![]() That said, impinging upon said degree of free action is the unstoppable nature of the thing – at the party’s expected level, it is unstoppable, so the party has no choice but to determine a means of stopping it. All the whilst being chased by the thing that the cultists summoned, of course. These encounters are actually quite small and they can be done in any order, providing the heroes with a degree of free action. The emphasis is more on combat than investigation, with the adventurers encountering and facing the surviving cultists one-by-one in mortal combat until they have acquired the knowledge and means to end the thing’s tentacular thrustings. Carrion Hill is after all a Dungeons & Dragons – or rather a Pathfinder Roleplaying Game adventure. So far, so much like a Call of Cthulhu scenario… The adventurers’ delving uncovers dastardly doings deep underground – cultists have summoned something that they should not have done, and now it is loose! Armed with the evidence of the cultists’ doings, the party must track both them down and discover a means to end the explosive eruptions of the summoned thing before it is too late. They are tasked to investigate these upward attacks from below whilst the Crows attempt to keep the peace and prevent the citizens of Carrion Hill from panicking and fleeing the town. The cream of The Crows – the city watch – is already missing, having come to combat the cause of the calamity, so what is Carrion Hill’s mayor to do if he wants to delve to the bottom of this catastrophe.Įnter the player characters. This morning though, something rose from those depths, an irruption that caused buildings to implode and left the surrounds as little more than slime slathered scree. Except to the singularly sinister scholar, such information has long been forgotten, as has the existence of a network of tunnels, temples, and tombs that run deep under the city. The original inhabitants were even worse, all of them vile and depraved cultists of the Old Gods. It has a long, dark history having been occupied by one flock of worshippers after another, many of them devoted to even darker gods. That was Carrion Hill.Ĭarrion Hill is itself a wind and rain sodden city looming up out of the swamps of eastern Ustalav, located on the southern bank of the Kingfisher River. That contribution was indeed his first adventure for Call of Cthulhu, the quintessential RPG of Lovecraftian investigative horror, but it was not his first that involved Lovecraftian investigative horror. Published in 2009, it is an adventure for four characters of fifth level written by Richard Pett, an English author who has written innumerable adventures for both Dungeons & Dragons and the Pathfinder Roleplaying Game, and whom I had the pleasure of editing for his contribution to Goodman Games’ Age of Cthulhu Vol. Thus the Mythos has appeared in what is a classic just ten years on – Green Ronin Publishing’s Freeport Trilogy for Dungeons & Dragons, Third Edition (and others) – as well as increasingly so in support material for the successor to Dungeons & Dragons, 3.5, Paizo Publishing’s Pathfinder Roleplaying Game.Ĭarrion Hill is an example of this. With the passing of the millennium, they are now in the public domain and ready to serve as inspiration for an array of RPG writers who since the publication of Call of Cthulhu in 1981 have steeped themselves in the “Cosmicism” of both his fiction and the RPG it inspired. Lovecraft were not then in the public domain. In subsequent editions of this source book, this content was removed as its inspiration, the works of H.P. The only time that it really ever did was with the first edition of Deities & Demigods, and that was to present the “gods” of the Mythos as a pantheon, complete with write-ups and stats for Advanced Dungeons & Dragons, First Edition. ![]() It is due to a matter of simple copyright, but Dungeons & Dragons never truly explored a fantasy infused with the writings of H.P.
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