Like I said, even though I don’t DM 4e, I haven’t stopped playing or liking the game. When a friend lent me a copy of the Village of Hommlet, which is sadly just a reward for being an RPGA DM rather than a real product, I was pretty interested. I knew some of the module’s history second-hand, but not enough to really care about it beyond “it is a module for D&D 4e.” However, I will say that this is one of the best 4e modules I’ve read (this is an idiot review), and that I’m rather sad that it wasn’t made into a full color commercial product with all the trappings, because it is far more compelling than other 4e modules I’ve read.
Hommlet is a module for 4th level players that will take them to 5th level (a little over it, I think, there’s some optional stuff here). Having never read the original module, I did not know what to expect, so all you old school rebellion neoclassical enlightenment hommletian scholarly folk will have to forgive me if I make a big deal out of anything minor. The module is set in the eponymous village, where recent banditry hides a dark secret that will lead the PCs to do battle against a burgeoning cult seeking to unite numerous evil factions within a new Temple of Elemental Evil. I don’t know the history behind that one either.
Now the first thing that strikes me about Hommlet for one is that there’s something to do around the village, other than use it as an excuse to have undisturbed extended rests before the next gauntlet of endless grinding battles. Many of the village characters get good descriptions that help bring their characters to life, and many minor characters get some interaction as well.
In fact, there are minor quests, worth as much XP as a standard monster, that involve talking to less important villagers and helping them, without having to kill anything to do so! My favorite has to be the one where you help an acolyte of pelor who’s having girl problems. The adventurers feel bad for him, because they’ve got 99 problems and a serving maid at an inn ain’t one, so they got put in a good word and play matchmaker. I can imagine this’d make for a hilarious scene. You can also go fetch herbs for a local druid. There are 5 minor quests in all, so it’s the XP equivalent of a fight for a party of 5 players. I like this touch a lot.
What really caught my eye was the fact that Hommlet has people who actually have stats and could actually help you if you so chose to have them. This module has HIRELINGS! The problem with that is twofold however.
In 4e, money is pretty hard-locked, so unless your GM is one who gives cash above what the guides tell him to, then the value of the hirelings cuts into money you NEED to keep up with what the game expects you to have. Each hireling demands an equal cut of the spoils, and the first reaction a lot of my bros and I had was “well you can send them in first to die and they wouldn’t cost a dime then” which is honestly a very unheroic thing and I don’t like to be pushed into thinking that way in D&D 4e, which is about BIG DAMN HEROES not penny-pinching kamikaze generals.
The other and most major problem with hirelings, despite being a cool inclusion in theory, is that you don’t need them and most 4e players won’t care for the addition. It’s interesting to note as a DM and you’d wish you could do something with it, but unless PCs want to stomp the encounters even harder than they normally could, Hirelings are useless. In fact Hirelings might be undesirable to players who like a combat challenge because they might make things too easy – and if you as the DM add extra monsters to compensate for the hirelings, you essentially invalidated the PC’s purchase entirely by returning the status quo.
I don’t know – I can’t see hirelings in 4e leading to anything but aggravation, at least at base.
It is seriously very hard for me to get excited for 4e module combat encounters, especially at the heroic tier. Gnolls, bugbears, yadda yadda yadda, seen it all before– WHAT THE CRAP A GIANT CRAYFISH? Take it from me folks, I’m pretty hard to please with modules, and I think this one has very well crafted encounters. The frogs and then the crayfish really help break up the monotony of goblins and gnolls and bandits that we’ve all fought over and over and over and over throughout our D&D career. And perhaps it’s because this module only carries you one level, so it only needs 10 encounters to wrap up its plotline, but I was rather fond of the pace. Sadly, the final battle with Lareth is a dazed-fest, since he can do that at-will.
The conclusion of the module offers some solid ideas for continuing. I hope they may sometime do the Temple of Elemental Evil as well to follow up Hommlet, and hopefully treat everything as nicely as they did here, including NPCs and non-combat quests, rather than just combat encounters and dungeon paraphernalia.
Honestly, when I first opened Keep on the Shadowfell without knowing a lick about 4e, this module is what I expected. Some simple but effective storyline, neat NPC interactions, minor social quests in town, and the idea of a little breathing world to explore while also including some cool, quirky D&D battles. I really wish I’d met this one first, rather than Keep On The Shadowfell. Hommlet is a really great little thing, and maybe sometime I’d run an Eden-like Hommlet myself. I should write out something about Hirelings in NAA D6, but it’d probably be one paragraph and have no rules, since they’re unneeded there.






Sounds like they kept the original flavor very well. Glad to hear that. Thanks for writing it up. *scampers off to fee the crayfish*
Glad you liked it – Andy Collins did a fantastic job with updating the classic adventure to 4th Edition. We really wanted to go out of our way to say “thanks” to the DMs though, so that’s why we chose something really classic to release through the program.
I understand. I’m just kinda sad that I won’t be able to recommend it to people to play, since I don’t know if they got it, or how they’d be able to get it. It really is a great module and I think it should see more circulation
It was easy to get and free; we also offered it for a whole year if you signed up for the DM Rewards program. You didn’t even need to DM a game to get it.
You might want to sign up now, so you’ll get the next one… http://www.wizards.com/dnd/Event.aspx?x=dnd/4new/event/dmrewards
About Hirelings: the warlord would definitely benefit with the use of hirelings. The warlord has been my class of choice every single game I’ve played in but unfortunately if your party are ranged fighters you’re basically boned.
SPOILERS GUYS, if you weren’t already expecting them.
Oooh, a VoH review. Always relevant to my interests, since I’m running it. Actually, the players are fighting Lareth (or rather his minions, he died the moment he stepped in melee range) so I’ll probably grumble about it on my blog in the near future.
Frogs rock. Bandits rock. Sadly, there are maybe one or two encounters too many with a pack of four identical baddies inbetween the bandits and Lareth. Lobster is cute, but my players decided to skip it.
Mainly, VoH taught me that I feel you level just a little bit too slow in 4E. Eight encounters is just one or two too many in a “short” adventure.
I own both versions of the module (and am running the original right now using OSRIC) and the 4E version is very close to the original. The maps are nearly (can’t say they’re completely b/c I haven’t side-by-sided them) identical and the spirit of the adventure is the same. The frogs and crayfish are in the original and add a cool “nature strikes back” vibe to certain areas. Like you, the VoH 4E edition is what I wished KotS had been.
Wouldn’t the hirelings be useful if you are running a game with fewer than the expected number of players? I haven’t seen the module, but I am thinking that since I am attempting to run a game with only 2 PCs that hirelings might work out just fine. If so, the $ issue shouldn’t be a problem – the hirelings would get a cut of the treasure that would otherwise have gone to another PC.
In that case it would be fine.
From the “old school rebellion neoclassical enlightenment hommletian scholarly folk,”
That’s what we loved about the “old d&d”! Don’t get me wrong, I love 4e, but its these kind of details and play style that are missing from the newest incarnation of the game. If you liked this module, truck over to Open Design and see some of the stuff they are doing with 4e (and Pathfinder).
-Me
I disagree that those elements are missing from the game. They’re missing from Wizard’s modules. Because Wizard’s modules are crap. But those are supplements – the game itself (well, the DMG and DMG2, which is where you’d stick this kind of stuff) include a lot of perfectly serviceable advice toward making the elements in this module part of all of your adventures. The “game” isn’t missing any of that.