d20 Legion Publishing Critical Hits 11 - For Whom the Bridge Tolls.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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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 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 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 3 N o 3 - E n c o u n t e r L e v e l 6
F O R W H O M T H E
B R I D G E T O L L S
Published by
TM
In For Whom the Bridge Tolls, the players come across an
impasse in the course of their travels. The exact nature of
the obstacle is unimportant, and should suit the terrain.
In the encounter as it is written, the obstacle is a stream
of molten lava, but a chasm, ravine, or fast-flowing river
would also work well, with some minor modifications to
the text. What is central to the encounter is that the only
way across this perilous obstacle is an enchanted bridge;
the work of the wondrous wizard, Azar Gideon, creator of
all manner of magical items intended to aid travelers and
adventurers. This particular bridge is magically able to
toll those that pass. So remote is the location that the
money gathered is kept in a strong room on either end of
the span. The players find themselves with a tricky
dilemma; pay the expensive toll, or try and outsmart the
tricky Gideon's clever creation. If the players are being
chased or are on an urgent mission, the dilemma becomes
all the more interesting and the choices more difficult.
Will the players pay up or will the lure of other travelers'
money lead them to thievery? 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 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
Editing
Robin Elliott & Matthew Harffy
Illustrations by
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
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.
THE GOING GETS ROUGH
The climb begins to get steeper and the way harder as
the black lava underfoot crunches and you feet slip
with every step. The brittle rock is sharp and each fall
results in scores of small scratches and cuts leaving
your exposed flesh running with blood.
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The difficult terrain hampers movement in this barren
part of the world. Each character’s base speed is reduced
by half.
TOO HOT TO HANDLE
You work your way slowly and painfully toward the
object and, as the distance closes, you see that it is
indeed a bridge, made from dark wood and of sturdy
construction. The welcome span is built at the point
where the two converging rivers of lava you have been
trapped between finally meet forming a fiery Y shape,
with you between the outstretched upper arms. Each
end of the bridge is covered with a wooden roof, but
the center of the span is uncovered and, though it is
difficult to see through the smoke, the middle of the
bridge appears to have collapsed. Pressing on through
the gathering smoke, the heat intensifying with every
step, you trudge closer to the respite from this hellish
march.
You have been following the lava flow for two days
now, trapped between two converging streams of free
flowing molten rock and, if you cannot find a way
across soon, there is only the awful prospect of turning
back and making that same march across this unforgiv-
ing terrain again. Far to the north of you lies the land
known only as Inferno and, if this is the sort of
torment that lies there, it is clear to you why no trav-
elers venture there freely.
Every hour of travel, each character must make a suc-
cessful Dexterity check (DC10) or lose their footing once
too often causing them to become fatigued. Characters
who are fatigued cannot run or charge and suffer an
effective penalty of -2 to Strength and Dexterity. A
fatigued character becomes exhausted by doing something
else that would normally cause fatigue. After 8 hours of
complete rest, fatigued characters are no longer fatigued.
Any character approaching the edge of the lava river
begins to suffer from the heat as soon as they come
within 15 feet. The heat deals subdual damage that
cannot be recovered until the character can cool off. If a
character is rendered unconscious through the accumula-
tion of subdual damage, he or she begins to take normal
damage at the same rate.
A BRIDGE TOO FAR?
In the distance, through the shimmering haze, the
faint shape of something can be barely made out. To
your hot, tired, and streaming eyes, it looks like a
stone bridge spanning the torrent of molten rock. In
this unbearable heat, however, it may be some kind of
mirage. With perhaps two miles between you and the
apparition, the arduous walk to find out could be
nothing more than a wasted trek.
When the character comes within 15 feet of the edge
of the river, have the player make a Fortitude saving
throw each hour (DC 15, +1 for each previous check) or
sustain 1d4 points of subdual damage. Characters wearing
heavy clothing or armor of any sort have a -4 penalty to
their saves. Characters with the Wilderness Lore skill that
makes a successful skill check (DC15) receives a +2 bonus
to this saving throw. For each point above 15 this charac-
ter succeeds by, they may apply this bonus to one other
character as well. Characters reduced to unconsciousness
begin taking normal damage (1d4 points per hour).
In this harsh terrain, even two miles is a painfully
long way and the characters (depending on the baggage
the have brought, the animals that accompany them and
the encumbrance they bear) make slow and painful time.
Feel free to impose penalties on the party, there is little
combat in this encounter so the penalties are unlikely to
kill the PCs, just slow them down. Characters heavily
encumbered could be persuaded to ditch some of the
excess weight they carry. Remember that each 50 gp a
character carries weighs one pound. As this adventure
hinges on the amount of disposable income the PCs have,
watch their weight limits carefully. The most dangerous
challenge the PCs face at this stage is the terrain itself as
the barren, unforgiving rock extends ahead of them mile
after mile, with only each other and the surging molten
lava for company.
If a character approaches within 5’ of the edge of the
river, he or she must make a Fortitude save once every 10
minutes (DC 15, +1 for each previous check) or sustain
1d4 points of subdual damage. Again, characters wearing
heavy clothing or armor of any sort have a -4 penalty to
their saving throws, while characters with the Wilderness
Lore skill benefit as above. Characters reduced to uncon-
sciousness begin taking normal damage at a rate of 1d4
points per 10 minutes spent within 5’ of the lava.
If a character is foolish enough to approach within 1'
of the river of fire he or she suffers normal damage.
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Legion Publishing - Critical Hits
Volume 3 No 3 - EL 6
Simply breathing the air in these temperatures deals 1d6
points of damage per minute (no save). In addition, a
character must make a Fortitude save every 5 minutes
(DC 15, +1 per previous check) or sustain 1d4 points of
subdual damage. In addition to the usual -4 penalty to
saving throws for armor worn those wearing metal armor
or coming into contact with very hot metal are affected
as if by a heat metal spell.
TO PAY OR NOT TO PAY
Standing in the blazing heat before the bridge, you
marvel at its construction. The single span vaults out
over the lava in a high arc and tapers gracefully in the
middle. Now that you have reached the bridge you see
that only the sides are made of dark sturdy wood; the
span itself is comprised of flat panels of black polished
obsidian. At the center of the bridge, where at first
you thought the bridge had collapsed, a closer look
now reveals that, miraculously enough, the panels
instead are bobbing gently as if supported by the heat
rising from the lava flow beneath.
Any character sustaining any subdual damage from
heat exposure also suffers from heatstroke and is
fatigued. These penalties end when the character recov-
ers the subdual damage she took from the heat.
If by some catastrophe, or by refusing to pay the toll,
any of the party are splashed or immersed in the lava
stream, they are in serious trouble. Lava deals 2d6 points
of damage per round of exposure, except in the case of
total immersion, which deals 20d6 points of damage per
round. The damage from the lava continues for 1d3 rounds
after exposure ceases, but this additional damage is only
half of that dealt during actual contact (that is, 1d6 or
10d6 points per round). Any body part splashed or
immersed by the bubbling rock catches fire unless the
character makes a successful Reflex saving throw (DC 15)
to avoid this fate. If a character's clothes or hair catch
fire, he takes 1d6 points of damage immediately. In each
subsequent round, the burning character must make
another Reflex saving throw. Failure means he takes
another 1d6 points of damage that round. Success means
that the fire has gone out unless the character is still in
contact with the lava.
The bridge is a remarkable toll bridge, cleverly placed
here in this desolate place for the express purpose of
fleecing desperate travelers. The volcanic activity of the
Inferno has been so predictable for so long that this lava
stream is notoriously hard to cross and this toll bridge is
the one spot that the river of fire can be crossed with
ease for maybe three or four day's travel back in the
direction the party have just come. Attempting to track
the lava river to its source results in many days hard
journeying for the party before they eventually arrive at
a low volcano in almost permanent eruption, lava flood-
ing down its gently sloping sides.
On either bank of the river, standing like a gray sen-
tinel beside the bridge stands a low stone hut, square
and stout, as if intended for dwarven watchmen. A
single dark glass window faces the track that leads
across the bridge, but the huts are empty. Carved on a
slab of highly polished obsidian and set into the wall
of the hut nearest to you is a long passage of text,
written in three tongues.
A character on fire may attempt to extinguish the
flames by rolling on the ground or smothering the fire
with cloaks or the like, permitting the character another
save (this time with a +4 bonus). Those unlucky enough
to have their clothes or equipment catch fire must make
Reflex saving throws (DC 15) for each item. Flammable
items that fail sustain the same amount of damage as the
character.
The script is written in Common, Elvish, and Dwarvish
and sets out the costs and rules for crossing Gideon’s toll
bridge. A character with any of these languages can
easily decipher the relevant text. Barbarians however are
deemed to be illiterate and cannot read, regardless of
the languages he knows, forcing them to rely on the
other, better educated members of the party.
Drifting up from the molten river is a thick smoke. A
character breathing in the heavy smoke must make a
Fortitude saving throw each round (DC 15, +1 per previ-
ous check) or spend that round choking and coughing. A
character who chokes for two consecutive rounds takes
1d6 points of subdual damage. In addition, smoke obscures
vision, giving one-half concealment (20% miss chance) to
characters within it.
The rules are quite lengthy and the party should
read them before wandering onto the bridge. Those that
are ill-prepared for the crossing are almost certain to
fall foul of the many restrictions, triggering the
bridge’s defenses.
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Legion Publishing - Critical Hits
Volume 3 No 3 - EL 6
cough up the gold or try and find an alternative way to
cross.
The text is written in formal, polite language and
begins with a friendly greeting.
"Welcome weary traveler to this hostile place. Before
your quest continues a fiery test you face.
The bridge you see before you can bear most any
weight but the conduct of your crossing will help
decide your fate.
The fare to make a crossing is a paltry 50 gold for
each member of your party and each animal you hold.
The rules here writ are simple: to each of them
adhere.
Pay the toll at the toll bridge grate and cross without
a fear .
Inflict no damage to the bridge; take nothing from its
vault and heed this friendly warning, we punish those
at fault!
Do not be emboldened by the fact there are no guards
for the legendary Gideon is sung of by the bards.
This is his construction and we trust you treat it well,
failure to proceed with care could send you straight to
hell.
Yet still the rules continue so traveler read on.
Make sure you understand that which you place your
feet upon.
Cross the bridge in single file, one traveler at a time,
cross not the next till the first has gone and you've
heard the toll bell chime.
No animal may cross alone, each one must be led.
No single rule may be ignored lest bitter tears be shed!
Follow to the letter, to every rule obey, and with this
bridge behind you, go peaceful on your way."
THE AGONY OF CHOICE
Peeking in through the dark glass windows of the toll
shed, a hefty metal box can be seen into which a thick
metal pipe runs from the metal chute beneath the toll
bridge grate.
Anyone paying the toll hears the coins fall into the
grate, slide into the chute, roll down the pipes and fall
with a very satisfying chink into the box. Clearly the toll
bridge has been doing a roaring trade and nobody has
been by in a long while to empty its coffers.
GIDEON'S GENIUS
Renowned as one of the most widely traveled wizards
in the realms; Gideon is a tinkerer and inventor. A suc-
cessful Knowledge (Arcana) check (DC15) indicates the PCs
have heard of the wily wizard.
Atop each of the huts guarding the ends of the bridge
is a battered iron weather vane which creaks softly in
the light breeze. The vane is forged in the shape of
the head and shoulders of a wizard and the arrow
beneath it does not seem to indicate the direction of
the wind, but to turn almost randomly, spinning lazily
to and fro.
This is one of the bridge's defenses, the arrow is
enchanted with a permanent detect magic spell, while
the head (fashioned in the shape of Gideon's own fea-
tures) is able to cast dispel magic 25 times a day against
any magic the arrow detects. As the arrow spins to point
at the source, the face on the vane winks and casts Dispel
Magic against the offending sorcery, adding a cheeky grin
when the counterspell completes its work.
The tone of the warning is playful and most players
will suspect that there is not much to fear from an
unguarded bridge. If this is the consensus of your players
- you're going to have fun! The value of the toll can be
adjusted to suit the purse of the party as the encounter
works most smoothly when the PCs either cannot quite
afford the fee or if it would all but bankrupt them. This
encourages them to attempt creative ways of circumvent-
ing Gideon's security measures.
TAKING THE EASY ROUTE
Any character that paid the toll is permitted to cross
the bridge unmolested. The panels of obsidian beneath
their feet sink alarmingly when weight is applied, but
quickly resist the pressure and rise back to their original
place. Crossing the bridge is a slow process as each panel
feels as though it is dropping away when stepped on.
Animals crossing the bridge are unnerved by the crossing
Whatever their misgivings about the existence or
extent of the threat the bridges poses or the fee levied to
cross it, the PCs must decide whether they are going to
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