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9568 Moonlight Madness.pdf - Free

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drugged food, then waits until most of them fall asleep be-<br />

fore attacking.<br />

If the characters seem willing to bathe but refuse to put<br />

their things in the chest, Dolmin allows them to hang<br />

their gear on the walls of the hut. If they balk at bathing<br />

altogether, Dolmin gives them another demerit (for ”Re-<br />

jecting Cleanliness and thus moving Further away from<br />

Godliness”) and tells them that they must bathe and be<br />

purified before they can go to the Hermitage. Period.<br />

They may bathe one at a time if they wish, but they must<br />

all be purified together. If they neglect to keep watch<br />

while sleeping, he will try to disarm and devour them in<br />

the night. If they do post a guard, he attempts to silently<br />

disable that character before attacking. If they keep a dou-<br />

ble watch, he waits until morning before sending them on<br />

their way, washing his hand of them (so to speak) as too<br />

tricky to fall for his lures. If it comes to an open melee,<br />

Dolmin fights until seriously wounded, whereupon he<br />

turns invisible and tries to fly away.<br />

Dolmin the hermit (rakshasa): AC -4; MV 15; HD 7; 36 hp;<br />

THACO 13; #AT 3; Dmg ld3/ld3/ld4+1 (claw/claw/<br />

bite); SA spells (as 7th-level wizard and 2nd-level<br />

priest); SD spells, ESP, immune to normal weapons and<br />

all spells of less than 8th level, half-damage from magi-<br />

cal weapons of +1 or +2 bonus; SW instantly slain by a<br />

blessed crossbow bolt; SZ M; Int very (12); AL LE; XP<br />

3,000. Wizard Spells: color spray, phantasmal force x3; ESP,<br />

improved phantasmal force, invisibi1ity;fly x2. Priest Spells:<br />

bestow fear, command, cure light wounds.<br />

Cdeb<br />

If the PCs get this far, they discover another shabby hut<br />

containing a real hermit. This fellow has little interest in<br />

the outside world (including the party) but will converse<br />

with them, so long as they don’t disturb his meditations<br />

too badly. If asked about the Hermitage, he can set them<br />

on the right trail.<br />

e that high mountain over<br />

asks, pointing to a peak many miles distant, deep<br />

within the mountain range. ”That one over there with<br />

all the mist around it? To get there, you have t’cross<br />

this big valley-Sharptooth Valley, they calls it-then<br />

work yer way up this pass to a plateau on the north<br />

face of the mountain, near the top. The Hermitage on<br />

the Lake is on that plateau.”<br />

The old man, whose name is Caleb, explains that he<br />

once joined the Hermitage many years ago but left be-<br />

cause he’s essentially a solitary hermit (he actually snorts<br />

at the idea of ”hermits” living together, but then shrugs<br />

and says ”to each his own”). Caleb will offer the group<br />

food (dandelion greens, dried berries, and the like) and<br />

shelter for the night if they wish.<br />

-<br />

,a’eb {‘le ‘Teranait, frb -1ew 6.- wc: *b.(- 13; MV 12, 10 lip;<br />

THACO 20; #AT 1; Dmg ld4 (cane); SA spells; SD spells;<br />

SZ M; AL CG; XI’ 175. Wis 13. Spells: create water, protectionfrom<br />

evil, sanctua y; augury.<br />

Rube Amkenings<br />

This encounter can overtake the PCs at any point.<br />

Throughout the adventure the characters are running<br />

against the clock and, inevitably, at some point the full<br />

moon overtakes them, with a consequent forced change<br />

to wereform of any infected party member. Characters<br />

may have changed to wereform before (upon being<br />

wounded in battle, for example), but now all lycan-<br />

thropes in the party will change, and all at the same time.<br />

Since not all the party members may be infected, and<br />

those who are might be of antagonistic types, it might be<br />

wisest to separate before moonrise. Attempts to restraint<br />

infected characters by tying them up before transforma-<br />

tion should fail (lycanthropic strength will snap any ropes<br />

they’re likely to have with them). Characters who don’t<br />

realize that the change is triggered the night before the<br />

full moon as well may be in for a nasty surprise. Resolve<br />

any fights between werePCs and note losses of clothing<br />

and equipment (virtually irreplaceable out here in the<br />

wilderness). If the PCs have infected any NPCs in the<br />

course of the adventure, the DM can bring one of these<br />

onstage now after a PC has ”gone were” and fled into the<br />

night; players won‘t know that this ravening werebeast<br />

isn’t their own friend and thus will very probably be re-<br />

luctant to use deadly force in defending themselves.<br />

Amkmarb moments<br />

The DM should take each infected character aside and<br />

describe what he or she sees upon awakening. Tailor their<br />

situations to each character’s specific affliction, using the<br />

following options as guides. At least one character (such as<br />

the weretiger in the descriptions below) should be in the<br />

small, grassy clearing they chose as their campsite the night<br />

before, bordered on one side by a clully babbling brook and<br />

on the others by trees, brambles, and berry bushes:<br />

morning, but still it’s chilly.<br />

our mouth. Groaning, you<br />

n your eyes and discover why you’re cold. You’re<br />

t night was the full moon<br />

somehow. The campsite is<br />

lothing, bent and broken<br />

mains of numerous small animals<br />

end of the clearing to another. It<br />

ou” put in an appearance<br />

last night. The sound of hoofbeats and occasional<br />

outs brings you wide awake.

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