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The Hallowed
Hills
by
Miguel Duran

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In
Miguel Durans The Hallowed Hills
a party of
low-level adventurers must explore a system of underground caverns recently
discovered beneath the Monastery of the Risen Star. But this is more
than just a casual dungeon crawl the group must locate and, if
possible, rescue the three members of the Order who went down before
them and never returned.
This
four-part adventure is designed for four to six 3rd-level adventurers,
though DMs should be able to modify it for parties of varying sizes
and/or levels fairly easily. For larger parties, simply increase the
number of monsters until the Encounter Levels are appropriate. Alternatively,
if your group comprises especially potent player characters, you can
change the monster types to something more challenging that is,
use ghasts rather than ghouls, bugbears rather than orcs, and so forth.
The Hallowed Hills is adaptable for use in the World of Greyhawk,
another D&D campaign setting, or a world of your own creation.
The
Story So Far
The Order of the
Risen Star is a peaceful monastic commune whose members dwell within
a small chapel upon the crest of the Hartsblood Hills. Its priests
often descend into the surrounding valleys to tend to the villages
there and perform last rites and burials as needed.
A recent earthquake
has opened a passage to a series of uncharted caverns beneath the
Order's vaults. The brothers dispatched to explore their depths have
not been seen nor heard from in a week's time, so the Order must seek
aid from outside its walls.
The
characters may be either locals or travelers passing through the area.
Any of the following adventure hooks may be used to draw them into the
depths of the Hartsblood Hills:
- The monks of
the Risen Star recently saw to the burial of a person directly related
to one of the player characters. In return for this service, the
Orders members now entreat the PC to aid them in their time
of need.
- The Order makes
it known throughout the nearby villages and towns that any skilled
trackers or adventurers who come to their aid will be rewarded with
good coin and an additional favor bestowed by the gods.
- Followers of
good-aligned gods (be they clerics, paladins, or particularly devout
characters of another class) each have a dream shortly after the
earthquake. Though the details are vague, its meaning is clear -
there is something evil beneath the monastery.
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Order
of the Risen Star (monastery) conventional -- abbot patriarch;
lawful good; 150 gp limit; 4,000 gp assets; 51 population; Isolated
(94% human, 4% halfling; 2% half-celestial).
Authority
Figures: Abbot Martine Gerrard, male human Clr 7.
Important
Characters: Brother Durham (missing expeditionary), male human
Clr 4; Brother Ambrose (librarian), male half-celestial, half-human
Clr 5; Old Arley (groundskeeper), male human Exp 3.
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The
Abbot's Tale
Regardless
of which adventure hook you used to bring the characters here, the
adventure begins with their arrival at the Monastery of the Risen
Star. The Order's complex is both small and spartan, made up only
of the worship chapel, a few communal bunkhouses, the abbot's chambers,
a library, a supply room and kitchen, and the crypt.
The
abbot welcomes the group in the chapel and imparts the following details
through conversation:
- The earthquake
that took place more than a week ago tore apart the Order's crypt,
creating a rift that led into a previously undiscovered network
of caverns below the hills.
- Brother Durham,
the abbot's second, led two acolytes into the caves to recover the
bodies and goods that had tumbled into the depths from the damaged
crypt. No one has returned from that expedition, nor have the other
members of the Order received any sign or news regarding their fate.
For some reason, even the standard divinations have proven extremely
ineffective in this case.
The abbot asks
that the adventurers enter the caverns, find his missing brothers,
and rescue them if they are still alive. In addition, he would like
the lost bodies and items from the crypt returned for reinterment.
Finally, he is very worried about the dangers that these new developments
may present for the Order, so he requests that the heroes scout out
any present or future threats below.
As a reward for
these services, the abbot is willing to bestow upon each member of
the party a gift of 100 gp as well as a magical item blessed by his
god (a benevolent deity appropriate to your campaign).
Once
the player characters agree to undertake the task, the abbot asks one
of his acolytes to lead them down to the crypt.
1.
The Crypt
The crypt is a
network of dimly lit tunnels carved into the hillside beneath the
monastery. Rows upon rows of coffins fill hollows within the walls.
The deepest passage is near-collapsed, with a gaping pit, 10 feet
wide by 20 feet long, at its terminus. The tombs there are in ruins,
and several caskets are missing.
The walls of the
pit extend downward only about 30 feet before tapering out to form
the ceiling of a natural cavern. From there, it is a 100 foot drop
into the next room (Area 2). Climb checks to descend safely into the
cavern are at DC 15 for the pit and cavern walls, and DC 25 for the
cavern ceiling.
Have
each character make a Listen check (DC 22) upon reaching the cavern
below the crypt. If you're feeling particularly sneaky, you may wish
to roll the checks yourself and keep the results secret. These check
results determine whether the characters are aware of what waits in
ambush for them here. . . .
In
Episode One
of The Hallowed Hills, we presented an introduction to the adventure,
several plot hooks the DM could use to bring the characters into the
action, and the entryway to the cavern complex.
2.
Those Who Remain -- EL 4
No one knew there
was a cavern complex beneath the Monastery of the Risen Star until
an earthquake opened a passage to it. In the last episode, the adventurers
made their way into the first of the caverns. The story resumes as
they begin the first leg of their search for the Order's missing brothers.
Read the following
aloud to the players:
| The floor
of this roughly circular cavern is extremely uneven. Jagged chunks
of rock raise some areas several feet in elevation, while other
sections are pockmarked with deep craters. The remnants of several
smashed coffins lie strewn across the chamber. |
The cave is about 80 feet in diameter, and its only exit is a tight
passage leading out from the east wall to Area 3. Two dozen coffins
tumbled through the breach that the earthquake created. The remains
of these as well as the burial effects of their occupants (wraps, ceremonial
urns, and a good selection of material goods) lie scattered throughout
this room. There are two items of note among the debris -- a single
shattered lantern and, beside it, a silver holy symbol, the back of
which bears the inscription, "To Brother Durham, for Faithful Service."
Because of the
uneven surface of this cavern, anyone who attempts to traverse it
quickly or perform any sort of acrobatic maneuvers must make a Balance
Check (DC 15). Failure by a margin of less than 5 means that the character
has stumbled and is incapable of movement for 1 round. Failure by
5 or more indicates that the character has lost his or her footing
and fallen prone.
Creatures:
Some of the more malevolent spirits from the tomb above have taken
on unlife, now that the accident has freed them from the restrictions
imposed by their funeral rites. Four ghouls lie in wait behind a rocky
outcropping near the southern face of the cavern. Although they are
perfectly hidden, one or more of the adventurers may hear their movements.
A successful Listen check (DC 22) reveals the ambush before it occurs.
Ghouls (4):
hp 20, 18, 14, 9.
Tactics: The
ghouls wait until the party is particularly vulnerable, preferentially
attacking either a lone character or a small group. Splitting the
party to explore the debris or entering the cavern one-by-one from
the crypt above incites an immediate attack; otherwise, the ghouls
wait until the characters have either spread out a bit or are about
to leave before striking.
The creatures
attack in an intelligent, coordinated fashion, singling out a non-elf
opponent first if possible and attacking as a group, flanking when
feasible. Once their victim is paralyzed, they move on to the next
target. Only after all the party members are paralyzed or unconscious
will they try to finish off any characters.
Treasure:
Beyond the recoverable coinage, which totals out to 47 gp, 146 sp,
and 257 cp, the only items of note are a religious statuette of pure
silver (worth 105 gp) and a gold ring with a jade inset (worth 90
gp). The remaining goods are of standard quality; the DM should choose
appropriate items from the equipment list in the Players Handbook.
Though this passageway
through the rock is only 5 feet wide, its walls seemingly extend upward
forever. In fact, however, they come to a halt at the cavern's top,
some 60 feet overhead. The characters must make their way through
these cramped quarters single-file for 110 feet before the tunnel
opens into Area 4.
Creatures:
A swarm of stirges is perched near the top of the tunnel. These creatures
descend upon the characters from overhead as soon as the party reaches
the midway point of the passage.
Stirges (6):
hp 7, 6, 5, 5, 4, 2.
Read
the following aloud to the players when they enter Area 4:
| A wave of
torrid humidity washes over you as you step into this cavern.
The floor is soft and covered with thick, damp moss. Immense,
rootlike, brown-and-gray tendrils of vegetation dangle down from
the ceiling overhead, lightly brushing the tops of the varied
fungi that fill most of this circular chamber. |
Although the fungi cluttering the center of the room and the roots
hanging from above tend to obscure vision in the cavern, the PCs
may still notice something peculiar as they enter this room. Have
each player make a Spot check (DC 21). Success reveals two bodies
lying facedown near the center of the cluster. Their simple black
robes mark them as members of the Order. . . .
In
Episode Two
of The Hallowed Hills, the party entered a mysterious set of
caverns seeking three members of the Order who had gone missing after
setting out to explore the caverns. Now, as the adventurers enter a
new cave filled with strange vegetation, they may already have noticed
two bodies lying still at its center.
4.
The Submerged Garden -- EL 4
This roughly oval-shaped
cavern is 40 feet wide by 60 feet long. The exit at the south leads
to Area 5; the one at the west leads back to Area 3. A rockslide in
the eastern wall has covered another possible exit, but the severity
of the collapse is such that it would take days of excavation to reopen
it.
Creatures:
Three shriekers and a violet fungus are positioned in a square patch
at the center of the room, with the violet fungus occupying the northeastern
corner of the patch. The bodies lie in the midst of these creatures.
If the PCs approach to investigate, the noise from the shriekers alerts
the orcs in Area 5 to the arrival of visitors.
Shriekers:
hp 20, 13, 10.
Examining the
Bodies: Once they have dealt with the fungi, the PCs can examine
the corpses. These two extremely pale young men were the acolytes
who accompanied Brother Durham down here. Both are dead, slain by
the violet fungus. They carry basic cave exploration gear, leather
armor, and maces, but nothing else of value.
A successful Heal
check (DC 15) on either corpse reveals something very peculiar about
these bodies -- namely that they have been completely drained of blood,
which explains their unusual pallor. Depending upon the party's experience
with violet fungi in the past, they may or may not be aware that such
a phenomenon is somewhat out of place in these surroundings.
Leaving the
Room: Once the characters move to the southern exit, a successful
Wilderness Lore check (DC 18) made by any character with the Track
feat reveals that a small band of humanoids recently passed through
this area, emerging from the now-sealed eastern entrance and leaving
through the tunnel to the south.
5.
The Reluctant Sentries -- EL 6
| A chasm
stretches across the center of this cavern from east to west,
splitting it neatly in half. Overgrown stalactites and stalagmites
clutter the chamber, making it seem like a pair of giant, open
jaws. |
The ceiling
of this 80-foot-diameter, dome-shaped cavern rises 25 feet above the
floor in the center. The chasm, which runs the entire length of the
cavern, is 10 feet wide and 75 feet deep. A boulder currently covers
the only other exit, which is in the southern wall. With a successful
Strength check (DC 22), a character can move the boulder, revealing
a passage that leads to Area 6. On the southern side of the crevasse
is an extinguished campfire, built by the sentries on duty in this room.
Creatures:
It's been a long few weeks for Homzahk and his scouting patrol from
the Crookedtusk tribe. The orc adept was leading an expedition through
these caverns when the earthquake sealed them in here. The orcs hope
to reopen the tunnel in Area 4 that leads to their home caves in the
near future, but another power has coerced them to stand guard here
until commanded otherwise. Though resentful of the situation, the orcs
have lost enough of their brethren to this creature to know that further
resistance is likely wasted, so long as they are trapped here. Their
fear and fury regarding their situation is so great that they refuse
parley with anyone who approaches.
Orcs
(6): 7, 6, 4, 4, 3, 2.
Homzahk:
Male Crookedtusk orc Adp 4; CR 4; Medium-size humanoid (orc); hp 24;
Init +4; Spd. 20 ft.; AC 10 (touch 10, flat-footed 10); Atk +6 melee
(1d6+4/crit x2, masterwork club); or +2 ranged (1d6+3/crit x2, javelin);
SQ darkvision 60 ft., light sensitivity; AL CE; SV Fort +3, Ref +1,
Will +6; Str 16, Dex 10, Con 14, Int 11, Wis 15, Cha 10.
Skills
and Feats: Alchemy +4, Concentration +5, Knowledge (religion) +2,
Wilderness Lore +7; Combat Casting, Improved Initiative.
Adept
Spells Prepared (3/3/1): 0 -- ghost sound, guidance (2);
1st -- burning hands, cause fear, sleep; 2nd -- mirror image.
Possessions:
Masterwork club, ruby worth 100 gp, potion of invisibility, potion
of cure moderate wounds.
Tactics: If alerted by the shriekers in Area 4, the orcs split
their forces, posting Homzahk and a few others in the northern reaches
of the room behind stalagmite cover. The others remain at the back of
the cavern beyond the chasm so that they can lay down a hail of javelins
when needed. Their objective is to split the party's forces and then
flank their opponents. Homzahk and his rear guard can then attack the
archers and spellcasters remaining on one side of the chasm while the
troops on the other side deal with any fighters who cross for melee.
They also attempt to bull rush anyone who leaps over the chasm, hoping
to knock such a foolish opponent into the breach.
After
the characters dispatch the Crookedtusk tribesmen, they can turn their
attention to the boulder in the room's rear. Beyond it lies the darkened
passage that will lead them to the final truth about Brother Durham's
fate. . . .
The
Story So Far
In
Episode Three
of The Hallowed Hills, the adventurers dealt with a patch of
shriekers and a violet fungus. Within the cluster of fungi, they discovered
the corpses of the two acolytes who had accompanied Brother Durham
on his quest. They may also have noticed that the bodies had been
drained of blood. Forging ahead, they encountered a fearsome host
of orcs who had been coerced into battle by an unknown power. After
dispatching them, the characters started down yet another dark passageway
in search of Brother Durham and the truth about the evil that lies
below Hartsblood Hills.
Area
6: Durham's Lair -- EL 4
| The tunnel
opens into a small cavern with a ceiling about 8 feet high.
A large pile of coins spills from a few burlap sacks lying
at the eastern end of the cave. Bodies litter the ground,
but only one of them, a blonde-haired man dressed in armor
and the shredded remnants of brown robes, is moving. Though
bound and gagged, he manages to shout a muffled greeting at
your arrival. |
The cavern measures 20 feet by 20 feet. The bodies lying on
the ground are orcs -- fallen members of the Crookedtusk tribe.
A successful Heal check (DC 15) reveals that they have been
completely drained of blood.
Although
the man in robes was once Brother Durham, he is something quite
different now. Anyone who chooses to untie him can do so automatically,
but a successful Use Rope or Escape Artist check (DC 25) reveals
that his bonds certainly shouldn't have held anyone who was putting
up a decent struggle.
Creatures:
Brother Durham has become a vampire spawn. The earthquake released
a potent vampire, Simone Delcielus, from his stake-induced incapacitation
below ground. When the priest and his two acolytes entered Area
2, Delcielus attacked and slew Brother Durham immediately, while
the acolytes fled in terror. The newly cursed Durham then joined
forces with the vampire, draining the blood of his erstwhile companions
and leaving them to fertilize the fungus patch in Area 4. Since
then, Delcielus has descended deeper into the caverns to seek
out monstrous aid for his plan to overwhelm the monastery above.
He has left Durham behind to spy upon the Order and to eliminate
any further annoyances that come down from above. Durham has since
dispatched the few orcs that dared to move against him.
Brother
Durham: Male vampire spawn; CR 4; Medium-size undead; HD 4d12;
hp 30; Init +6; Spd. 30 ft.; AC 21 (touch 12, flat-footed 19);
Atk +5 melee (1d6+4, slam); SA blood drain (1d4 Con drain), charm,
energy drain; SQ fast healing 2, gaseous form, spider climb, turn
resistance +2, undead qualities; AL CE; SV Fort +1, Ref +5, Will
+5; Str 16, Dex 14, Con , Int 13, Wis 13, Cha 14.
Skills
and Feats: Bluff +8, Climb +3, Craft (gemcutting) +10, Diplomacy
+4, Hide +5, Jump +3, Listen +11, Move Silently +6, Search +8,
Sense Motive +11, Spot +11; Alertness, Improved Initiative, Lightning
Reflexes, Skill Focus (Craft [gemcutting]).
Blood
Drain (Ex): Brother Durham can suck blood from a living victim
with his fangs by making a successful grapple check. If he pins
the foe, he drains blood, inflicting 1d4 points of permanent Constitution
drain each round.
Charm
(Su): This is similar to the vampire's domination ability,
but the save DC is 14, and the effect is similar to charm person
as cast by a 5th-level sorcerer. A charmed subject allows Brother
Durham to drain his or her blood.
Energy
Drain (Su): Living creatures hit by Brother Durham's slam
attack receive one negative level. The Fortitude save to remove
the negative level has a DC of 14.
Fast
Healing (Ex): Brother Durham heals 2 points of damage each
round so long as he has at least 1 hit point. If reduced to 0
hit points in combat, he automatically assumes gaseous form and
attempts to escape.
Gaseous
Form (Su): As a standard action, Brother Durham can assume
gaseous form at will, as the spell cast by a 6th-level sorcerer,
but he can remain gaseous indefinitely and has a fly speed of
20 feet with perfect maneuverability.
Spider
Climb (Ex): Brother Durham can climb sheer surfaces as though
with a spider climb spell.
Turn
Resistance (Ex): Brother Durham is less easily affected by
clerics or paladins than other undead. When resolving a turn,
rebuke, command, or bolster attempt, he receives a total bonus
of +6.
Undead
Qualities: Immune to poison, sleep, paralysis, stunning, disease,
death effects, necromantic effects, mind-influencing effects,
and any effect requiring a Fortitude save unless it also works
on objects; not subject to critical hits, subdual damage, ability
damage, ability drain, or energy drain; negative energy heals;
not at risk of death from massive damage, but destroyed at 0 hit
points or less; darkvision 60 ft.; cannot be raised or resurrected.
Tactics:
Brother Durham wishes to lull the party into a false sense of
security. To that end, he plays the victim and tells whatever
lies he must to convince the party of his innocence. Any PC can
make a Sense Motive check (DC 25) to uncover his lies.
If
Brother Durham believes that anyone has detected his true nature,
he attempts to charm one of his adversaries into coming to his
aid, telling his new "friend" that all his or her companions
have gone mad. Otherwise, he accompanies the adventurers and tries
to slay them whenever it appears that he could do so with minimal
risk, or at the exit into the monastery if they get that far.
As he fights, Durham gloats about his new masters power
and mocks the Orders weakness.
Treasure:
Durham's treasure includes his own items, plus the spoils
that the Crookedtusk scouting party gained from their previous
raids on nearby villages and caravans, plus several pieces he
gathered from the broken coffins. His hoard consists of 614 gp,
1,327 sp, a priest's garment woven through with gold thread (worth
120 gp), a silver skull ring with black onyx eyes (worth 240 gp),
a divine scroll of dispel magic and prayer, a +1
mace (which he no longer uses), +1 chainmail, two potions
of cure moderate wounds, and a helm of comprehending languages
and reading magic.
Concluding
the Adventure
If
the PCs return the bodies of the slain expeditionaries to the
Order, the abbot rewards each of them with a 100 gp purse and
an enchanted piece of star rose quartz. Members of the Order make
these magic items, which are called undiminished stars. In
addition, the abbot allows the PCs to keep any treasure they have
excavated from the caverns.
Undiminished
Star: An undiminished star stores a one-time use of the spell
death ward, which is automatically activated whenever its
possessor encounters one of the effects that the spell would guard
against. After the spells duration expires, the stone is
no longer magical.
Caster
Level: 7th; Prerequisites: Craft Wondrous Item,
death ward; Market Price: 2,500 gp.
What
Next?
Although
the PCs have presumably slain Durham, his creator still lurks
deep beneath the earth, forging alliances with any number of monstrous,
or even infernal, creatures. If Durham had a chance to gloat about
his new master's power, the PCs may decide to seek him out by
excavating the tunnel in Area 4. If the PCs remain unaware of
the larger threat at the adventure's end, they may encounter the
quiet, strangely serene keeper of the Order's library, who can
inform them of the evil that has been unleashed below. Even if
the characters do not pursue Delcielus, he will not forget their
meddling -- he is sure to seek them out later, after he has concluded
his business.

About
the Author
Miguel
Duran endured a great deal of pain and humiliation in Skip Williams
after-work game when he first arrived at WotC several months ago.
He insists that this adventure is a by-product of the fond memories
those nights carved into his subconscious. By day, Miguel is the
Promotions Coordinator for the Dungeons & Dragons
Game. By night, he practices writing and consistently
forgets to call his mom and dad. (Hi Mom! Hi Dad!)
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