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Carrion Hill
C arrion H ill
module
By Richard Pett
A PATHFINDER RPG ADVENTURE FOR LEVEL 5
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CARRION HILL
N
Crown
Manor
Slipper
Market
Rupman’s
Va t
Crove’s
Asylum
Elm Wa y
Church
Slipper
Market
A11
A2
A3
A4
A1
A5
800
feet
A10
A12
Sunless Grove
A6
A8
A7
CARRION HILL
N
Crown
Manor
Slipper
Market
Rupman’s
Va t
Crove’s
Asylum
Elm Wa y
Church
Slipper
Market
A11
A2
A4
A3
A1
A5
A10
A12
Sunless Grove
A6
A8
A7
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®
module
CARRION HILL
CREDITS
Author : Richard Pett
Cover Artist : Dan Scott
Cartography : Rob Lazzaretti
Interior Artists : Hector Ortiz, Tyler Walpole
Editor-in-Chief : James Jacobs
Editing and Development : Christopher Carey, Sean K Reynolds, and James L. Sutter
Editorial Assistance : Jason Bulmahn and F. Wesley Schneider
Art Director : Sarah Robinson
Managing Art Director : James Davis
Publisher : Erik Mona
Paizo CEO : Lisa Stevens
Vice President of Operations : Jefrey Alvarez
Corporate Accountant : Dave Erickson
Director of Sales : Pierce Watters
Sales Manager : Christopher Self
Technical Director : Vic Wertz
Events Manager : Joshua J. Frost
Special Thanks : The Paizo Customer Service and Warehouse Teams
Carrion Hill is a Pathinder Module designed for four 5th-level characters. This module is designed for play in the Pathinder Chronicles campaign setting, but can
easily be adapted for use with any world. This module is compliant with the Open Game License (OGL) and is suitable for use with the Pathinder Roleplaying Game
and the 3.5 edition of the world’s oldest fantasy roleplaying game.
The OGL can be found on page 29 of this product.
Paizo Publishing, LLC
7120 185th Ave NE, Ste 120
Redmond, WA 98052-0577
paizo.com
Product Identity : The following items are hereby identiied as Product Identity, as deined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. Elements that have previously been designated as Open Game
Content or are in the public domain are not included in this declaration.
Open Content : Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as deined in the Open
Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
Carrion Hill is published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathinder, and
GameMastery are registered trademarks of Paizo Publishing, LLC; Pathinder Roleplaying Game, Pathinder Chronicles, Pathinder Companion, Pathinder Modules, and Pathinder Society
are trademarks of Paizo Publishing, LLC. © 2009, Paizo Publishing, LLC.
Printed in China.
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module
W
CARRION HILL
ALK, IF YOU WILL, THE CLAUSTROPHOBIC ALLEYS OF
T H E T AN G L E , T H E MID D E N S T ON E V A T S O F T H E F I LT H ,
AND THE COBBLED WHITE ROADS AT THE SUMMIT
OF AN ANCIENT HILL. KNOW THAT THIS IS BUT THE
LATEST OF CITIES TO CROWN THIS SUMMIT, A MONUMENT
TO THE ILTH AND GRIME AND WASTE OF CIVILIZATION.
THE CITY WAS BUILT UPON THE BATTLEIELDS OF HISTORY
PAST, FOR MANY HAVE SOUGHT TO CONTROL THIS KEY
FEATURE, THIS LONELY HILL IN A SEA OF MUD AND MIRE.
ONLY ITS NAME HAS REMAINED CONSTANT THROUGH THE
AGES—CARRION HILL.
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CARRION HILL
ADvENTuRE BACkgROuND
More than ancient battles and conquered cities lie buried
beneath the twisting streets of Carrion Hill—more even
than the ghouls and slithering and crawling things that
hunt these subterranean byways and haunt the dreams
of those who dwell in the sodden structures above. The
most dangerous thing buried under Carrion Hill is
neither ghost nor demon nor unborn plague—it is the
forbidden knowledge of those who irst chose the site as
their home. Knowledge of terrible things that may predate
even the gods themselves. Knowledge that neither book-
burning crusades of the pious nor passage of ages can
ever consume.
When the irst Varisians led the fall of Thassilon to
colonize lands that would one day become Ustalav thousands
of years ago, they found a wild region ripe for settlement
and development, a place far from the towering monoliths
and skeletons of the decadent Thassilonian empire. Yet as
they explored this new realm, they could not know of the
dark forces that had long before claimed this region as their
own. Those who settled to the north, south, and west found
diferent ghosts and demons to vex them, but those taking
up residence in what would eventually become the county of
Versex found perhaps the oldest lingering evil of them all.
Led by prophets and champions of Desna and guided
by ominous visions from their goddess of dreams, the
Varisians threw down and drove out the evil tribes of the
region and tore down the bloodstained standing stones
and dark altars they had erected. Along the southern
banks of Kingisher River, in the swampy region known
as the Wrythe, the Varisians confronted the last and
worst of the savage cults, and learned that the tribal
leaders were something more than human—they were
the spawn of one of the alien gods and lunatic priestesses,
grown huge on blood and eager to open portals to the
Dark Tapestry and call in their father, Yog-Sothoth, from
the outer darkness to crush these upstart foes. Yet the
Varisian host struck before this incantation could be
completed. Unable to defeat the mightiest of the spawn
of Yog-Sothoth, they managed the next-best thing—they
banished the abomination through an ancient portal
into the outer darkness. The Varisians seized the hill
upon which the battle had taken place and founded a city
there to guard against the Old Cults’ return.
Yet since this hill was well defensible and surrounded
by enough good farmland to support a city, it was much
coveted as well. No sooner had one group claimed the hill as
their own and raised their own city over the ruined corpse
of the one previous than another group claimed it as their
own. Varisian traditionalists, Kellid barbarians, Taldan
crusaders, mercenary armies, bandit kings, orc warlords,
undead armies of the Whispering Tyrant, and more have,
at various times, claimed Carrion Hill as their own, each
group rebuilding the city as they preferred, and each adding
another layer of grime over the site’s ancient history. By the
time the Whispering Tyrant conquered Ustalav some 1,500
years ago, memories of the Old Cults that once held the
site sacred had been forgotten in the face of Tar-Baphon’s
overwhelming evil. And in the modern age, 15 centuries
later, those memories have become obscure legends.
Yet still they lurk in Versex’s desolate wilderness. The
Old Cults remain strong today, their strength dependent
upon strange cycles that follow the movement of stars
above and the shiting of unseen inluences in the
Darklands below, and the workings of the Old Cults and
the inluence of their alien gods can still be felt.
Those ancients who irst ruled Carrion Hill raised great
basalt towers and dug vast chambers to hold their lore in
enormous libraries of carved stone tablets and timeless,
magically preserved tomes. The Varisians, seeing much to
remind them of the magic and libraries of Thassilon, were
quick to destroy these blasphemous repositories when they
found them, yet they were just as quick to build over those
ruins. In their haste to do so, most of the hidden chambers
of the Old Cults were missed. The location of one such
ancient site is known today as the Sunless Grove, all that
remains of the site at which the spawn of Yog-Sothoth was
banished so long ago.
Exploration of the underground labyrinths below
Carrion Hill has long drawn adventurers in search of
hidden treasure, yet the dangers below are not insigniicant.
Recently, one such foolish group stumbled into the
Sunless Grove only to switly succumb to the ghosts of the
place. Just one of the adventurers, a ighter named Oleg,
escaped death and returned to the streets above, yet he did
so without his sanity. Oleg switly fell into the care of one
Waldur Crove, the warden of Carrion Hill’s oldest asylum.
And with this event, Carrion Hill unknowingly enabled
what could well become its latest doom.
Waldur Crove was the leader of a group dedicated to
the Old Gods—the Keepers of the Oldest. Armed with
directions to the Sunless Grove, Keeper Crove and
his allies found the site much as Oleg’s mad ravings
described. Ater defeating some of the monsters in the
tunnels and allying with others, the Keepers of the Oldest
contacted the ancient ghosts of the Grove. Using a ritual
from a blasphemous book called the Pnakotic Manuscripts ,
they trapped the angry ghosts and the proceeded to use
them to attempt a dangerous ritual. The Keepers hoped
to force open the portal to the Dark Tapestry and learn
great and terrible secrets from those that dwelt beyond.
Yet the Keepers were matched in their insane brilliance
by their foolhardy ignorance. They opened the portal, but
all that came through was the long-imprisoned spawn of
Yog-Sothoth, atrophied and ruined from its 2,000 years
of limbo between the stars, but still a monstrous danger.
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