d20 Legion Publishing Critical Hits 23 - Holes of Narrowsend.pdf

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Requires the use of the Dungeons & Dragons®,
Third Edition Core Books, published by Wizards of the Coast, Inc.
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L E G 1 0 2 3
INTRODUCTION
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 prepa-
ration 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 disposable diversion or
the springboard for adventure, Critical Hits give the over-
worked DM a break and the players some memorable
encounters that encourage creative role-playing.
V o l u m e 6 N o 3 - E n c o u n t e r L e v e l 9
H O L E S O F N A R R O W S E N D
Published by
TM
In Holes of Narrowsend, the party is in mid trek over
high terrain and descends a mountain into a peaceful-
looking village. But appearances can be deceptive and the
PCs have stumbled into a war between the poor villagers
and a band of rampaging bugbears, which has moved into
the sacred holes of Narrowsend on the mountain overlook-
ing the village. Can the player characters free the folk of
Narrowsend, or will the wrath of the peasants' goddess
bring death to all? As with the 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 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
Robin Elliott
Illustrations & Graphic Design
Robin Elliott
Typesetting
Kirsty Crabb
Typesetting and graphic design by Wildstar Digital Arts
Contact - info@wildstardigitalarts.co.uk
Author courtesy of Snake Eyes Studio
Contact - info@snakeeyesstudio.co.uk
THE VALE OF NARROWSEND
Pausing on the difficult trail you follow, you survey
your surroundings. The rocky black mountainside looks
down onto a wide fertile valley. The low trees on either
side of the narrow path are bent over, like an army of
beggars, indicating the savage prevailing winds which
sweep down the mountainside.
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.
Characters paying particular attention to their sur-
roundings may attempt a Knowledge (Geography) check
(DC20) detect that the mountain path they are following
is poorly maintained and the rock underfoot is volcanic.
'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.
A Knowledge (Nature) check (DC20) or a Wilderness
Lore check (DC18) indicates that the trees hereabouts are
short and tough, but bear plentiful, tasty fruit and grow
well in rich, fertile soil, and particularly on the lower
slopes of dormant volcanoes.
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Legion Publishing - Critical Hits
Volume 6 No 3- EL 9
Bugbears (10): CR 2;Medium Humanoid ; HD 3d8+3
(Humanoid); hp 19; Init +1; Spd 30; AC 18; Atk +4
base melee, +3 base ranged; +4 (1d8+2, Mace,
heavy); SQ: Darkvision (Ex); AL NE; SV Fort +4, Ref
+2, Will +1; STR 15, DEX 12, CON 13, INT 10, WIS 10,
CHA 9.
Possessions:
Weapons: Mace, heavy.
Armor: Studded leather.
Shields: Shield, small, steel.
Skills:
Hide+5, Move Silently+5.
Feats:
Toughness.
WAYLAID!
Suddenly, crashing through the undergrowth before
you comes a small group of desperate-looking peasants.
The poor wretches are sprinting through the harsh
scrubland without heeding the coarse brush which tears
at their clothes and flesh; they are breathing hard and
covered in blood and scratches. The first of the terri-
fied peasants charge past you without giving you a
second glance, looks of sheer terror on their faces.
Almost immediately, a second group emerge from the
woodland also running for their lives.
The ragged group is being pursued by an bugbear
hunting party, and the bugbears' blood is high from
having slaughtered the peasants as they tried to attack
the bugbear lair. If the party attempt to converse with
the peasants at all or try to halt their panicked rout,
they may get some sense of what has happened from the
last of the farmers to pass them.
If the party chooses to pursue the routed bugbears,
they can follow the creatures back toward their lair. To
begin with, the remnants of the war band are easy to
follow, as they run for their lives through the under-
growth, a simple Listen check (DC15) is sufficient to
detect the direction of their travel. Further clues can be
gained by following the trail of peasant bodies. A success-
ful Spot check (DC12) notices a survivor the bugbears
missed.
The slower peasants, still clutching their farm imple-
ments hurtle into sight, looking desperately over their
shoulders. The first to reach you hurls his scythe into the
undergrowth and, fixing his wild eyes on you as he stum-
bles on, manages to gasp, "Flee, flee; the enemy is upon
us!"
You have come across nearly a dozen corpses of the
unfortunate peasants in your pursuit, all bearing hor-
rible wounds and many cut apart in a frenzy of blood-
letting. You notice a slight movement from one of the
bodies as you pass. It seems the creatures did not
finish one of their victims completely.
FIGHT OR FLIGHT?
A bloodcurdling scream is heard from the area the
peasants have just fled and the sound of many more
feet crashing through the scrub is heard. You have only
a split second to decide what to do. Whatever the locals
were running from is coming this way!
This injured individual is Grenoc, the miller; a vital
member of Narrowsend village. His injuries are appalling,
but not life-threatening, and he crawls to the PCs croak-
ing for assistance.
Most heroic PCs refuse to be rattled by a group of
fleeing peasants and probably ready themselves for
battle. After only a round or two, the bugbears burst
through arrive, hot on the heels of the poor farmers of
Narrowsend.
Grenoc: Male Human Com2; Medium Humanoid ; HD 2d4-2
(Commoner); hp 2; Init -2; Spd 30; AC 8; Atk +0 base
melee, -1 base ranged; AL N; SV Fort -1, Ref -2, Will
+0; STR 9, DEX 7, CON 9, INT 11, WIS 11, CHA 12.
Skills:
Knowledge (Nature)+3, Profession (Miller)+5, Sense
Motive+2.
If the PCs turn and run from the creatures, they can
quickly catch and overtake the slowest peasants, but they
hear the poor farmers' horrific screams of agony as the
bugbears also catch them and hack them to pieces.
He begs the PCs to save him.
"Please, help me. I have been very badly wounded by
those beasts. Take me home, please before they
return. My daughter needs me. Please help." At that,
he passes out, blood flowing freely from his many
wounds, his gory arm outstretched toward you plead-
ingly.
If the party stands to fight the hunting party, the
bugbears exhilaration is short-lived. They are expecting
to encounter fleeing peasants and an easy victory, not a
stand-up fight with a well-armed party of tough adven-
turers. When the bugbears lose half their number to the
party, they turn and run back to the holes.
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Legion Publishing - Critical Hits
Volume 6 No 3- EL 9
TROUBLE ON THE HORIZON
NARROWSEND VILLAGE
While the PCs are in the village there is an earth
tremor that is strong enough to force a successful Balance
check (DC10) or the characters lose their footing. The vil-
lagers (with the possible exception of the miller's daugh-
ter if a romantic moment is required) are well-used to
the seismic activity in the area and do not stumble,
though they bow their heads and mutter words of prayer.
The little village of Narrowsend is collection of small,
well-constructed houses built around a small green in
which a pretty well has been sunk. There are barely
more than fifty villagers in the hamlet, with maybe
the same number again in remote homesteads scat-
tered across the broad plain on the valley floor.
These latter are the farmers whose crops feed the
inhabitants of the village. The villagers tend to be
tradesmen and skilled workers capable of turning the
farmers' raw materials into finished goods. And so
members of the little community, like so many others
you have seen, live in harmony with the land and in
peace with their neighbors.
If asked about the tremors, the villagers explain that
the activity is proof that Mother Nature is displeased by
them allowing the despoiling bugbears to rampage across
the land and inhabit the sacred holes. The tremors have
been getting more severe recently and, in the few short
weeks since the beasts arrived, have been coming more
frequently.
The holes are holy places for the locals of this and
nearby villages. They mark the spot where Mother Nature
placed her fingers deep in the earth to stop the
Desolation. When she removed her loving hand she left
the holes in the ground, an enduring symbol of her love
for the people of the soil.
The villagers are typically backward and any sugges-
tion that they should leave their homes and farms is met
with ridicule. They refuse to accept that the mountain in
whose shadow they live is a dormant volcano in the
process of waking up. In spite of the references in their
own mythology to "the desolation", there are none alive
who remember that the mountain was at one time an
active volcano.
When the bugbears arrived and took possession of
their sacred place, the villagers sent to nearby villages
for help, but none arrived (in fact, unbeknownst to the
villagers, all the messengers have been caught and killed
by the bugbear hunting parties). Soon after their arrival
they took to raiding the outlying farmsteads for livestock
and the few pieces of gold the farmers have.
INTO THE HOLES
There are four entrances to the holes (one for each of
the goddess' fingers if the myths of the peasants are to
be believed). The easternmost entrance is a fairly
straight tunnel right to the back of the tunnel complex.
Unfortunately, this easy route into the system is particu-
larly perilous. The bugbears have made some feeble
attempts to shore up the ceiling with tree trunks, but
every tremor brings showers of rocks from the tunnel
roof. Whenever the PCs venture into the eastern tunnel
there is 50% chance of a minor cave-in every ten feet
traveled and a 10% chance of a major rock fall. If there
is a major cave-in all the characters in the tunnel must
make a successful Reflex saving throw or suffer 1d8 points
of damage. The other tunnels are far more stable and the
PCs can explore the rest of the system without fear of
tunnel collapse.
They have rapidly become bolder and have taken to
mounting the occasional raid against warehouses near the
village itself, stealing food and killing or carrying off any
in the neighborhood. The villagers know it is only a
matter of time before the band attacks the village itself
and decided to try to take things into their own hands.
They spent the majority of their gold hiring the few
parties of adventurers that passed through their quiet
valley. The adventurers never returned and the villagers,
correctly assuming them to be dead and desperate to
protect their sacred place from the despoilers, decided to
mount the ill-fated attack.
At the north entrance to the holes stand a pair of
watchful bugbear guards, the best in the band. They
stand at the northern entrance as it is the highest of the
entrances and affords the best view of the surrounding
terrain. The sentries are each armed with five javelins
which they use at range to buy time while the other
raises the alarm by beating a bronze gong with his mace.
If the party came down into the village with the
injured villager from the attack, Grenoc's daughter
rushes to meet them. The villagers are very grateful for
the party's assistance and the miller's pretty daughter is
particularly happy. The peasants arrange a feast in honor
of the characters, with all the regional delicacies special-
ly prepared.
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Legion Publishing - Critical Hits
Volume 6 No 3- EL 9
If attackers come too close, the maces take on a more
deadly role!
(Ex); AL NE; SV Fort +4, Ref +2, Will +1; STR 15, DEX
12, CON 13, INT 10, WIS 10, CHA 9.
Possessions:
Weapons: Javelin; Mace, heavy.
Armor: Chain shirt.
Skills:
Listen+4, Move Silently+3, Spot+4.
Bugbear guards (2): CR 2;Medium Humanoid ; HD
3d8+3 (Humanoid); hp 16; Init +1; Spd 30; AC 18; Atk
+4 base melee, +3 base ranged; +3 (1d6+2,
Javelin); +4 (1d8+2, Mace, heavy); SQ: Darkvision
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