Adventure Summary

Mayor Heggry hires the PCs to investigate the first attack in Slipper Market. The trail leads down through Marshan's ruined house into ancient crypts and the Sunless Grove, where the Pnakotic Manuscripts reveal the truth: kill the surviving Keepers before the spawn devours them, or face a CR 10 nightmare in the streets above.

The PCs race through Rupman's Vat, the Elm Way Church, and Crove's Asylum—the order of visits sets the stage for the final confrontation. Constant rain, cockroaches, black slime, and madness define the tone.

Introduction

Read aloud: The strange city of Carrion Hill has long loomed over the surrounding swamps in eastern Ustalav, yet its rulers have shifted many times through the centuries. Often enough that only a few sinister scholars and curious minds know the true nature of the hill's original inhabitants—vile and depraved cultists of the Old Gods. Yet this morning, a dreadful recrudescence rises from the depths of buried nightmare in the vaults below Carrion Hill. A monster stalks the twisted alleys of the city, spreading panic before it and leaving destruction in its wake. Can the Carrion Hill Horror be stopped?

Carrion Hill is an adventure for 5th-level characters. The adventure features a mix of urban and dungeon sites, and draws its inspiration from the popular writings of H.P. Lovecraft.

Hooks

  • Pathfinder Society scouts a new lodge site in Versex.
  • Middenstone engineers hire the party to study Rupman's Vat.
  • Town criers summon adventurers to Crown Manor—reward 1,500 gp (3,000 gp more if the horror is slain).