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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

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