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Legion Publishing - Critical Hits
Volume 7 No 2- EL 7
L E G 1 0 2 6
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.
Volume 7 No 2- Encounter Level 7
PERCHANCE TO DREAM
Published by
TM
In Perchance to Dream the players find themselves
pitted against an evil individual with strange powers.
Damien Moore is haunted by demons, but has found a way
to avoid their pursuit, at the expense of those around
him. Can the players save the villagers of the town of
Prenign or will the forces stalking damien Moore claim
more innocent victims? 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 November 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
BACKGROUND
The inhabitants of the little village of Prenign are
dying one by one as a strange malady has afflicted the
village. For over three weeks, they have been unable to
rest for more than a few minutes. It began with just one
or two of the poor villagers, but spread until the sleep of
every person had been disturbed to the extent that they
were hardly able to keep their eyes open. Then the first
victim died, seen grappling with a mysterious shadowy
figure.
Graphic design by Wildstar Digital Arts
Contact - info@wildstardigitalarts.co.uk
Author courtesy of Snake Eyes Studio
Contact - info@snakeeyesstudio.co.uk
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
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Reproduction of non-Open Game Content from this work by any means
without the express written consent of Legion Publishing is prohibited.
He was not the last to die. Slowly the villagers began
to fall victim to some sinister evil and the superstitious
peasants sought help. However, the wise man the villagers
had hitherto relied upon to save them from misfortune
could not keep pace with the spread of the illness and
soon the villagers were so tired they could not carry out
their day-to-day tasks. The deaths continued and the
village fell into decline. When the villagers do sleep, they
cannot rest, as their slumber is plagued by dreams so dis-
turbing that they wake terrified after only the briefest
interval. They walk as if in a trance and can barely
summon the energy to speak to one another. After a time,
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Legion Publishing - Critical Hits
Volume 7 No 2- EL 7
one or other of the villagers mysteriously dies, screaming
of a dark figure stalking their nightmares. Into this chill-
ing village of fear and death wander the characters, pur-
suing their latest quest and unaware of the danger that
awaits them.
bodies and, seeing more potential victims, snort, lower
their horns and charge toward the party.
The purpose of this opening battle is simply to force
any spell-casting characters to use some of their avail-
able magic. As the encounter prevents the party from
restfully sleeping, the PCs will not get the opportunity to
replace the spells they cast for some time.
BULL’S RUSH
The heroes are following a rough track through
rougher terrain and have been traveling for a few days.
Characters making a successful Knowledge (Geography)
check (DC15) are aware that the party is less than one
day’s travel from the village of Prenign and that they
may be able to stock up on provisions there.
Minotaurs (4): Large Monstrous Humanoid ; HD 6d8+12
(Monstrous Humanoid); hp 39; Init +0; Spd 30; AC 14;
Atk +9 base melee, +5 base ranged; +4/+9
(1d8+2, Gore; 2d8+6, Greataxe); SA: Charge (Ex); SQ:
Natural cunning (Ex), Scent (Ex); AL CE; SV Fort +6,
Ref +5, Will +5; STR 19, DEX 10, CON 15, INT 7, WIS
10, CHA 8.
Skills:
Intimidate+5, Jump+8, Listen+8, Search+6,
Spot+8.
Feats:
Great Fortitude, Power Attack.
Treasure:
Weapons: Axe, throwing, Masterwork; Holy water (flask);
Mighty composite longbow +1.
Armor: Breastplate.
Goods: Red garnet(90 gp); Blue quartz(10 gp).
Currency: 80 pp.
As you scramble up the rocky incline you see a small
stand of trees ahead of you, bisected by the dusty
track you are following. Silhouetted between the trees
is a small group of travelers moving slowly toward you.
The human-sized figures appear exhausted, leaning on
each other as they stumble forward. It seems to be all
they can do to put one foot in front of the other. As
experienced adventurers you are well aware of the
troubles that can befall the unwary on the roads in
wild places such as this.
As soon as the party reaches the trees on the crest of
the hill, it is within range of Moore’s devilish magic. From
this time onwards, the PCs are unable to sleep properly
and, if they cannot discover what is happening, are des-
tined to end up like the ill-fated travelers ahead.
Powerful Charge (Ex): A minotaur typically begins a
battle by charging at an opponent. In addition to the
normal benefits and hazards of a charge, this allows the
beast to make a single gore attack with a +9 attack
bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not
especially intelligent, they possess innate cunning and
logical ability. This prevents them from ever becoming
lost, and enables them to track enemies. Further, they
are never caught flat-footed.
Some of the party may decide that the track through
the woods is an ideal place for an ambush, and they would
be right. Before the PCs can take any action to warn
their fellow travelers however, the trap is sprung.
Almost as soon as you consider the possibility of
ambush from the trees, there comes a bellow from
ahead of you. The travelers look up startled as you see
four huge beasts rush from the undergrowth toward
their hapless victims. The great figures have the bodies
of men but their heads are those of bulls, tipped with
wickedly pointed horns. To your surprise, those on the
road do nothing as their attackers charge them.
THE VILLAGE OF PRENIGN
Reaching the top of the hill and the little stand of
trees, the heroes can see the sleepy town of Prenign lying
ahead of them in a shallow valley some six miles distant.
As the PCs approach, they become aware that there is
something amiss in this place.
Whether or not the characters choose to intervene,
the weary travelers are doomed. They have been afflict-
ed by the magic of Damien Moore and, as a consequence
of days without proper rest, are too tired to raise their
weapons to defend themselves. In the opening couple of
rounds of the combat, the minotaurs gore and mutilate
all of the unfortunate travelers. If the PCs elect to hang
back and watch, the minotaurs look up from looting the
Following the track toward the village you notice that
the fields on either side of you seem to have been left
too long. The crops have over-ripened or gone to seed.
Normally, you would expect to see peasants busy in the
fields, but there are no souls tilling the earth and
nobody is visible on the road ahead.
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Legion Publishing - Critical Hits
Volume 7 No 2- EL 7
A successful Knowledge (Nature) check (DC15) indi-
cates that the crops should have been harvested some
weeks ago and that they are now ruined – a crippling
oversight for an agricultural community.
The Village Square
The small square on the main street through Prenign
was once a bustling hub of village life, crowded with
simple folk who came to the square to draw water from
the well in the center of the village. Now the place is all
but deserted. Two old men lie on a bench made from half
a tree trunk. If they are disturbed, they mutter incoher-
ently about being old and tired and unable to sleep,
seeming to slip in and out of consciousness.
Reaching the town, the party finds that there are
still some people alive in the settlement. The people of
Prenign have had their spirits broken. Weeks of inter-
rupted sleep, of horrific nightmares and sudden deaths
amongst their neighbors have left them frightened and
demoralized. They are unable to summon the energy to do
even the most important, rudimentary tasks and their
health is suffering from neglecting themselves and their
surroundings.
Inn of the White Boar
This simple single-story building has a roughly
painted wooden sign hanging over the door indicating
that it is the local hostelry. Inside, the simple dark wood
décor lends the place a sinister air. A few of the village’s
inhabitants sit in the darkened interior, slumped against
the walls, weary and defeated, too tired to leave and
slowly dying.
Their personal hygiene – basic at best – has become
non-existent and disease is threatening to become a real
problem. If the party cannot resolve the village’s prob-
lems by removing Damien Moore, the place is doomed to
become a ghost town – haunted by the pathetic figures
of the peasants who the PCs find here.
The innkeeper was the first victim of the strange sick-
ness and his wife exhausted and grief-stricken retired to
her bed and also died some days later. Nobody in the
village even noticed she had died, so badly affected were
the poor folk of Prenign by the time she succumbed. If
the PCs investigate the inn, a Search check (DC10) discov-
ers her decomposing body locked in her bedroom, a look
of horror on her face. The inn’s kitchen is infested with
rats and cockroaches, which scurry over the rotting food
and spoiled meat. Eating any of the food in the inn leaves
a character nauseated for two days.
As you walk down the track past the first buildings in
the settlement, you notice that this would once have
been a pretty village but it has fallen now into disre-
pair. The inhabitants built sound structures and took
great pains to maintain them properly, but – quite
recently it seems – such care has ceased and the
beginnings of dereliction can be detected in many of
the houses at the village’s outskirts. Ahead, a pale
figure walks toward you, leading a lame-looking horse,
its coat unkempt. The figure, a thin gaunt-looking
man, seems to stare straight through you as if he has
not noticed your approach. There is a pained, far-
away look in his eyes.
The Healer’s House
Thick weeds grow in the garden of this house, cover-
ing the path leading to the painted wooden door. The
healer was in fact a sorcerer named Misal who used his
magic to protect the village and the villagers. In the
early days of the village’s troubles, he used his sleep
spells to restore the vigor of afflicted villagers.
The villager , Conlan Grice, was once the blacksmith.
He is dazed and very confused, having not slept properly
for over two weeks. Dark rings below his sunken, blood-
shot eyes indicate his suffering, but he forces one foot in
front of the other as he wanders the streets. Food is hard
to come by in Prenign and, though almost dead on his
feet, he has enough determination left in him to attempt
to find meat for his family. If the party speaks to Conlan,
he struggles to focus his exhausted eyes on the strangers.
As time wore on however, he found that he could
not remember his spells and as each one was cast, he
became powerless to prevent the spread of the strange
blight. He fell victim to Moore’s malign influence,
killed by the spectre meant for Moore, and Misal is
buried in the grounds of the village graveyard near the
temple.
“Who are you?” he whispers, seeming to have neither
the strength nor will to raise his head to meet your
gaze. “Leave here. This place is damned!” he mumbles,
“Damned… The shadow of death stalks us… leave or
suffer our fate!” As if the effort of speaking robbed
him of the last vestiges of his strength, the weary vil-
lager sinks to his knees, his shoulders slumped.
As the number of deaths grew and the remaining vil-
lagers became wearier, fewer of the bodies were buried,
compounding the problems of disease and vermin. More
recently, villagers have been left where they fell.
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Legion Publishing - Critical Hits
Volume 7 No 2- EL 7
Villagers’ Houses
The houses of the villagers of Prenign are all much the
same. Some have dead bodies decomposing in the simply
furnished rooms. In others, the exhausted inhabitants lie
comatose on the beds or the floors, unable to either sleep
peacefully or wake properly after so long without effec-
tive rest. The food in these houses is spoiled and rotten
and the water stands stagnant in wooden pails, the vil-
lagers often too tired to venture out for fresh water.
Siawala: Female Human Clr2; Medium Humanoid ; HD
2d8+2 (Cleric); hp 14; Init +3; Spd 30; AC 16; Atk
+2 base melee, +4 base ranged; +2 (1d6+1,
Quarterstaff); AL N; SV Fort +4, Ref +3, Will +8;
STR 13, DEX 17, CON 12, INT 11, WIS 16, CHA 13.
Possessions:
Weapons: Quarterstaff.
Armor: Studded leather.
Skills:
Concentration+6, Heal+8, Knowledge (religion)+5.
Feats:
Extra Turning, Iron Will.
Spells Prepared (Clr 4/3): 0 - Cure Minor Wounds,
Guidance, Purify Food and Drinkx2; 1st - Cure Light
Woundsx3, Magic Weapon.
The Temple of Roshee
The small simple temple is dedicated to Roshee, god of
a local healing cult, and is staffed by a single novice.
Siawala is only 18 years old, and has been in the cult for
three years. On her sixteenth birthday, she and her
mentor arrived in Prenign and set up the temple here.
Since his death, Siawala has been left to run the small
temple, aiding the villagers and doing what she can with
her basic skills. She has been powerless to resist the
effects of Moore’s curse and take the fate of the village
as retribution from the gods for some failure on her part.
SIAWALA’S JOURNAL
The young cleric has kept a journal of the fall to ruin
of the little village. If the PCs ask her about what hap-
pened in the village, she is happy to show them her writ-
ings, though she is apologetic about some of the writing
which is of poor quality. She explains that she has been so
tired recently that it has been difficult to summon the
energy even to pick up a quill.
She does what she can with the limited spells at her
disposal but is frightened and unsure of herself. She has
resolved to keep an accurate journal of the events that
have befallen the village and, though exhausted to the
point of collapse, uses her magic to keep herself alive and
her food fresh enough to eat. The fact that she can keep
herself alive, but cannot save all the other villagers,
leaves her wracked with guilt and she is more than willing
to aid any attempts the party make to save Prenign from
its terrible fate.
Until four weeks ago, her journal is a trivial account
of village life, with no entries of any interest. Then, 28
days ago, she remarks on the arrival of a stranger in the
Inn of the White Boar. The man was dark and mysterious,
no different in that respect from the other adventurers
that occasionally pass through Prenign.
27 Days Ago
The man left in the night, without paying for his room.
There are some mischievous souls in this world – the
man clearly had plenty of money.
25 Days Ago
When the party arrives at the temple, she is slumped
unconscious on the steps leading up to the simple altar to
Roshee. Her breathing is so shallow that she appears dead
at first glance. If disturbed by a PC, she awakes with a
scream and tries to escape, thinking the characters are
the dark figure in her dreams coming to kill her. If the
PCs make a successful Search check (DC15) to check
through the temple, they discover two Cure Light Wounds
scrolls and Siawala’s journal (see below).
The innkeeper visited the temple today (Roshee be
praised). There was something he wanted to ask me
but he left without telling me the problem.
22 Days Ago
The innkeeper came back today complaining that he
could not sleep properly. I tried to persuade him to
pray with me but he left in a foul temper. I will not
record the exact words he used in our lady’s house;
modesty forbids.
Siawala can assist the characters in their quest if
they are determined to get to the bottom of the trouble
in the village. If they seem unconcerned by the plight of
the people of Prenign, she is horrified by their callous-
ness. She offers the party 200gp of temple funds if they
agree to save the village from whatever affliction it is
suffering. She shows the party her journal and tries her
best to answer their questions, in particular mentioning
the fearful dream of the woods to the north of Prenign.
20 Days Ago
The village is in uproar; the innkeeper died in the
night. His wife reported a strangled cry which roused
her from her sleep but, when she woke, she saw her
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