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.