Those are the exact notes I've been leaning heavily on.
Those conversion notes are extremely helpful, they take care of most of the leg work. Brian C. Rideout did an outstanding job putting it all together for us.
This new group could do much better. They're more into the RP perspective than murderhobo.
This will go a long way to getting full enjoyment out of Hommlet.
Something else I'm curious about what others have done. The intro mentions the players should be broke and worn down when entering Hommlet. I debated staging a bunch of robbers on the road in to rough them up and take most of their coin. Kind of a means of getting them to invest in the town. Find some side work at the tavern, help some of the farmers out with heavy lifting, work with the smithy's. Try to make some coin in town so they can get back on their feet. I go by the book on gear usually. Take what your class offers or roll your gold and buy it.
A brigand roadside ambush is a classic way of getting things started. Another spin on that would be that the party stumbles upon an ambush-in-progress on a caravan bound for Hommlet. Either the PCs drive off the brigands or they get beaten up and robbed but, ultimately, enough of the brigands get away with the caravan goods: rare Velunan fireamber wine for Ostler Gundigoot at the Inn of the Welcome Wench. This could serve as a segue for the party and the inn (once they arrive in Hommlet), and possibly lead to a side quest from Ostler to recover the stolen wine before Brewfest (or some other festival). Then perhaps if the PCs track down and defeat the brigands, they learn (through interrogations) that one of the brigands is affiliated with another group of bandits at the moathouse. Wheels within wheels and all that...
Any information about the history of the temple in the Players Background (pgs.4-5) I withheld from my players until they learned it for themselves from townsfolk. Possible npcs who could provide this info are: Ostler (I'm pretty sure he is a veteran of the Battle of Emridy Meadows), Terjon, Burne, Rufus, Elmo, Jaroo, or possibly the Elderman or Mytch the Miller.
Other tidbits I use(d) in my campaign, in no particular order:
- I emphasized the dissidence between the Old Faith (druid) and New Faith (Cuthbert). This was demonstrated by sneers or jests by one or the other; strictly a way of painting the townsfolk with more than one brush.
- I played Terjon as extremely self-righteous LG, to the point that he flagellates (including himself) to purge sins. Again, this was to illustrate the differences between the two faiths, but could probably be used as some sort of scenario.
- I found some of the side quests in the conversion document (pg.19-23) to be very useful, particularly Helping the Tailor and Clearing Out the Darkwood Grove - both excellent ways to engage the party with some of the Hommlet locals. For the Darkwood Grove scenario I switched it to a meenlock (Volo's Guide, p.170), just because I've never used one against my players. It works just as well.
This organic flow is what I'm hoping for. I'm pretty sure Hommlet will just work once they get there, the gears will just start turning on their own. I definitely plan to do a lot of work with the Temple itself, I don't want it to turn into a long slog as you say. I'd love to see them use subterfuge or some other means to turn the varying factions within even more against each other. Maybe throw a PC's younger sibling in the mix, kidnapped by pirates, turned by the cult, no working against their brother/sister in the party.
Those are some terrific ideas. Yes, there are lots of different ways to use subterfuge or pit the temple occupants against one another. And wildcards like Falrinth (pg.87) or Smigmal Redhand and her bandits in the Broken Tower (pg.36) might also be used to sow dissension or establish uneasy alliances.
A word about Nulb: I find it to be as fun (if not more so) than Hommlet. Its basically the anti-Hommlet, with the PCs being disguised agents in a town of cutthroats, tramps, and thieves. I changed Dick Rentsch's role slightly so that he was not an agent of the Earth Temple, but an Al Swearengen-type character (from the tv series Deadwood) and a mole for Iuz to secretly keep an eye on the temple (I felt Iuz, being a CE paranoid demigod, would likely have an agent watching his other agents, so to speak). To add another wrinkle, Dick Rentsch has come to enjoy his role in Nulb (as a tavern and brothel keeper) and dislikes the cultists interference with the locals, so he occasionally sabotages their activities then reports their incompetence to Iuz. This makes him a little more flexible as an evil NPC who may find a use for the party. Besides, if the players suspect most of the town are cultists they may be tempted to ignore it altogether or attack everyone they meet.
Since Nulb has only a sketchy outline in the module, this link is extremely helpful for fleshing out the town a bit more:
https://www.dragonsfoot.org/forums/viewtopic.php?f=33&t=72735
Lots of great ideas in it.
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