Mystara Monday: Module B5 – Horror on the Hill

This week we're taking a look at Dungeons & Dragons adventure module B5: Horror on the Hill, written by Douglas Niles and published in 1983.

Mystara Monday: Module B5 - Horror on the Hill

Douglas Niles is probably best known as a novelist who has written quite a number of books set in the Dragonlance and Forgotten Realms campaign worlds. Early in his career with TSR he also wrote a few adventure modules for the Basic ruleset, one of which we have here. Horror on the Hill seems transitional in a number of ways. Most obviously it's the first of the B modules that uses the updated trade dress that I grew up with. It's a minor thing, but this is the design that immediately screams 'Basic D&D' to me.

This is also a module that attempts to be more logical in it's progression and throws a twist in midway that the players might not expect. We're still looking at a situation where the party's reason for going on the adventure is mostly 'there's loot in there', but the DM could easily have a minor lord or the like send the party to investigate rumors of a massing hobgoblin army and deal with the problem.

The adventure claims to be for 5-10 characters of level 1-3. In all honesty, I wouldn't run this adventure for level 1 characters. Entirely apart from the logistics of having 10 players at the table, an encounter that challenges 5 level 3 characters might be defeatable by 10 at level 1, but some of them will almost certainly die. One encounter fairly early in the adventure is with a pair of ogres. Ogres! It'll likely take a party a couple of rounds minimum to take them down, and one hit from an ogre can kill any level 1 character with a good roll. I may speak from experience on this point.

The adventure has the party hiking up 'The Hill' to find the ruins of an abandoned monastery which has been taken over by a band of humanoids led by a hogoblin king. After defeating the king, the party is intended to fall victim to a trap door which drops them a few hundred feet (via a chute, so no falling damage) into caverns beneath the monastery where they have to find their way out. The only escape ultimately leads through a red dragon's lair.

The Hill is an overgrown wilderness with a few caves inhabited by various creatures (giant bats, ogres, Neanderthals) and some outdoor encounters with killer bees, giant ants and the like. There are also a pair of old women living in a little shack that is much larger on the inside than outside.

Mystara Monday: Module B5 - Horror on the Hill
We're just innocent old grandmothers, dearies.

The players might expect evil witches, and the women are in fact level 6 spellcasters, but they're only interested in making bargains. If you have players who like to rob or kill non-hostiles, this may be the end of the party right here, these old women don't mess around. Trying to cheat them after a deal is made will also have them chasing the party wherever they go to get what's owed them. As long as the party deals square though, they can be a good source of intelligence and resources.

The monastery is a good adventuring location with an aboveground area and a dungeon below where the hobgoblin king resides. There are enough goblin, bugbear, and hobgoblin forces throughout that clever play or multiple sorties will probably be needed for the party to make their way through. Once the party starts to make their way out, they fall through a trap triggered by the king's empty throne. Or at least they're meant to; this seems like the sort of thing that requires a DM caveat to make everybody fall victim, and could result in cranky players since they didn't have a chance to avoid the trap.

The caves below the monastery are a fairly typical cave type dungeon, with the more random sorts of monsters that those tend to have. The adventure does make note of the fact that creatures here are mostly ones that have become trapped there over time and that they are all in a state of crazed hunger, having survived mostly on rats. No options for diplomacy here.

At the end, the party has to make their way through the lair of a young red dragon to escape. This encounter would absolutely murder a level 1 party; I just don't see any way around it. Even a higher level party would have trouble. There's no option as written to avoid combat either. The dragon is willing to talk for a while, but will attack if the party tries to leave or when he gets bored with them. If the players remember the dragon subdual rules though, and manage to do so they'll have a dragon to take with them. And those old ladies they met would sure love to have their own pet dragon...

On the whole, Horror on the Hill is a pretty good module as long as the DM is either okay with some character death or can tweak things a bit to be a little more fair. It's a step in the evolution towards more logical adventures where things fit together in a sensible way. We still haven't reached the truly story-driven adventures of later years, but we're getting there.

Next week we'll be having a look at a truly different adventure module, B6: The Veiled Society. Not only is this the first city adventure we've seen, it's a city adventure set entirely in Specularum, capital of the Grand Duchy of Karameikos. Political intrigue and secret societies await!

Mystara Monday: Module B5 – Horror on the Hill

This week we're taking a look at Dungeons & Dragons adventure module B5: Horror on the Hill, written by Douglas Niles and published in 1983.


Douglas Niles is probably best known as a novelist who has written quite a number of books set in the Dragonlance and Forgotten Realms campaign worlds. Early in his career with TSR he also wrote a few adventure modules for the Basic ruleset, one of which we have here. Horror on the Hill seems transitional in a number of ways. Most obviously it's the first of the B modules that uses the updated trade dress that I grew up with. It's a minor thing, but this is the design that immediately screams 'Basic D&D' to me.

This is also a module that attempts to be more logical in it's progression and throws a twist in midway that the players might not expect. We're still looking at a situation where the party's reason for going on the adventure is mostly 'there's loot in there', but the DM could easily have a minor lord or the like send the party to investigate rumors of a massing hobgoblin army and deal with the problem.

The adventure claims to be for 5-10 characters of level 1-3. In all honesty, I wouldn't run this adventure for level 1 characters. Entirely apart from the logistics of having 10 players at the table, an encounter that challenges 5 level 3 characters might be defeatable by 10 at level 1, but some of them will almost certainly die. One encounter fairly early in the adventure is with a pair of ogres. Ogres! It'll likely take a party a couple of rounds minimum to take them down, and one hit from an ogre can kill any level 1 character with a good roll. I may speak from experience on this point.

The adventure has the party hiking up 'The Hill' to find the ruins of an abandoned monastery which has been taken over by a band of humanoids led by a hogoblin king. After defeating the king, the party is intended to fall victim to a trap door which drops them a few hundred feet (via a chute, so no falling damage) into caverns beneath the monastery where they have to find their way out. The only escape ultimately leads through a red dragon's lair.

The Hill is an overgrown wilderness with a few caves inhabited by various creatures (giant bats, ogres, Neanderthals) and some outdoor encounters with killer bees, giant ants and the like. There are also a pair of old women living in a little shack that is much larger on the inside than outside.

We're just innocent old grandmothers, dearies.

The players might expect evil witches, and the women are in fact level 6 spellcasters, but they're only interested in making bargains. If you have players who like to rob or kill non-hostiles, this may be the end of the party right here, these old women don't mess around. Trying to cheat them after a deal is made will also have them chasing the party wherever they go to get what's owed them. As long as the party deals square though, they can be a good source of intelligence and resources.

The monastery is a good adventuring location with an aboveground area and a dungeon below where the hobgoblin king resides. There are enough goblin, bugbear, and hobgoblin forces throughout that clever play or multiple sorties will probably be needed for the party to make their way through. Once the party starts to make their way out, they fall through a trap triggered by the king's empty throne. Or at least they're meant to; this seems like the sort of thing that requires a DM caveat to make everybody fall victim, and could result in cranky players since they didn't have a chance to avoid the trap.

The caves below the monastery are a fairly typical cave type dungeon, with the more random sorts of monsters that those tend to have. The adventure does make note of the fact that creatures here are mostly ones that have become trapped there over time and that they are all in a state of crazed hunger, having survived mostly on rats. No options for diplomacy here.

At the end, the party has to make their way through the lair of a young red dragon to escape. This encounter would absolutely murder a level 1 party; I just don't see any way around it. Even a higher level party would have trouble. There's no option as written to avoid combat either. The dragon is willing to talk for a while, but will attack if the party tries to leave or when he gets bored with them. If the players remember the dragon subdual rules though, and manage to do so they'll have a dragon to take with them. And those old ladies they met would sure love to have their own pet dragon...

On the whole, Horror on the Hill is a pretty good module as long as the DM is either okay with some character death or can tweak things a bit to be a little more fair. It's a step in the evolution towards more logical adventures where things fit together in a sensible way. We still haven't reached the truly story-driven adventures of later years, but we're getting there.

Next week we'll be having a look at a truly different adventure module, B6: The Veiled Society. Not only is this the first city adventure we've seen, it's a city adventure set entirely in Specularum, capital of the Grand Duchy of Karameikos. Political intrigue and secret societies await!

Aggrochat Game of the Month: Tron 2.0

A bit of a followup on this month’s GOTM for Aggrochat. At Thalen’s suggestion, we played through Tron 2.0, a game that regularly makes “top shooter” and “greatest games you never played” lists. You can listen to the show here — we had a lot to say about the “golden age of experimental video games”.

Aggrochat Game of the Month: Tron 2.0

It’s something that I mull over a lot. For a little while in there, just as video games were starting to poke their heads into the mainstream, there were a whole ton of experiments going on as people searched for The Next Big Thing. Mostly what this meant were a lot of buggy, unpolished games with really interesting (if not entirely implemented) ideas were coming out, and a lot of big promises were being made. I remember it as the era of vaporware; games that promised big things but never really materialized, but I was playing MMOs at the time and for a while there in the early-to-mid 2000s, there were a slew of interesting MMOs, most of which either never made it to release or released and floundered.

There were a lot of experimental games in that time frame. Spurred by the first really off-the-wall experimental shooters (my favorites being two of the first: System Shock and Thief) and bolstered by top-tier productions like Half-Life, there were a ton of games that tried to deliver on the promises of great games that weren’t just “shoot all the guys in this room”. It’s the point where I really got into shooters; I never cared for Doom/Quake/Hexen and that era of games, though Dark Forces is an exception (and I adored Dark Forces 2 and the Jedi Outcast/Academy series). A lot of the groundwork for what are pretty standard features was laid in the years of experimental games.

Aggrochat Game of the Month: Tron 2.0

A few things mark these games for me. A lot of them haven’t aged well. Some of the things that were really experimental were in the realm of graphics, which were amazing for the time but look brutally dated now. I remember just looking around the environments of Deus Ex in awe when I first got the game– there were REFLECTIONS and LIGHTS — now the game shows its age. A lot of these games have new, really interesting ideas– shooters started to pick up RPG elements and an open-world feel, something that you don’t see a whole lot of anymore as that kind of friction has given way to a more streamlined, action-heavy experience. A lot of these games can be very well described as “really great, there’s nothing like it, but it’s got some bugs and issues you’ve gotta work through”. The ideas were fantastic, but a lot of them reached past what their budget and time constraints let them actually make.

Tron 2.0 is interesting to me because I feel like it’s a game that came out about five years too early. It’s got a bunch of mechanics that aren’t quite fully thought out, and it tries to do a whole lot of things that eventually turned out to be good ideas but needed iteration to really shine. It’s also got a story that (I think) isn’t quite bold enough– it tells an interesting, very TRON-like story but it has/had the potential to be a seminal work in post/transhuman sci-fi, in something of the same way that Mass Effect revolutionized the space opera.

Aggrochat Game of the Month: Tron 2.0

There’s a good reason Tron 2.0 makes the list of “greatest games you never played”; you can see the edges of the future, like stumbling in the dark watching the sun rise. Nearly every single mechanic in the game has survived in one form or another, which is not something you can say about a lot of the ideas that came out of that era of games. Even the other fondly-remembered games of that era– Deus Ex, Vampire: Bloodlines, Arcanum, KOTOR, Hitman 2 — all contained ideas and mechanics that were pretty rapidly shed.

At the same time, the mechanics that didn’t survive are very noticable. The ability to run completely out of ammo in places, reliance on quicksaving, non-regenerative health, all of these exist in Tron 2.0 and make the game feel a lot more dated than it otherwise might. As I commented in the podcast, it’s amazing to me how much the game shows how far we’ve come. We have better mechanics than we used to, and for as much as people complain about regenerating health or frequent autosaving making things “too easy”, it’s rather hard to go back to games that lack these things. Not because it’s too difficult, but because it’s easily recognized as unnecessarily frustrating by now.

I wonder, sometimes, if we’ll see another era of high-budget experimentation in games. Indies have filled the experimental games gap in a lot of ways, but there are things that indies just can’t achieve with their generally limited production values. I think that might be why I like Mirror’s Edge and Dishonored so much (and why I’m so excited about the sequels)– they represent new entries in the experimental, high-budget game sphere, which I see precious little of.

Countdown to WildStar: Reloaded

Less than 24 hours until WildStar goes Free to Play! If you’re reading this on September 28, the patch is now available for download!

I’ve been mostly avoiding WildStar for the past week or two. I tried to get my affairs in order as much as I could, and once the market board was shut down I figured that was a good sign that I could step away and refresh. This way I will be at maximum hype levels when the patch hits and the world changes.

Countdown to WildStar: Reloaded

The Farewell To Evindra dance party

The last time our little world got upended this much was for the Megaserver merger. This screenie is from the night before the merge. (Shoutout to all my Evindra friends!) Coincidentally, it was also the night where I got recruited into my current guild.

Countdown to WildStar: Reloaded

Last night’s party at an even fancier club

The party last night was fittingly even bigger than that one. Which makes sense since we’re welcoming a ton of great new updates instead of saying goodbye to our server. I’m feeling similar nervousness about this big change though. We’re about to be the center of attention for a while. Soon tons more people will be running around checking out this awesome game. I’m hoping that the trolls move along quickly, and that the game ends up getting a huge boost. WildStar is my main MMO, and I’m looking forward to being able to share my love with even more people. I know a bunch of my friends who tried it and left are planning to come check it out again and I can’t wait to play with them after months of absence.

No matter what happens, I’m excited as hell. See you on Nexus, cupcakes.


Countdown to WildStar: Reloaded