d20 Legion Publishing Critical Hits 29 - The Haunting.pdf

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Legion Publishing - Critical Hits
Volume 8 No 1- EL 5
L E G 1 0 2 9
I N T R O D U C T I O N
Greetings traveler and welcome to Critical Hits – a
series of electronic publications from Legion Publishing.
Each Critical Hit is a complete encounter that can be
dropped into any fantasy campaign with very little
preparation needed by the DM. The encounters are little
gems of ideas built around a single situation, person,
location, creature or object that the players stumble
across in their travels. Each Critical Hit provides all the
DM needs to use the encounter. Whether used as a dispos-
able diversion or the springboard for adventure, Critical
Hits give the overworked DM a break and the players
some memorable encounters that encourage creative role-
playing.
V o l u m e 8 N o 1 - E n c o u n t e r L e v e l 5
THE HAUNTING
Published by
TM
In The Haunting the heroes’ tedious journey is
brought to an abrupt halt as a sudden dense and eerie
mist descends upon the dangerous mountain road they
follow. To press on further would be to invite disaster, but
to camp in the open with such poor visibility is equally
unappealing. As they pause to debate the way forward
they see, looming in the mist, an impressive half-tim-
bered coach house. Taking refuge in the gloomy building
gets the PCs out of the inclement weather but into a
world of mysteries and danger. The setting for the
encounter is a large hostelry high in a mountain pass, but
the coach inn could easily be moved to any location in
your heroes’ path. As with other Critical Hits, text inside
a border should be read aloud to the players (unless you
have modified the setting, in which case you’re on your
own!).
www.legionpublishing.co.uk
First Published December 2003
C R E D I T S &
A C K N O W L E D G M E N T S
Written by
Simon Lucas
Editor
Kirsty Crabb
Illustrations & Maps
Robin Elliott
Typesetting
Kirsty Crabb
Graphic design by Wildstar Digital Arts
Contact - info@wildstardigitalarts.co.uk
Author courtesy of Snake Eyes Studio
Contact - info@snakeeyesstudio.co.uk
SPIRIT PASS
High in the Brinspine Mountains is the narrow Spirit Pass,
a dangerous file and the only safe passage between the ter-
rifyingly sheer cliffs and razor-sharp peaks. The heroes are
traveling through this high pass on their latest quest.
TM
TM
Legion Publishing, Critical Hits, the Legion Publishing logo, Legionnaire,
and all related characters and elements are trademarks of Legion
Publishing.
Wildstar Digital Arts and its logo are trademarks of Wildstar Digital Arts.
Snake Eyes Studio and its logo are trademarks of Snake Eyes Studio.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of
the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to
the terms of the d20 System License version 4.0. A copy of this License
can be found at www.wizards.com/d20.
Designation of Product Identity
All material, other than material already considered Open Gaming
Content is considered Product Identity as described in Section 1(e) of
the Open Gaming License v1.0a. This includes but is not limited to
Critical Hits and all significant characters, names, creatures, spells,
events, plots, logos, trade dress, product names, product lines, places,
items, art and text. These are also ©2003 Legion Publishing. All Rights
Reserved, except where otherwise noted. The use of another company's
trademark should not be construed as a challenge to that trademark.
Reproduction of non-Open Game Content from this work by any means
without the express written consent of Legion Publishing is prohibited.
As you journey through the mountains, you are forced
to travel single-file by the narrowness of the way and
the sheer drop on either side of the path. The temper-
ature is dropping too, and you wrap your furs close
around you as protection from the suddenly inclement
weather. This pass has a reputation for sudden fogs
that shroud the path and lead unwary travelers off
the precipices that surround you. Your pace slows to a
virtual crawl as you try to remain on the narrow path.
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Legion Publishing - Critical Hits
Volume 8 No 1- EL 5
As the characters pick their precarious path through
the fog, they are not alon. Using the gloomy mist as cover,
a pair of Shadows moves in for the kill. Draw out the
narrow path and the rocky outcroppings which prevent
the characters from fighting in a formation. Make good
use of line of sight and area effect rules as the players
must work together carefully to defeat a foe that does
not have to worry about floating off the edge of the
cliffs!
A light breeze picks up sending the mists swirling and
through the parting you briefly glimpse the high
pitched roof of a tall structure, before the image is
again obscured by another tendril of mist. Soon after
a ghostly image of the building can be seen again
THE EAGLE’S NEST
Shadow (2): CR 3;Medium Undead (Incorporeal); HD 3d12
(Undead); hp 19; Init +2; Spd 30, Fly, Good 40; AC 13;
Atk +3 base melee, +3 base ranged; +3 (+3,
Incorporeal touch, 1d6 Str); SA: Strength damage (Su),
Create spawn (Su); SQ: Undead, Incorporeal, Turn resist-
ance (Ex); AL CE; SV Fort +1, Ref +3, Will +4; STR
—, DEX 14, CON —, INT 6, WIS 12, CHA 13.
This large inn is perched on the sheer cliffs built atop
a column of rock to one side of the main path. The inn is
so large, however, that part of the half-timbered struc-
ture looming out of the fog projects out, off the edge of
the narrow column, supported by thick wooden beams.
Many of the windows, particularly those along the north
side, open out over the chasm, a long drop to certain
death in the inky blackness below. Built on three stories,
the inn can cater to all purses and makes much of its
money from the dwarven miners that work the countless
mines sunk into the tall peaks in this part of the range.
The shadows come out as the fog starts to settle and
are difficult to see in this dark and gloomy area. They
stand 5 to 6 feet tall and are weightless and, although
they cannot speak intelligibly, they hiss menacingly as
they approach the characters. The shadows lurk in dark
places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals
1d6 points of Strength damage to a living foe. A creature
reduced to Strength 0 by a shadow dies. This is a negative
energy effect.
Create Spawn (Su): Any humanoid reduced to Strength
0 by a shadow becomes a shadow under the control of its
killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and
Spot checks and a +4 racial bonus on Search checks. A
shadow gains a +4 racial bonus on Hide checks in areas
of shadowy illumination. In brightly lit areas, it takes a
–4 penalty on Hide checks.
Throughout the building, thick wooden doors separate
most of the inn’s many rooms (hardness 5, HP20, break DC
23) and heavy wooden shutters protect the delicate
leaded glass windows from the creatures that lurk high in
the mountains. Two huge stone chimneys project from the
steeply pitched roof and wisps of smoke curl endlessly
from the clay pots. The fires in the building are always
kept burning, fed by two young albino dwarfs, the sons of
the proprietor, Fiigan.
The only way to reach the Eagle’s Nest is across a
narrow stone bridge, which links the main path of Spirit
Pass to the rocky column on which the building stands.
This thin, precarious span is barely five feet wide and
leads to a flattened courtyard in front of the inn.
Opposite the main building stands a long, low stable for
any mounts or pack animal accompanying visitors. A mute
dwarf stable hand comes to usher patrons forward and
stable their horses, indicating the front door and grunt-
ing as he gesticulates. For 1sp per day, he takes excellent
care of any animals entrusted to him.
If the players decide to press on through the gather-
ing fog, indicate to them trouble they may be in. Have
pairs of shadows attack from time to time as a hint they
are in great danger and force them to make periodic
Balance checks (DC20) as the fog closes in. Failure indi-
cates that the character has lost his or her footing and
stumbled. A successful Reflex saving throw (DC20) pre-
vents falling 3d10 feet to a ledge and suffering the
appropriate damage.
1st Floor
1 - Vestibule
The large draughty entrance hall has a dark slate floor
and the stuffed heads of many mountain beasts on it s
dark, wood-paneled walls. The only light comes from a
huge candelabra built from a wagon wheel and suspended
from the heavy beams overhead. The only furniture in the
vestibule is the sturdy table containing the visitors’ book.
If the party is traveling with pack animals, have one
of the beasts stumble and fall, screaming piteously to its
death (be sure to make the party lose any goods the
unfortunate beast was carrying). Once the characters opt
to take respite from the elements or seek refuge from the
creatures of the fog, they find a haven in which to wait
out the night.
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Legion Publishing - Critical Hits
Volume 8 No 1- EL 5
2 - Kitchens
The tavern’s kitchens are a hive of dwarven activity.
Fine roasted meats are prepared daily and rich, heady
aromas fill the room, along with smoke and steam. Food is
cooked and kept hot over the huge roaring fire in the
northeast corner and a series of steel plates swing into
the other rooms served by the vast fireplace to deliver
the cooked food direct to the patrons. Most of these
serving plates swing into the dining room (area 7),
though smaller ones also serve the bar and lounge.
6 - Main Bar
This part of the Brinspine mountain range is dotted
with dwarven mines and for the hundreds of dwarven
miners, the Eagle’s Nest is the nearest drinking establish-
ment. As the various mining shifts and guard duties end,
dwarven miners flock to the main bar of the ’Nest by the
score. The result is one of the rowdiest bars that the
adventurers are likely to come across.
The life of a working mining dwarf is hot, dark and
dirty. They are a hard-drinking, hard-swearing, dirty,
smelly lot and a bar full of them can be a distinctly
unpleasant place for any character with any rarer sensi-
bilities. When drunk, the 40 to 50 dwarves that pack this
bar at almost all times can be voluble and violent. There
is a high probability of a brawl if the characters do not
have thick skins or cannot turn a blind eye to the fre-
quent insults bandied back and forth. For this reason,
most of those rooming at the inn tend to remain in the
lounge during the very busiest times.
3 - Main Lounge
In the southeast corner of the room a huge stone fire-
place is built into the wall, in which a fire rages. Through
the dancing flames can be seen the three other rooms
into which the fires open. Hot snacks are provided direct-
ly from the kitchen and several steaming pots of baked,
boiled and roasted meat and vegetable pieces and a selec-
tion of tempting hot sauces and dips are available at any
hour (though after midnight, the food is not replaced and
the choices become progressively more limited until the
kitchen opens again at first light. Deep high-backed
chairs and reclining couches are dotted around the
lounge; all covered with thick rugs and stuffed hair cush-
ions. At almost any hour there is selection of patrons
drinking and talking quietly in this large room. Often
those staying at the Eagle’s Nest find the lounge, with its
subtle candlelight on each of the tables and the absence
of the rowdier element found in the bar, conducive to
conversation and undisturbed planning.
7 - Main Dining Room
Long benches and tables are the predominant feature
of this room. There is almost always someone in the
dining room eating – usually dwarves at strange hours of
the day, who hurry to the ’Nest as soon as their shifts end
for a hot meal and some respite from the deep mines
where they work. The other patrons tend to keep more
regular hours, eating a hearty breakfast after day break
(hot oats and plenty of meat) and a huge dinner, shortly
after sundown. At other times, a ready supply of cold
meats and occasional cooked dishes are pushed through
from the kitchens to stand warming on the fire.
4 - Fiigan’s Office
During daylight hours, Fiigan, the proprietor can
often be found in his office, behind a plain carved desk
poring over his figures, planning every detail of his busi-
ness. A canny trader, he watches his costs like a hawk
watches field mice, and any expense is haggled over and
bartered down. Any patron can go over the finer points of
his or her bill with Fiigan in detail in the office and
records of the individual’s expense are well-maintained,
exhaustive and accurate. When not in the office, Fiigan is
careful to ensure that both the doors leaving the room
are locked. The roaring log fire, which is kept perpetual-
ly burning in the fireplace, precludes taking advantage of
the open design, though anyone looking into the fire can
see into the adjoining locations (areas 5, 8 and 9)
8 - Fiigan’s Dining Room
In his private dining room, Fiigan displays some of his
riches, with fine silverware and priceless crystal goblets
adorning the finely carved table. Occasionally he invites
his patrons into the dining room to share his dinner. This
only happens if the individual intrigues him in some way
or if he feels threatened by them, in which case, the meal
may be the person’s last as Fiigan is a master of poison
9 - Fiigan’s Library
Fiigan’s well-stocked library contains a collection of
books that give an interesting insight into his personali-
ty. There are many tomes regarding the banishment of
ghosts and the exorcism of demons, spirits and shades. An
exhaustive section on poisons seems well-thumbed and
may give the players a hint that they had best be on
their guard around this ruthless dwarf. Another section of
the library is given over to cures for terrible diseases,
birth defects among remote dwarven colonies and the
brewing of curatives for uncontrollable rages.
5 - Main Hall
The broad stair sweeps up and parts at the top
leading to the main landing on the second floor both to
the left and the right at its head. Battered shields and
suits of armor from Fiigan’s military campaigning days
adorn the walls of the hallway. Another huge wagon
wheel hangs overhead, covered with candles.
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