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Dealing with the Bandits - Hommlet

Quest Giver: Elder Kenter, Head of the Hommlet Village Council   After the adventurers arrive in Hommlet and establish themselves as trustworthy defenders, they are approached by Elder Kenter Sr., who explains the severe impact that banditry has had on the village’s safety and commerce. With support from members of the Hommlet Council—including Gundigoot, Militia Captain Zeb Fletcher, Druid Jaroo Ashstaff, and Canon Terjon of St. Cuthbert—Elder Kenter asks the adventurers to address the bandit threat. There is a bounty on each bandit head and a significant reward for dismantling their base and capturing or eliminating their leader.

Introduction

The Village of Hommlet has seen a recent surge in banditry along its merchant roads, with attacks targeting travelers and supply caravans. The council of Hommlet, composed of influential figures such as Ostler Gundigoot (Innkeeper of the Welcome Wench), Captain Zeb Fletcher (Militia Head), Jaroo Ashstaff (Druid of the Old Faith), and Canon Terjon (Cleric of St. Cuthbert), has agreed that the problem must be addressed. The council unanimously points the adventurers to Elder Kenter, a respected leader and voice of wisdom in Hommlet.

Quest Details

Elder Kenter expresses deep concern about the situation and explains the following:
  • Bandit Bounty: The village council is offering a bounty of 5 gold pieces for each bandit head the adventurers bring back.
  • Bonus Reward: An additional 100 gold piece reward will be given if they find and clear out the bandits' base and bring back the head of the bandit leader.
Background on the Bandit Problem
Elder Kenter Sr. explains that banditry along the roads leading to Hommlet has escalated over the past few years. Travelers from Verbobonc and beyond have suffered heavy losses, which has hurt Hommlet's economy and disrupted supplies coming into the village.
Elder Kenter leans forward, his voice grave "These bandits are not simple thieves; they are organized, ruthless, and their attacks are becoming bolder. They prey on our merchants and even threaten our farms. If we allow this to continue, Hommlet’s prosperity, and perhaps its very survival, will be at risk."

Council's Support and Information Sources

Several council members provide background information and insights:
  • Ostler Gundigoot at the Inn of the Welcome Wench has seen an influx of travelers recounting tales of banditry on the roads.
  • Captain Zeb Fletcher a war-hardened leader of the militia, emphasizes the strategic threat posed by the bandits. He explains that the militia lacks the resources to track and eradicate the bandits without leaving Hommlet vulnerable.
  • Jaroo Ashstaff  the druid, suspects the bandits have taken refuge in hidden areas of the forest, potentially near places where the Old Faith holds sway.
  • Canon Terjon of St. Cuthbert notes the moral imperative to protect the innocent and offers spiritual support to the adventurers in their endeavor.

Handling of Bandit Prisoners

If the adventurers capture bandits alive
  • Imprisonment: The bandits will be detained in Hommlet’s small jail, overseen by Captain Zeb Fletcher and his militia.
  • Interrogation: Zeb Fletcher and Terjon of St. Cuthbert will handle interrogations, seeking information about the bandits' leaders, hideouts, and plans.
  • Justice: The bandits may face a trial led by Elder Kenter, and sentencing will likely result in long-term imprisonment or labor for their crimes.
Captain Zeb Fletcher remarks, “We may be a small village, but justice will be served here. They’ll find no mercy for preying on the good folk of Hommlet.”

Follow-Up Opportunities

As the adventurers dig deeper into the bandit menace plaguing the roads around Hommlet, they may discover clues that hint at a larger, more sinister network tied to the Temple of Elemental Evil. These hints lead them to realize that the bandits they encounter are part of a wider organization, one that reaches beyond mere highway robbery and into the realms of cult activity and dark rituals. Below are some potential leads and follow-up quests that emerge as the adventurers investigate.

Hints and Leads Uncovered

While questioning the captured bandits or scouting out their camps, the adventurers can uncover the following information:
Training Grounds at the Moathouse
The bandits mention that many of them were "recruited" and trained at an old, crumbling Moathouse to the northeast of Hommlet, hidden deep within the Fens. They are taken there by senior bandit recruiters and trained in ambush tactics, weapon skills, and stealth.
  • Some of the newer recruits fearfully mention their bandit overseer, Osred Burch, who rules over the Moathouse with a firm hand and enforces the cult's hidden agenda without fully revealing its true nature.
  • The Moathouse itself is a foreboding place, with rumors of sinister rituals and eerie presences haunting its dark halls.
The Role of Demien Trevil’s Farm
One captured bandit lets slip that “special” prisoners and high-value loot are often taken to Demien Trevil’s farm, a hidden outpost not far from Hommlet. Trevil’s farm serves as a staging area where the bandits can rest, regroup, and store their ill-gotten gains before transporting them to the Moathouse or on to other locations within the cult’s network. Demien Trevil, a former druid and disillusioned follower of the Old Faith, has turned his farm into a hideout for bandit activity. His resentment toward the forces of good, due to past losses at the hands of the forces aligned against the Temple of Elemental Evil, has made him a willing accomplice in the cult’s schemes.
Bandit Hierarchy and Osred’s Role
The bandit leader, Rogen Feld, who led the ambush on the merchant road, admits that he works under Osred Burch. However, Rogen knows little about the grander cultic ambitions of the Temple or its hierarchy.
  • Osred is responsible for the day-to-day management of the bandits, their recruitment, and organizing raids on merchant caravans. He’s also the only one within the bandit network who maintains communication with the Moathouse, delivering reports and receiving orders directly from Lareth’s lieutenants.
  • The adventurers may learn that Osred takes orders from individuals within the Moathouse but has never met “the Master” himself, hinting at a figure of authority even higher up the chain.
Clues Pointing to the Temple of Elemental Evil
Some of the loot taken from bandit camps might bear strange markings or symbols, including the Elder Elemental Eye, though these are subtle and might require a knowledgeable character to decipher.
  • Prisoners rescued from the bandits may recount terrifying tales of dark figures in ochre robes, chanting strange incantations and using elemental magic. These cultists are rarely seen, but their presence is felt in whispered rumors and unsettling encounters.
  • One particularly frightened bandit reveals that he heard Osred mention “The Grand Plan,” a mysterious goal that seems to involve destabilizing the region and expanding the bandit presence to weaken the Viscounty's defenses.

Follow-Up Quests

Based on the adventurers’ findings, Elder Kenter and the Hommlet Council may commission the party to further investigate and disrupt the cult’s operations, resulting in these potential quests:

Infiltrate the Moathouse (Quest: Into the Moathouse)

  • Elder Kenter, along with members of the council, will ask the adventurers to investigate the Moathouse, where Osred and his bandits are based. This dangerous mission involves infiltrating the Moathouse, where they may face both bandits and cultists, and uncover its true purpose.
  • The adventurers will have the opportunity to not only confront Osred but also to gather intelligence on Lareth and the Temple’s plans in the region. They may discover hidden chambers where dark rituals are conducted and even come across cultists who serve different elemental factions.
Expose Demien Trevil’s Farm (Quest: The Corrupted Farmstead)
The adventurers are directed to Demien Trevil’s farm, which they’ve learned is a staging area for transporting prisoners and plunder from Hommlet’s roads to the Moathouse.
  • At the farm, the adventurers may face several bandits and cult loyalists and uncover evidence of Demien’s connection to the Temple of Elemental Evil. They might also encounter Trevil himself, who could either attempt to sway the adventurers with promises of wealth or threaten them with “the wrath of the Temple.”
  • Securing the farm will not only weaken the bandits’ foothold but also provide valuable intelligence on the Temple’s operations in the area.

Confront Osred Burch (Quest: Bane of the Bandit Lord)

  • As they investigate, the adventurers may learn that Osred is the linchpin holding the bandit operations together in the region. Confronting Osred directly would dismantle much of the cult’s influence on the roads around Hommlet.
  • However, Osred is known to be clever and slippery, making his capture or defeat a challenge. The adventurers may have to track him down through bandit informants or intercept him while he moves loot or messages between the Moathouse and his hidden contacts.

Uncover the Elemental Cult’s Network (Quest: Dark Dealings)

As the adventurers delve deeper, they may begin piecing together clues that point to a larger network of cultists who worship the Elder Elemental God. These followers are connected by a shared goal of bringing elemental chaos to the region, and the Temple’s cult cells each work toward this purpose in their own way.
  • This quest leads the adventurers into uncovering the ties between the Earth, Fire, Water, and Air cultists, learning that each faction has its own base and method for expanding its influence. Intercepting messages or cultists from other factions could lead to discoveries about the Temple’s grander plans.
  • They may also learn of Lareth the Beautiful, a charismatic leader stationed within the Moathouse dungeons, who commands the elemental cultists with an iron grip.

Conclusion

These follow-up quests will help the adventurers unravel the deeper plot of the Temple of Elemental Evil and its minions. Each clue brings them one step closer to understanding the full scope of the cult’s influence over Hommlet and beyond, setting the stage for confrontations with powerful foes and alliances with key figures in the Viscounty of Verbobonc. By dealing with these bandit cells and unmasking the cult’s activities, the adventurers may ultimately prevent a catastrophe from engulfing the region.
Elder Kenter Sr by 3orcs
Quest Objectives
 
  • Gather Information: The adventurers are encouraged to speak with villagers and council members to learn more about recent attacks and possible locations of the bandits.
  • Hunt Down Bandits: Track down the bandits along the roads surrounding Hommlet. Capturing a few bandits alive may yield valuable information on the location of their base.
  • Infiltrate the Bandit Camp: Locate the main camp or hideout of the bandits, rumored to be hidden in the Kron Hills or near abandoned ruins in the marshlands.
  • Eliminate the Bandit Leader: Defeat or capture the bandit leader, known to be an experienced and ruthless fighter.
  • Return for Reward: Bring back proof of the bandit leader's demise (or capture) and any evidence of the bandit network to claim the bounty and reward.
Rewards
  • 5 gp per bandit head: Verified by Captain Zeb Fletcher and Elder Kenter.
  • 100 gp bonus: Upon proof of the bandit leader’s defeat and the clearing of their base.
  • Additional Boon: If the adventurers return with useful information about bandit tactics or larger threats, they may gain favor with Elder Kenter and the council, potentially earning further aid or local standing.
Bandits around Hommlet by 3orcs
Bandit with Crossbow ambush by 3orcs


Cover image: Village of Hommlet by 3orcs

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