Showing posts with label B5 Horror on the Hill. Show all posts
Showing posts with label B5 Horror on the Hill. Show all posts

Wednesday, June 17, 2026

Using Horror on the Hill (B5) By Douglas Niles With Adventurer Conqueror King Second Edition Rpg


"The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement."



"The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurers' boat is waiting!"


 Converting B5: Horror on the Hill (Douglas Niles, 1983) into Adventurer Conqueror King System II (ACKS II) transforms a classic, somewhat linear "Basic" D&D module into a gritty, sandbox-style dark fantasy campaign.



While B5 was originally designed for a revolving door of low-level characters kicking down doors on "The Hill," ACKS II injects realistic logistics, a cutthroat regional economy, and a deeply tactical approach to dungeon crawling.

1. Setting the Stage: Guido’s Fort & Regional Economy

In the original module, Guido’s Fort is just a generic launching pad. In ACKS II, it becomes a crucial Borderlands Outpost (Market Class VI).

Because the mile-wide River Shrill separates the fort from The Hill, crossing it isn't just a flavor text moment—it requires a calculated expedition.

  • Supply Lines: Guido’s Fort has a limited supply of equipment. Plate armor or heavy crossbows might not be readily available without a 10–20% market markup, forcing low-level characters to rely on leather, chainmail, and spears.

  • The River Crossing: Hiring a local fisherman to ferry the party across requires a Mercantile Venture or simple hireling negotiation. If the river fluctuates due to weather (using ACKS II Wilderness Expedition rules), the PCs could find themselves stranded on The Hill with dwindling rations.

2. Surviving The Hill (Wilderness Play)

The surface of The Hill features dense woods, rolling hills, and a ghoulish graveyard. ACKS II replaces generic "overland movement" with strict exploration mechanics.

  • Foraging & Rations: Densely wooded slopes require characters with the Survival or Hunting proficiencies to keep the party fed without burning through iron rations.

  • The Steam Outlets: The module mentions mysterious gouts of steam rising from the hill. In ACKS II, these can be treated as micro-terrains with environmental hazards, requiring saving throws against volcanic gases or scalding heat, shifting tactical positioning during random wilderness encounters.

  • The "Kindly" Old Ladies: The two witches encountered on the surface shouldn't just be random monster encounters. In ACKS II, they are perfect patrons for Magical Research. A low-level Mage or Elven Spellsword might strike a dark bargain with them to learn a rare spell formula or exchange monster parts gathered on the hill for minor alchemy.

3. Rebalancing the Factions (The Ruined Monastery)

The heart of the module is a ruined monastery used as a base by a growing army of goblins and hobgoblins. Original Basic D&D treats them as "Chaotic creatures that automatically attack." ACKS II thrives on reaction rolls, morale, and faction politics.

       [ The Red Dragon ] (Vain & Greedy Overlord)
               |
               v
     [ Hobgoblin Battalion ] (Tainted Mercenaries)
               ^
               | (Uneasy Alliance / Cold War)
               v
      [ Goblin Rabble ] & [ Ogre Muscle ]

The Hobgoblin "Charred Meat" Battalion

Instead of generic humanoids, look at Douglas Niles' original subtext: these hobgoblins are a battered battalion of mercenaries suffering from a strange skin disease that makes their flesh look like charred meat.

  • ACKS II Treatment: They are a Mercenary Company experiencing a low morale baseline due to a magical plague/curse emanating from the dragon below. They are heavily dependent on cheap red wine to cope with the pain.

  • The Play: Clever players shouldn't just fight them. A PC with the Military Strategy or Leadership proficiency can exploit their fractured morale, intercept their wine shipments from Guido's Fort, or negotiate a truce to overthrow their cruel handlers.

4. The Dungeon Delve (Levels I - III)

The meat of the module is a three-level subterranean labyrinth. ACKS II dungeon crawling mechanics turn this into a tense resource management puzzle.

  • Dungeon Movement & Time: Every 10-minute turn counts. Torches burn down, and the weight of found treasure explicitly slows down the party’s Encumbrance.

  • The Chute Trap & The Dragon: The module features a notorious one-way chute trap that slides characters directly into the deep lair of a young Red Dragon. In Basic D&D, this often results in a quick total party kill (TPK).

    • In ACKS II, the dragon is vain, greedy, and cautious. It won't instantly incinerate the party if they can negotiate. The dragon wants to build its own Domain.

    • If the PCs survive the initial drop, they can use the Mortal Wounds table for anyone broken by the fall, and then offer their services as high-value agents to help the dragon subjugate Guido's Fort in exchange for their lives.

5. Economy of the Crawl: Monster Parts & XP

ACKS II ties character progression strictly to Gold Pieces (GP) earned through adventuring and introduces a robust system for harvesting monsters.

EncounterACKS II Gameplay Loop
Killer Bee Hive (Surface)Harvesting royal jelly and bee venom using the Alchemical Science proficiency to craft potions or poisons back at Guido's Fort.
The Magical FountainIdentifying the exact magical property of the water using Knowledge (History) or Magical Engineering to bottle and sell it as a commodity.
The Hobgoblin HoardThe massive amounts of silver and copper found in the monastery must be hauled back across a mile-wide river. The logistics of moving 10,000 copper coins requires pack mules, hireling guards, and a secure boat—turning the extraction phase into its own tactical challenge.

6. The Endgame: Building a Foothold

If the party successfully clears The Hill and defeats (or cuts a deal with) the dragon, ACKS II transitions perfectly into the Conqueror phase.

The ruined monastery on the hill is a prime piece of real estate. A mid-level Fighter or Cleric can spend gold to clear the remaining subterranean threats, repair the walls, and establish a Border Fort Stronghold. This secures the River Shrill, brings civilization to the wild shore, and shifts the campaign from a simple dungeon crawl into a compelling game of regional lordship.

To bring the Hobgoblin "Charred Meat" Battalion into the ACKS II Domain Rules & Mass Combat system, we translate their original low-level D&D profile (1+1 Hit Dice, high morale, chainmail and shields) into a specialized, hardened mercenary unit.

In ACKS II, a standard tactical unit is a Platoon (typically 30–60 humanoids depending on size, or a "Battle" in larger scales). Given the original module places roughly 40 active hobgoblins in the ruined monastery, they function as a single, under-strength Heavy Infantry Platoon.

Here is how to construct and stat them out using the ACKS II rules.

1. Unit Composition & Training Baseline

Hobgoblins in ACKS II are treated as large, disciplined humanoids born for war. Unlike chaotic goblins, they fight in tight phalanxes.

  • Troop Type: Heavy Infantry (Phalanx/Shield Wall)

  • Training Level: Veteran (They are hardened mercenaries, but their morale is currently brittle due to their skin afflictions and poor conditions).

  • Equipment: Chainmail, Large Shields, Spears, and Short Swords.

2. ACKS II Mass Combat Stat Block

The Charred Meat Battalion (Hobgoblin Heavy Infantry Platoon)

AttributeValue / RatingNotes
Unit Size40 Soldiers1 Platoon
Move (Tactical)60 feet / turnPack/Encumbered by heavy armor
Armor Class (AC)5Chainmail (4) + Shield (+1)
Hit Dice / HP Value1+1 HD per individualPlatoon Integrity: Brittle
Attack Throw10+Veteran humanoids
Damage Rating1d6+1 (Spear/Sword)Brutal combatants
Morale Score+1 (Base +2, -1 for illness)Disciplined but miserable
Supply Cost40 GP / monthPaid in cheap wine and raw meat

Unit Special Ability: Shield Wall. If the platoon does not move during its activation, it can lock shields. This increases their AC to 6 against all frontal melee and ranged attacks for that round.

3. Integrating the Narrative: The "Charred Flesh" Flaw

The module specifies these hobgoblins suffer from a chronic skin disease. In ACKS II mass combat, this condition is mechanically represented by a Condition Modifier:

  • The Wine Dependency: The battalion’s commander uses cheap, fortified alcohol from Guido's Fort to numb his troops' pain.

  • The Combat Hook: If the player characters manage to intercept or poison the wine shipments heading to The Hill (using Thievery or Mercantile Venture subversion), the unit’s Morale Score instantly drops to -1 (Unreliable), and their Attack Throw worsens to 11+ due to severe withdrawal and systemic pain.

4. Strategic Maintenance (Domain Play)

If a player character (like a neutral/chaotic Fighter or a Blighter Cleric) clears out the monastery's leadership and decides to hire the surviving hobgoblins rather than slaughtering them, they fit directly into the ACKS II mercenary ledger:

  • Monthly Wages: A standard Heavy Infantry mercenary costs 12 GP/month. Because hobgoblins are humanoids with bad reputation but high physical discipline, they demand 15 GP/month per soldier (600 GP/month for the platoon), plus a steady supply of fresh meat.

  • The Cure Project: A PC Mage or Cleric can attempt to research a cure for the "charred meat" skin plague using Magical Research rules. Curing the platoon requires a capital investment of 1,000 GP in alchemical reagents. Doing so permanently raises the unit's Morale to +3 (Fearless), securing an incredibly loyal, elite vanguard for the player’s newly established border domain.

A direct, head-on assault against 40 disciplined, armored hobgoblins by a 2nd-level party is a swift ticket to the Mortal Wounds table. ACKS II heavily rewards asymmetrical warfare, infiltration, and economic subversion.

By leveraging specific Proficiencies and exploiting the dungeon's environment, a clever party can fracture, poison, or route the Charred Meat Battalion without ever fighting a fair phalanx battle.

1. Economic Subversion & Supply Lines

The hobgoblins are miserable, suffering from their skin plague, and entirely dependent on cheap, fortified red wine smuggled from Guido’s Fort to numb the pain.

  • The Strategy: Intercept their supply chain on the River Shrill.

  • Key Proficiencies:

    • Bribery: A character uses this to corrupt the smuggler or boatman out of Guido’s Fort, learning the exact delivery schedule and route.

    • Navigation / Seamanship: The party uses a small skiff to stage a midnight ambush on the river, capturing the supply raft.

    • Alchemical Science / Poisoning: Instead of destroying the wine, a character with these proficiencies spikes the barrels with a heavy sedative, local belladonna, or a virulent filth fever.

  • The Outcome: Within 48 hours of delivery, half the platoon is incapacitated with severe illness or knocked unconscious, dropping their tactical unit rating from an organized Platoon to a disorganized, panicked rabble.

2. Psychological Warfare & Commando Tactics

Hobgoblins are highly lawful and rely heavily on their chain of command. If you remove the head, the body panics.

  • The Strategy: Infiltrate the ruined monastery via the Upper Level caves and assassinate the sub-chiefs.

  • Key Proficiencies:

    • Contortionism & Stealth: Used to squeeze through the narrow, muddy fissures leading into the lower levels, bypassing the main fortified gatehouse where the phalanx is stationed.

    • Ambushing: Provides a massive +4 bonus to attack throws and doubles damage when striking from complete concealment. A Thief or Elven Spellsword can use this to instantly execute the hobgoblin sentries one by one.

    • Trapfinding / Engineering: The module contains a few architectural hazards (like unstable ceilings and pits). A character can intentionally rig these structures to collapse, sealing off the barracks doors and trapping the bulk of the platoon inside while the party deals with isolated targets.

3. Instigating a Civil War

The module establishes that the hobgoblins share the hill and the upper dungeon with a chaotic, unorganized rabble of goblins and a couple of easily manipulated ogres. The hobgoblins view the goblins as disposable trash; the goblins deeply resent their brutal handlers.

[ PC Party ] --(Intrigue & Deception)--> [ Goblin Tribal Elders ]
                                                 |
                                     (Tricked into Uprising)
                                                 v
                                    [ Hobgoblin Barracks ]
  • The Strategy: Fake a hate crime to trigger a bloody internal purge.

  • Key Proficiencies:

    • Deception / Pretending: A character uses captured hobgoblin gear and basic disguise to murder a prominent goblin scout or steal the tribal goblin totem, planting it directly in the hobgoblin commander’s private quarters.

    • Intrigue: Used to gather intelligence on the exact social friction points between the two tribes.

    • Seduction / Persuasion: The party approaches the goblin tribal elders, presenting "proof" that the hobgoblins plan to slaughter them as sacrifices to the dragon below.

  • The Outcome: The goblins launch a desperate, chaotic nighttime riot. While the hobgoblins are busy setting up a shield wall in the courtyard to massacre the goblins, the PC party can slip into the chaos, loot the main treasury, and pick off the surviving, heavily depleted victors.

4. The Nuclear Option: The Dragon's Greed

The young red dragon on Level 3 is the apex predator of The Hill, and the hobgoblins ultimately answer to it out of sheer terror.

  • The Strategy: Use the dragon to clean house.

  • Key Proficiencies:

    • Diplomacy / Bargaining: If the party can safely contact the dragon (perhaps by offering a tribute stolen from Guido's Fort or info on a wealthier merchant caravan), they can negotiate.

    • Lip Reading / Auditing: Used beforehand to discover that the hobgoblin commander has been secretly skimming gold and gems from the dragon's required tribute.

  • The Outcome: Armed with proof of the hobgoblins' embezzlement, the party presents this information to the dragon. The dragon, furious at being cheated, will gleefully slide up the tunnels or use its fiery breath down the ventilation shafts to incinerate its unfaithful mercenaries, doing 100% of the party's dirty work for them.

Saturday, September 7, 2019

Castles & Crusades & B5 The Horror On The Hill By Douglas Niles

I've been doing a great deal of thinking about Castles & Crusades today & specifically The Codex Slavorum by Brian N. Young.  This question came to mind, "Is the setting of  Ravenloft even necessary?". Short answer is not at all. While Ravenloft is a fantastic setting but the dungeon master has so many more interesting tools at their disposal. If I dive into the realm of Gothic horror I might go into the unconventional realm of Clark Ashton Smith?!


But I'm thinking of something a bit more Russian/Slavic here like a mix of B2 Keep on the Borderlands by Gary Gygax & perhaps B5 Horror on the Hill by Douglas Niles. But what I'd like to do is set this on the alternative Earth that I've been setting my games in for the last couple of months. We got a mix of anarchism Nineteen century & Middle Ages technologies, personalities,etc. But there are parts of Eastern Europe where the Sun hardly shines & knights still roam the countryside. In the Codex Slavorum we finally get the mix of the Slavic myths & the spiritual realms with D&D style elements even though its through the filter of  Castles & Crusades. B5 Horror on the Hill by Douglas Niles has a lot to offer in this direction.


As reviewer Danyel W says; "I first read "Horror on the Hill" almost two decades ago, so this was mostly a nostalgia buy for me. Nonetheless, B5 offers much for a modern gamer: a 'sandbox' module that includes both a wilderness with a number of encounter-locations and a well-mapped, multi-level dungeon, and both are populated with interesting and varied groups of opposition. There's just enough set-up to orient the GM without locking them into a specific campaign-setting, so the whole area can be dropped into a campaign (be it a published setting or homebrew) with a few names changed to fit. The primary obstacles to just playing this module 'out of the box' in any modern version of the D&D or Pathfinder game lie in the old, 'Basic' style stat-blocks, the lack of 'balancing' mechanisms like Challenge Rating, and the relatively generous approach to treasure inherent to the older form of the game. As written, some of the encounters (and hoards) aren't level-appropriate for a modern-style four-PC party of fifth-level, much less PCs just starting their careers! Nonetheless, if the GM can spare the time for the necessary conversion work with resources like the PRD, and is willing to either re-balance everything or accept that parties adventuring at the Hill are going to get either incredibly rich or unbelievably dead, "B5: Horror on the Hill" can make for several sessions' worth of lively and entertaining play."  Now there are several very important points in this review that come across in this review, the DYI friendly nature of B5, its access ability as an adventure module, & its flexibility as a sandbox adventure.
Douglas Niles twists many of the usual classic TSR module conventions to give us a module that works for both the players & the dungeon master. Ian M wrote on Drivethruprg; "There are four "bad" modules in the B series (in my opinion), and B5 is one of them. These are the ones that feel thrown-together, and populated by random dice roll. The actual journey part isn't too bad, but somewhat contrived. The main dungeon itself is horrible.

However, a little seasoning to taste can resolve all of this to make for a fun adventure. You can time-limit it to push players along, which adds to the module's intensity. It needs this because, if played as a "normal" adventure module, it's pretty dull."  The fact that I agree with the 'if played straight its pretty dull" is a fair statement but given n adventure  Gothic & Universal horror film filter then things begin to get much more interesting. That's where I'd grab my copy of Castles & Crusades Codex Classicum to add into the mix. Why?! Well the  Codex Classicum adds in Greek and Roman sorcery and magic including necromancy and prophecy. Even the most casual reader of the classic myths should know how important Oracles are to the tales.

 These elements are seldom used today to set up things in a campaign. This is something I'd love to add in my on going campaigns. I'm still working out some of the details in how I'd love this to all to roll together into a coherent campaign. But I'll keep you readers abreast of ideas & elements as the weeks roll on. 

Tuesday, July 2, 2019

The Wilderness & Beyond - Using The 'B' series & Alphabet Soup Method for OSR or Old School Adventure Path Campaigning

"The end of the road. A lonely fort stands on the banks of a mighty river. It is here the hardy bands of adventurers gather to plan their conquests of The Hill, the hulking mass that looms over this tiny settlement. 

The Hill is filled with monsters, they say, and an evil witch makes her home there. Still, no visitor to The Hill has ever returned to prove the rumors true or false. The thrill of discovery is too great to pass up, and only the river stands in the way. The adventurers' boat is waiting!" 


For me right outta of the gate B5 Horror on the Hill By Douglas Niles is a continuation of  Gary Gygax's B2 The Keep on the Borderlands . This makes the module actually useable instead of just another campaign adventure center piece. The premade characters are weak & should not be used by an experienced dungeon master for his PC's. I came across this little blurb from the Drivethrurpg entry on B5 ;" B5 is quite similar in general nature to B2: "Keep on the Borderlands" (1980): It includes a home base out in the wilderness - here, Guido's Fort - and from there players can trek to monster-infested areas. We can speculate that this might have been a purposeful replacement, as TSR was releasing the third-edition Basic D&D set at the time, and thus B2 (which had been a staple of the first and second edition Basic D&D sets) was dropping out of print.

The biggest difference between "Horror" and the classic "Keep" is that Guido's Fort is given almost no detail, leaving the gamemaster to create any roleplaying opportunities for the home base itself. Of course, as some have suggested, you could just replace Guido's Fort with the Keep on the Borderlands!" I'm going to take a very opposite tactic & say don't do this! Take the maps of the keep & simply use them for Guido's Fort  whist filling in the encounters you want. This will keep the players guessing & have you able to keep them on their toes.
Now not only can you use both B2 & B5 together but these can be strung together using the glue of B8 Journey to the Rock by Michael Malone. You get all of the wilderness & all of the remains of the forts along the borderlands now converted into dungeons, ruins, caverns, etc. 

Now if you really want to screw with your players & the Caves of Chaos just aren't cutting it for you because of the 'we've read & memorized all of the classic TSR modules' bit that players seem to do. Then grab your handy AC9 Creature Catalog By Jim BambraPhil Gallagher, & Graeme Morris. Swap out some of the monsters & swap in some of the Creature Catalog monsters this makes it seem as though the forces of chaos are on the move. I recently did this with Astonishing Swordsmen & Sorcerers of Hyperborea. These modules used together made the wilderness seem like a nightmarish never ending nightmare.
If these modules are coupled with B10 Night's Dark Terror by Jim BambraGraeme Morris, & Phil Gallagher. They give an adventure path that seems to indicate that the humanoid armies are gathering & more over their on the move to conquer the human lands.



When I used this adventure path with AS&SH the players remembered the hyena men connection & this sent them into a blind panic. It seemed like 'Underborea' was cracking open & the hordes of Hell itself were spilling out. In Mystara all of this had different connotations as the cults of the elemental evil began to gather & tighten around the throat of the kingdoms.



I don't usually go light weight when it comes to describing the reality warping powers that are held within the dungeons & ruins of the elemental evil. For me the elemental evil books are as follows for old school D&D as well as AD&D: 

  • The Village of Hommlet (1979, AD&D)
  • The Temple of Elemental Evil (1985, AD&D) 
That's it unless I'm specifically picking up the pieces from 3.5's Return to the Temple of Elemental Evil but I don't run that all that often. This brings everything in line with the expansion of the humanoid armies seen in B2 Keep on the Borderlands. So why not simply use B1-9 In Search of Adventure by David "Zeb" CookJeff GrubbGary Gygax, & Tracy Hickman? Because the wilderness & encounters from the previously mentioned modules are cut down, the whole affair is edited, & it cuts back on the play time folks.

This whole adventure path gets everything in a campaign primed up & ready for the main events. Running this sequence of adventure modules could take a year or more easily. These could be played out with Mentzer Expert Dungeons & Dragons  or Advanced Dungeons & Dragons first edition.


Now before all of the occult esoterica hits the fan & the humanoid armies crush your home campaign I've also run U.K.1 Beyond The Crystal Cave by Dave J. BrowneTom Kirby, & Graeme Morris   an Advanced Dungeons & Dragons Module also known  Uk1 9066  TSR as a buffer module to set up the next leg of the campaign after the events of T1-4  Temple of Elemental Evil By Gary Gygax & Frank Mentzer.  


This breaks events up. Gives the PC's time to regroup & for the humanoids to mass then attack some of the outlying areas of your home campaign. This also sets up for a smooth transition into the U.K. series of modules as the party re euips, gains new members to replace the dead, and levels up. All of that is of course if they survive.