9568 Moonlight Madness.pdf - Free
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trained eye, signs of posing a danger to "her men" are a<br />
different story. In this case, she makes a point of keeping<br />
an eye on the strangers until satisfied that they are harm-<br />
less (at which point she goes about her duties) or a gen-<br />
uine danger (in which case she alerts both Grim and the<br />
baron). If a fight or other trouble actually breaks out, she<br />
gathers her forces with great speed and efficiency. Ryan<br />
can assemble a team consisting of herself, Grim, Ghrunge,<br />
and 15 to 20 guards and have it anywhere in the fort<br />
within four rounds. Her tactics will always be determined<br />
by two overriding concerns: to contain a crisis as swiftly<br />
as possible and to minimize casualties among her men.<br />
Ryan is the only person at the castle who knows the gen-<br />
eral location of the Hermitage (she can direct them as far<br />
as the Sisters of the Claw-see page 43) and may share<br />
this information if it does not conflict with her strong<br />
sense of duty or if the PCs are inflicting great losses on her<br />
troops and this seems the easiest way to get rid of them.<br />
Qe Complex<br />
The fortress is constructed of heavy timber on a rocky<br />
outcropping overlooking the main road. The outer wall is<br />
20 feet high, with watch towers (actually wooden plat-<br />
forms) placed to command a view of every approach. A 10-<br />
foot-deep forward trench surrounds the whole structure;<br />
20-foot-high ramparts lead up from the bottom of the<br />
trench to the base of the walls.<br />
A. Tower<br />
This three-story building, the heart of the fortress, is<br />
obviously new; its chambers are detailed below.<br />
B. Stables<br />
In addition to a smithy for making horseshoes and a<br />
storage area for grain and hay, this large barnlike struc-<br />
ture holds dozens of box stalls where several grooms tend<br />
the bandits' mounts. Some twenty horses will be here at<br />
any one time. The Baron's special pets, two young mini-<br />
mal woolly mammoths named Snatch and Grab, have the<br />
run of this place as well. These dog-sized tricksters have<br />
been trained to Pick Pockets and will nuzzle characters,<br />
attempting to filch an item every second round. If at-<br />
tacked or alarmed, the little mammoths trumpet wildly,<br />
attracting ld8 grooms the next rounds.<br />
Minimal Mammoths (2): AC 7; MV 9; HD 3+4; hp 18 each;<br />
THACO 17; #AT 5; Dmg ld4+2/ld4+2/ld4+1/ld3/ld3<br />
(tusk/tusk/trunk squeeze/stomp/stomp); SW fear of<br />
fire; SZ S (3 feet high at shoulder); Int semi (4); AL CN;<br />
XI' 120 each. Special Ability: Pick Pockets (38%).<br />
C. Kitchen<br />
Four servants are always at work in the kitchen during<br />
daylight and early evening, tending the large cooking fire<br />
and bank of brick ovens. At night, two servants sleep<br />
32<br />
iere, in part to keep an t y cn t -Le xge store of ;)erish;ble<br />
foods and more durable foodstuffs. Small exits lead toward<br />
the well (G) and into the great hall (D).<br />
D. Great Hall<br />
Essentially one huge room with a large double en-<br />
trance in the middle of the north wall and two smaller<br />
doors leading into the kitchen, the hall is used for feast-<br />
ing, audiences, and divvying loot. When in use it is lit by<br />
banks of torches. Trophies from the baron's battles-<br />
mostly captured banners, armor, and weapons, along<br />
with the occasional head-festoon the bare rafters of the<br />
hall.<br />
E. Drawbridge<br />
This crude but functional drawbridge is little more<br />
than heavy planks nailed together, hosted and lowered by<br />
manpower hauling on ropes. Replacing it with a proper<br />
gatehouse is high on the baron's list of planned home im-<br />
provements.<br />
E Watch Towers<br />
These are log platforms on stilts, reached by a wooden<br />
ladder leading from the courtyard 25 feet below. Atop<br />
each platform is a large pot full of heated sand (the heated<br />
sand works just like boiling oil, without creating any fire<br />
hazard).<br />
G. Well<br />
This deep stone-lined covered well provides all the<br />
water for the castle's inhabitants.<br />
@e Comer<br />
The prison area is dark and damp. There are several<br />
ratholes around the walls, and an occasional rat will wan-<br />
der through, minding its own business. The rats may be-<br />
friend any wererat in the party if he or she attempts to<br />
communicate with them. A persuasive PC may be able to<br />
convince them to bring such a character a bit of wire for<br />
use as a lockpick. Use discretion in evaluating the success<br />
of any escape plans, but remember that the bandits take<br />
special precautions once they're aware of what they have<br />
imprisoned.<br />
1. Guard Room<br />
The walls of this room are featureless except for a<br />
posted schedule of guard shifts (characters consulting<br />
this can see that each watch lasts six hours). The furniture<br />
consists of a desk, a table, two chairs, and a chest. If the<br />
characters are imprisoned, all their nonmagical equip-<br />
ment is stashed in the chest. Two guards are on duty here<br />
at all times, and they will be alert if they know there are<br />
dangerous werebeast locked up not far away. If attacked<br />
by escaping prisoners, they rap on the trapdoor above<br />
with a spearbutt to raise the alarm. Two short raps means