Title: T1 The Village of Hommlet
Price: $4.99 (PDF), $11.99 (Softcover)
Publisher/Year: TSR / Wizards of the Coast, 1979 / 2013
ISBN: 0935696113
Author(s): Gary Gygax
System: Advanced Dungeons & Dragons
Rating: 3/5
Much has already been written about this venerable module which came from the pen of the Great Gygax himself way back in 1979, when AD&D was still in its infancy. It consistently features on 'best of' lists, and is cited as being a classic by many an internet reviewer, so why is that? Has it stood the test of time? And how well does it work with a 'modern' group?
When choosing adventures for my current 'classics' campaign I was in two minds about picking this one. I didn't rate it in the 80s, as my first exposure to it came when I already had access to other low level modules, ones which had ready-made intrigue, and here was a somewhat awkwardly presented affair, which on the surface consisted of a village, a short 2-level adventuring locale, and no plot to speak of. So I cast it aside then, and gave it no further thought. Fast forward more than 30 years and, with one of my group having already experienced my other low level adventure options, I reluctantly dusted this one off and gave it a chance.
In 1979, all the modules released thus far for AD&D had been aimed at high level parties, the only low level products were B1 and B2, which were designed for the Basic game. The AD&D releases were also mostly adventures that had been used at conventions, designed for tournament play. T1 broke the mold. Not only was it the 1st low level adventure to be published specifically for AD&D, it was also the first to spend time detailing a game setting - that being the eponymous Village itself. Notable members of the populace were named and statted, and given a few lines detailing their relationships and motives. B2 provided Basic DMs with a Keep to use as a base of operations, but the occupants were left unnamed, and very few had any details beyond raw stats, thus it felt somewhat utilitarian. The simple addition of these extra nuggets gives Hommlet life.
The main adventuring locale is provided in the form of a Moathouse. It is left in the hands of the DM as to how to get the party to it, and to give them a reason for going there. Those minor details stymied my teenage DM brain, I just wanted a ready made plot so my equally impatient teenage players could just dive straight in without faffing about around town. 30 years later, playing the game with adults, this is really a non-issue - the aforementioned NPC details help provide the story hooks, and with just a small amount of interaction between party and populace, thus the seeds of adventure can be grown! The upper level of the Moathouse is a ruin, and is well realised. The dungeon level is somewhat more haphazard, and feels more like a relic of the adventures of the time - but once again the key to its success lies in the small details. Rather than just fill it with nasties and say 'go adventuring', Gygax did with the dungeon denizens just as he did with the townsfolk, he gave them a few lines detailing why they are there and what their motives are. More nuggets for the DM.
Be warned. Though it is short, the dungeon is very hard for the party of 1st level characters that Gygax takes pains to stress it is designed for, on the surface it appears to be too hard. Again this criticism is short-sighted, as once again the party (and the DM) should spend time in the town, where they can find an array of NPCs willing to accompany the group, some trustworthy, others very much not so!
The beauty of The Village of Hommlet is that, due to all the little details, it becomes a mini-campaign. It provides so much in just a few short pages. My 1E party have now played more than half a dozen of the old classics, which are now back on my shelf. My pdf of T1 still sees use at the table however. They have taken ownership of the Moathouse and are rebuilding it, they have made allies in the Village, they are making the surrounding area safe, they care about it.










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