MICRO-ADVENTURE #106
MICRO-ADVENTURE #105
WRITTEN BY: TIM SHORTS
COVER ART: DENIS MCCARTHY
MAP BY: MATT JACKSON
INTERIOR ART: LUIGI CASTELLANI
RICK HERSEY
Ruin on the Hill was created with assistance of the following products:
The Shadowdark RPG Quickstart Rules by The Arcane Library
Expanded Equipment by Chubby Funster
Sepulchre of Dusk by Scott Craig
Ruin on the Hill is an independent product published under the Shadowdark RPG
Third-Party License and is not affiliated with The Arcane Library, LLC. Shadowdark
RPG © 2023 The Arcane Library, LLC
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KIDNAPPED THE ABBEY
“Three days ago Marium, a gentlewoman, Several years ago the abbey was abandon
searched the countryside for the magenta when the pious monks and nuns gave into
petals of the echinacea flower. Her lady hedonistic desires. Their desires grew
suffers from clepid artetica.” Melinda darker. They captured villagers to
dabs away a few tears. “I’m afraid we’ll experiment upon. The justiciars executed
take the brunt of the lord’s anger if his them within the abbey then stripped it of
wife is not tended to. But Marium is a valuables. The local baron, thinking it
would make a fantastic addition to his
sweet woman who helped us with salves
assets, purchased the abbey. Upon his first
and healing powders when she could
and only visit to the abbey, he forsake any
sneak away.”
notion of rehabilitating the location.
NO POTATOES FOR YOU! What remains is a two-story crumbling
A young man, Mitchell, approaches. He structure. The party can choose three
holds his blood soaked shoulder. He is different ways to enter.
covered in dirt and holds a shovel in his Danger Level. If the party makes a lot of
free hand. “Bandits came down the hill to noise they will attract a lot of attention. A
steal our potatoes. The idiots don’t know bandit or two may soon become the entire
its too early to eat the potatoes.” group.
Michell tells the party four thieving Light. Light is not an issue in this
bastards approached with weapons out. adventure. The party can chose to attack
“They thought they were going to walk up during the day which light reaches every
and take it all. We chased them away. A room. And at night, torches and campfires
wood axe caught my shoulder. I’ll go see burn to allow the bandits to see.
Lilly for a salve. Then I’m taking the two Doors. Wood. Unlocked unless otherwise
spears to the field. Next time we’ll gut the stated.
dumbasses.” The Bandits. There are three types of
The bandits blocked the north road with bandits within this adventure. Cowardly
trees and branches. Two of the idiots bandits possess poor quality weapons, and
stand guard. Michell says the bandits are are 0-level combatants. Bandits statted per
the quickstart rules. And harden bandits
holed up in the abbey. “That abbey has
have the equipment of a regular bandits
been nothing but trouble. Should’ve been
but the stats of a soldier.
torn down long ago, but it’s noble land.”
Poor Quality Weapons
Poor quality weapons suffer a -1 to hit and damage penalty. In addition, a critical miss
with a poor quality weapon has a 50% chance of breaking (1-3 on a d6).
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ABBEY ON THE HILL
4 6
2
5
3
1
MAIN
LEVEL
13
8
11
9
12
10
UPPER
LEVEL
4
ROADBLOCK
It’s a 30 minute walk north. The abbey is
easy to see. It’s broken walls and peaks are
easy to spot on top of the hill. The
blockade is poorly executed with a few
small trees and branches. As Michell said
there are two bandits standing behind the
blockade. They carry bows.
There are three entrances into the abbey.
Each entry has its own obstacles.
Parlaying with the bandits proves they
have the collective intelligence of a
drunken gnat. They make threats by
repeating what the party says. An example,
“Leave or die bandits.” Bandits reply,
“You need to leave or die.”
Attacking the bandits causes them to yell
a lot. Not to alert the other bandits, but
out of fear. They shoot their bows and
carry knives, both are of poor quality,
suffering a -1 to hit and damage.
Sneaking up on the bandits is easy (DC
9DEX) task. Both are jumping at every
noise.
(2) Bandits, cowardly
AC 11 (patchwork armor) 13 (behind the
trees), HP 2, ATK 1shortbow (far) -1
(1d4), MV near, S +0, D +0, C +0, I -1,
W -2, Ch -1, AL C, LV 0.
Cowardly. If engaged in melee looks to
escape.
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ENTERING THE ABBEY 3: Storage?
The door has a padlock keeping lookie
The first entrance is the front steps. Due
lous away.
to the bandits lack of imagination most of
the men defend this entrance. • A good smashing (DC 9STR) can make
short work of the door, but this alerts
Other entrances are area 6 on the ground the bandits in areas 6, 8, and 9.
floor and 7 and 12 on the second floor..
• It is a simple lock (DC 9DEX).
Inside the room there are a four burlap
1: Front Steps
bags hanging on the south wall. A rotted
Two bandits are on the steps, leaning
wooden crate sits in the northeast corner.
against the wall. They have javelins.
• Treasure, roll once on the normal
• Sneaking up on them (DC 9DEX) is
treasure table for the crate contents and
easy.
twice on the poor treasure table for the
If sighted, or heard, the bandits alert
burlap sacks.
the others in area 2. It’ll take two
rounds for those bandits to join. Sacks
Using a sack takes up one gear slot, but
• Treasure, roll once on the poor
allows a character to carry two gear slots
treasure table.
within. These don’t count against the
(7) Bandits, cowardly
character’s maximum gear slots. It re-
AC 11 (patchwork armor) 13 (behind the quires a free hand to use.
trees), HP 2, ATK 1javelin (c/f) -1(1d4),
MV near, S +0, D +0, C +0, I -1, W -2,
Ch -1, AL C, LV 0. 4: Missing Altar
Three broad steps lead to a raised area
Cowardly. If outnumbered they flee.
with two wooden pillars. Dust and
cobwebs cover the floor. Bones protrude
2: Bandit Camp from the old webs.
Five bandits are cleaning the room (unless
• Pillars, were decorative at one time.
they’ve been alerted). Two carry heavy
Weapon strikes and rom fire have
debris to area 6. The other three argue
erased the details.
about the remaining jobs.
• Cobwebs, four skeletons lie within the
• Sneaking is possible if the bandits were
strands. They stripped of valuables.
not alerted. It takes them a round to
• Missing Altar, with a DC 12WIS a
find and ready their weapons.
character notices the rectangular
• Treasure, roll twice on the poor
discoloration on the floor. The altar was
treasure table and once on the normal
removed and destroyed.
treasure table.
6
5: Stairs, Up and Down 1d3 damage from the fall.
Debris blocks the descending stairs. The • Surprise Attack, if Roloff is in area 8
stairs up lead to the second level. Voices he waits for the character to get near the
are heard from above. top before attempting a surprise attack.
• Stairs Down, anyone attempting to
clear debris roll a DC 12Dex to avoid 8. Roloff
damage. A failure results in 1d4 damage. The door lies on the floor. Inside is
• Stairs Up, if battle was obvious, two modest furnishings. A recent campfire
bandits stand at the tops of the stairs smolders with a worn bedroll nearby. A
with shields and wood axes. Pull them backpack lies next the bedroll.
from areas 6 and 8. • Roloff is either defending area 7 or at
the top of the stairs with Petrov. He
6: Second Entrance prefers to surprise his victims.
A pile of rocks block a hole in the wall. It’s • Backpack contains two poor treasures
guarded by Petrov. and 1d6sp. In addition he has 6 arrows.
• Rock Pile, takes one round to clear. (1) Bandit Roloff
• Alerted, if Petrov was alerted by
AC 12 (leather), HP 4, ATK 1club +1
combat, he stands ready at the top of
(1d4) and short bow +0(far) (1d4), MV
the stairs.
near, S +1, D +0, C +0, I -1, W +0, Ch -
Caltrops, are scattered on the steps
1, AL C, LV 1.
if he was alerted. DC 12Dex to
climb stairs normally, failure requires Ambush. Deal an extra die of damage if
a full round to climb the steps. undetected.
• Treasure, roll once on the poor table
and add 1d6sp. 9. Gathering of Stuff
Piles of debris are sorted here. Stone is
(1) Bandit Petrov
separated from wood. Bits of equipment
AC 13 (leather + shield), HP 4, ATK are on a table. Double doors to the south.
1club +1(1d4), MV near, S +1, D +0, C
• Treasure, roll twice on the poor
+0, I -1, W +0, Ch -1, AL C, LV 1.
treasure table to see what it on the table.
Ambush. Deal an extra die of damage if • Hidden, an active search in the stone
undetected. pile, DC 12WIS, may find a small pouch
of five copper nuggets (4cp).
7. Opening on the Second Floor Spell Catalyst, when a copper nugget
Broken boards and stone barricade a hole is used when casting a Detect Magic
in the wall on the second floor. spell it increases the range to far.
• Climbing, a successful DC 12DEX • Double Doors, are barred, DC 12STR
would allow a character to enter here. to break through.
On a failed attempt the character suffers
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10. Bandit Bossman
The room is dark. Lit only by a candle on
small table. Kneeling on the ground is a
gagged and bound woman. She has several
bruises on her face and arms.
• Ambush, Bogamir and his two men,
Samir and Irivic hide in the shadows.
They fire their crossbows as a surprise
attack.
• Treasure, the equipment they use, in
then roll three times on the poor
treasure table and twice on the regular
treasure table. Samir and Irivic carry
2d6sp. Bogamir 3d6sp.
• Hidden Treasure, an successful search
(DC 12WIS) finds Bogamir’s stash
beneath a loose floorboard. The silver
locket (20sp) Marium wore. Within, is a
tiny painting of her daughter.
• Marium, wants to return to her lady as
soon as possible. While she has
suffered, she is not injured.
Locket, if returned, Marium gives the
party Potion of Healing once she is
home.
(2) Bandit Samir and Irivic
AC 13 (leather + shield), HP 4, ATK
1short sword +1(1d6), 1 crossbow (far)
(1d6), MV near, S +1, D +0, C +0, I -1, (1) Bandit, hardened Bogamir
W +0, Ch -1, AL C, LV 1. AC 12 (hide), HP 7, ATK 1hook +1
(1d3), crossbow (far) +1(1d6), MV near,
Ambush. Deal an extra die of damage if
S +1, D +1, C +0, I +1, W +0, Ch +1,
undetected.
AL C, LV 2.
Ambush. Deal an extra die of damage if
undetected.
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11. Hacked Statue Contained, the statue contains the
Resting within an alcove is a 7’ tall, wood curse from spreading throughout the
statue. Its features destroyed by weapon abbey. If the statue is removed, the
strikes and fire. Near the statue is an open curse spreads throughout the abbey
wooden door. the next day.
• Statue, is hacked beyond recognition. This House is Clean, a 4th level
An active test of DC 15WIS detects the priest performing a 90sp rite removes
slightest of divine power. If a priest lost the curse forever.
a spell it’s regained without a rest. If no
spell was lost, for the remainder of this Conclusion
adventure the priest casts spells at +1. Marium, gathers the magenta petals of the
echinacea flower for her lady. She doesn’t
12. The Room of Sheets wish to speak about what happened. Be-
Several tattered sheets hang on lines. They fore the party leaves she asks to keep her
flutter around in the breeze. Squeaking fills capture private. If her locket was returned
the room. she gives them a Potion of Healing.
• Entrance, an opening in the west wall • Ally, Marium can be a long term ally,
allows an adventurer to climb (DC but she’ll never be friendly.
9DEX) to gain entry. A failure causes a Abbey, what happens with the structure
fall doing 1d4 damage. depends on how the party left it.
• Bats, when a character enters the room • The Ruin Remain the Same, attracts a
a small swarm of bats erupts into the chaotic person, group, or creature, with-
sky. They cause no damage. Roll a 1d6 in the year.
to determine if it attracts attention. • Statue Removed, attracts a chaotic
person, group, or creature, within the
13. Hedonistic Graffiti week.
Carved into the walls are crude depictions
• Curse Removed, if the party removes
of men and women drinking, singing, and
the curse, the baron rewards the party
having sex. Chunks of the walls are de-
200sp. More interesting, this act could
faced. A feeling of impending doom seeps
turn in a favor from the baron in the
into each of the party. Soon after the
future.
characters become cursed.
• Cursed, those that stay within the
room for more than 3 rounds become
cursed, -1 to all rolls. It requires a priest
to perform a 5sp rite to remove the
curse for each character affected.
Immunity, a priest under the boon
from the statue (area 11) is immune.
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D20 POOR TREASURE TABLE (0XP) NORMAL TREASURE (1XP)
1 pair of dirty, tin spoons (2cp) silver ring (5sp)
2 soapstone carving of a dog (5cp) copper snake armband (10sp)
3 wooden drink token (3cp) leather armor (10sp)
4 clay pot (1sp) pouch of turquoise stones (20sp)
5 empty potion vial (1sp) silver, leaf broach (15sp)
6 dirty rags (0cp) scroll of holy weapon (50sp)
7 rusty manacles (10cp) silvered dagger (10sp)
8 drinking horn (5cp) loose, 30sp
9 dagger, poor quality (5cp) 3 rations (5sp)
10 torch (5cp) tome of trolls* (50sp)
11 4 russet potatoes (4cp) silver inlayed demon mask (30sp)
12 10’ rope (2cp) painting of a crying child (50sp)
13 3 iron spikes (3cp) ivory statuette of stag (35sp)
14 oil flask (5cp) 10 silvered arrows (10sp)
15 4 lockpicks (1sp) rundlet of ale (15sp)
16 old orc banner (5cp) 3 jade dice set (6sp)
17 bag of caltrops (1sp) quills and ink travel kit (10sp)
18 lock, easy w/o key (5cp) ceremonial kyrss* (10sp)
19 buckler (3sp) pouch of preservation* (50sp)
20 3 grave dust* (0sp) hugo’s healing potion* (25sp)
Grave Dust, it is a spell component that Pouch of Preservation, a small pouch
provides a +1 to a priests roll when used created by halflings to preserve the fresh-
in conjunction with the turn undead spell. ness of the herbs and seasonings during
long travels. Wizards use them to preserve
Tome of Trolls, a brief, but insightful
spell components from going bad. Only a
book about trolls. It provides the strengths
0 gear slot item can fit within.
and weaknesses of a troll, providing a +1
to all rolls when battling trolls. Hugo’s Healing Potion, these healing
potions are notorious for being cheap and
Ceremonial Kryss, this can used in a cha-
that they sometimes fail to work (a 1 in 6
otic priest’s rite and count toward the cost.
chance). They heal 1d4 damage.
It can be reused in rites.
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11
ABBEY ON THE HILL
An abbey with a dark history hidden by the
church, but the ruin remains a scar on the land. It
attracts creatures and groups of chaos. It has
struck again. A serving woman to the baroness
was captured by the bandits that now inhabit the
abbey.
While the day grows old and the path to the
abbey is tired and dusty, the Shadowdark
stretches its clawed hand out of the abbey. It
beckons to the party to become heroes.
Hope is the favorite meal of the Shadowdark.
PATREON/GOTHRIDGE.COM
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