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Legion Publishing - Critical Hits
Volume 8 No 3 - EL 7
L E G 1 0 3 1
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 3 - E n c o u n t e r L e v e l 7
FEAR IN MIDWINTER
Published by
TM
In Fear in Midwinter the party finds itself embroiled in
a creepy tale of terror. The simple folk of the sleepy, snowy
town of Midwinter are terrified by an evil presence, which
threatens them all. The safety and the continued existence
of the town seem uncertain. The fearful townsfolk, desper-
ate that the attacks on their homes and families be
stopped, turn to the PCs to help them discover what the
ghastly apparition is that stalks their town at night, and
what part the soothsayer, who arrived at the town pre-
dicting doom, has to play. 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
SETTING THE SCENE
The encounter opens as the PCS toil through a heavy
snowfall toward journey’s end. The rules for heavy
weather the party is likely to encounter in Midwinter are
presented below.
TM
TM
As you struggle through the deep snowdrift, the thick
falling flakes cling to your hair and clothes; partially
obscuring you from your friends and making each of
you appear to the others as an insubstantial ghost, an
apparition making its way through the storm. Despite
the additional heavy cloaks you each wear, the
weather has chilled you to the bone and you long for
warmth and a place to shelter from the biting wind.
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Reproduction of non-Open Game Content from this work by any means
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Although it is already bitterly cold here and the snow
lies deep on the ground, the weather has yet to really
close in around Midwinter. However, once the party
arrives at the town, the snows start to fall in earnest,
effectively sealing them in and around Midwinter for a
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Legion Publishing - Critical Hits
Volume 8 No 3 - EL 7
few days at least. This gives them plenty of time to dis-
cover the trouble plaguing the town.
landscape all year round. When the sun shines in
Midwinter, the crisp white light dances off the snow and
the wooden walls alike, giving the town a magical
appearance. Those well-used to only seeing starwood in
the occasional piece of expensive furniture are forgiven
for mistaking the town as a millionaire’s paradise. The
thick, soft, luxurious furs worn by everyone in this cold
climate as a necessity give the inhabitants an appearance
of splendor and excessive wealth to those from the big
cities and warmer climes, where such garments are
expensive status symbols.
Up ahead, you see a welcome sight. A small town is
dimly visible through the thick snow and the lights
gleaming in the distance speak seductively to you of
log fires and comfort. As you near, you see the town is
surrounded by a low wall, now mostly buried beneath
the drifting snow but, you estimate, about three feet
high. A gap in the fence is the entrance to the town
and a channel of cleared snow guides you down the
main street toward the longed-for inn.
FEAR ON THE STREETS
The sleepy hamlet of Midwinter lies close to the
Werrimor hills, nestled in the tree line. It is a cold and
snowy place, but the abundance of trees means that there
is always a cheerful fire blazing in every hearth and the
place fosters a friendly open society of lumberjacks who
work hard for their families and each other
But there is trouble in paradise. A stranger with the
power of prophecy came to town not long ago and pre-
dicted that there would be blood running through the
snow-covered streets. He predicted other things too of
course, and the fact that many of his predictions were
borne out has made some of the townsfolk uneasy. The
sheriff of the hamlet, acting on information the sooth-
sayer provided, has taken the town militia (never a very
busy body of men) searching for the evil the soothsayer
predicted would assault the town.
The party reaches this little haven following their
recent exploits, perhaps in need of healing, a place to
recover their strength, or wait for their weapons and
equipment to be repaired, and to hard-bitten adventur-
ers well-used to paranoia and the dangers of the open
trail, the welcoming hamlet of Midwinter seems like some
utopian paradise.
Then, last week, the evil came to town. In the dead of
night a cry went up and an awful apparition was seen on
the streets. As the terrified villagers poured out of their
shacks, they saw the grim specter standing, dripping with
gore, in the main street. Its blood-soaked visage dripping
to the floor and staining the snow as it pointed malevo-
lently at the closed-up office of the absent sheriff. When
a burly woodcutter moved to confront the terrible vision,
it struck him dead in a flash of light and was gone. The
soothsayer has grimly predicted that this dire warning is
just the first of a hundred woes to befall the town and,
not three days later, swarms of insects crawled out of
every hearth in town, once more emptying the terrified
inhabitants into the snowy streets. Since then, these
strange happenings have been coming thick and fast. The
townsfolk have seen bizarre things in the woods, sudden
storms, unseasonable fogs and freakish gales have
plagued the town and, recently, things have taken a turn
for the worse.
THE TOWN OF MIDWINTER
The weather in Midwinter fluctuates from cold and
snowy to freezing and icy, meaning that, at some times of
the year, the town is all but cut off. Despite its remote-
ness and modest size, the little town is very prosperous,
standing as it does on the edge of one of the great star-
wood forests. This extremely hard wood is prized as a
building material and the beautiful glittering speckled
pattern of the grain that gives the timber its name. As a
result, starwood is the material of choice for hard-
wearing decorative furniture and commands a high price.
The fact that it only grows high in the snowy uplands
makes it an even rarer commodity and so a more expen-
sive luxury. This combination of a remote location and a
lucrative woodcutting industry means that there are few
poor people in Midwinter. The many woodcutting families
make a lot of money in the starwood business, but goods
and supplies are expensive to import, so the trades also
prosper. The difficulty of supply means that the prices for
goods in Midwinter are 50% higher than usual and certain
items are completely impossible to get hold of.
The apparition has appeared on each of the last three
nights; each time appearing to one of the woodsmen in
town when he is at home alone with his wife. Without
saying as word, the grim figure has cornered the terrified
man and struck him dead with a single blow, before van-
ishing through the walls of the house, into thin air. The
town is in uproar and the townsfolk are desperate for
something to be done. Some are already talking about
packing up and leaving town.
The town’s buildings are constructed from the abun-
dant material and the sparkling wood complements the
glistening icy covering of thick snow that blankets the
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Legion Publishing - Critical Hits
Volume 8 No 3 - EL 7
Every night of the party’s stay in town, something
happens. After night falls, roll 1d10 to determine what
horror befalls Midwinter by night.
This money is to be handed over in two installments; the
first of 100gp each when the party claims to have dealt
with the trouble. The second to be paid two seasons later
provided there has been no reoccurrence of the recent
events. Until that time is up, the characters are to be
entitled to free room and board in the inn.
1d10
Event
1-2
Swarm
3-4
Illusion
5-6
Summoned Monsters
If the PCs seem unhappy about the proposed deal, the
guild master has a second offer he is authorized to make.
The party may accept a 1% stake in the guild profits from
the town each season for their natural lives. They must
come to collect their dues, but they will be entitled to
free room and board and access to the account of the
guild to ensure they are receiving their share. To put this
offer in perspective, it may help the characters to learn
that the guild members made 100,000pp last year. Wise
PCs will take up the offer and regularly return to
Midwinter to collect the healthy return on their wise
investment.
7-8
Strange Lights and Noises
9-10
Spectral Figure
Each of the events listed is a result of a spell (see
Rogues’ Gallery below for the available spells) but should
be presented to the players as a gruesome and mysterious
supernatural event. The Swarms are usually insects which
pour from the cupboards and larders of the townsfolk’s
kitchens. The summoned creatures tend to be packs of
Fiendish Dire Rats or Fiendish wolves and snakes which
tear through the town attacking anyone crossing their
paths. The strange lights and noises and illusions that
haunt the imaginations of the good people of Midwinter
stop them sleeping well, leaving them exhausted and irri-
table. Finally, the Spectral Figure is the grisly and deadly
killer who stalks the streets of Midwinter hunting the
person in the town most capable of organizing some
effort against the perpatrators of these evil events
(whose identities are disclosed below).
DEATH OR GLORY
Before they can start counting their loot however,
there is the small matter of uncovering what is occurring
in Midwinter. The strange goings on require that the
characters meet a few of the locals and ask some perti-
nent questions. That night however, by virtue of the fact
he tried to organize resistence against the terrible events
that have befallen Midwinter, the guildmaster who hired
the players to save the town is killed by the hideous spec-
tral figure. In the morning, his sobbing wife finds the
party and describes how pleased her husband was that
they had agreed to help save the town. Now he is dead
and she tearfully makes them promise they will stay true
to their word.
A TOWN’S PLEA
On the third night of the attacks, the head of the
Loggers’ Guild (the ranking official in the town during
the absence of the sheriff) approaches the characters in
the hope that they can save Midwinter from its fate.
The old man is tall and strong-looking with a heavy
beard and a gloomy countenance. He comes quickly
and gruffly to the point. “This town needs your help,”
he says. “With the militia and the sheriff away from
the place, there is nobody competent to protect
Midwinter from whatever peril lies out there in the
snowy darkness. We are unsuited to combat and to the
supernatural. The good people of this town are terri-
fied of what is happening and some are already
talking about leaving. You are the only ones in
Midwinter who may be able to drive out this evil.
Please help our little town: you will not find us
ungrateful.” He looks earnestly at each of you in turn,
trying to see what is in your hearts.
If the PCs start asking around, they are going to get
some conflicting stories and will need to sort the infor-
mation they can trust from the speculation and gossip.
Each location they visit, allow the characters a Gather
Information check (keep the required DC a secret). Each
success gains the characters a random snippet from the
Information list below. A failure earns the PCs one of the
items from the Gossip list below.
You can simply roll 1d20 to determine what the party
learns but it is better, if possible, to select one of the
entries suitable to the character’s line of questioning,
putting a greater emphasis on role-playing than on the
Gather Information die roll (indeed, you could give an
additional modifier to a roll for good role-playing). Feel
free to add to the list of snippets the characters may dis-
cover or to make them more explicit or vague as required
depending on the amount of time you have available.
Mercenary characters, keen to discover how ungrate-
ful the town may be, discover that the townsfolk are
indeed experienced traders. They have agreed to pay the
party 800gp per head for a definitive end to the trouble.
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Legion Publishing - Critical Hits
Volume 8 No 3 - EL 7
INFORMATION
GOSSIP
1. It has been said that a group of bandits has
been waylaying wood shipments way down in
the valleys.
2. The Loggers’ guild holds all of the proceeds
of wood sales and distributes the required
amounts to keep the town maintained. Its a
kind of taxation.
3. There are some unseasonable weather condi-
tions these days – freak storms have become
frequent up in the woods – its weird.
4. The soothsayer told the sheriff that a great
evil was coming to town. I don’t know what it
was, but the sheriff took off right smart after
he heard about it.
5. All this trouble started just recently, maybe
just some two weeks ago. Whatever it is, I hope
the sheriff heads it off before it comes here.
6. The starwood that is cut from the forest is
one of the most lucrative commodities in hun-
dreds of miles.
7. In the forests hereabouts grow starwood
trees, prized for their timber and the source of
the town’s wealth. You’ve probably seen it in
the houses of wealthy merchants.
8. After the costs are paid for the town, the
wood cutters take their share of the profits.
9. Somebody has to act as sheriff, he’s been
gone too long – something’s amiss.
10. We don’t get many visitors here, just you
and that soothsayer in the last two months.
11. The old blind beggar came to town about
two weeks ago. He hangs about in the square
charging people for his nonsense.
12. Midwinter used to be such a peaceful place.
If this continues, I’m leaving!
13. The soothsayer said this would happen.
14. The town makes a huge profit in the winter
months but cannot spend much of its money
because the snows are so bad.
15. The guild can be ruthless in its tactics to
protect the interests of the woodsmen.
16. That soothsayer’s a charlatan and no
mistake – I caught him looking down my
bodice!
17. Bandit activity in the valleys cost the town
a lucrative shipment of starwood.
18. The blind old soothsayer is staying at the
inn. He’s marvelous.
19. The Loggers’ Guild uses its power to negoti-
ate the highest prices for the timber, ensuring
the wealth of the town.
20. There’s been strangers in the town square.
1. Some say that soothsayer has the gift of
sight, but a few lucky guesses don’t make a
fortune teller in my opinion.
2. Some say them what died was in league with
spirits in the woods.
3. I heard that the guild don’t like anyone
interfering with the wood trade and those
woodsmen were thinking of going it alone to
get a bigger share of their earnings.
4. They say the timber’s been bad of late and
that’s what’s got the guild so riled up.
5. Sometimes my feet smell; soothsayer said it
may be a form of prediction.
6. If the folk of this town weren’t such godless
money-grubbers, we wouldn’t be in this position.
7. Renniq has been acting mighty strange.
There’s blood on his apron too I’ll wager. Don’t
ask me what I mean – you’ll see!
8. You never heard this from me but that Lucy
Pullman was seen heading of into the forest
last week. And her a trader’s wife, if you catch
my meaning…
9. The innkeeper’s wife has been acting pecu-
liar recently. She won’t serve me ale no more.
10. I heard that the sheriff and the militia
robbed the guild and fled with all the money
and the guild just don’t know how to tell us.
11. The innkeeper’s wife doesn’t charge the
soothsayer in return for free consultations.
12. A few pints of ale and that Lenni Falstaf
can get violent. I think he’s got something to
do with it.
13. There is a giant snow cat on the loose high
in these parts.
14. I heard that the priest in Parsonvale has
been praying for this to happen to us.
15. If he’s a soothsayer, how come he can’t see
who’s doing all this to us? That’s what I want
to know.
16. A few swarms of rats and a deadly appari-
tion and the whole town falls apart. In my day
we used to have real problems.
17. Well, there’s a strange bunch of adventur-
ers snooping around asking questions, I heard
… oh.
18. It ain’t natural that monk hanging around
that old blind man like that. I don’t trust ‘em.
19. I don’t trust that sheriff, I mean just after
he leaves, all this happens.
20. I’m not one to gossip but, last week, I saw
the blacksmith cutting the head off a chicken.
Could be black magic if you ask me.
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