a locked iron chest | Savings of the Innkeeper (Area 2). |
| 11 | A silver earring with a tiny garnet | Worth 15 gp. |
| 12 | A copper bracelet with blue enamel | Worth 5 gp. |
| 13 | 1d10 platinum pieces | Found in a high-level NPC's purse. |
| 14 | A small pouch of "fool's gold" | Iron pyrite kept as a joke. |
| 15 | 100 silver pieces in a leather belt | Hidden lining. |
| 16-30 | The Inn of the Welcome Witch | |
| 16 | A heavy pewter tankard | Stamped with the Inn’s mark. |
| 17 | A recipe for "Hommlet Stew" | Hand-written on greasy parchment. |
| 18 | A deck of worn playing cards | Used for Three-Dragon Ante. |
| 19 | A jar of pickled pig’s feet | A favorite snack at the bar. |
| 20 | A bottle of "Old Emmer" ale | Local Hommlet brew. |
| 21 | A brass key to Room 4 | Lost by a previous guest. |
| 22 | A small bag of pipe weed | High-quality "Longbottom" leaf. |
| 23 | A wooden whistle | Attracts domestic dogs, but also bees. |
| 24 | A velvet-lined box of dice | One of which is slightly weighted. |
| 25 | A tattered traveler’s cloak | Smells of wet wool and woodsmoke. |
| 26 | A signet ring (fake) | Used by Furnock the Gambler to impress marks. |
| 27 | A letter from a cousin in Verbobonc | Describing "trouble on the road." |
| 28 | A bundle of 12 arrows | Standard fletching (from the Trader, Area 4). |
| 29 | A small hand-mirror | Silver-backed, slightly cracked. |
| 30 | A linen bandage with dried herbs | Used for field dressing. |
| 31-45 | Church & Druidic Relics | |
| 31 | A holy symbol of St. Cuthbert | Made of simple wood (The Cudgel). |
| 32 | A sprig of mistletoe | Harvested by the Druid, Jaroo (Area 24). |
| 33 | A vial of Holy Water | Blessed at the Church (Area 33). |
| 34 | A scroll of Cure Light Wounds | Written on thick vellum. |
| 35 | A collection of tea roses | Carefully dried for infusion. |
| 36 | A stone bowl for grinding herbs | Mortar and pestle (Area 24). |
| 37 | A bronze incense burner | Smells of pine and myrrh. |
| 38 | A prayer book (St. Cuthbert) | Bound in brown leather. |
| 39 | A small jade figurine of an owl | A token of wisdom. |
| 40 | A vial of antitoxin | Herbal brew from the Druid's grove. |
| 41 | A wooden staff carved with leaves | Simple walking stick. |
| 42 | A silver sickle | Used for ritual harvesting. |
| 43 | A pouch of special seeds | For rare forest plants. |
| 44 | A wax-sealed jar of "Salve of Healing" | 1d4 HP restoration. |
| 45 | A lead-lined box containing a skull | Engraved with Infernal runes. |
| 46-65 | Moathouse Menace (Goblins & Bandits) | |
| 46 | A black tunic with a flaming eye | The symbol of the Temple (Moathouse). |
| 47 | A giant rat’s tail | Kept as a grisly trophy. |
| 48 | A rusted dagger | Functional but notched. |
| 49 | 2-5 brigand cloaks | Rough, dark cloth. |
| 50 | A heavy iron mace | Used by a temple guard. |
| 51 | A map showing a "Secret Entrance" | Crude sketch of the Moathouse. |
| 52 | A gold tooth | Found in a pouch of 10 gp. |
| 53 | A vial of giant crayfish musk | Strong, pungent odor. |
| 54 | A set of iron manacles | From the Moathouse dungeon. |
| 55 | A bundle of 20' of rope (noosed) | Found in a hidden panel. |
| 56 | A shield with a "Y" symbol | The Elder Elemental Eye. |
| 57 | A leather pouch of jagged ceramic shards | Used as caltrops. |
| 58 | A small iron chest with 500 sp | Bandit payroll. |
| 59 | A half-eaten giant frog leg | Still fresh...ish. |
| 60 | A dented bronze helmet | Left behind in the ruins. |
| 61 | A scroll of Fireball | Found in the lower levels (dangerous!). |
| 62 | A wand of Magic Missiles | 3 charges remaining. |
| 63 | A piece of parchment that says "Run!" | Pinned to a tree near the ruins. |
| 64 | A key to the Moathouse "Great Gate" | Heavy and rusted. |
| 65 | A potion of Undead Control | Murky, dark liquid. |
| 66-85 | Rare & Wondrous Finds | |
| 66 | +1 Plate Mail Armor | The finest prize in the village (Elmo/Otis). |
| 67 | +1 Longsword "Glisten" | Shines in the moonlight. |
| 68 | A Staff of Striking | Carried by a powerful NPC. |
| 69 | A Phylactery of Action | Rare divine artifact. |
| 70 | A Ring of Protection +1 | Simple gold band. |
| 71 | A Cloak of Elvenkind | Patterned like forest leaves. |
| 72 | A Bag of Holding (Small) | Tucked in a chimney flue. |
| 73 | A Potion of Invisibility | Clear as water. |
| 74 | A Scroll of Protection from Undead | Crucial for the Moathouse. |
| 75 | A Shield of Missile Attraction | (Cursed!) Looks like a +1 shield. |
| 76 | A Deck of Illusions | Found in the possession of a "traveling mage." |
| 77 | A Wand of Fear | From the High Cleric of the Temple. |
| 78 | A Gauntlets of Ogre Power | Heavy, iron-studded gloves. |
| 79 | A Chime of Opening | Useful for the many locked chests. |
| 80 | A Dust of Appearance | Two pinches in a small packet. |
| 81 | A Gem of Brightness | 10 charges left. |
| 82 | A Pearl of Power (1st Level) | Gleaming white orb. |
| 83 | A Luckstone | A small, smooth river pebble. |
| 84 | A Brooch of Shielding | Absorbs Magic Missiles. |
| 85 | A Helm of Telepathy | Belonging to a Temple spy. |
| 86-100 | Unique Lareth the Beautiful Loot | |
| 86 | Plate Mail +1 (Black) | Lareth’s personal armor. |
| 87 | Mace +1 | Devastating in Lareth's hands. |
| 88 | A silk handkerchief | Embroidered with "L." |
| 89 | A gold necklace (600 gp) | Set with tiny emeralds. |
| 90 | A scroll of Stinking Cloud | Lareth's favorite tactic. |
| 91 | 10 platinum pieces | His personal spending money. |
| 92 | A silver mirror (50 gp) | Lareth is quite vain. |
| 93 | A jar of expensive face cream | For maintaining his "beauty." |
| 94 | A letter from "The Master" | Mentioning the Temple of Elemental Evil. |
| 95 | A signet ring of the Temple | Used to command underlings. |
| 96 | A pouch of 5 large gems (100 gp each) | Payment for the brigands. |
| 97 | A silver comb | Inlaid with mother-of-pearl. |
| 98 | A pair of silk gloves | White and spotless. |
| 99 | A bottle of rare Keoish wine | Worth 25 gp. |
| 100 | The 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
| d20 | Location | Description / Skill Check |
| 1 | False Bottom Drawer | A common hiding spot in the Trader’s shop or the Inn. (DC 12 Investigation) |
| 2 | Inside a Hollowed Log | Tucked in a woodpile behind a peasant’s cottage. (DC 10 Perception) |
| 3 | Under a Loose Hearthstone | The classic spot for a family’s "rainy day" copper. (DC 15 Investigation) |
| 4 | Stuffed into a Straw Mattress | Common in the "Welcome Wench" guest rooms. (DC 10 Investigation) |
| 5 | The Bottom of a Flour Barrel | Messy to retrieve, but keeps items dry and hidden. (DC 12 Perception) |
| 6 | Suspended in a Well | Tied to a string just above the water line. (DC 18 Perception) |
| 7 | Inside a Dead Bird/Small Game | A grisly hiding spot used by brigands or the unscrupulous. (DC 14 Medicine/Nature) |
| 8 | Behind a Loose Stone in the Cellar | Often found in the larger stone buildings like the Mill or Church. (DC 15 Investigation) |
| 9 | Buried in the Garden | Specifically under a distinctive plant (like a patch of garlic). (DC 13 Survival) |
| 10 | Tucked into a Boot Heel | A favorite of Furnock the Gambler and travelers. (DC 16 Investigation) |
| 11 | Sewn into the Hem of a Cloak | Only detectable by the unusual weight or "crinkle" of the fabric. (DC 17 Perception) |
| 12 | Under the Floorboards | Beneath a heavy piece of furniture like a loom or a bed. (DC 14 Athletics to move) |
| 13 | Inside a Hollowed-Out Book | Found in the study of Burne the Wizard or the Church. (DC 11 Investigation) |
| 14 | Wrapped in Rags in the Rafters | Requires a climb to reach the dusty crossbeams. (DC 13 Athletics) |
| 15 | Hidden in a Beehive | The Druid or local farmers might use this to deter thieves. (DC 15 Sleight of Hand) |
| 16 | An Iron Box Bolted Under a Table | Requires crawling on the floor to spot. (DC 15 Investigation) |
| 17 | Within a False "Offering Box" | At the Church; looks like a donation bin but has a secret latch. (DC 18 Investigation) |
| 18 | Inside a Cask of Vinegar | The acid keeps hands away, and the smell masks the "metal" scent. (DC 12 Perception) |
| 19 | A Secret Cavity in a Bedpost | A masterpiece of carpentry found in the upscale homes. (DC 20 Investigation) |
| 20 | The "Magic" Hiding Spot | Enchanted 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:
Roll d100 to see what they find.
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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