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d20 Legion Publishing Critical Hits 04 - The Butcher of Bakersville

Critical Hits is a series of electronic publications designed for Dungeons & Dragons® that provides ready-to-use encounters for fantasy campaigns. Volume 1 No. 4, titled 'The Butcher of Bakersville,' introduces players to a mysterious tavern encounter involving a character named Jenvial and a dark secret surrounding the village butcher, Wesney Dott. The adventure unfolds as players investigate Jenvial's disappearance, leading them deeper into the village's grim mysteries.

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0% found this document useful (0 votes)
25 views10 pages

d20 Legion Publishing Critical Hits 04 - The Butcher of Bakersville

Critical Hits is a series of electronic publications designed for Dungeons & Dragons® that provides ready-to-use encounters for fantasy campaigns. Volume 1 No. 4, titled 'The Butcher of Bakersville,' introduces players to a mysterious tavern encounter involving a character named Jenvial and a dark secret surrounding the village butcher, Wesney Dott. The adventure unfolds as players investigate Jenvial's disappearance, leading them deeper into the village's grim mysteries.

Uploaded by

orkgashmo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Requires the use of the Dungeons & Dragons®,

Third Edition Core Books, published by Wizards of the Coast, Inc.

LP1004
LP1004
INTRODUCTION
Greetings traveler and welcome to Critical Hits - a
new series of electronic publications from Legion
Volume 1 No4 - Encounter Level 3 Publishing. Each Critical Hit is a complete encounter that
can be dropped into any fantasy campaign with very
THE BUTCHER OF little preparation needed by the DM and can be used to
provide a distraction from the main storyline of the cam-
BAKERSVILLE paign or to break the monotony of a long journey. The
Published by 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 and plenty
of hints for expanding on the themes presented so that, if
TM
the players are having fun and the DM likes the storyline,
the encounter can be extended into a mini scenario.
www.legionpublishing.co.uk Whether used as a disposable diversion or the springboard
First Published 2003 for adventure, Critical Hits give the overworked DM a
break and the players some memorable encounters that
CREDITS & encourage creative role-playing.
ACKNOWLEDGMENTS
In The Butcher of Bakersville the players find them-
Written by
Kirsty Crabb & Simon Lucas selves relaxing at a tavern on an overnight stop. Meeting
Editing a man claiming to be able to help them on the next leg of
Matthew Harffy & Robin Elliott their journey, they arrange to meet up with him the fol-
Cover Illustration lowing day. The man never shows and the characters are
Matthew Harffy drawn into a gruesome mystery. The last person to see
Interior Illustration him seems to have been Wesney Dott, Bakersville's burly
Robin Elliott
butcher; owner of the Pie Crust and purveyor of fine
Typesetting and graphic design by Wildstar Digital Arts meat products. What the players don't realize is that for
Contact - [email protected] years the innocent looking Pie Crust and its proprietor
Authors courtesy of Snake Eyes Studio have been hiding a very dark secret. As with other
Contact - [email protected]
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!).

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. JOURNEY'S END
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the
Coast, Inc., a subsidiar y 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. After the day's travel, you look forward to a rest
Designation of Product Identity
All material, other than material already considered Open Gaming Content
out of the elements in a warm place serving hot
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
food. A mug of ale would top things off perfect-
significant characters, names, creatures, spells, events, plots, logos, trade
dress, product names, product lines, places, items, art and text. These are
ly. The lights of the village ahead twinkle wel-
also ©2003 Legion Publishing. All Rights Reser ved, except where otherwise comingly in the twilight and you hurry on
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 through the gathering gloom.
this work by any means without the express written consent of Legion
Publishing is prohibited.

1
Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
The village is called Bakersville and it is a small back- "Gods, it's good to be warm again," he enthuses
water place. The inhabitants are friendly enough but as he presents his posterior to the flames. He
there are only a few families (though each is very large). chatters amiably on, pausing only briefly
Children rarely grow up and leave Bakersville, instead
between questions to chug down huge mouthfuls
settling and marrying here, while strangers rarely stay.
of ale, "Have you traveled far? Headed for
If fact, for reasons that will soon become apparent, many
Mereslov are you? I'm going there. Stuff to sell,
strangers don't make it through a single night in the
plus I need to get a group of intrepid souls
sleepy hamlet. The upshot of this is a certain degree of
together to help me free my friends. Barman,
inbreeding, giving all the people of the village unusual,
slightly disturbing deformities. Most are only mild - more ale here! Want another?" He waves his
somewhat bulgy eyes, or an extra toe; but there are a tankard in the air cheerily.
few villagers for whom only the word ugly will suffice! On He proceeds to order fresh roast meats and fruit with
their first night in Bakersville the PCs will easily find the thick hunks of bread and, before long, the food arrives
Black Swan, the village's only tavern, situated on the and he invites the players to join in his feast.
main track into the settlement.
The friendly stranger is called Jenvial and he is the
THE BLACK SWAN way the characters become involved in the encounter. He
has spent three days on the road following a brutal
Seated by the hearth is a traveler like your- encounter in the mountains and he is determined to enjoy
selves. He is still wrapped in a heavy outdoor himself tonight before focusing on more important
cloak, huddling close to the fire and rubbing his matters in the morning. His friends were imprisoned in a
hands together. Steam is rising gently from his deep cave by an evil mage and he managed to escape only
damp clothing and all around him are littered his by the skin of his teeth. His struggle has left him with a
possessions. Hearing the door slam shut as you fresh and ugly scar running down the left side of his face
enter, he turns and calls to you, "My fellow wan- but, undaunted, he hopes to get help and return to rescue
derers, let me move this gear so you can get close his companions. If the characters offer to aid him, he
to the fire, I know what it is to be on the road gratefully accepts and arranges to meet them in the
morning by the church in the center of the village. He has
this time of year. Barman, ale for these newcom-
a favor to ask of the priest before replenishing his rations
ers!" Clearly he is buying drinks for the whole
and setting off back up into the mountains.
tavern as every patron has a full frothing pint of
dark brown ale.
If asked about his scar, Jenvial laughs dismissively,
"Ha, that's nothing! You want to see a scar? Look!" and
The Black Swan is a reasonable enough tavern selling uncovers his left arm. There is a foot long ragged mark
all the standard food and drink and offering communal or running down from his elbow. "Opened it to the bone; had
private accommodation at reasonable prices (4sp per to stitch it myself," he boasts. This is a great way to
night for a space in the communal room and 1gp per night break the ice as the group begins swapping old wound
for a private room). If the characters drink themselves stories and comparing injuries.
into a stupor in the revelries of the evening (see below)
the chef and the stable hand of the "mucky duck", as the If the characters are too busy to help Jenvial, he
inn is affectionately known by Bakersville's residents, waves his hands genially, "Don't worry, my friends, don't
carry them to the communal room. worry. There are always people willing risk their lives for
bountiful gold. I will find someone! Now, tell me about
A MYSTERIOUS STRANGER yourselves..." and he inquires into the nature of their
quest until they reveal whatever it is they are searching
for. While most PCs will be reticent to blab about their
The stranger unclasps his cloak and spreads it quest, Jenvial should get enough out of them to guess
over his pack in front of the fire for it to dry. He what they're after and offer them something juicy. He is
busily rearranges his goods to make space for you an amiable and knowledgeable adventurer, and even the
in front of the roaring fire. most suspicious PC should warm to him a little.

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3

"Ah, ha ha ha, my friends!" he cries, bits of With or without sustenance, the players will hopeful-
chicken flying from his mouth. "It is a good thing ly be suitably keen to keep their appointment with
you met me, I can help you there." He throws the Jenvial outside the village church. In such a settlement as
Bakersville, the tall structure of the church can be seen
chicken bone into the fire and the fat sizzles and
from almost anywhere, standing as it does on a low mound
spits as it burns.
at the center of the village.
Jenvial is, indeed a mine of knowledge about their You arrive outside the church to find that the
quest and can give the players as much information as the building is still not open. There are a number of
DM sees fit. Most importantly, he can offer them a really
traders setting up their stalls in the market
enticing insight to some vital aspect of the story, if they
square but, as yet none are open for business.
agree meet with him at the church in the center of the
There is no sign at the moment of your friend
village the next morning. The DM will have to decide what
from the night before but, judging by the way he
Jenvial can offer that will guarantee the players will
was knocking back the ale, he may be running a
want to meet him. This is important, as the scene with
Jenvial is the set-up to the encounter with Wesney Dott. little late!
Jenvial cannot be cajoled into revealing any more tonight
and nothing can be done until morning when he will meet THE MISSING STRANGER
the players.
As time passes you begin to feel that Jenvial may
Jenvial has plenty of money and is determined to
not be joining you. The church remains firmly
spend it, happily buying drinks for everyone in the
shut and the market starts to bustle with life,
tavern. Soon a sizeable party is in swing and the charac-
but still the generous traveler doesn't appear.
ters, tired from their travels, will either retire to bed or
drink until they pass out. Regardless, Jenvial and a few
In time the players will probably want to go and look
others (including the village butcher, Wesney Dott) are
for Jenvial, leading them back to the Black Swan. The
still sinking pints as the characters drift away.
innkeeper is now awake and moving gingerly about the
bar. He remembers little of the night before, however,
A BLEAK DAWN and is nursing a monstrous hangover. He can name only
five of the patrons who outlasted the PCs in the marathon
drinking session.
The next morning dawns crisp and cold. Light
streaming in through the slatted shutters and the "Oh, let's see now, if I remember rightly, there
sound of cocks crowing around Bakersville drag was Old Pike and Stanner the blacksmith's son.
you gradually to your senses. You are in good Wesney was there, he can hold his ale. Hang on, I
time to make your appointment this morning and think I'm gonna… no, I'm alright. Ah, what was
there is even time for a hearty breakfast first. that fellow who bought all the drinks called? He
The meal is a large steaming pie, thick crust was there along with Raxiel, they was singin'. I
pastry surrounding prime meat in rich gravy, the turned them out of here when my wife com-
inn-keeper’s wife swears by it, "Better than a plained about the din. Oh, my head, I can barely
hair of the dog, it is sir, mark my words!" she see!"
says as she wafts it under your noses.
The poor suffering man can give directions to the
Any character recovering after drinking to the point homes or businesses of all of these individuals, though of
of unconsciousness must make a Fortitude saving throw course he doesn't know where Jenvial is now. All he really
(DC10) to avoid being fatigued for the first two hours of wants is to be left alone so he can lock himself in a dark-
the day. The prospect of a hearty breakfast may also be ened room.
too much for them to bear! Those that try the pies find
that the pastries live up to the plump lady's promises, In fact, Jenvial is dead. He ventured home with one of
leaving them revitalized and feeling much better. his fellow drinkers on the promise that a well-stocked

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
wine cellar ensured the party would continue well into matters worse, the youngster is being forced to hold the
the small hours. Wesney Dott was the culprit and his iron his father is beating relentlessly. Even a casual observ-
motives will become all too clear to the characters in due er can see the blacksmith is relishing every blow as his son
course. winces at the ringing sounds of hammer on anvil. Long
after the metal has cooled, the blacksmith keeps pounding
If the players seem not to care too much about the on it mercilessly. He is as reluctant to let his son off the
disappearance of the merry adventurer, have the long- hook as Stanner is keen to answer the PCs questions.
awaited priest finally show up (he had other business to
attend to in a nearby village and was late returning). "I'm sorry gent'men," he mutters tugging a tuft
After asking after Jenvial about the place, he is pointed of hair on his forehead politely, "I can't remem-
in the direction of the PCs. The priest is prepared to offer ber a thing after me dad went 'ome. Really, I
the characters money if they can find his friend. wish I could 'elp, but it's all a blur. I'm never
drinkin' again!" The blacksmith, despite the fact
THE REVELERS he is only standing three feet away, roars "Back
to work Stan!" slamming the hammer onto the
anvil for emphasis. Stanner's face screws up in a
Tracking down the drinkers from the night before is ball of misery as he clasps his meaty hand to his
very straightforward. The players can easily get direc- ears, "Sorry, I gotta go back to work now!"
tions to their doors, as everyone in Bakersville is friend-
ly and helpful. Wesney Dott
The villain of the piece and is the butcher of
Old Pike Bakersville. A tall and well-built man, Wesney wears his
An ageing (though far from old) farmer. Pike has a bloody apron and carries a shiny cleaver. When the
chronic back injury that prevents him from doing almost players arrive to question him, see The Pie Crust below.
anything except drinking. Were he not as terribly hung-
over as he is this morning, he would probably be making Raxiel
his way painfully towards the 'Duck’. He considers himself A stuffy and belligerent fellow, when not drunk, can
an authority on every topic and tries his hardest to be be charming and quite the raconteur after several pints.
everyone's best friend. Hammering on Pike's door brings
him hobbling to the porch, clutching his throbbing head.
You hadn't known his name at the time but you
remember the face of this overweight white-
"Alright, alright I'm here. What do you want? haired dwarf. Last night he regaled you all with
Oh, it's you. I saw you at the Duck last night - tall tales of his time high in the mountains, when
adventurers aren't you. I wanted to be an adven- he and his fellow dwarfs had to draw lots to see
turer, 'cept my back was too bad. What can I do who would eat whom after the snows closed the
for you? Just, please, don't bang on the door any high pass and the supplies ran out. This morning
more." he is looking very fragile, barely looking able to
stomach an egg, much less an entire dwarf!
Pike left the inn with the others but they stumbled
away from him as his back slowed him down. They were Now that the alcohol has worn off, Raxiel is back to
soon out of sight in the direction of the center of the his bitter and surly self. He is rude and obnoxious and sees
village and he turned and made his painful way home. no reason why he should co-operate with the characters
and answer their impertinent questions. This makes him
Stanner the ideal suspect. In truth Raxiel can't remember any-
The muscular son of the even more muscular black- thing either, but he is far too proud and stubborn to
smith. The smithy had turned in at a sensible hour, only admit this.
moderately inebriated. His son had pressed on till the
bitter end and is suffering now. His father is furious and As they travel around the village, the players have
insisting that Stanner work in spite of it all. To make the opportunity to question the Bakersville folk. If the

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
players try and find out about their chief suspects they Inside, the shop is relatively small, three cus-
can learn one of the following pieces of information for tomers at a time fit in the main area. Running
each successful Gather Information check (DC 10): the width of the room is a large marble slab,
sloping towards the customers onto which are
Stanner is in love with the miller's daughter, but their
arranged the various cuts of meat and Wesney's
parents do not approve of a match
other wares. Beyond the display table is a larger
Raxiel, the dwarf, came to the village only about 20 space for the butcher to work in, with another
years ago (recent by the standards of Bakersville) marble-topped workbench behind him. On this
Old Pike has been acting very strangely of late (if bench are a thick wooden chopping board and a
pressed, the informant fails to explain exactly how: heavy set of merchant's scales. Arranged next to
they are just making it up) the chopping boards are numerous knives and
Wesney's pies are the local delicacy. You must try other implements and slabs of meat hang from s-
some while you're here shaped hooks suspended from poles. The smell of
fresh meat pervades the shop, overwhelming the
Stanner's father, the blacksmith, once killed a man rich aromas of the cooked meats and the pies.
with his bare hands after an argument over a gold Sawdust is scattered about the place covering the
piece dark slate-tiled floor. The white tiles on the
Raxiel claims to have eaten people as a young dwarf walls are spattered with fresh blood from the
in the mountains morning's preparation and the sawdust is soaked
Pikey used to be pretty lithe and strong but his back red already.
injury means all he can lift now is a tankard
Wesney has heard that the characters are looking for
Wesney's a heavy drinker, but he can take his booze.
his victim, a man he understood to be traveling alone, and
He's never missed a day's work in his life
he is perturbed by the prospect of something upsetting
his pattern. No one is supposed to come looking for his
Feel free to make up other bits of gossip from the
victims. He covers his anxiety well, however, and it
simple villagers. Whatever they say about the others,
requires a successful Sense Motive (DC25) to see identify
Wesney should always appear to be blameless. It is
that something is troubling the man.
unthinkable to his neighbors that he could be feeding
them the meat of strangers in his famous pies.
Recalling Jenvial and the party of the night before,
Wesney is vague.
THE PIE CRUST
Well, I really can't remember. You see I had
drunk rather a lot and so everything is a bit
A painted wooden sign depicting a steaming pie hazy. I remember walking with Raxiel and your
hangs above the door of the shop announcing it friend away from the inn. Someone else was with
to be the Pie Crust, purveyor of fine meat pies. A us; I can't remember who. I'm sorry. Your friend
queue of villagers stands patiently outside the was very drunk, too. He was talking about
shop, exchanging gossip and the latest news as leaving urgently. I'm afraid I passed out near the
they wait to be served. well. I woke up there early this morning and
staggered home. That's all I can tell you, I wish I
If the characters wait in line, they can glean a could be more helpful. Would you care to try one
number of clues, rumors and snippets of local gossip. Any of my pies? They really are something of a spe-
of the waiting villagers asked informs the characters they cialty of mine.
are hoping to get some of Wesney's meat pies. The pies
are the local delicacy and are treat that has to be The players may notice from the above that Wesney is
sampled while the characters are in these parts. In addi- not suffering in the way that all the other revelers are.
tion to the information presented above, the players can If questioned about this, Wesney puts it down to his iron
learn a little more about Dott's heritage (see below). constitution and the fact that he has one of his pies every

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
morning; a great pick-me-up for the morning after, he newcomers rapidly threatened to end the Dott's family
assures the characters. trade. The rival butcher was Wesney's first victim and, to
teach the fickle folk of Bakersville a lesson, Wesney made
Any character trying a pie will heartily attest that pies from the dead man's flesh. To his surprise, the pies
the man is something of a pie-making genius; these are were a runaway success and Wesney had hit upon a
the best savory pies the PCs have ever tasted. If asked for winning formula. He brutally dispatched his parents in
the recipe, Wesney will smile, tap his nose and say myste- the same gruesome manner shortly afterwards and

“Dott's strong room, which holds his takings in a sturdy chest”

riously, "That's an old family recipe and not to be passed started doing a roaring trade as the only butcher in
on except to my son when I have one." Bakersville.

Since then Dott has murdered eighteen people, making


WESNEY DOTT: BUTCHER
them into delicious snacks. He selects lone travelers and
befriends them at the Black Swan on their first night in
Wesney Dott is a big man, 6'5" and over 220lbs, whose the village. He drinks late into the night with them and
family has lived in Bakersville for generations. For a long invites them back to his shop to continue the party. Luring
time they were the only butchers in the village until, the unsuspecting inebriate down into his cellar, he kills
when Wesney was a young man, a rival butcher set up and butchers them ready to use them as his next "special
shop. His low prices and wide range of products won over filling". Wesney is a careful killer and the characters'
the usually conservative people of Bakersville and the chance association with Jenvial is his first slip-up.

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
Wesney Dott Wesney's general squeaky-clean image may arouse the
Male Human Com4; Medium Humanoid ; HD 4d4+12 suspicions of the party, as they will be hard-pressed to
(Commoner); hp 25; Init +6; Spd 30; AC 12; Atk +4 find anyone in the village with anything bad to say about
base melee, +4 base ranged; +4 (1d6+2, Meat him. Two sources do exist, however and a little digging
Cleaver); AL NE; SV Fort +4, Ref +3, Will +2; STR 14, can unearth them.
DEX 15, CON 17, INT 13, WIS 12, CHA 12.
Possessions: A successful Gather Information check (DC15) locates
Weapons: Meat Cleaver. and elderly man who recalls the strange disappear-
Skills: ance of the rival butcher.
Bluff+4, Gather Information+4, Knowledge (Hearth A further Gather Information check (DC18) identifies
Wisdom)+2, Profession (Butcher)+8, Profession the family's former maid, now an old woman, who
(Baker)+8. reveals that Wesney's parents died mysteriously and
Feats: were never given a decent burial. Instead the butcher
Improved Initiative, Simple Weapon Proficiency, cremated them in the large oven in his shop.
Toughness.
One of Wesney's assistants, a young lad named Gavin,
Wesney's prize possession is a ring of sobriety, which claims that he has seen a room in the butcher's cellar stuffed
prevents him from ever becoming intoxicated as long as it with treasure. He only caught a glimpse as he was cleaning
is worn. This always gives him the edge over his victims, the stairs one day but Wesney became so angry with Gavin
who are usually so helplessly drunk that they cannot fend that the youngster is now terrified of his employer and begs
off their powerfully built killer. He has horded the the PCs not to let Wesney know he saw anything.
belongings of his victims in the strong room under the
shop and, when there are no strangers in the village to INVESTIGATING THE SHOP
feed his customers, he spends hours looking at the rich
pickings the travelers have brought him. Unfortunately, As the characters' suspicions about Wesney grow, their
he can't dispose of or show anyone else these trophies, as investigations eventually lead back to the Pie Crust.
it is well known he never leaves the village, and such a Wesney leaves the shop every night to visit the Black
horde would be very suspicious. Swan. Even if the village has no new visitors, he sits
drinking late into the night. This is the best time for the
FINDING THE CLUES PCs to snoop around the shop without being disturbed. If
the players attempt to investigate while Wesney is still
there, or if he returns while they are in the shop, he
There are several clues to point the player towards
grabs one of the many wicked-looking cleavers to defend
the butcher.
his property.
If the players try to corroborate his story about The Pie Crust comprises two rooms with a narrow
sleeping by the well, they will not be able to find anyone stairway leading up to the butcher's bedroom.
who remembers seeing Wesney there. Many of the
village's farm workers wake before dawn and travel to One room, described above, is the main room of the
their fields. They can all attest that Wesney was nowhere shop, where Wesney serves his loyal customers. Behind
to be seen by the well. that, connected by a short corridor, is a sizeable kitchen.
The kitchen houses a large oven and a preparation area
Around the back of the Pie Crust is a popular place for for cooked meats. All the fresh meat is stored in the
the dogs of the village to hang out. They try to steal into cellar. A successful Search check (DC15) and 5 minutes
the shop through the back door, whenever it is opened and searching uncovers a grim discovery in the oven. There
snatch meat or bones, whatever they can scavenge. If the are broken bones in amongst the coals at the bottom of
players need help, have them make a Spot check (DC20) the oven. If the PCs didn't find the dogs fighting over the
to notice that two dogs are fighting over a bone that has arm bone, they can find the tell-tale bone here. If they
a deep mark on it. The bone is from Jenvial's arm and it found that clue already (or if they never discussed
bears the mark from an old injury (he may have shown Jenvial's injuries with him), the fragments in the oven are
the characters the scar on that first drunken night). of a human skull.

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Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
The bedroom is barely large enough for the butcher's At first glance, the room appears to be a typical
bed and a small set of shelves containing all of Wesney's butcher's room. The smell of fresh meat is thick in the
clothes. Everything of value is kept in the cellar. enclosed space, making the PCs' stomachs heave. On closer
inspection something is wrong. A successful Spot check (DC
There are two ways down into the cellar. Outside the 15) draws a character's attention to a series of fingers,
building, in the rear, there is a set of doors in the ground lying on the top of the offal bin. Closer examination
for deliveries of fresh meat to be lowered into the cellar. reveals many body parts in the copper tub and each char-
These doors are very sturdy and secured at all times with acter must make a Fortitude saving throw (DC15) or be
a chain and heavy padlock (30 hp, Hardness 15, DC 25 to nauseated when Wesney Dott turns up.
break or DC 20 to pick).

Inside the building, access to the cellar is much easier Opening the crates reveals further horrors, as they
to obtain. An unlocked trapdoor in the short corridor are stacked with the dried, salted remains of the organs
between the two rooms leads down into the dark. of Wesney's victims. The murderous butcher plans to use
them for some special recipe, and the players can deter-
mine that there have been several unfortunate travelers
THE CELLAR OF HORRORS before Jenvial to meet their end in this hellish room.

At the foot of the stairs is a short corridor. On Hanging from hooks around the room are cuts of
either side there is a single stout wooden door, meat. You begin to realize that some are not
both fitted with heavy iron locks. shaped like animal parts, but are instead cuts
from human beings! The grim reality of what
The doors are strong (break DC 25) and both are Wesney Dott has been doing and the fate of
locked (Open Lock DC20). One leads into Dott's strong Jenvial become gruesomely clear.
room, which holds his takings in a sturdy chest. Also
arrayed around the small room are the possessions of his A successful Fortitude saving throw (DC 15) is required
victims. There is a reasonable collection of loot here: when the realization dawns on the players or else they
are nauseated when Wesney Dott arrives. Any character
Armor: Studded leather, Masterwork; Half-plate that has eaten one of the famous pies suffers a -4 modi-
Currency: 40 pp. 130 gp. 800 sp. fier to their roll.
Goods: Black star sapphire(1100 gp).
Shields: +1 Shield, large, steel.
FINALE
The other door opens into the cellar, where Wesney's
evil crimes are perpetrated. There are no lights on the As the characters discover the secret of the butcher of
lower floor as Wesney always brings a lantern down from Bakersville, he returns. Seeing lights in his cellar (or
upstairs when he is "working". Characters not equipped hearing noises of the grim discovery being made in the
for the dark will encounter the full horror of the cellar dark) he grabs his largest, sharpest meat cleaver and
by feel - and that is not something to be relished. heads down into the basement to confront the intruders.
Assuming they have adequate means of illumination, the
cellar reveals its grisly secrets to the characters. "So, couldn't keep your noses out, eh?" comes a
booming voice from behind you. Whirling round,
As you gaze around the room, you can see that you see the imposing figure of Wesney Dott, the
this is where the butcher plies his trade. Blood is butcher of Bakersville. He holds a lantern in one
caked thickly on the floors and walls and two hand casting eerie shadows across his face. His
broad tables standing against the far wall are other arm hangs by his side, but a heavy cleaver
also covered in gore. A large copper bin sits swings idle in his meaty hand. Have to teach you
between the tables, filled to the brim with offal a lesson then, won't I? Turn you into something
and off-cuts. Two small wooden crates stand tasty, like your friend! An evil grin spreads
against the wall to your right. across his face.

8
Legion Publishing - Critical Hits
Volume 1 No 4 - EL 3
If there is a spell castor in the group, Dott attempts OPEN GAME LICENSE Version 1.0a

a little grim humor, musing that perhaps they might make The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
"a tasty mage and onion stuffing, perhaps". Wesney is no
1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have con-
match for a well-prepared party, but nauseated charac- tributed Open Game Content; (b) "Derivative Material" means copyrighted material including
derivative works and translations (including into other computer languages), potation, modifica-
ters can only take a single move or move-equivalent tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other
form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to
action and cannot cast spells. A successful Fortitude saving reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d) "Open Game Content" means the game mechanic and includes the methods, procedures,
throw (DC15) is required to shake off the sick feeling once processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game
the fighting has begun, allowing characters to perform at Content by the Contributor, and means any work covered by this License, including translations
their best again. and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product
Identity" means product and product line names, logos and identifying marks including trade
dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, inci-
dents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes
AFTERMATH and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly iden-
tified as Product identity by the owner of the Product Identity, and which specifically excludes
If the party defeats Dott, revealing the butcher for the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that
are used by a Contributor to identify itself or its products or the associated products contributed
the murderer he is, the village will be in uproar. Almost to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open
everyone has eaten one of the delicious pastries, so a Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
spate of illness is not out of the question. If desired 2. The License: This License applies to any Open Game Content that contains a notice indicating
(assuming Wesney Dott is still alive), it is entirely possi- that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
ble that he denies everything, trying to pass the blame from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
onto the characters and the villagers may well be keen to
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
believe him ("Wesney's lived 'round 'ere a lot longer than terms of this License.
you 'ave"). If the butcher is dead, they may have a lot of 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this
explaining to do to the village officials anyway. Whatever License to Use, the Open Game Content.
happens, the end of the butcher of Bakersville's murder- 5. Representation of Authority to Contribute: If You are contributing original material as Open
Game Content, You represent that Your Contributions are Your original creation and/or You have
ous reign is certainly not the end of the adventurers! sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, mod-
THE END ifying or distributing, and You must add the title, the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication
as to compatibility, except as expressly licensed in another, independent Agreement with the
owner of each element of that Product Identity. You agree not to indicate compatibility or co-
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to that Product Identity.
COMING SOON!
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CRITICAL HITS #5 9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
Open Game Content originally distributed under any version of this License.

THE MILL OF SOULS 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.

WHERE OUR ADVENTURERS 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or govern-
mental regulation then You may not Use any Open Game Material so affected.
FIND THEMSELVES WITH A 13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All subli-
KNOTTY PROBLEM! censes shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall
be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
AVAILABLE - 5TH JUNE 2003 Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
ONLY FROM WWW.RPGNOW.COM Critical Hits #4: The Butcher of Bakersville, Copyright 2003, Legion Publishing.
"Dungeons & Dragons(R) and Wizards of the Coast(R) are registered trademarks of Wizards of the
Coast, Inc., a subsidiary of Hasbro, Inc., and are used with permission."

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