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9568 Moonlight Madness.pdf - Free

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2tect evil, protcctioiz fimi czd; 17~~1, hold person, knorb alignlent<br />

x3; dispel magic, prayer.<br />

;e, 5th-level: AC 10; MV 12; 10 hp; THACO 19; #AT 1;<br />

’mg ld4 (dagger); SA spells; SD spells; SZ M; AL LG;<br />

P 650. Int 17. Spells: color spray, magic missile, shield,<br />

eep; detect invisibility, ESP; Melfs minute meteors.<br />

1 pAtrols<br />

1 Guards, 1st-level Fighters (40 per shift per wall-<br />

xtion): AC 4 (chain mail & shield); MV 12; 7 hp each;<br />

HACO 20; #AT 1 (spear, short sword) or 2 (short bow);<br />

‘mg ld6 (arrow, short sword, spear); SZ M; AL NG;<br />

P 35 each.<br />

01 Leaders, 4th-level Fighters (1 per shift per wall-<br />

xtion): AC 2 (plate mail & shield); MV 12; 56 hp;<br />

HACO 17; #AT 1 (short sword, morning star) or 2<br />

)hart bow); Dmg ld6 (arrow or short sword) or 2d4<br />

norning star); SZ M; AL LG; XP 175 each.<br />

ics, 3rd level (2 per shift per wall-section): AC 3<br />

,plint mail & shield); MV 12; 14 hp each; THACO 20;<br />

4T 1; Dmg ld6 (staff); SA spells; SD spells; SZ M; AL<br />

G; XP 175 each. Wis 13. Spells: cure light wounds x3;<br />

Ad person.<br />

,ic, 5th-level (1 per shift per wall-section): AC 4<br />

)late mail, Dexterity penalty); MV 12; 25 hp; THACO<br />

3; #AT 1; Dmg ld6+1 (flail) or ld4+1 (war hammer);<br />

A spells; SD spells; SZ M; AL LG; XP 650. Wis 16, Dex<br />

Spells: cure light wounds x3, detect evil, sanctuary; aid,<br />

,Id person x2, know alignment x2; dispel magic.<br />

patrol (on A carpet offlying)<br />

;e, 7th level: AC 7 (Dexterity bonus); MV 12, fly 24 (car-<br />

?t offlying); 19 hp; THACO 18; #AT 1; Dmg by spell; SA<br />

>ells; SD spells; SZ M; AL LN; XP 1,400. Dex 17, Int 17.<br />

pells: feather fall, magic missile x6; detect invisibility, stink-<br />

ig cloud, web;fireball, slow; Xa y‘s mnemonic enhancer (al-<br />

:ady cast for three extra magic missiles).<br />

;es, 5th level (2): AC 8 (Dexterity bonus); MV 12, fly<br />

% (carpet offlying); 15 hp each; THACO 19; #AT 1; Dmg<br />

y spell; SA spells; SD spells; SZ M; AL NG; XP 650<br />

ach. Dex 16, Int 15. Spells: feather fall, magic missile ~ 3;<br />

aming sphere, web; lightning bolt.<br />

iter, 7th level: AC 4 (banded mail); MV 12, fly 24 (car-<br />

?t offlying); 49 hp; THACO 14 (12 with Strength bonus,<br />

9 with long bow specialization at point blank range);<br />

AT 2 (long bow) or 3/2 (long sword); Dmg<br />

d8+4/ld8+4 (sheaf arrows, Strength bonus) or ld8+4<br />

ong sword, Strength bonus); SAbow specialist; sz M;<br />

,L NG; XP 975. Str 18/78.<br />

6<br />

Note -hat if die -1 *VI<br />

i eecLs - LOTI: a+i-)tance ~t ,rithin lie<br />

city walls to bring the PCs under control, there are dozens<br />

of vigilantes, not to mention hundreds of ordinary citizens,<br />

who will rush to aid the constabulary.<br />

zbe Streets of aornburg<br />

Should characters think to ask the citizens of Thorn-<br />

burg for information about the Hermitage, they get an<br />

earful. No one seems to know exactly where it is, other<br />

than somewhere to the north and up in the mountains.<br />

Several informants say that they’ve heard there’s an old<br />

man in Cold Springs named Mudface who knows where<br />

it is (note that none of them know his real name, nor that<br />

”01’ Mudface” is merely a nickname). One or two suggest<br />

they try the gypsies, who travel around a lot and so ought<br />

to know where things are. A spy planted in an inn by<br />

Baron Brant urges them to try Brant’s Castle, while a sym-<br />

pathetic farmer suggests that the druid in the woods to<br />

the north might be able to help them.<br />

To help player characters realize that their situation is<br />

becoming ever more untenable, run the following en-<br />

counter for them.<br />

ave<br />

this town, when you’re caught up in the press of<br />

people. You’re carried along, eventually coming to a<br />

stop in front of an inn. When you arrived in town, this<br />

was a cozy little place known as ”The Wolf Whistle.”<br />

Now the walls are covered with burn marks and<br />

gouges and the hastily whitewashed sign hanging<br />

over the door bears a new name: ”The Wet Whistle.“<br />

An empty cage with hideously twisted bars next to the<br />

door was once the residence of the inn’s mascot. It ap-<br />

pears that something broke in-not out.<br />

Right now the inn is ringed by a crowd of angry-<br />

looking citizens, most of whom are armed with great<br />

bludgeons, crudely studded with bent silver pieces. A<br />

knot of the largest men peer through a ground-floor<br />

window with scowls on their faces. They speak in low<br />

whispers. A man on the fringes of the crowd turns to<br />

face you. ”We’ve got one cornered,” he whispers<br />

hoarsely. ”It’s not gonna get away from us this time,<br />

the filthy shapechanger!”<br />

”Get your clubs here,” shouts a street peddler. ”Sil-<br />

ver-studded clubs for killing monsters. Only ten silver<br />

pieces each. Get one before they get you!”<br />

The villagers are certain that they have trapped a<br />

lycanthrope inside the inn. They try to pressure the char-<br />

acters into joining them. (’’YOU look like you’ve been<br />

around-grab a Club and join US. 1/11 bet all your toad-<br />

stickers are enchanted, huh? Even better!”) They will be<br />

quite suspicious of any characters who refuse to join the<br />

ambush attempt. Make clear that denouncing the mob or

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