My first DM was old-school despite being a teenager during the rise of 3.5 and Pathfinder. My first foray into the tabletop game of Dungeons & Dragons didn't come in the fashion of a pre-written 3.5 or, gods forbid, a fresh 4th edition module. I didn't even know there were multiple editions at the time. I was thrown into the midst of the Gygaxian chaos known as AD&D 2nd edition. Well, we called it the second edition since we used those lovely weapon/non-weapon proficiencies. Truth be told, we only had access to the original red book as well as some online supplements and made the rest up from there.
15-year-old me was told to make up a character on the spot. I came up with Todlich Mund the rogue. I was really into German at the time and thought that name was the coolest thing ever. What can I say? He quickly became known as Tod Tod, and I cherished all 3-4 sessions of his brief life. My skepticism at sitting around a table and playing an imagination game for 10-12 hours went away during that very first hour of gameplay. Being nearly a decade older, I still look back fondly on AD&D and those games in particular.
But that got me thinking. Was I looking at AD&D with rose-tinted glasses? Was it really as wacky, wild, and unforgiving as I remembered? Well, I think we all know that the latter is certainly true. What about the system? Did it still hold up? I decided to take a dive back into the world of AD&D after all of these years. Plus, the 100+ books/modules I've collected over the years needed a justification to stay on my shelf. If I'm to keep spending on them, then I should very well be playing them.
I sifted through my modules and found one that I thought would make a suitable re-entry: "T1 The Village of Hommlet" by none other than Gary Gygax. Now, this is technically a base-edition module, but it only took some very minor tweaks to get it ready and rolling for an AD&D 2E session. I excitedly told all of my trepidatious friends whom I had just finished DMing a two-year-long 5th edition game for that I wanted to do a couple sessions of AD&D. Plus, if they liked it, I could rope them into T2 & T3 of "The Temple of Elemental Evil." The messy contents of those are a discussion for another day. Due to them likely not knowing the extend of Gygaxian evils, I got the yes I was hoping for.
This particular module calls for six-level one characters. I had three intrepid souls. Instead of making them go through the AD&D gauntlet of character creation twice, I had them roll up three level three characters while one of the slightly more experienced players ran two-level three characters. With four level three members, I felt they had a reasonable chance at not instantly dying to some of the infamous parts of this module. After all, I couldn't kill them right away—They wouldn't want to come back for more if I did.
Gygax puts a lot of effort into making the Village of Hommlet appear full of interesting characters. After all, well over half of the text is dedicated to the occupants and their backgrounds. Only six or so pages make up the actual dungeon. I loved thinking up personalities and goals for many of these NPCs; however, I didn't feel the party had much reason to go knocking door to door like the module seems to imply they should. Reasonably, they had the idea to go straight to the Inn of the Welcome Wench instead of piddling around with the farmers on the way there.
The party of four consisted of Rhyne the eager Death Cleric, Erric the anxious Rogue, Kallum the quiet Fighter, and Merlot the extravagant Wizard. They mingled with Ostler Gundigoot and got a gauge for the goings-on in town. Curious of some of the individuals mentioned, the party went out and spoke with some of the shop keeps and craftsmen. Adventure seemed to lurk right on their periphery, but nobody happened to have any quests for them to go on. In fact, this module only has a handful of individuals in the village that even have an idea of where the central dungeon is. While this makes thematic sense, I felt that it could lead to some confusion for players. It ends up making some parts of the module feel like busywork that is meant to kill time more than provide actual information for the players to get engaged in.
Thankfully, we run a roleplay focused table during our regular sessions. So, the players worked out that they'd have to get to the bottom of what exactly was going on here. They learned of the slight, if civil, disagreements between some of the populace about those of druidic faith and those who follow St. Cuthbert's teachings. I wish that the module laid things out more in regards to the militia, church, and druidism. It's largely left to the DM with no further explanations being offered as to what the tenets behind either faith are, nor does the module offer much about the inner workings of the militia.
Due to the above, my party didn't find much interest in these groups. We'll have to see if that changes when T2/T3 comes around. Perhaps there are more hooks integrated into the module for those groups. Instead, my group eventually met a wizard NPC by the name of...Spugnoir. You know, I can get behind wacky names. But, man, this one took the cake. I couldn't keep a straight face whenever that NPC was brought into the action. He was the one to lead them to the abandoned moat-house to the North East that functions as the central dungeon to the campaign. They also managed to bring Kobort the evil fighter along with them on their initial journey.
The party survived the infamous frog encounter: Six giant frogs leap out from the mud (almost guaranteeing a surprise round) and eat a bunch of low-level members. I don't see how a 1st level party is supposed to make it through this without major losses. Our party somehow survived without losing a soul. Poor Spungnoir was limping along with 1HP, and quite a few party members had suffered some decent damage.
They proceed across the drawbridge on foot, which avoids the chance of it breaking due to being on mounts, and find themselves on the ruins of the first floor. Despite Ryne (our gnome cleric) pointing out a heat signature on the ceiling of a nearby tower with her infravision, the rogue runs in after an ivory box on the floor. This triggers the giant spider to fall down and very nearly kill Erric in one shot. The party organizes and kills the beast while Erric licks his wounds. Deciding that was quite enough adventure for one day, the party holes up in the tower after placing some wood in front of the doorway to block any other nasties from crawling in.
After a close encounter with some stray brigands from the group hiding on the second floor, the party manages to complete their long rest unhindered. They do the smart thing here and split the party. Ryne and Koport scout out the right path while Erric, Merlot, Kallum, and Spungnoir head down the left path.
They both run into trouble simultaneously. Ryne awakens a giant snake hidden in the rubble while Erric runs into over a dozen giant rats that come pouring out of the walls. All might have been lost if it hadn't been for a successful cast of sleep by Spungnoir that puts every rat to sleep before they could kill Erric. Rhyne barely escapes the serpent with her new jeweled dagger in tow. The rats are exterminated as they sleep with minimal effort.
Another room holds a giant tick that, again, nearly kills Erric before he can escape. It runs out and proceeds to suck the blood from Rhyne. They manage to kill it before it can deal fatal damage to the cleric. The next room holds a lizard that swallowed a shield. The book says nothing about the consequences of the lizard doing this, nor does it mention how the party is supposed to know it swallowed a full kite shield. I flavored it to be a starving creature with the shape of the shield jutting out from its gut. Sneaking up on it, the rogue initiates a surprise round that quickly kills the starving beast.
That left the barred iron door to the north. They hear chatter behind it from what sounds like nearly a dozen voices. The party attempts to lure them out with taunts and promises of sparing their lives. The bandits tell them to "f*ck off " and said that they should leave if they'd didn't want to die. A fair bit of banter later leads to them having Koport try to break the door down. Now, this is meant to fail. Once the door starts getting battered, the bandits are supposed to flee out through a hole in the rubble and run away. I roll the bend bars/lift gates percentile since this is a big metal door...12 percent. I needed it to be below 20. The bar on the back snaps and the door flies off of its hinges into the unsuspecting crown of bandits, which initiates a surprise round.
The party slaughters the bandits in nearly two turns, which leads the leader to surrender and flee after dropping his weapons. They were left with the issue of how to transport some of this newly found wealth back home. Everyone except Merlot the wizard and Koport decided to go back and secure mounts. The pair decided to stay put and guard the treasure. After a few hours of sitting around, Koport looks to Merlot and, well, I'll save that for part two.