9568 Moonlight Madness.pdf - Free
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p”; three means ”all clear.” Characters who<br />
r these guards quickly and quietly may be able<br />
3 the men in the barracks above or perhaps even<br />
noticed while those guards sleep. Naturally, the<br />
uards investigate if loud noises (howls, screams<br />
the clash of swords, and the like) come from<br />
iorage Area<br />
path winds between the boxes, bales, coffers,<br />
j piled in this room. The material stored here is<br />
due: food items such as hard tack and flour,<br />
;ether with tools, extra weapons, carpet tacks,<br />
relry boxes, and the like.<br />
im Security Holding Area<br />
im is bolted from the outside. Six sets of mana-<br />
et into the walls, each having recently been<br />
th silver. The PCs will be kept here if they are<br />
1 as lycanthropes and captured.<br />
Chamber<br />
tall room features most of the standard torture<br />
t, though it is not too elaborate or expensive.<br />
I is no sadist, but he’s not squeamish about<br />
atever’s necessary to gather information he<br />
her.<br />
a<br />
s will be kept here if they are captured without<br />
3gnized as dangerous werebeasts. The seven<br />
s room are featureless except for a straw mat in<br />
A is occupied by a boy who identifies himself<br />
rendlef, the 12-year-old son of a wealthy mer-<br />
7 Thornburg. If released he asks their aid in es-<br />
m the complex. ”Giles” is actually a gypsy who<br />
the castle in a misguided attempt to impress<br />
y stealing something from the baron’s room.<br />
n’t decided yet exactly what to do with the<br />
11-letting him go scot-free might encourage fu-<br />
issing, while too-harsh punishment might dam-<br />
andit-gypsy alliance. On Grim’s advice, he’s<br />
)ward imposing a tax on the gypsies, making<br />
know it’s because of Giorgio’s stunt, and then<br />
the youngster to stern family discipline. Once<br />
complex, Giorgio will be able to make his way<br />
le gypsies with no trouble, pick pocketing an<br />
ng item if he can before he departs.<br />
iledgling gypsy thief: AC 6 (Dexterity bonus);<br />
2 hp; THACO 20 (18 with darts, 16 on backstabs);<br />
dagger) or 3 (darts); Dmg ld3 (dart) or ld4 (dag-<br />
L backstab (+4 attack bonus, double damage); SD<br />
ilities; SW impetuous youth; SZ S (4 foot tall); AL<br />
’ 35. Str 8, Dex 18, Con 9, Int 12, Wis 6, Chr 15.<br />
bilities: Pick Pockets 45%, Open Locks 2570, Find<br />
33<br />
first floor<br />
6. Guard Barracks<br />
Twenty of the Baron’s men are garrisoned here at any<br />
time. Each has a bed, a chest, and a table. There are<br />
twenty-five chairs in the room-one next to each bed, and<br />
the remaining five surrounding a card table in the north-<br />
em section of the room. A trapdoor in the floor leads down<br />
to the dungeon level. If the alarm sounds from the guard<br />
post below (room l), one of the lieutenants comes running.<br />
If the prisoners are known to be werebeasts, he reads a<br />
scroll of protection from lycuntkropes, centering its ten-foot-<br />
radius area of effect on the trapdoor. Note that lycan-<br />
thropes will not be able to pass through the opening while<br />
the protection remains in effect, allowing the guards to<br />
open the trapdoor and clear the area below with missile<br />
fire before proceeding in with appropriate weapons to re-<br />
capture the prisoners.<br />
7. Lieutenant’s Quarters<br />
These rooms are furnished sparsely, but the beds are<br />
more comfortable-looking than those of the soldiers quar-<br />
tered in area 6. Each of the rooms has a table with a<br />
pitcher and basin for washing and a chest containing per-<br />
sonal effects.<br />
Seconb floor<br />
8. Guardpost<br />
Two guards are stationed here at all times to watch the<br />
stairs. Passwords, which change twice a day, are required<br />
from anyone wishing to get past this point to the second<br />
or third floors.<br />
9a & 9b. Guest Rooms<br />
Each of these rooms is furnished in style, with a down<br />
bed and blankets, finished oak table and chair, and tapes-<br />
tries depicting famous scenes from legend. Each has a fire-<br />
place with a bedwarmer nearby. Both rooms are lit by<br />
candle brasses. Phumatigo the Great is currently staying<br />
in room 9a.<br />
Phumatigo the Great, 8th-level Thief: AC 10 (no armor,<br />
bracers, or ring will fit him); MV 3; 31 hp; THACO 17<br />
(15 with throwing knives, 13 with backstab); #AT 1<br />
(dagger) or 2 (throwing knives); Dmg ld4 (dagger/<br />
throwing knives); SA backstab (+4 attack bonus, triple<br />
damage); SD thief abilities (see below); SW bulk (can-<br />
not squeeze through normal-sized doors, movement-<br />
related thief abilities reduce by half); SZ L; AL N; XP<br />
975. Str 9, Dex 18, Con 4, Int 16, Wis 10, Chr 6. Thief<br />
Abilities: Pick Pockets 60% (30%), Open Locks 55%,<br />
Find & Remove Traps 5.570, Move Silently 60% (30)%,<br />
Hide in Shadows 50% (25%), Detect Noise 6O%, Climb<br />
Walls 70% (35%), Read Languages 60%.