9568 Moonlight Madness.pdf - Free
9568 Moonlight Madness.pdf - Free
9568 Moonlight Madness.pdf - Free
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Phumatigo was once a force to be reckoned with in the<br />
da rk side-streets of a certain large city, but he long since<br />
de cided to give up skulking in dark corners after falling<br />
thi -ough an old warehouse’s rickety roof in the course of<br />
ca: ;ing the place. Acquiring a business in the process of<br />
sel ling off its assets, he parlayed it into a profitable enter-<br />
Prl ise that has made him wealthier than he once believed<br />
PO ssible. He never carries cash, experience having taught<br />
hi1 n to deal in vouchers instead. Phumatigo is quite certai<br />
n that the characters are here to bargain for the same<br />
ite m he has come to purchase-or, at the very least, to<br />
St€ tal it and sell it later to the highest bidder. He therefore<br />
WE itches them carefully and stalks them (as best he can,<br />
W2 ieezing all the way) as they tour the complex. If caught,<br />
he pretends to have business wherever they are (for exan<br />
Iple, in the stables he pokes at the minimals, quoting<br />
“f2 iir market prices” for the beasties).<br />
10: I & lob. Main Vaults<br />
These maximum-security rooms are triple-locked, wizarc<br />
l locked, and trapped. They contain all the highly valuab<br />
le and magical treasure of the complex, including the<br />
” d jinn” bottle, which is in loa. Also here are a dagger +2,<br />
lon lgtooth, nine bolts of green silk (worth 450 gp each), a<br />
lor ig sword, a suit of plate mail with several ominous<br />
ho les punched in it, a cloak, nine gold candlesticks (worth<br />
251 0 gp each), 9,000 cp, 200 sp, and 2,100 gp. The long<br />
sw ,ord, plate mail, and cloak all detect as magical, thanks<br />
to a Nystul’s magic aura placed on each by Grim. In additio<br />
n, any items taken from the characters that Grim identifie<br />
s as magical will be stored here for later identification.<br />
The traps involve twelve darts which fire straight up<br />
frc )m the floor. Each has a 50% chance to hit a character<br />
sta nding in front of the door (roll separately for each charad<br />
:er). Each dart inflicts ld3 points of damage if it hits. In<br />
ad dition, each dart is poisoned (allow the characters to roll<br />
fo1 . saves); failure causes the afflicted character to fall on<br />
tht 2 floor writhing in pain for ld10 rounds. This is unfortu1<br />
late, as each door is also rigged with a second trap: a<br />
SIT tall bucket of oil (equal to about 3 flasks) that spills oil<br />
on to the floor, covering the area shown by dotted lines on<br />
tht 2 map. Mere seconds after the oil drops, a torch falls<br />
frc )m a sconce on the wall and ignites the oil, setting afire<br />
ev ery character in the area of the oil spill for 2d6 points the<br />
fir: st round and ld6 points the second round, plus continuii<br />
ig damage if the characters do not put out flaming hair<br />
an d clothes. The oil traps are Ghrunge’s brainchildren.<br />
Th ley really offend Bertram (”Every time somebody goes<br />
ne ar those doors the whole place catches fire!”). The fire<br />
ha zard does not bother the Baron, however, as Grim sim-<br />
PlI y puts any fires out, using pyrotechnics.<br />
11. . Brant’s Room<br />
This room is furnished like the guest rooms, only more<br />
la1 Jishly, with a thick carpet on the floor (worth 4,500 gp)<br />
an d a huge bed with a panther comforter (worth 850 gp).<br />
34<br />
hk IOCK~T, cnest hoic 5 c ot~ici~ 2 - i ~ III 11 rnomcntos, t-ut<br />
Brant carries his treasure with him and stores the excess<br />
in the vaults. A decanter with two fine goblets (the set<br />
worth 200 gp) are for when the baron entertains intimate<br />
company. A fine crystal mirror stands against the north<br />
wall. Should any male except Brant look into it, a magic<br />
mouth on the mirror screams ”GOTCHA!”-a sound sure<br />
to bring the guards running.<br />
12. Storage<br />
This room is the storage area for broken, bent, and oth-<br />
erwise unusable or uninteresting materials. Broken<br />
plates, bent weapons, copper ingots, buckles, dolls, chil-<br />
dren’s toys, torn books, stained fabric, and half-used<br />
candles are typical of what can be found here. The room<br />
is locked to keep guests from seeing the mess.<br />
13. The Chapel<br />
Bertram holds regular mandatory services for the<br />
troops here (the Baron forces them to attend, since he<br />
wouldn’t want to offend deities-you have to be careful<br />
in his business). Opposite the entrance stands an altar<br />
with prayer beads and a religious book on it. To the right<br />
of the altar is a font and basin for baptisms and the cre-<br />
ation of unholy water (500 gp value); to the left is the<br />
lectern from which Bertram speaks.<br />
14. Grim’s Room<br />
This once well-furnished room is now in a state of ne-<br />
glect: the fine carpet rolled-up and shoved against one<br />
wall, the large comfortable bed is stripped of covers except<br />
for two old saddle blankets. Dust covers the benchful of al-<br />
chemist’s equipment. Grim is not interested in research,<br />
just the practical results of his magic. And in Grim’s case,<br />
“practical” means the ability to kill or maim. A case in<br />
point is the small black pudding Grim keeps in a<br />
stoneware crock. When he gets bored, he opens the crock<br />
and shoots magic missiles at the pudding. When he has re-<br />
duced the pudding to small enough pieces he destroys all<br />
but one small piece, feeding it small slivers of wood and<br />
offal until it gets big enough to ”play” with again. The cur-<br />
rent piece has only 18 hit points.<br />
The room also contains miscellaneous personal belong-<br />
ings of negligible value. Grim keeps his spellbooks hid-<br />
den in a secret niche behind the headboard of the bed; the<br />
niche can’t be found until the bed is pulled away from the<br />
wall.<br />
Hapless Black Pudding: AC 6; MV 6; HD 10; 18 hp;<br />
THACO 11; #AT 1; Dmg 3d8 (corrosion); SA acid dis-<br />
solves wood and metal; SD immune to cold, acid, poi-<br />
son, split into smaller puddings by lightning and blows<br />
from weapons; SW fire and magic missiles inflict full<br />
damage; SZ S; Int non (0); AL N; XP normally 2,000, cur-<br />
rently 500 due to weakened condition.