Saturday, February 7, 2015
B5 - Horror on the Hill
Code Title Level Author Year
B5 Horror on the Hill 1-3 Douglas Niles 1983
About Douglas Niles:
Niles produced several modules for the D&D game, including X3 Curse of Xanathon, B5 Horror on the Hill, CM1 Test of the Warlords, and H1 Bloodstone Pass, and Dragonlance modules DL2 Dragons of Flame, DL6 Dragons of Ice, DL9 Dragons of Deceit, and DL11 Dragons of Glory. Niles is the designer of 1985's World War II: European Theatre of Operations, a grand strategic game. Niles worked on the Battlesystem Supplement, Star Frontiers modules SF4 Mission to Alcazzar and SFKH1 Dramune Run, Indiana Jonesmodule IJ2 Raiders of the Lost Ark, the World War II Game, the Sirocco Strategy Game (with Zeb Cook), and the Endless Quest books EQ #26 Tarzan and the Well of Slaves and Super EQ #3 Escape From Castle Quarras for TSR. Tracy Hickman had gottenHarold Johnson, Jeff Grubb, Carl Smith, and Larry Elmore in on the idea of Dragonlance before Margaret Weis and Niles joined them.:16 Niles authored the rulebook Dungeoneer's Survival Guide (1986). Niles had been working on a trilogy of Celtic-themed novels for TSR, Ltd., which were modified to become the first Forgotten Realms books, beginning with Darkwalker on Moonshae (1987). Niles also co-authored The City of Greyhawk boxed set with Carl Sargent, for which he designed the 96-page bookletGreyhawk: Gem of the Flanaess. Niles and Paul Lidberg designed the board game A Line in the Sand (1991), which depicted the first US-Iraq War; it was one of the projects originating from TSR West, and was published the day the US bombing began thanks to Flint Dille's ability to convince the president of the company to make things move fast.
is an adventure module published by TSR, Inc. in 1983, for the Basic Rules of the Dungeons & Dragons fantasy role-playing game. Its product designation was TSR 9078. This 32-page book was designed by Douglas Niles, and features cover artwork by Jim Roslof. It is intended for beginning gamemasters and 5-10 player characters of level 1-3. The module contains around 20 encounters on the surface, a monastery, three dungeon levels and three new monsters.
Module Excerpt: (Background)
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-shrouded crests and densely wooded slopes of The Hill rise 400 feet, looming ominously over the tiny settlement. On clear days, The Hill’s rocky cliffs can be seen jutting from its 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 through a 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 seemingly leading 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. The rumors have never been proven false. No one else has ever returned. Thc characters’ boat is waiting. The Hill is one of horror, to be sure. But for the strong and daring, it is a Hill of just rewards for deeds well done. The new adventurers are ready and willing to take their chances. So let the adventure begin!
This one is a bit more complicated than B3. With B3, I was able to just insert the location on the current map. B4 adds some elements that aren't covered in the current map, so I'm going to have to retool it a bit.
What we know:
There is a fort known as Guido’s Fort at the end of a trade route it is one the banks of a river named Shrill.
The river separates the fort from a place called 'The Hill'. It references it as a land, so it's more than just one hill.
This hill dominates the view of the settlement. Meaning they need to be close.
They have to cross a trail that leads through a dense forest.
There is an old monastery they may encounter.
The module is one of exploration, so the map needs to be of a size that lends itself to that.
!!!! If anyone is following along, I need some suggestions for scale. Right now I am thinking between 30 and 50 miles. !!!! Any ideas would be most welcome.
Not sure if I like how B5 turned out. May modify