9568 Moonlight Madness.pdf - Free
9568 Moonlight Madness.pdf - Free
9568 Moonlight Madness.pdf - Free
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”Of course, if I were a werebeast looking for the<br />
Hermitage, I’d stroll off to the woods and look for<br />
Muldoon the druid. Muldoon knows the area better<br />
than anyone else and might be able to direct pilgrims<br />
to the fabled Hermitage on the Lake. But know this-<br />
I’ve got my eye on you. Any problems with werebeasts<br />
while you’re within a week‘s ride of this village and 1’11<br />
have Vandric, bless his thick little head, down on you<br />
like a ton of silver-plated bricks.”<br />
If the players start discussing the possibility of attack-<br />
ing Stewart, read the following:<br />
y man gives you a c<br />
sword. ”I know what you‘re thinking,” he says in a<br />
harsh whisper. ”Is it enchanted, or isn’t it?” He slowly<br />
rises to his feet. ”Well, you’ve got to ask yourselves<br />
one question-Do I feel lucky?” He pauses for effect.<br />
”Well, do you, were-punks?”<br />
If attacked, Stewart defends himself to the best of his<br />
considerable abilities, seeking to subdue rather than slay<br />
his opponents. He will not be disturbed by their change<br />
to wereform if such occurs. If Stewart successfully sub-<br />
dues the entire party, he binds their wounds and takes<br />
them to a grove outside of town where he stacks them like<br />
cordwood, women on top. If not attacked, Stewart will<br />
depart quickly when he has said his piece. Note that<br />
Stewart volunteers less information if he’s the one who<br />
takes the initiative than the characters can gain if they<br />
seek him out and question him on their own.<br />
Sir Lance currently has about 150 troops in Cold<br />
Springs, and two flunkies (the rest are out beating the<br />
bushes for werebeasts; see pages 39-40).<br />
Sir Lance Vandric, 7th-level Paladin: AC -2 (full plate<br />
armor +1 & shield +l); MV 12; 74 hp; THACO 14 (12 or 10<br />
with Strength bonus and long sword +1, +3 vs. lycanthropes<br />
and shapechangers); #AT 3/2; Dmg ld8+4 or +7<br />
(long sword +1, +3 vs. lycanthropes and shapechangers, plus<br />
Strength bonus); SD paladin abilities (see below); SW<br />
overly trusting; SZ M; AL LG; XI’ 1,400. Str 18/21, Dex<br />
14, Con 17, Int 9, Wis 10, Chr 17. Special Abilities: detect<br />
evil intent within 60 feet, +2 bonus to saving throws,<br />
immune to normal diseases, 10-foot radius aura of protection<br />
from evil, lay on hands (14 hp, once per day),<br />
cure normal diseases (twice per week), turn undead as<br />
5th-level cleric. Special Equipment: potion of vitality.<br />
Vanessa, 5th-level Mage (Flunky #l): AC 8 (ring of protec-<br />
tion +2); MV 12; 14 hp; THACO 19; #AT 1; Dmg ld6<br />
(staff); SA spells; SD spells; SW Vandric; SZ M; AL NG;<br />
XI’ 650. Str 12, Dex 14, Con 11, Int 17, Wis 10, Chr 18.<br />
Spells: charm person, magic missiles, shield, sleep; Tasha’s<br />
16<br />
Theodora, 6th-level Cleric (Flunky #2): AC 1 (bracers of<br />
defense AC 4, cloak of protection +3); MV 12; 26 hp;<br />
THACO 18 (17 withflail +l); #AT 1; Dmg ld6+2 wail<br />
+l); SA spells; SD spells; SW Sir Vandric; SZ M; AL LG;<br />
XP 975. Str 15, Dex 12, Con 14, Int 11, Wis 16, Chr 17.<br />
Spells: bless, cure light wounds x3, sanctuary; aid x2, hold<br />
person, know alignment, silence 15’ radius; dispel magic,<br />
prayer.<br />
Soldier, 3rd-level Fighters (150): AC 3 (banded mail &<br />
shield); MV 12; 18 hp each; THACO 18; #AT 1 (long<br />
sword, spear, dagger) or 2 (short bow); Dmg ld8 (long<br />
sword) or ld6 (spear, arrow) or ld4 (dagger); SZ M; AL<br />
LG; XP 65 each.<br />
Stewart (“Ol’ Mudface”), 12th-level Ranger: AC -6 (brac-<br />
ers of defense AC 2, cloak of protection +2, ring of protection<br />
+4, boots of speed); MV 24 (boots of speed); 94 hp; THACO<br />
9 (8 with long bow +1 or mace +1, 4 with long sword +3<br />
frost brand and Strength bonus); #AT 5/2 (two-weapon<br />
attack with long sword and mace) or 2 (long bow); Dmg<br />
ld8+7 (long sword +3 ,frost brand and Strength bonus),<br />
ld8+4 (sheaf arrow and Strength bonus), or ld6+6 (mace<br />
+1 and Strength bonus); SA two-weapon attack without<br />
penalty; SD move silently in woodlands 9470, hide in<br />
woodland shadows 77%; SZ M; AL NG; XI’ none. Str<br />
18/90, Dex 14, Con 16, Int 16, Wis 18, Chr 7. Special<br />
Abilities: rarely surprised (1-in-6 chance), Tracking (21),<br />
Animal Lore. Spells (as 5th-level priest): animal friend-<br />
ship, pass without trace; messenger, speak with animals; tree.<br />
Special Equipment: ring of spell storing (heal spell), ioun<br />
stone (lavender and green ellipsoid, absorbs 63 spell-lev-<br />
els of up to 8th level), periapt of health.<br />
fun in tlje forest<br />
After leaving Cold Springs, the PCs travel through the<br />
forest for several days without incident. Ask them for a<br />
marching order each day and a watch schedule each night<br />
anyway, just to keep them on their toes. If at any point the<br />
characters try to retrace their steps by going back to Cold<br />
Springs or even Thornburg, they encounter Stewart, who<br />
is scouting for Vandric; the ranger warns them that the<br />
paladin is headed this way with his entire entourage.<br />
Several roving bands of gypsies travel through this terri-<br />
tory regularly. There are about fifty gypsies altogether in the<br />
clan, but they are only loosely organized and often split into<br />
smaller family units to work cons or thievery in the small<br />
towns and outlying farms of the area. At any point between<br />
Cold Springs and the mountains the characters have a