Well I'm kind of out of actual books to post from. Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. You are poorly mounted, badly equipped, and have no large sums of cash. In fact, all you have is what you wear and what you ride, plus the few coins that are hidden in purses and pockets. What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe. The small community at the crossroads is a completely unknown quantity. What is there? Who will be encountered? Where should you go? These are your first explorations and encounters, so chance may dictate as much as intelligence. Will outsiders be shunned? Are the reports true — is the whole community engaged in evil practices? Are the folk here bumpkins, easily duped? Does a curse lay upon those who dare to venture into the lands which were once the Temple's? All of these questions will soon be answered. The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them. A road angles west into the hill country, and to either side of the road ahead are barns and buildings — Hommlet at last! The adventure begins...
And water it wet, not specific enough. A scrub of thorns, thistles, weeds, and shrubs grows thickly along the edge of the track which leads to the ruins. Even the track is mostly overgrown and cluttered with fallen branches and trees. Here and there it is washed out, in other places a mire. Some game evidently still follows the pathway, however, for after a mile or so faint traces can be seen. But even considering this, going is slow, and it takes over an hour to reach the place on horseback, or two to trudge along on foot. Considerable hacking and clearing is necessary to make the way passable, so double the time required for the first trip. After two miles, as the track turns more northerly, the land begins to sink and become boggy. Tall marsh plants grow thickly where cattails and tamaracks do not. Off to the left can be seen the jagged silhouette of the moathouse. A side path, banked high to cross over the wetland to either side, just north to the entrance of the ruin. The track here is only about 15 feet wide or so, with crumbling embankments making travel near the edge dangerous. The bogs stink. The vegetation appears dense and prolific, but somehow sickly and unhealthy, creepers and vines throwing their strangling loops over the skeletons of dead saplings and living bushes alike. The rushes and cattails rustle and bend even to a slight zephyr, and weird birdcalls, croakings, and other unwholesome sounds come faintly across the fen.
The pleasant and seemingly peaceful village of Hommlet turned out to be filled with intrigue, with agents of Chaotic Evil hiding within the hamlet. The supposedly deserted and ruined moat house nearby held a new champion of the nearby Temple of Elemental Evil. All of this brought danger and difficulty to the members of your group, but it also offered adventure, experience, and wealth. You have slain the evil men and creatures, and the able guardians of Hommlet—Jaroo, Terjon, Elmo, and the rest of the sturdy militiamen—can surely see to it that their area remains clean of the taint of Evil hereafter. Having accomplished most of your goals, you must now look elsewhere for yet greater challenges (and commensurate rewards). If agents of the Temple were still active in Hommlet, then there must certainly be work for you at that fountainhead of wickedness. Just a 30 miles east along the High Road lies the disreputable community of Nulb, and the Temple hidden in the hills nearby. This vile place spawned much suffering; ruin and death before the hosts of Good brought it low and bound its power. It is evident that the place was wounded but not slain, for dark things crept into Hommlet under the direction of someone or some thing still lurking in the shunned edifice of Evil.