TSR 9078 - B5 - Horror on the Hill.pdf

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Basic Game Adventure
Horror on the Hill
by Douglas Niles
Only the mighty River Shrill separates you from the mysterious mountain.Will you t ,
I
to return, or will you fall prey to the Horror on the Hill? For character levels 1-3
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P,aspc Game Adlventure
PREFACE
Guido’s Fort.
The end of the traders’ road.
Perched along the banks of the mighty River Shrill, this isolated frontier
settlement is the last stop on the caravan routes. The mile-wide river is all that
separates the Fort from the shadowy bulk known only as “The Hill,” a land of
nameless terrors and ancient legend.
The fog-shroudedcrests and densely wooded slopes of The Hill rise 400 feet,
looming ominously over the tiny settlement. On clear days, The Hill’s rocky
cliffscan be seen jutting fromits bulky mass, but the view is usually obscured by
gouts of steam that seem to rise from outlets on The Hill itself.
This mysterious mountain has long been rumored to shelter bands of vicious
monsters. Only the awesome waters of the Shrill have prevented the monsters
from invading the undergarrisoned fort. Several groups of brave and hardy
adventurers have crossed the river to explore The Hill’s summits and face the
wicked monsters, but none of these bands was ever heard from again.
Now a new group of eager adventurers has met in one of the inns at Guido’s
Fort. It is here that the adventurers discuss their own daring plans to explore the
dangerous mountain.
Player characters can find transport across the river from any of the local
Cishermen;but once on the far shore, the adventurers are on their own. They must
thread their way througha dense woods, where every bend of the trail can conceal
hideous peril. They encounter mysterious beings, such as the two “kindly” old
ladies, who may offer the party their special brand of assistance. Or, the party
may meet the soldiers of a hobgoblin king mustering his forces for an attack on
Guido’s Fort.
If they make their way through a ghoulish graveyard, the player characters
discover an old monastery, long-abandoned by its builders. The monastery is
now used as a headquarters for the hobgoblin band. A fountain in the
monastery’s garden yields a magical drink whose effects may not always be good.
Finally, the monastery yields entrance to a multilevel dungeon that is sure to
challenge the players’ wits and skills.
It is in this dungeon that the hobgoblin king himself must be confronted and
defeated. But that is just the beginning! Just as the characters think their
adventures are coming to a close, a hidden trap sends them to a staggering
network of twisting corridors, all seeminglyleading back to the same place. Once
through, the characters must conquer the final obstacle - a young red dragon
-before they can look upon the sun once more.
Therumors have never been proven false. No one else has ever returned. Thc
characters’ boat is waiting. TheHill is one of horror, to be sure. But for the strong
and daring, it is a Hill of just rewards for deeds well done. Thenew adventurers
are ready and willing to take their chances. So let the adventure begin!
Editor: Laurie Mann
Assistant Editor: Tim Kilpin
Graphic Designer: Ruth Hoyer
Cover Artist: Jim Roslof
Interior Artist: Jim Holloway
This module is protected under the copyright laws of
the United States of America. Any reproduction or
other use of the material contained herein is prohibited
without the express written permiscion of TSR, Inc.
01983 TSR,Inc. All Rights Reserved. Printed in U.S.A.
Distributed to the book trade in the United States by
Random House, Inc., and in Canada by Random
Houseof Canada, Ltd. Distributed to the toy and hobby
trade by regionaldistributors. Distributed in theunited
Kingdom by TSR (UK) Ltd.
DUNGEONS & DRAGONS, and D&D are registered
trademarks owned by TSR, Inc.
TSR, Inc.
TSR (UK) Ltd.
POB 756
Lake Geneva, WI 53147
The Mill, Rathmore Road
Cambridge, CB14AD
United Kingdom
TSR, inc
ISBN 0-88038-046-2
394-53345-3TSR0600
9078
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__.-
_-I_______.--
Beginning the Adventure .........................................
3
Gatheling the Party ..........................................
3
Meeting at Guido's Fort ......................................
3
Purchasing Equipment .......................................
3
Getting to The Hill and Back .................................
3
About Monsters .............................................
4
Adventure on the Surface of The Hill ..............................
5
Movement on the Surface of The Hill ..........................
5
Monsters on the Surface of The Hill ...........................
5
Key to Areas on the Surface of The Hill ........................
5
(areas #1-20)
Adventure in the Ruined Monastery ................................
10
Key to Areas in the Ruined Monastery
(areas # 21-39)
Adventure in Dungeon Level I ....................................
14
Key to Areas in Dungeon Level I (areas # 40-69)
Adventure in Dungeon Level I1 ....................................
24
Key to Areas in Dungeon Level I1 (areas # 70-84)
Adventure in Dungeon Level I11 ...................................
27
Key to Areas in Dungeon Level I11 (areas #85-101)
Tying Up the Loose Ends ........................................
30
New Monsters
Piranha Bird ................................................ 31
Steam Weevil ................................................ 31
Lava Lizard ................................................. 32
Prerolled Characters ...................................
Module Cover
LIST OF TABLES AND MAPS
Table 1 . Rumors at Guido's Fort ..................................
Table 2 . Wandering Monsters on the Surface of The Hill .............
Table 3 . Wanderings Monsters in the Ruined Monastery
Table 4 . The Magic Fountain
3
5
............. 11
12
.....................................
Table 5 . Wandering Monsters in Dungeon Level I ................... 14
I .........
I1 ........
...........
...........
...........
...........
...........
......... 24
......... 27
......... 15
......... 16
I
Table 6 . Wandering Monsters in Dungeon Level
Table 7 . Wandering Monsters in Dungeon Level
Map of Dungeon Level I .....................
Map of Dungeon Level I1 ....................
Map of Dungeon Level I11 ...................
Maps of Caves ..............................
Map of the Surface of The Hill ...............
ap of the Ruined Monastery .................
......... 17
......... 18
Inside Cover
........... Insidecover 1
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BEGINNING THE ADVENTURE
On the inside cover of the module is a topo-
graphic map of The Hill, showing the trails
that wind through the dense vegetation, the
clearings, the cliffs, and the specific encoun-
ter areas. Also on the inside cover of the
module is a detailed map of the ruined mon-
astery, which lies on The Hill. Below the
monastery lie three levels of dungeons. On
page 15isamapofLevel1,onpage 16amap
of level 11, and on page 17 a map of level 111.
Den. Player characters can learn two of the
rumors on the table below from any of these
patrons or the innkeeper. For your own
information only, the table shows whether
the rumors are true or false. To see which
two rumors the characters learn, roll 2d8,
repeating if necessary until the second roll is
different from the first. Note that the players
must state they are seeking information
before they can begin to hear the rumors.
If the characters express an interest in
learning more about The Hill, they are
referred to the “Old Timer.” For each cold
beer the party buys him, he will divulge
another rumor, until they have heard all
eight. Note that the Old Timer goes through
the rumors randomly (roll a ld8), and
although he will not repeat a single rumor
twice, he will probably repeat the two rum-
ors that the party has heard elsewhere.
chase some supplies there before embarking.
Because the outpost is isolated, however,
prices are a little higher than usual; and
there is no guarantee the players can find
what they need.
To determine the availability of any item
on the Equipment List in the Basic rule
book, roll ld4. Any result other than a one
means that a character can find the item.
Then roll a ld6 if a character wishes to pur-
chase that item. A result of one or two means
that the price is the same as that listed in the
Basic rule book; a three or four means that
price is 150%of the listed amount; and a five
or six means that it costs twiceas much. Note
you follow this procedure for each item pur-
chased: even though one player found a
shortsword, for example, there is no assu-
rance the next player can find one also.
Gathering the party
This module is designed for a group of five
to ten player characters of levels 1, 2, or 3.
The lower the level of the characters, the
larger the number of characters recommended
for the adventure (Le., if all of the characters
are 1st level, nine or ten should be involved;
but if they are all 3rd level, five might be
enough). It is also recommended that, in
general, 1st level characters have at least
three hit points, though fighters should have
six or more. You may want to let players roll
their initial hit points several times, until
one roll equals or exceeds the suggested min-
imum. Or players may want to use the pre-
rolled characters listed on the outside cover.
If the players want to roll up their own
characters, you may want to recommend that
they take one or more of the prerolled char-
acters along as NPCs to fill out the group. In
any event, the group should have at least one
cleric, one magic-user, one thief, and a sub-
stantial number of fighters.
If charaters are starting out on their first
adventure, they may roll 4d6 (instead of 3d6,
as per the Basic rule book) to determine their
starting money. This modification is to
counter the inflated prices found at Guido’s
Fort.
Getting to The Hill and back
Characterscan cross the River Shrill to begin
their adventure on The Hill by seeking out
one of the fishermen in Guido’s Fort. Since
times are hard for the fishermen, any of them
are willing to ferry the party across the river.
Since The Hill is so dangerous, though, the
cost of ferry is high: 20 gp.
The party might also try to rent a boat
from a fisherman, but without success. A
fisherman might agree to sell the party a
boat, but no fisherman is willing to rent one.
Everyone in Guido’s Fort is convinced the
party is doomed-and renting a boat to peo-
ple you’ll never see again doesn’t make any
sense! If the party decides to buy a boat, the
cost is 50-80 gp (ld4+4 x 10).
As long as the party is adventuring on
the surface of The Hill or in the first level of
dungeon below The Hill, the party may
return to Guido’s Fort as often as they want
or can. If they haven’t bought their own
boat, though, they must make arrangements
for returning to Guido’s Fort before they
leave. Even if they choose to stay on and
under The Hill throughout the adventure,
they need return passage when the adventure
is ended. So in any case, without their own
boat, the party must plan ahead for at least
one return passage.
Perhaps they want to arrange for a
fisherman to pick them up at a specified time
and place. Any of the fisherman are willing
to do so-for another 20 gp-but the party
must be on time or the fisherman leaves.
The party might also arrange for a
fisherman to pick them up when he sees a
smoke signal the party sends. Once the party
builds its smoke signal fire, there is only a
20% chance per turn someon:
TABLE 1
RUMORS AT GUIDO’S FORT
True or
Die
Roll
Rumor
False
1 Many centuries ago, an old
monastery was located on top
of The Hill
2 A fire-breathing dragon lives in
the caves below The Hill.
3 A band of slave-tradingogres is
using The Hill as a base for
forays into the civilized lands.
4 Man-eating ghouls prowl The
Hill for food.
5 There is a haunted graveyard on
The Hill.
6 An evil witch lives on The Hill.
Her house appears to be a small
hut, but in reality is an extrava-
gant palace where she keeps the
tortured souls of all who have
trespassed on the slopes.
7 A huge orc army is entrenched
on The Hill, waiting for orders
to begin a massive assault on
Guido’s Fort.
8 A bubbling lake of lava lies
below The Hill. The lake is the
sourced of the steam columns
that often rise into the air from
many vents on the slopes’
summits.
True
True
False
True
True
True
Meeting at Guido’s Fort
Characters begin their adventure at Guido’s
Fort. They meet to prepare at the Lion’s Den.
The inn has a large common room filled
with many benches and tables, a bar, and a
large fireplace, The common room is a
smoky,dimly-lit place, and tends to be rather
quiet. The inn also has sleeping quarters for
rent. One sp per person buys a night’s lodg-
ing on a straw pallet in the back room. The
quarters are so dirty that characters who
sleep here have a 75% chance of becoming
flea-infested during the night! (Fleas won’t
affect a character’s play; they’re just a tem-
porary nuisance.)
At any given time of day or night, 2-12
(2d6) persons can be found in the Lion’s
False
False
Purchasing equipment
The trading post in Guido’s Fort is well-
stocked,and the charactersmay want to pur-
in Guido’s
3
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BEGINNING THE ADVENTURE
k
Y
Fort sees the signal. The fisherman begins
This king lives in the dungeon under The
crossing the river 1-4 (ld4)turns after some-
one notices the smoke signal.
If the party has talked to the Old Timer
at the inn, they find him waiting for them at
the waterfront as they are getting ready to
leave. Impressed by the party’s courage and
determination, he offers them a bottle of
clear liquid as a parting gift. He tells them a
drink of the liquid helps to heal wounds, and
he cautions them to use it sparingly. The
bottle contains three doses of
Hill but is not extremely powerful or effec-
tive. His troops are numerous but cowardly;
and if combat with goblins or hobgoblins
goes badly for the monsters, they try to
escape. If the party prevents such an escape,
the monsters surrender to save their own
lives.
Note that if the characters return to
town between sorties on The Hill, certain
monsters are not idle in their absence. In
particular, ogres, hobgoblins, and goblins
replenish their garrisons three days after the
party cleans them out. In fact, there is a 33%
chance the number of ogres, hobgoblins, or
goblinsis actually 50% larger than the number
first encountered! Wandering monsters do
not replenish themselves, however.
Important! Encounters with wander-
ing monsters are designed to keep the PCs on
their toes. They are not designed to be the
ultimate challenge or climax of the adven-
ture. If the dice call for an encounter that you
feel would seriously deplete the party’s
strength, you should ignore that encounter.
potion of
healing.
About monsters
Many goblins and hobgoblins are on and
under The Hill, organized into a loose army
under the leadership of a hobgoblin king.
4
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