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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.

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