The Secret of Bone Hill - your experiences?

I cast Summon Undead and this thread just appeared. I started a new D&D campaign a few weeks ago set in Greyhawk, and I decided to give Bone Hill a shot. Oh, wow, I forgot that a lot of these modules from the early days really didn't have much of a way in plot. The module includes some details about the town of Restenford and it's surrounding areas along with NPCs, creatures, and treasure, but there's no real reason for the player characters to be there. It's really up to the DM to decide what's going on to make a cohesive plot of some sort. Okay. I can dig it.

I'm adapting the Age of Worms campaign for my own purposes. i.e. I'm using the basic plot, even some of the adventures, but I'm straying pretty far from the source material. The PCs were doing some research on a culinary monastic order and learned one of their chefs, Ramsey, bearer of the Michelin Star, a powerful weapon against the undead, was last seen in Restenford nearly two decades ago. The PCs arrive in Restenford hoping to trace Ramsey's steps and find the Michelin Star.

Restenford is a modest town with a population a little north of 300. The module places it in the Spindrift Isles, but I went ahead and transported the whole thing to the northern shore of Nyr Dyv, the bottomless lake, just to the north of Greyhawk. While the town is modest, it does boast a castle ruled by Baron Grellus. One of my characters is a noble, so he went to the castle to touch base with Grellus and see if he knew anything about Ramsey. What they learned is Ramsey was in Restenford looking for hot chilis from the Isle of Flay. Oh, and I role played the baron as if he was a character played by Brian Blessed who told the PCs how much he missed crushing gnoll skulls like he did in his youth.

The module has a nice table of rumors you can provide the PCs that might act as adventure hooks. One of them mentions a boy in town who was bitten by a large rat, but that didn't get the PC's attention, so I threw a bunch of rats at them as they slept at The Inn of the Dying Minotaur. An embarrassed innkeeper, a dwarf wearing nothing but a beard and a banana hammock, woke up and helped them fight off the rats. He then hired the PCs to track down the source of the rat problem and take care of it. We ended the session when one of the PCs descended into the chambers below the burned out guardhouse where they had tracked the rats to.

So there's not much in the underground chambers below the town. There are rats of course, some undead, old treasure, but there's no reason for any of it to exist really. I guess thieves used it a long time ago or something. One chamber in the dungeon isn't detailed at all, so I guess it's just there for me to fill out. So here's what's happening, a gnoll took over those tunnels and was using the rats to spy on the town. They'll be able to connect that gnoll to Bone Hill, where the rest of his group is staying, and this group is connected to the Ebon Triad, the villains of the campaign.
 

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The real trick to Bone Hill is that the eponymous secret is not spelled out in any one place, but rather you have to put it together based on a number of encounters and various notes. It's all about the mysterious skeleton in the dungeons below the ruin.

Bone Hill (the module) is really more or less an old school low level sandbox. I love it. I ran it not long ago. My players really enjoyed it. Lots of cool encounters, a few interesting things I added (a weird homebrew fey called an applause drinker with a literal captive audience, etc), some neat treasures, and a great villain (the evil wizard), who they clashed with thrice but who got away in the end.
 


I cast Summon Undead and this thread just appeared. I started a new D&D campaign a few weeks ago set in Greyhawk, and I decided to give Bone Hill a shot. Oh, wow, I forgot that a lot of these modules from the early days really didn't have much of a way in plot. The module includes some details about the town of Restenford and it's surrounding areas along with NPCs, creatures, and treasure, but there's no real reason for the player characters to be there. It's really up to the DM to decide what's going on to make a cohesive plot of some sort. Okay. I can dig it.
The real trick to Bone Hill is that the eponymous secret is not spelled out in any one place, but rather you have to put it together based on a number of encounters and various notes. It's all about the mysterious skeleton in the dungeons below the ruin.

Bone Hill (the module) is really more or less an old school low level sandbox. I love it. I ran it not long ago. My players really enjoyed it. Lots of cool encounters, a few interesting things I added (a weird homebrew fey called an applause drinker with a literal captive audience, etc), some neat treasures, and a great villain (the evil wizard), who they clashed with thrice but who got away in the end.
Yeah, this module is really a classic local sandbox starting area for a campaign.

There's a fully-detailed town (with sufficiently high level M-U, Cleric, and Druid NPCs that you can buy some scrolls and purchase or bargain/offer services for certain curative spells), a local area map with one dungeon and random wilderness encounters, and several other local points of interest which can be explored.

In the three year old school game I ran from 2020-2023, this was my base area local map, and I added multiple other dungeons to it or in extended areas I added off the map provided.

Oh, and I role played the baron as if he was a character played by Brian Blessed who told the PCs how much he missed crushing gnoll skulls like he did in his youth.
Love it!

The module has a nice table of rumors you can provide the PCs that might act as adventure hooks. One of them mentions a boy in town who was bitten by a large rat, but that didn't get the PC's attention, so I threw a bunch of rats at them as they slept at The Inn of the Dying Minotaur. An embarrassed innkeeper, a dwarf wearing nothing but a beard and a banana hammock, woke up and helped them fight off the rats. He then hired the PCs to track down the source of the rat problem and take care of it. We ended the session when one of the PCs descended into the chambers below the burned out guardhouse where they had tracked the rats to.

So there's not much in the underground chambers below the town. There are rats of course, some undead, old treasure, but there's no reason for any of it to exist really. I guess thieves used it a long time ago or something. One chamber in the dungeon isn't detailed at all, so I guess it's just there for me to fill out. So here's what's happening, a gnoll took over those tunnels and was using the rats to spy on the town. They'll be able to connect that gnoll to Bone Hill, where the rest of his group is staying, and this group is connected to the Ebon Triad, the villains of the campaign.
Yeah, the burned out guardhouse is a little introductory mini-dungeon. I can't remember if the module actually specifies or whether you have to infer that the chambers and tunnels under it are smugglers' den. The guardhouse is right next to the town's wall, and the tunnel leads out to the riverbank, so it's got convenient access to transfer goods in and out.

But turning it into a lair for spies also makes perfect sense. :)
 

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