TEXT: Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Cliffhangers Presents 
  The Horror of Lannock Hill 
  Episode 1: Survivor 
  by Tom Kristensen 
  The Horror of Lannock Hill is a short adventure 
  for four 10th-level characters. The party may 
  consist of any mix of classes, although at least 
  one member of the party should be capable of 
  handling a difficult melee combat. The adventure 
  is pretty straightforward, and it should provide a 
  good challenge for characters from 8th to 10th 
  level. It can be set in any campaign world. 
  Adventure Background 
  Ah, the joys of Chaos. Go anywhere, do 
  anything, for any reason or no reason in 
  particular. Such is the life of slaadi, especially, 
  one gray slaad and his two blue slaadi minions. 
  The three have made their way to a sleepy 
  corner of the world to visit a little chaos, death, 
  and destruction upon the locals because, quite 
  frankly, that's what slaadi are good at. 
  Hooking the Characters 
  The characters are passing through a small 
  town called Lannock Hill. Upon their arrival, 
  there is a commotion of sorts. One of the monks 
  from the local monastery has staggered into 
  town, severely wounded and feverish. The locals 
  are tending to his wounds in the common room 
  at the inn, which is where a rather scared farmer 
  guides the characters. The monk has several 
  wounds, and a DC 25 Heal check reveals that 
  he is suffering from the first stages of an 
  infection. The disease is from the bite of a blue 
  slaad, one of the creatures that invaded the 
  monastery. 
  All anyone can get out of the injured fellow is 
  that some "blue-skinned demons" attacked the 
  monks two nights ago while everyone slept. He 
  was bitten and hurled out the window of the 
  upper level, landing in a thick bed of peat that 
  cushioned his fall. The monk staggered off into 
  the night, eventually collapsing in some bushes. 
  He awoke the next day and wandered aimlessly 
  for a while until he managed to weave his way 
  into town, purely by luck. 
  The Monastery 
  The monastery is a rather ordinary stone 
  building, 60 feet long and 40 feet wide. It is not 
  surrounded by any sort of wall, but rather an 
  assortment of bushes, shrubs, and trees. (The 
  monks are accomplished horticulturists.) There 
  are also several fountains, pools, and ponds that 
  the monks use for reflection and meditation (as 
  well as the study of aquatic plants). 
  The lower level is divided in half by a thick 
  wooden wall. The southern half, a large room, 
  roughly 30 feet by 40 feet wide, serves as a 
  dining area and meeting hall. Long, sturdy tables 
  with simple benches on each side dominate the 
  room. A raised podium rests in the center of this 
  room, standing about two feet off of the floor. 
  Passing through the archway in the north wall, 
  you enter the kitchen, storage, and bathing area. 
  Three large hearths and one brick oven are 
  placed along the far wall. Shelves, crates, and 
  barrels neatly line the walls, holding the usual 
  assortment of foodstuffs and cooking supplies. 
  Four massive barrels, roughly 4 feet high and 10 
  feet in diameter, are raised off the floor by squat 
  stone blocks. This setup allows the monks to 
  stash trays of hot coals underneath, keeping the 
  baths quite warm. A 20 by 20 root cellar lies 
  below, accessible by a narrow staircase. 
  The upper level is one large common room. Half 
  of it is filled with desks, benches, chairs, and 
  stools. The walls in the study half have built-in 
  floor-to-ceiling bookshelves, most of them filled 
  with tomes, on horticulture, poetry, and history. 
  The other half of the room is the sleeping 
  quarters, complete with simple wooden beds 
  and an unlocked chest at the foot of each bed 
  for the few personal 
  belongings of each monk. Nothing of great value 
  is contained in any chest, mostly extra robes, 
  underclothes, books, and a few knickknacks 
  (religious icons, etc). 
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 1 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Of course now everything on both levels is 
  broken, smashed, and scattered about by the 
  invading slaadi. 
  The Cliffhanger 
  Urged on by the frightened townsfolk and the 
  sight of the wounded monk, the characters can 
  head off to investigate. The monastery stands 
  on a low hill just outside of town. The double 
  doors leading into the plain, two-story structure 
  have been demolished, which allows the 
  characters to see several bodies strewn about 
  the main hall. They appear to have met rather 
  violent ends…. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 2 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Cliffhangers Presents 
  The Horror of Lannock Hill 
  Episode 2: Blood and Guts 
  by Tom Kristensen 
  Adventure Background 
  In the previous installment, the characters 
  encountered a wounded monk from a nearby 
  monastery and went to see if they could 
  determine what might have happened there. 
  Arriving at the Monastery 
  The characters can tell right off the bat that 
  something is amiss in the compound. The main 
  doors lie in ruin, smashed into so much kindling. 
  Beyond the doorway, several bodies can be 
  seen lying about. 
  Moving into the main hall, they can see torn and 
  mangled bodies lying everywhere. It is a 
  gruesome scene, one which offends the senses 
  of even the most jaded adventurers. Blood is 
  spattered on all surfaces (including the ceiling), 
  and pieces of monks are scattered about or 
  missing entirely. If the characters take the time 
  to check, they can determine that most of the 
  monks died in one of three ways: from massive 
  bite wounds, torn apart by great claws, or cut to 
  pieces by some manner of blade (the swordlike 
  protrusions on the hands of the blue slaadi). The 
  smell is just awful. The din of thousands of flies 
  is audible, and they swarm up in angry, black 
  clouds if disturbed. 
  As the party members enter the far half of the 
  first floor (a kitchen/storage/bathing area), they 
  are set upon by some bigger scavengers who 
  have found their way in, drawn by the scent of 
  food. The carrion crawlers swarm the party from 
  all sides, with at least one dropping from the 
  ceiling above. The odor that usually betrays a 
  crawler's presence is masked by the nearly 
  overwhelming stench of blood and death. 
  Creatures (EL 8): The carnage has lured a 
  group of carrion crawlers from their nearby 
  subterranean lairs. The monsters attack the 
  characters with mindless intensity, protecting 
  their newly found food supply. The carrion 
  crawlers are moving around in the kitchen area 
  and are relatively easy to see. Anyone with a 
  clear line of sight through the door can make a 
  DC 10 Spot check to see the creatures moving 
  among the wreckage, provided that they have 
  adequate light or vision abilities such as 
  darkvision.  
  Carrion Crawlers [5]: 22 hp each; see Monster 
  Manual, page 29. 
  Unless the area is covered by a silence spell or 
  similar effect, the battle with the crawlers is likely 
  to alerts the trio of slaadi to the presence of the 
  party, and they take appropriate measures such 
  as hiding and casting defensive spells to get an 
  advantage on the characters. The slaadi have 
  Listen scores of +8, +8, and +12; to hear the 
  battle they must make a DC 10 Listen check 
  with a –3 penalty to the roll for distance from the 
  battle. 
  The Cliffhanger 
  Having dispatched the carrion crawlers, 
  you look up the dark stairs that lead to 
  the second floor. Some bloody heaps, 
  more bodies you're sure, litter the 
  staircase. Rivulets of blood and gore 
  ooze down the steps in a macabre 
  waterfall of death. Faint scratching 
  sounds can be heard -- could it be rats? 
  More crawlers? Or the killers, still lurking 
  about, waiting for a rescue party to walk 
  into their trap? 
   
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 3 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Cliffhangers Presents  
  The Horror of Lannock Hill 
  Episode 3: Leapin' Lizards 
  by Tom Kristensen 
  Adventure Background 
  In the previous installments, the party members 
  encountered a wounded monk and went to the 
  monastery to see if they could determine what 
  might have happened there. Arriving at the 
  compound, they are treated to a scene of 
  massive carnage, and attacked by some 
  scavenging carrion crawlers.  
  Note: The dynamics of the encounters in 
  episodes three and four depend on whether or 
  not the slaadi heard the characters fighting the 
  carrion crawlers in episode two. The text below 
  assumes that the slaadi heard the characters. If 
  they did not, all three slaadi are busy destroying 
  parts of the room. The characters can surprise 
  the slaadi if they succeed at a Move Silently 
  check opposed by each slaad's Listen check or 
  if magically silenced. 
  Look Out Below! 
  Two blue slaadi, Xisstvan and Yurgl, wait for the 
  party near the top of the stairs. When the 
  characters have climbed about halfway up, the 
  slaadi explode into action, launching themselves 
  down the stairs, trying to grapple with the lead 
  characters and hopefully knock everyone down. 
  They then wade into the party, attacking the 
  closest characters first. In the unlikely event that 
  the blue slaadi succeed at a Hide check 
  opposed by the Spot check of the first character 
  to head up the stairs, they gain the benefits of a 
  surprise round. 
  The blue slaadi look like thick-bodied, blue-
  skinned frogs who stand upright. They tower 
  over most humanoids at 10 feet tall and have 
  broad shoulders and virtually no neck. They 
  easily weigh 800+ pounds. Their massively 
  muscled bodies are covered in bumps, warts, 
  knobs, and horns, and their hands and feet are 
  tipped with black, razor-sharp claws. Two bony 
  protrusions, shaped roughly like scimitar blades, 
  extend from the back of each hand. 
  Xisstvan and Yurgl are totally fearless, and 
  relish the chance to slay some puny beings who 
  actually try to fight back. They chirp and croak 
  back and forth to each other in Slaad, and if 
  anyone can actually understand them, they 
  boast of things like who will get the first kill, what 
  parts they will keep for trophies, and don’t these 
  pathetic creatures realize the true might of the 
  slaadi? 
  These blue slaadi do not attempt to summon 
  reinforcements, as Z’xor has specifically 
  instructed them not to. They fear him enough to 
  actually follow his orders. 
  Blue Slaad (2); CR 8; Large outsider; HD 
  8d8+24; hp 60; Init +2; Spd 30 ft.; AC 18 (touch 
  11, flat-footed 16); Atk +11 melee (2d6+4, 4 
  rakes); or +11 melee (2d8+6, bite); SA Disease, 
  spell-like abilities, Summon Slaad; SQ acid 
  resistance 5, cold resistance 5, electricity 
  resistance 5, fast healing 5, fire resistance 5, 
  outsider traits, sonic resistance 5; AL CN; SV 
  Fort +9, Ref +8, Will +4; Str 19, Dex 15, Con 17, 
  Int 6, Wis 6, Cha 10.  
  Skills and Feats: Climb +14, Hide –2, Jump +15, 
  Listen +8, Move Silently +9, Spot +8; Denied, 
  Dodge, Mobility .  
  Disease (Ex): Creatures bitten by a blue slaad 
  must make a Fortitude save (DC 17) or be 
  infected with a disease that transforms the victim 
  over the next week into a red slaad. 
  Spell-like Abilities (Sp): At will -- hold person, 
  passwall, telekinesis. 1/day -- three blue slaadi 
  working together can produce a chaos hammer 
  (DC 16) as if cast by a 15th-level sorcerer. 1/day 
  -- summon another blue slaad with a 40% 
  chance of success. 
  Acid Resistance (Ex): The creature ignores up 
  to 5 points of acid damage each round.  
  Cold Resistance (Ex): The creature ignores up 
  to 5 points of cold damage each round.  
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 4 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Electricity Resistance (Ex): The creature 
  ignores up to 5 points of electricity damage each 
  round.  
  Fast Healing (Ex): The creature regains 5 hit 
  points per round. Fast healing does not restore 
  hit points lost from starvation, thirst, or 
  suffocation, and it does not allow a creature to 
  regrow or reattach lost body parts. 
  Fire Resistance (Ex): The creature ignores up 
  to (enter value from left) points of fire damage 
  each round.  
  Outsider Traits: Darkvision 60 ft.; cannot be 
  raised or resurrected (though a wish or miracle 
  spell can restore life). 
  Sonic Resistance (Ex): The creature ignores 
  up to 5 points of sonic damage each round.  
  The Cliffhanger 
  Having slain the fearsome blue slaadi who 
  ambushed them on the stairs, the party 
  cautiously ascends the staircase, and this time 
  reaches the top without being bowled over. 
  Peering about in the darkened room, you 
  can make out beds, chests, bodies…and 
  a strange little light that wasn't there a 
  second ago! It bursts into a wave of 
  magical energy that washes over you… 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 5 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Cliffhangers Presents 
  The Horror of Lannock Hill 
  Episode 4: Warts and All 
  by Tom Kristensen 
  Adventure Background 
  In the previous installments, the party members 
  encountered a wounded monk and went to the 
  monastery to see if they could determine what 
  might have happened there. Arriving at the 
  compound, they were treated to a scene of 
  massive carnage and attacked by some 
  scavenging carrion crawlers. Dispatching the 
  crawlers, the party attempted to enter the upper 
  level, but was met by the ferocious attack of a 
  pair of blue slaadi that came hurtling down the 
  stairs and crashed headlong into the group. A 
  furious melee ensued, with the characters 
  emerging triumphant, if a bit bruised and 
  bloodied. 
  Frogs -- I Hate Frogs! 
  Z’xor, the gray slaad who led the destruction of 
  the monastery, stands in the back of the room in 
  humanoid form, hiding in the shadows of the 
  bookcases and overturned desks. If the slaadi 
  heard the characters fighting the carrion 
  crawlers in episode two, Z'xor has cast 
  invisibility on himself and moved to the back of 
  the room. Even if the characters can see 
  invisible objects, detecting the stealthy slaad 
  requires a Spot check opposed by Z'xor's Hide 
  check. 
  Z'xor is aware of the character's arrival if they 
  have already fought the blue slaadi. If a 
  character sneaks into the room, Z'xor must 
  make a Spot check opposed by the character's 
  Hide check to see the intruder. Once Z’xor sees 
  the characters, he casts power word, blind on as 
  many characters as he can target at the top of 
  the stairs. He then casts deeper darkness and 
  plots his next move from the relative safety of 
  darkness. Z'xor's preferred tactic is to remain 
  hidden or invisible and cast animate objects on 
  the furniture in the room. 
  He uses his spell-like abilities to attack the party 
  from a distance. If pressed into melee by an 
  obviously formidable group, Z'xor uses his +2 
  longsword defensively and tries to escape; he 
  attempts to flee out one of the shattered 
  windows by means of his fly ability. If escape is 
  not possible, he will attempt to summon some 
  red or blue slaadi allies and make his exit from 
  the scene once the party is engaged with the 
  newcomers. 
  If Z’xor escapes, he could always pop up in a 
  future adventure -- every party needs some 
  nasty antagonist to reappear from time to time, 
  keeping them from becoming bored or 
  complacent. 
  Once the characters have either defeated or 
  driven off Z’xor, and taken the time to search the 
  place, they will find little of value (aside from 
  Z’xor’s belongings) in the ruins of the monastery. 
  Of course, sages and lore experts would find the 
  collection of books, tomes, and scrolls to be of 
  great interest, but it would require quite a few 
  wagons to haul them away. And of course the 
  local lord could always make an appearance 
  and discourage the looting of the monastery if 
  need be. 
  A DC 20 Search check reveals the one book 
  useful to the party (and to the injured monk from 
  episode one). It is titled Creatures of Limbo, a 
  rather thorough treatise on the slaad race. A 
  section under the blue slaadi chapter makes 
  note of a transforming disease via the bite 
  attack. This text provides a +2 circumstance 
  bonus to Heal checks made to fight the 
  disease's effects and alerts those who read it to 
  the possibility of contracting the disease from 
  the blue slaad. 
  Z'xor: gray slaad; CR 10; Medium-size 
  outsider; HD 10d8+30; hp 75; Init +1; Spd 30 ft.; 
  AC 22 (touch 11, flat-footed 21); Atk +14 melee 
  (2d4+4, 2 claws), +12 melee (2d8+2, bite); or 
  +16/ +11 melee (1d8+8/19–20/x2, +2 
  longsword); SA Alternate Form, spell-like 
  abilities, Summon slaad; SQ outsider traits; AL 
  N; SV Fort +12, Ref +10, Will +11; Str 19, Dex 
  13, Con 17, Int 14, Wis 14, Cha 14. 
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 6 - 
  
  Cliffhangers Presents: The Horror of Lannock Hill – by Tom Kristensen 
   
  Skills and Feats: Climb +15, Hide +14, Jump 
  +17, Knowledge (arcana) +13, Listen +15, Move 
  Silently +14, Search +15, Spot +15; Multiattack, 
  Craft Wondrous Item, Craft Arms & Armor.  
  Possessions: +2 longsword, cloak of resistance 
  +2, dusty rose ioun stone, chime of opening (50 
  charges), potion of bull's strength, potion of 
  endurance, potion of cure serious wounds, gold 
  necklace worth 450 gp. 
  Alternate Form (Su): A gray slaad can shift 
  between its natural and any humanoind form at 
  will as a standard action. A gray slaad remains 
  in humanoid form indefinitely. The ability is 
  otherwise similar to polymorph self cast by a 
  10th-level sorcerer. 
  Spell-like Abilities (Sp): (At will -- animate 
  objects, chaos hammer, deeper darkness, 
  detect magic, dispel law, fly, identiy, invisibility, 
  lightning bolt, magic circle against law, see 
  invisibility, shatter, power word blind. These 
  abilites are as the spells cast by a 15th-level 
  sorcerer.) 
  Summon Slaad (Sp): Twice per day a gray 
  slaad can attempt to summon 1-2 red slaadi or 1 
  blue slaad with a 40% chance of success or 1 
  green slaad with a 20% chance of success. 
  Outsider Traits: Darkvision 60 ft.; cannot be 
  raised or resurrected (though a wish or miracle 
  spell can restore life). 
  The Cliffhanger 
  With the slaadi vanquished or driven off, the 
  characters can return to town to clean up and 
  wash the stench of death away in a nice, hot 
  bath - compliments of the house. If the party 
  members have found and read the book 
  Creatures of Limbo then they will know to cast 
  remove disease or to treat the monk and others 
  bitten by the blue slaadi, lest they turn into a red 
  slaad and begin the carnage anew. 
  About the Author 
  Tom Kristensen is an editor on the D&D Worlds 
  team at Wizards of the Coast. He lives on the 
  east side of Lake Washington with his wife, 
  daughter, and three cats. He has played D&D 
  for more than 20 years with the same group of 
  guys, and he has an embarrassingly large 
  collection of unpainted miniatures that he keeps 
  promising his fellow gamers he'll paint -- one of 
  these days. 
  2001 Wizards of the Coast, Inc., a division of Hasbro, Inc. All rights reserved. 
  - 7 - 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/The Horror of Lannock Hill.pdf