TEXT: Dungeon Module WGH4 
  Tombs of the Howling Hills 
   
   
  By William Silvey 
  AN ADVENTURE FOR CHARACTER LEVELS 4-7 
   
   
   
  Deeper into the Howling Hills!  Your party of adventurers has found that there is more to the invasion of the Wolf Nomads’ 
  sacred burial grounds than simple bands of humanoids – the burial chambers themselves are overrun with unspeakable 
  undead beings!  But can you overcome the creatures in the Tombs of the Howling Hills, or will you join them in undeath? 
   
  This module was originally used as a convention adventure for the HMGS-South RECON ’05 convention, and is a 
  continuation of a series of three related convention modules from THE DELVER’S DUNGEON. 
   
  This module contains a fully detailed scenario, maps, notes for the Dungeon Master, and full background for integrating it 
  with the other modules.  It may be used with WGH3 INTO THE HOWLING HILLS and WGH5 LORDS OF THE HOWLING HILLS or it 
  may be played as a stand-alone adventure scenario.  Be sure to look for other exciting ADVANCED DUNGEONS & 
  DRAGONS™ adventure modules from The Delver’s Dungeon. 
   
   
  ™ 2007 The Delver’s Dungeon 
   
  ADVANCED DUNGEONS & DRAGONS is a registered trademark of Wizards of the Coast, Inc. and is used without permission. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  #0006 
  
   
  
  Advanced Dungeons & Dragons™ 
   
  Dungeon Module #WGH4 
   
  Tombs of the Howling Hills 
   
   
   
   
   
   
  Background: For years, Iuz the Old has warred with the Wolf 
  Nomads to the west of his dark kingdom. Dominion over the 
  northern plains of the Flaness is Iuz’s ultimate goal, and the proud 
  Wolf Nomads stand in his way. A recent campaign by Iuz against 
  his western neighbors initially went well for the humanoid armies 
  raised by the Old one, but a series of setbacks turned the tide in 
  favor of the Nomad Lord and his people.  
   
  Greatly angered by this setback, Iuz has put in motion new 
  invasion plans, with his eye on finally wiping out the Wolf Nomads 
  in their entirety. To this end, he is slowly building another army of 
  humanoid s in the western Howling Hills – an army to be led by 
  things more terrifying than mere humanoid creatures. To twist the 
  knife, the humanoid troops have built stockades along the roads 
  to Wolf Nomad sacred burial grounds in the windswept peaks of 
  the Howling Hills, in defiance of that nations’ claim to right of 
  passage and authority over the region.  
   
  The few sorties that have been sent to the Howling Hills to 
  displace Iuz’s forces have all come to naught. Returning survivors 
  have told tales of nigh -impenetrable fortresses, and dark forces 
  being marshaled in the distant peaks of the Hills. 
   
  A party of bold adventurers has braved the durance of 
  humanoid forces that block the path leading into the hills and 
  usurped the monsters there and has discovered evidence of 
  further perfidy at the hands of Iuz’s minions!  Gathering their 
  strength, they have continued up and inward, seeking to further 
  investigate the disturbances within the hills and put an end to 
  whatever evil emanates from the once-sacred places now 
  under control of dark powers… 
   
  Module Background: This module was used at the HGMS-
  South/LRPG 
  RECON 
  2005 
  convention. 
  Although 
  it 
  is 
  a 
  “convention” module, it is one in a campaign series and can be 
  played as such or played as a stand alone adventure or written 
  into a different campaign entirely. 
   
  TOMBS OF THE HOWLING HILLS has been designed for a 
  moderately strong party of 5th-8th level of six to eight characters; 
  if a smaller party is present, higher level characters should be 
  played.  The party should ideally include at least two fighters, 
  one cleric a thief and a magic-user.  If the module is being used 
  stand-alone and the characters generated for the sole purpose 
  of playing this adventure, the Dungeon Master should permit the 
  party a selection of magic items, such as magic weapons and 
  potions.  It is recommended that the Dungeon Master read the 
  module from beginning to end at least once to familiarize himself 
  or herself with the contents and events herein.  This module can 
  be used as part of the series in conjunction with WGH5 and 
  WGH3, or may be used by itself, or as part of an overall 
  campaign.   
   
  START 
   
  Play begins with the characters having overcome the forces 
  within the stockade further down the mountain road in WGH3 
  INTO THE HOWLING HILLS.  Part of the items recovered from the 
  monsters there included a map and instructions for the Bugbear 
  lord to receive his pay for levies from a mysterious “high priest” 
  within the “sacred place”.  This latter location was marked on a 
  crude map that corresponded with maps shown the party by 
  the sages of the Wolf Nomad Lords.  The trail winds up miles from 
  the fortress, and the air grows dry and cold.  Eventually the 
  broad road twists and dips into a ravine, and narrows to a notch 
  barely wide enough for a horse and rider to pass.  A broken 
  tower juts upward from the ravine wall like an accusing finger, its 
  spire partially broken and collapsed.  A few hundred yards down 
  the gully trail, a great arched doorway can be seen, tarnished 
  bronze doors concealing unknown dangers within… 
   
   
   
   
  KEY TO THE TOMBS 
   
  The tombs themselves are cool and dry; murals and holy writings 
  created in ages past by Wolf Nomad artisans have been 
  obscured and obliterated by someone or something.  All is silent 
  within, as if the ghosts of ages past dare not break the stillness… 
   
  1. The Haunted Chamber. 
  The floor here has many cracks within it.  The crumbled 
  flagstones actually seem to sag in the middle.  At the far apex of 
  the chamber, a metal container sits surrounded by small clay 
  jars.  A skeleton dressed in the remains of finery is slumped at in 
  the niche with the vessels… 
   
  The skeletal remains are those of a priestess of the Wolf Nomads 
  who came here to attempt to sanctify the place once again for 
  her people.  Her retainers were cruelly slain and she was left to 
  die here, mortally wounded.  Her holy symbol was taken from her 
  as she lay dying and the force of her anger and willpower has 
  caused her life-force to remain here as a Haunt.  She was neutral 
  good and will attempt to possess any character who comes 
  within 60’ of the niche.  Her desire is to recover her holy symbol 
  and slay those who have invaded the tomb.   Monsters do not 
  come here – as she possess and slays those creatures who enter.  
  Those possessed will gain the knowledge that the decanter in 
  the niche contains ten jars worth of holy water which may be 
  poured into the small clay jars.  The large decanter is platinum 
  and worth 400g.p.; due to its’ bulk, the item effectively “weighs” 
  twice that amount (800 coins).  Once “her” holy symbol is 
  brought back to this place and put on the body, the possessed 
  character will recover normally from the possession. 
   
  The floor to the room is dangerous – anyone carrying weight 
  exceeding 3000 coins will cause the floor here to collapse 
  (another reason the room is avoided by monsters).  Those who 
  fall in the ravine which opens under a 20’x30’ section of floor in 
  the middle of the room will suffer 8d6 damage from the fall and 
  must be retrieved via rope or other method as the soft sides of 
  the ravine will continue to crumble inward and provide a poor 
  foothold.  A dwarven character will have a normal chance to 
  notice the condition of the floor.  Treat it as trapped for purposes 
  of determining % chance.   
   
  2.  Meeting Room 
  Stout wooden doors are on either end of this 30’x30’ chamber; 
  tables, chairs, a few barrels and crates and other unremarkable 
  items are within the room. 
  --- 
  This meeting room is used by Zarkan, the evil high priest of Iuz in 
  charge of the tombs and his black orc minions.  If the party 
  simply opens the door and walks in, they will be greeted by 4 
  black orcs (AC 2, HD4, HP 21 (x2), 23, 17, #AT 2, D1-8/1-8, SA: 
  None, SD: Save at +4 versus spells/wands).  The orcs will 
  immediately attack those who enter, as they have no word or 
  schedule of humans or demi-humans due to enter the tombs 
  (other than Zarkan, who is elsewhere).  If the party listens at the 
  door they will have a standard chance to overhear the guttural 
  language of orcish within the room, carrying on a loud discussion 
  about the disposition of escaped slave creatures (which are 
  1 
  
  never mentioned by type or name, beyond “property” or 
  “slaves”).  The party has a standard chance to surprise if they are 
  thus careful; otherwise normal chances apply.  If any of the orcs 
  shouts an alarm, the four black orcs at area #7 below will arrive 
  in two rounds to attack the party from the rear! 
   
  3.  Chamber of Wraiths 
  Two stone sarcophagi are here in the middle of this chamber.  
  The floor to this room is dusty, and there are no footprints or other 
  tracks in the dust.  An ornate wooden chest sits between the two 
  sarcophagi. 
  One round after any intruders open the door and come in to this 
  place, two wraiths (5+3 HD, HP 24, 33, AC 4, #AT 1, D1-6, SA: 
  Level Drain, SD: Silver or +1/better weapon to-hit) will rise up from 
  the coffins and attack the party.  They are evil spirits (obviously) 
  who were drawn to the tombs when they were defiled by the 
  minions of Iuz.  They will immediately attack the party, seeking to 
  drain them and make them their own.  Within the chest are 
  2500e.p., 2000g.p., a 50g.p. zircon, a 500g.p. malachite, a potion 
  of levitation a cloak of displacement and a shield +3. 
   
  4.  Chamber of Ghouls  
  This dirty chamber has an almost overpowering stench to it.  
  Sepulchers line the walls roughly three feet off of the floor.  
  Refuse is strewn about the floor, and the door is nearly wrenched 
  off of the hinges.  There are numerous brownish stains on the floor 
  and walls. 
  Like the wraiths, the ten ghouls (AC 6, HD 2, HP 16 (x3), 14, 12 
  (x4), 10, 9, #AT 3, D1-3(x2)/1-6, SA: Paralysis, SD: immune to sleep, 
  charm, fear spells) were drawn here by the evil nature of this 
  place and enjoy a steady diet of wayward orc and adventurer, 
  and are occasionally given slaves by the master of this place to 
  placate them.  As soon as the party enters, they will burst from 
  the chambers along the walls and leap to the attack.  One 
  unoccupied chamber contains a jar with 3000c.p., a scroll of 
  protection from petrification, protection from lycanthropes, and 
  a magic-user scroll of burning hands and identify. 
   
  5. Oubliette of the Wight 
  There is a hastily bricked-up chamber here.  A feeble scratching 
  can be heard from the other side. 
  A rude shock awaits anyone who opens this chamber – a wight 
  (4+3 HD, HP 36, #AT 1, D1-4 or by weapon type, SA: level drain, 
  SD: Silver or Magic weapon required to hit, immune to sleep, 
  charm, fear, poison) has been imprisoned here by the ghouls 
  and spectres.  This creature will show no gratitude for being 
  freed!  There is no treasure with it. 
   
  6. Collapsed Corridor 
  Further progress is blocked here as a tumble of stones, timbers 
  and earth chokes the passageway.  A skeleton lies among the 
  rubble with a shining sword still clutched in its’ bony fingers. 
  This is a trap created by the orcs – the “shining sword” is a simple 
  steel weapon.  If anyone tries to enter the area of rubble to 
  retrieve it, the ceiling here will collapse, instantly killing whomever 
  is within the 10’x10’ area which the sword lies in.  The trap can be 
  detected by both thief and dwarf… 
   
  7.  Barracks 
  Straw pallets, a bunk-type bed and a few chests are on the floor 
  here.  A wooden barrel with a door nailed to its’ top is being 
  used as a high table – by two of the room’s occupants! 
  Four black orcs (AC2, HD 4, HP 22, 21, 14, 14, #AT 2, D1-8/1-8, SA: 
  None, SD: +4 saving throw versus wands and spells) are here 
  waiting to go on patrol in the hills.  They have no treasure and will 
  attack immediately if the room is entered by intruders.  They will 
  also go to area #2 if an alarm is raised there. 
   
  8.  Boss’ Chamber 
  A great huge black orc and two companions – almost as large, 
  sit around a table in the center of this room.  As soon as the door 
  is opened, they seize their weapons and move to attack! 
  This great black orc and his corporals (AC 2, HD 5+5, 4+4 HP 40, 
  33, 20, #AT 2, D3-11/3-11 or 1-8/1-8 for corporals, SA: None, SD: +4 
  saving throw versus magic or wands) are here going over daily 
  orders for the rest of the troops.  Like the orcs within the other 
  areas of the tombs they are alert for any intruders, and no-one 
  other than the orcs are permitted in this chamber at any rate, 
  hence their immediate move to attack.  The great orc sergeant 
  strikes for +3 to hit and damage due to his size and strength.  
  They guard the bulk of the treasure for the orc detachment 
  within the dungeon: 7577cp, 1472gp, 27 gems worth a total of 
  9358 gp, 16 pieces of jewelry worth 40500 gp - most of this has 
  been looted from graves in the tomb area.  Among the jewelry is 
  the amulet sought by the Haunt of area #1.  Anyone possessed 
  by the haunt will instinctively sense the holy symbol’s presence 
  and fight in a berserk fashion to regain it – treat this as +2 to-hit 
  and damage, but never receiving a dexterity bonus to armor 
  class. 
   
  9.  Pitch Black 
  The light seems to fall away from this area of hallway.  Your vision 
  cannot penetrate the gloom. 
  This is the first of two trapped areas.  Along the walls in two 
  alcoves opposite one another, great growths of yellow mold (AC 
  9, HD -, HP -, #AT 1, D1-8, SA: spores – save v. poison or die 
  choking, SD: 50% chance will release spore clouds if touched) 
  line the walls, so following the walls with hands will have a 
  potentially deadly consequence for those groping in the dark!  
  There is nothing otherwise here. 
   
  10.  Corner Chamber 
  Beyond the dark alcoves, just around the corner a glow as from 
  a magic item or items can be seen.  A few gold coins trail off 
  around the corner. 
  The gold coins (10g.p.) are genuine; the glow comes from 
  Nystul’s Magic Aura cast upon a heap of junk around the corner.  
  The corner area itself is trapped – as soon as an incautious 
  adventurer steps around the corner, scything blades will swing 
  out and strike for 1-10 damage.  The DM should make a d20 roll.  
  On a roll of 20, a limb is severed from whomever is in the front-left 
  most position (closest to the powerful spring mechanism that 
  swings the blade).  The junk around the corner is just that – old 
  scraps of armor, broken weapons and the like. 
   
  11.  Sanctum of Zarkan 
  The center of this room is a sunken circle with a pentagram 
  within it.  The candles are lit, and an evil keening fills the 
  chamber.  Standing opposite the door, a man in rust-and-blood 
  colored robes shouts angrily at you as you enter the chamber: 
  “Fools!  You’ll ruin everything!  I’ll destroy you with my demon!” 
  This is the high priest Zarkan, lieutenant of the Lord of the Howling 
  Hills, master of the Tombs.  He is in the process of summoning a 
  demon via a gate scroll that he has acquired.  The spell is in the 
  final stages, and within a round a vrock (AC 0, HD 8, HP 40, #AT 
  5, D1-4(x2), 1-8(x2), 1-6, SA: Can divide attacks among 3 targets, 
  cause darkness (as the spell) in a 5’ radius, gate in another type I 
  demon (10%) chance of success, teleport without error, 
  telekinese 2000g.p.).  Zarkan will order the beast to attack the 
  party; it will do so without hesitation.  If it loses more than 75% of 
  its’ hit points without slaying the party or driving them away it will 
  seize Zarkan and hurl him into the fray, then attempt to gate 
  another Type I demon in to finish the job. 
   
  Zarkan’s character abilities, spells and possessions are as follows: 
   
  Level:9 (Cleric) 
  HP:36 
  AL:NE 
  AC:2(3), MV 9” 
  STR 13, INT 15, WIS 14, DEX 8, CON 13, CHA 11 
  2 
  
  Clerical Spells: 6, 4, 3, 2, 1 
  Spells Memorized: Command (x2), Cure Light Wounds (x2), 
  Protection from Evil, Protection from Good, Augury, Chant, Hold 
  Person (x2), Cause Blindness, Cause Disease, Dispel Magic, 
  Cause Serious Wounds, Cure Serious Wounds, Flame Strike 
   
  After the demon is summoned, Zarkan will use Command to 
  attempt to force the most powerful looking character in the 
  party to “Surrender!” – whereupon the demon will be set upon 
  them.  If injured he will employ cure spells, strike enemy 
  spellcasters with flame strike and so on.  Finally, Zarkan has a 
  scroll with word of recall on it which he will use to flee to the Lord 
  of the Howling Hill’s durance if greatly pressed.  If forced into 
  hand-to-hand combat, Zarkan will wield a mace +2; his shield is 
  +2 as well. 
   
  Within Zarkan’s chamber is a locked bronze box containing 
  100p.p., a potion of polymorph self, and a staff of withering with 
  two charges remaining.  The box is locked and trapped, and 
  anyone who tries to open the chest without first disarming the 
  trap will be struck by a scything blade for 1d6 points of damage, 
  and they must then save v. poison or die in agony immediately!  
  Zarkan has the key on a thong around his neck. 
   
  12. Locked Door 
  The door here is locked tight.  No light emanates from the room 
  beyond and casual listening detects no sound from the other 
  side. 
  There is a 10’ x 10’ pit trap on the other side of this door; if it is 
  bashed down carelessly, the lead character(s) will fall in for 3d6 
  points of damage.  There are a dozen spikes at the bottom of 
  the pit which inflict 1d4 points of damage each (roll d12 to 
  determine how many spikes impale the character). 
   
  12a. Swinging Trap 
  This corner is trapped; a bed of 10 spikes will swing out and strike 
  the lead characters for 1 point per spike (roll d10 to determine).  
  Like the pit trap above, it can be detected and avoided. 
   
  13. Six Thrones 
  A pillar lined hall leads south; mummified figures sit on stone 
  chairs between each pillar.  There are three on each side of the 
  room.  As soon as you open the door, the figures on the thrones 
  rise and begin to stride towards you.  Draped in shrouds, they are 
  covered in the funerary trappings of Wolf Nomad nobles.  
  When the party enters this room – or opens the door to the 
  chamber –- the figures will rise as described.  Once within melee 
  distance of the party they will reveal their true nature – these are 
  horrible monster zombies (AC 6, HD 6,  HP 36, 34, 32 (x2), 20, 19, 
  #AT 1, D4-16, SA: None, SD: Turn as wraiths due to amulet v. 
  turning worn by each) which will strike at the party with their 
  claws and attempt to slay them.  There is no treasure here.  
  However, a secret door on the southern wall leads to a second 
  chamber… 
   
  14. Ghastly Chamber 
  This large hall is mostly empty and the eastern wall is rough and 
  unfinished.  A few ancient tools lie on the floor near it.  It appears 
  to have been originally designated as some sort of temple.  A 
  horrible leering demon face archway leads east.  A heap of rags 
  lies near the archway.  
  The archway is new construction (as is the chamber beyond) 
  and a dwarven character can easily detect this) and the 
  “bundle of rags” is in fact a near-skeletal coffer corpse (AC 6, HD 
  2, HP 14, #AT 2, D1-6/1-6, SA: Strangles target to death in 6 
  rounds if both attacks successful, SD: Turn as wight due to amulet 
  worn, must be reduced to -10 HP to be destroyed completely).  It 
  has no treasure. 
   
  14a. Temple of Evil 
  Icons of depravity and sin line this chamber.  A blood-stained 
  altar sits at the far end, and the coppery stink of the stuff fills your 
  nostrils when you enter.  Twisted demon faces are carved in the 
  stone of the walls and pillars of this place.  You feel an 
  oppressive sense of evil here. 
  Four victims of the wraiths exist here now as “stewards” of the 
  place under command of Zarkan as juju zombies (AC 6, HD 
  3+12, HP 33, 32, 27, 25, #AT 1, D3-12, SA: Attacks as 6 HD monster, 
  turn as spectre, immune to cold-based spells and magic missile, 
  fire does ½ damage, only struck by magic weapons, can climb 
  as a thief (92% chance).  There is no treasure here save a bloody 
  silver dagger on the altar.  While it is worth 10g.p., it will actually 
  injure good persons who handle it – those of good align who 
  hold the dagger will feel a surge of negative energy and suffer 1-
  8 points of damage!  It can of course be destroyed. 
   
  14b. Pile of Sticks and Rags 
  Another pile of rags lies on the floor here, heaped next to a 
  wooden chest.  The chest appears to be unlocked. 
  This is an apparition (AC0, HD 8, HP 41, #AT 1, D: Special, SA: 
  Victim must save v. intelligence on 3d6  or stricken with horror – 
  roll 3d6 v. constitution – less than = flee in fear for 1-4 rounds, 
  equal to or greater than, victim dies, SD: Only hit by magic or 
  silver weapons)  that guards the “donations” to the evil temple; 
  the chest contains 2104g.p.  The apparition will “monitor” the 
  party with its’ ESP ability until they approach the chest, and then 
  spring up and “attack”.   
   
  15. Wet Chamber 
  This room is unusually damp; a slick film of water coats the floor, 
  and an occasional drip falls from the ceiling onto the gray stone 
  of the cavern floor. 
  The damp gray “stone” is, in places, four gray oozes (AC8, 
  HD3+3, HP 24, 21, 20, 15, #AT 1, D2-16, SA: Corrosion, SD: Immune 
  to most spells, lightning/electrical spells do full damage), immune 
  to heat and cold.  A large specimen came here and subdivided 
  recently and has been feeding on unwary denizens who wander 
  in to this cavern.  There is nothing else here. 
   
  16. Ghoul Hideout 
  Another uncharacteristically damp chamber, this one is covered 
  in stalactites and stalagmites which create a virtual maze 
  through the room.  The far exit can barely be seen. 
  Four ghouls (AC6, HD2, HP 9, 10, 13, 16, #AT 3, D1/3(x2),1-6, SA: 
  Paralysis, SD: immune to charm, fear) have come to this place in 
  search of better prey and have taken to ambushing lone orcs 
  that blunder into the caves.  The orcs find it amusing to force 
  slaves and weaklings into the caves at any rate so the ghouls 
  simply add more “sport”.  There is some treasure here: in a 
  leather bag beneath a scattering of rags and sticks that the 
  ghouls use as a bed.  It contains five gems worth 9, 10 (x2), 100 
  and 750g.p. each.  There is nothing else here. 
   
  17. Renegade Slave Cavern 
  The narrow twisting cavern passage expands out in to a large 
  cave; several rat-like humanoids are in the chamber, and in the 
  far corner five kobolds watch the rat-beings warily. 
  Eight wererats (AC 6, HD 3+1, HP 20 (x2), 14, 22, 23, (x2), 13(x2), 
  #AT 1, SA: Surprise on a 1-4, SD: Silver or magic weapon required 
  to hit) and five kobolds have fled their black orc masters and 
  taken up in this cave.  The wererats simply wish to escape and 
  return to lives of banditry, but want the treasure that the Kobolds 
  carry.  The kobolds (AC 7 (x2), AC 8(x2), AC5, HD ½ or 1, HP 4(x2), 
  3(x2), 8, #AT 1, D1-6 (x4), 1-8 (leader), also fled here with the 
  treasure they were carrying to this place as part of the pay for 
  the black orcs stationed here.  The kobolds are led by a strong 
  “corporal” type with 1 HD who fights as a 1st level fighter.  They 
  are all equipped with crude silver weapons fashioned over the 
  course of the time they have spent here from the coins they 
  carried, thus the wererats are not quite ready to attack yet.  The 
  treasure the kobolds carry is 900s.p. and 9 gems of base 50g.p. 
  value each; they have hidden this in their area in their corner of 
  the cave.  Two are always on watch and the others sleep lightly.  
  All are awake when the party enters.  If the party elects to 
  3 
  
  attack the wererats, the kobolds will strike the wererats from the 
  rear and avoid attacking the party so long as they are not 
  harmed themselves.  The wererats can summon the huge rats 
  from area #20; the beasts will arrive in 3 rounds.  If the party 
  leaves the kobolds alone, they will collect their treasure and 
  continue seeking a way out.  They will defend themselves 
  otherwise. 
   
  18.  Rats’ Warren 
  Piles of rotting rags, broken coffins, potsherds, offal and other 
  disgusting items cover the floor of this cave.  The smell is nearly 
  overpowering. 
  The giant rats (AC7, HD ½, HP 4 (x15), 3(x10), 2(x5), #AT 1, D1-4, 
  SA: Disease, SD: None) that live in this trash will attack anyone 
  who enters the cave.  Sunken in the muck and mire here is a 
  rotten box containing 2000s.p., a fire-opal worth 100g.p., and a 
  platinum tiara worth 1000g.p.  The slime must be dug through 
  with typical chance for contracting a disease before the box 
  can be located. 
   
  19.  Flooded Junction 
  Water has filled most of this “T” shaped passageway, making 
  forward progress difficult.  It is possible to negotiate the path on 
  the eastern wall of the passage – indeed it appears that 
  someone has been doing just that as iron rungs along the wall 
  seem to form hand-holds.  Passage northward is impossible 
  without wading through the dark water, as is passage to the 
  west. 
  An ochre jelly (AC 8, HD 6, HP 27, #AT 1, D3-12, SA: None, SD: 
  Lightning divides into two half-strength creatures) is at the 
  bottom of the water and will ooze to attack anyone who enters.  
  It will automatically surprise unless the water is probed with a 
  pole or weapon first.  Anyone negotiating the ledge on the 
  eastern wall has a 50% chance of slipping in (thieves are immune 
  to this as they have superb climbing skills) and being attacked 
  by the jelly. 
   
  20. Stone Place 
  The twisting cavern passage opens onto a broad ledge.  Before 
  you, a stone causeway spans a deep chasm.  The wind whips up 
  from below creating an eerie howling noise, the namesake of 
  these hills.  A tumble of broken timbers and ropes lies to the left.  
  Across the chasm another landing and an opening can be 
  seen… 
  --- 
  The “tumble of broken timbers” is in fact the last (or first) 
  guardian of the Tombs of the Howling Hills: a great golem of 
  bone created by Zarkan to watch over the passage and attack 
  any intruders or escaping slaves is here.  Only the black orcs and 
  Zarkan know the magic word which will allow them to pass 
  unmolested.  As soon as the party enters the landing, the great 
  construct will pull itself to its’ maximum height and attack. 
   
  Its statistics are as follows: AC 3, HD 10, HP 58, #AT 2, D1-12/1-12, 
  SD: Missile weapons do a single point of damage, lightning 
  based attacks restore 1 point of damage per die of attack, 
  charm, fear and sleep spells have no effect on the creature.  SA: 
  None.  Due to its’ great size and construction it always strikes last 
  in a round. 
   
  THIS CONCLUDES WGH 4 TOMBS OF THE HOWLING HILLS 
   
  Written by: William M. Silvey 
   
  Thanks to: Colleen Silvey, Scott Rutter, Beka Lukomski, Eric Lester, 
  John Laughlin, Mark Laughlin 
   
   
   
   
  4 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This item is only one of the many popular playing aids for ADVANCED DUNGEONS & DRAGONS® Fantasy Adventure Game 
  produced by THE DELVERS DUNGEON.  Other playing aids for the AD&D™ game system currently include: 
   
  Dungeon Module DD1 (Sword Against Thievery)  
  Dungeon Module DD2 (Stealing the Night Away)  
    
  Dungeon Module WGH2 (Temple of the Sun)  
    
  Dungeon Module WGH3 (Into the Howling Hills)  
  Dungeon Module WGH5 (Lords of the Howling Hills) 
   
  Other releases of additional items related to the AD&D™ game system are planned for the future.  THE DELVER’S DUNGEON 
  features a complete line of playing aids, software, and gaming accessories.  Contact us at 
  thedungeondelver@hotmail.com or www.thedelversdungeon.com
   
  ™, ®, and © refer to trademarks owned by Wizards of the Coast, Inc. 
   
  ADVANCED DUNGEONS & DRAGONS is a registered trademark of Wizards of the Coast, Inc. and is used without permission. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Dungeon Delver/WGH4 - Tombs of the Howling Hills.pdf