Bad Moon Waning PDF
Bad Moon Waning PDF
Bad Moon Waning PDF
Bad Moon Waning is a short D&D adventure for four 10th-level player characters (PCs), though it can be modified for higher- or lower-level play if desired (see the Scaling the Adventure sidebar). The adventure is set in and around the village of Deepwood, an isolated town located as its name suggests in the heart of a great forest. It can easily be placed in a remote, wooded area of any campaign world.
PREPARATION
You (the DM) need the D&D core rulebooks, including the Players Handbook, the DUNGEON MASTERs Guide, and the Monster Manual. This adventure utilizes the v.3.5 rules, but it can easily be used with the 3.0 rules as well. You can place this adventure in any section of your campaign world that features a remote, forested area in which an isolated town might exist. If there is a small town that the PCs visited in a past adventure but haven t returned to in quite a while, so much the better. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign. To get started, print out this adventure (including the maps). Read through the scenario at least once to familiarize yourself with the situation, threats, and major NPCs (particularly their motivations). Make adjustments as necessary to fit the storyline into your campaign.
CREDITS
Design: Editing: Typesetting: Cartography: Web Production: Web Development: Graphic Design: Stan! Penny Williams Nancy Walker Rob Lazzaretti Julia Martin Mark A. Jindra Sean Glenn, Cynthia Fliege
Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. 2003 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd
ADVENTURE BACKGROUND
Deepwood is a small community consisting of hunters, loggers, artisans, and a few hardy families who just prefer to live far away from cities. There are a couple of farms in the surrounding area, but the people here subsist for the most part on fish, game, and naturallygrowing crops such as mushrooms, wild vegetables, and seasonal fruit. The people of Deepwood have always led quiet lives. Traders come through a few times a year to exchange goods and materials made in the cities for local furs, pelts, artwork, and lumber, but otherwise there are few visitors. The nearest town of any significant size lies several days ride to the east. News from the outside world takes a long while to reach this isolated community, and word of events taking place in Deepwood can take days or even weeks to spread to the rest of the world. Until recently, however, very few people noticed or cared about such delays, since so little of interest ever happened here.
In the past few days, however, word has begun to spread in the outlying areas that all is not well in Deepwood. The only point on which the rumors agree is that the local priestess has been slain savagely mauled by some sort of animal and that terrible creature now stalks the tiny village, seeking more prey. Beyond this information, the details are sketchy and sometimes conflicting. Some tales say that the beast has already been killed; others claim that the townsfolk have seen several half-man-half-beast creatures roaming the woods at night. A few say that the woods around the village echo with the howls of an unusual number of wolves and wild dogs.
Naturally, the pack objected, and its leader (a huntsman named Trammil Nimman) challenged the new wolf, even though the latter outweighed him by a considerable amount. The pack knew that his effort was doomed to failure, but rather than killing Trammil, the new wolf merely beat him into unconsciousness. I do not wish to kill any of you, he said. That would only weaken my new pack. But I will brook no dissent. The next one who fails to follow my orders to the letter will feel the full extent of my wrath. The new leader seemed so bloodthirsty that the werewolves feared he might order them to attack their human neighbors. To their relief, however, no such order was forthcoming. The new werewolf simply led the pack into the hills to a cave entrance that was masked almost completely by thick foliage. Once there, he assumed a hybrid form and pulled the curtain of leaves aside. The moonlight streamed into the cave, revealing walls speckled with gold. Using his tremendous strength, he struck one of the walls and released a shower of rocks several of which turned out to be gold nuggets the size of a man s fist. This cavern is as large as a house, he said. Each night, four of you will come here and mine the gold as I ve just shown you. If you do not, I will reveal the your true natures to the humans in your town. The werewolves saw no other choice, so they obeyed their new leader. Each night, four of them came to the cave and dug out pound after pound of gold from the cave walls. When they were finished, they took the gold first to Trammil, who recorded the amount in a ledger, and then to a secret glade for hiding. Night after night they extracted gold from the cave. While working, they discussed several possible solutions to their plight. Some members suggested that the pack join together to attack this new wolf, but most believed in the traditional practice of following the strongest individual. Attacking as a group is for bringing down food, not a brother wolf. To challenge the new leader in any way other than one-on-one combat was deemed dishonorable and cowardly. A few members of the pack offered to travel to the city and hire champions to defeat the new wolf. After all, they pointed out, other communities often did such things when a monster moved into the area, and their new leader could certainly be defined as a monster. But most of the Deepwood werewolves felt that such a solution would be just as dishonorable as ganging up on their tormentor. If they knew his human identity, they mused, perhaps they could at least gain equal footing with him by threatening to reveal his secret unless he left the pack
in peace. But neither his hybrid appearance nor his scent reminded them of anyone they knew. They were sure that he had to be a citizen of Deepwood (or at least someone who visited very frequently), else he could not know so much about the pack and its relationship with the townsfolk. But they were at a loss to identify him.
ARMON BISTLE
The pack s new leader is actually Armon Bistle, the richest person in Deepwood. Though he is not a werewolf, he owns a talisman that allows him to mimic a werewolf s powers, including the scent ability. With this artifact, known as Gnarlpaws Fang, he managed to discover the true identities of the members of the Deepwood pack by picking up werewolf scents on them while they were in human form. Armon actually has nothing against the pack. He s known those people since moving to Deepwood more than a year ago, and they have never been anything but good neighbors to him. But Armon has always been a manipulative, opportunistic man, and he will stop at nothing to gain more wealth. Before moving to Deepwood, Armon made his living from confidence schemes. His typical ploy was to move into a new town, make friends with the locals, and then come up with an elaborate plan to fleece them of all their wealth. Bistle was good at his trade, and he managed to amass quite a fortune in gold, gems, and other valuables. Considering that he had been forced to flee from lynch mobs in the last three cities where he had worked his schemes, he decided that it might be time to retire. So he took his ill-gotten loot, changed his name, and moved to Deepwood, a community so remote that he was sure none of his former neighbors could ever find him. Initially, Armon had no intention of taking advantage of his new neighbors. Their combined wealth was less than one-fifth of what he d already amassed, so taking it would hardly be worth his while. More importantly, though, he knew that this village was probably the last safe place in the world where he could hide. Greed, however, is more powerful than logic. And when Armon happened to discover a cave that was practically made of gold, he decided to use Gnarlpaws fang, a magic item he d acquired during his last job, to take the form of Gnarlpaw, an ancient werewolf lord, and coerce the Deepwood pack into doing his bidding.
showed signs of disobedience, growling under his breath as he recorded the amount of treasure in his ledger each morning. As the pack s former leader, Trammil desperately wanted to oust Armon, but he could never get the rest of the pack to agree on a means other than single combat to do so. As time went on, Trammil became bolder. He spent most nights sniffing around the village in his wolf form, hoping to catch the scent of the new leader on a villager and thus establish his identity. Alas, his attempts were doomed to failure because, unlike a real werewolf, Armon smelled like a human in human form and like the ancient werewolf lord Gnarlpaw in wolf or hybrid form. Thus, the scent that Trammil and the other werewolves recognized as their pack leader was totally absent when he resumed human form. But although Armon knew that the item protected him from detection by this means, he also realized that it was only a matter of time before he made some error that would enable Trammil to discover the truth. Thus, Armon decided to gain some unwitting aid in removing his rival. One evening, Bistle used Gnarlpaws fang to transform into Gnarlpaw, then prowled around town until Trammil picked up his scent. He led the werewolf on a tremendous chase that ended in the town s only house of worship a small temple dedicated to the goddess Ehlonna. There Armon savagely slaughtered Ishtal, the elf priestess who ran the temple. As he had hoped, Trammil followed his scent to the temple, where Armon waited to attack him. With his teeth and claws, Bistle savaged his opponent, but stopped short of delivering the killing blow. Instead, Armon fled the temple, transformed back into his own shape, and ran through the town screaming Murder! at the top of his lungs. Trammil, who lay near death from Armon s attacks, had barely staggered to his feet by the time the townsfolk arrived. Suddenly realizing the picture he presented as a wolf covered in blood beside the corpse of the priestess, Trammil changed back to his human form and tried to tell his fellow villagers the truth. But seeing a killer beast turn into their friend and neighbor only frightened the humans more. The werewolf townsfolk tried to talk some sense into their human neighbors, pointing out the need for a proper trial, but the terrified humans refused to listen. They bound and gagged poor Trammil, dragged him out of town, and hanged him. Torn between loyalty to their friend and fear of discovery, the other werewolves in town made no further effort to stop the hanging, knowing that if their own natures were discovered, they would face a choice between shedding innocent blood and sharing Trammil s fate.
Since Trammil s hanging, the pack has refused to do any more digging. In fact, its members have stopped transforming into wolves altogether. While they find living solely in human form a bit restrictive after giving free rein to their wild sides for so long, they can think of no other way to break the big wolf s hold over them and break it they must, before more tragedy ensues. Since the werewolves refuse to take on wolf form anymore, Armon has no further means to coerce them. He cannot approach them in his human form and threaten to divulge their secrets because that would reveal his own identity. And he cannot move through town in wolf form because the townsfolk are more than happy to slay wolves on sight. At this point, Armon just wants to retrieve what gold he can and leave Deepwood forever. But first he has to find a way to get his hands on Trammil s ledger. To complicate matters still further, Trammil s death has convinced the Deepwood werewolves to turn on their unwanted leader. Various members of the pack have been taking turns guarding the area where the gold is hidden. They plan to assume wolf form and attack anyone who comes to retrieve it, since the only person who could know about it is their tormentor.
ADVENTURE SYNOPSIS
Upon arriving at the outskirts of Deepwood, the PCs see Trammil s body hanging from a tree. As they proceed into town, they sense that the inhabitants are
pqqqqrs
THE MORAL QUANDARY Although it may not be obvious at first, the pivotal question on which this scenario turns is this: How will the people of Deepwood react when they find out that they have hanged an innocent man? Trammil died both because of his lycanthropic nature and because he allowed himself to be maneuvered into a compromising position. He was never permitted to plead his innocence because the townsfolk presumed that, as a werewolf, he must be guilty. But even though many characters would call Trammil a monster, the fact remains that he was punished for a crime he did not commit. Several aspects of this adventure also hinge on a tangential question: What will the ordinary citizens of Deepwood do when they find out that their neighbors are werewolves? The werewolves of the Deepwood pack have successfully hidden their true nature from friends, neighbors, and even loved ones for decades. Can the ordinary citizens of the town accept, understand, andmost importantlyforgive the pack for its years of deception? There is no easy answer to either of these questions. Indeed, it is these aspects of the plot that you as DM can most easily adapt to suit your purposes. But before you can do that, you must decide what message you want to impart. Possibilities include: Appearances can be deceiving. Not all monsters are evil. Never hide the truth, no matter how monstrous, from those you love. Punishment meted out too swiftly is often tainted with injustice. Nothing is as simple as it first seems.
pqqqqrs
extremely fearful about something. They can interact with the townsfolk as much as they wish to gather information regarding recent events. All such information comes from the perspective of innocent humanoid residents who know nothing about the Deepwood pack or Armon s secret. Eventually, using either their own abilities or a scroll of comprehend languages that remains in the Temple of Ehlonna, the PCs can decipher Trammil s ledger. The information therein leads them to the Vale of the Silvery Moon, where a confrontation with some of the Deepwood werewolves (and Armon, if he still lives) occurs.
In a previous adventure, the PCs confronted a werewolf that managed to elude capture. For months (or even years), they were unable to locate their quarry, but the news from Deepwood seems to match this creature s modus operandi. The PCs are on a quest to find Gnarlpaws fang. Either their own inquiries and research put them on Armon s trail, or successful divinations point them toward a tiny village in a remote forest.
ADVENTURE HOOKS
The PCs could come to Deepwood for any of several reasons. They might come of their own accord after hearing rumors about a werewolf terrorizing an innocent village. Or they might inadvertently come across Deepwood while traveling to or from a different adventure. Perhaps one or more of the characters even hails from this remote town. As DM, you know best how to involve your players and their characters in an adventure. You can use the following adventure hooks to spur your imagination, modifying them as necessary to make them appropriate for the characters interests. While traveling, the PCs encounter a merchant or other wanderer who has just come from Deepwood. In the course of conversation, she tells them of the troubles there. Several people who were swindled by a con artist named Sv rd Coppermill (Armon s previous identity) hire the PCs to track down their nemesis. After a difficult investigation, they discover that Sv rd seems to have relocated to Deepwood.
A. APPROACH TO TOWN
The first clue about what s happening in Deepwood comes as the PCs reach the outskirts of the town. Several details may vary depending on how much time has passed since the night of Trammil s hanging. If the PCs wander into Deepwood while in midst of some other adventure, or if they come for some reason other than hearing of the werewolf attack, they could arrive as early as the morning after the horrific events. In this case, all the evidence is fresh, and the townsfolk s emotions are especially raw. If the PCs are responding to the news of the attack, they can arrive three days after the murder and hanging
pqqqqrs
SCALING THE ADVENTURE Bad Moon Waning is designed for a party of four 10th-level adventurers, but it can easily be modified to present an appropriate challenge for parties of different sizes or levels. Consider adapting the adventure as follows. Four 8th-Level PCs: Run the adventure as written, but with the following changes. Reduce the number of werewolves in encounter D to three. Reduce Armons hit points when he uses Gnarlpaws fang by 25%. Four 12th-Level PCs: Run the adventure as written, but with the following changes: Increase the number of werewolves in encounter D to seven. Add two fighter levels to Armon in his werewolf lord form. (The creature is currently a 10th-level fighter with the lycanthrope template; see his statistics in encounter D and the werewolf lord entry in the Monster Manual.)
pqqqqrs
if they use some magical means to speed their travel to Deepwood. It takes a total of six days to travel there by conventional overland methods. But whether they arrive in three days or six, the townsfolk have had time to clean up the temple, bury the priestess, and begin to deal with their emotions. Read or paraphrase the following aloud as the characters approach Deepwood. Adjust the text as needed to suit the exact situation. The forest begins to thin slightly, and the dirt path winding through it becomes wide enough to be defined as a road. A small, crudely painted sign by the side of the road reads Welcome to Deepwood. Along the bottom, someone has carved a few additional words: As far from anywhere as you ll ever find. A newer and less inviting sign of human habitation hangs from a nearby elm tree a human corpse dangling from a noose. It is dressed in rags, and a placard reading murdering dog is affixed to its shirt. The corpse is that of Trammil Nimman. Its condition depends entirely on how long the PCs took getting to Deepwood. Development: The rope from which the body hangs is woven through with a leafy vine. A successful Knowledge (nature) check reveals it as wolfbane. The PCs can lower Trammil s body to the ground if they like, or they can use spells to examine it where it hangs. Neither tactic reveals anything of interest about his body. If the PCs use speak with dead on the body, Trammil gives them the information contained in the journal hidden in his cabin (area B7). The town of Deepwood lies only a short distance down the road from this point. Each PC may attempt a Spot check upon leaving area A. A check result that beats DC 10 reveals that the streets seem unusually empty. A DC 15 or better check result reveals several people watching the party s actions from behind curtains or shutters. Anyone whose check result beats DC 20 saw people in the streets who immediately fled into their homes upon noticing the PCs near the tree. No matter how long the PCs wait, none of the residents leave their homes or approach the PCs while they are standing near the corpse and the tree. Once the characters enter Deepwood, their reception improves slightly.
exception of the Deepwood pack are 1st-level human commoners, but you may also want to make a few of them experts or warriors. It is not necessary to create full statistics for everyone in town, but you should try to provide as much detail as the campaign requires. Development: The citizens immediately begin to ply the PCs with questions. Is their town safe? Are there more monsters in their midst? And why did Trammil kill the priestess Ishtal? Some of them implore the PCs to get to the bottom of this situation; others simply cry or continue asking questions. If the PCs agree to help the citizens, Edvard gives them permission to enter any building and look in any cabinet, box, or hiding space they deem necessary. He is willing to shoulder full responsibility for their actions if they will try to end this nightmare.
pqqqqrs
THE DEEPWOOD PACK While the citizens of Deepwood are unanimous in their desire to see their current situation resolved and normalcy restored to the town, some of them are understandably uncomfortable with the possibility that the PCs may uncover all the towns secrets. Eight of the townsfolk have gone through a great deal of trouble over the years to hide the fact that they are werewolves from their neighbors. MARKED TERRITORY The pack has marked the town and surrounding woods as its territory. Rangers, druids, and other characters who are skilled at tracking wild creatures may, at the DMs discretion, occasionally notice wolf markers of various kinds, including scratches on surfaces and musky odors on large and important buildings or trees. While examining the homes of members of the Deepwood pack, the PCs may notice other behavior patterns that are reminiscent of wolves or wild dogs. For example, they might find important items buried under piles of less important possessions. Or if a werewolf has children, the room where the youngsters sleep may be located as far from the entrance as possible, and the parents might try to interpose themselves between the PCs and that door at all times. FINDING THE PACK The characters may be able to discover the nature of the Deepwood pack through the use of extraordinary abilities or magic (particularly spells from the Divination school). They might also turn up clear evidence of the packs innocence in the recent troubles. The results of their investigation hinge on what questions they ask and to what conclusions they jump. When presenting information, answering questions, and adjudicating the effects of spells as DM, do your best to give the players truthful information while still leaving room for interpretation. Its important that the PCs be able to make their own judgments about what really happened on the night of the murder and hanging. If the PCs confront any werewolves with the truth about their natures, they do not deny the allegation, but they do nothing to cast suspicion on any as yet undiscovered members of the pack. They do, however, ask the PCs to keep their secret. After all, they have been members of this community for years and never personally done anything to hurt anyone. If asked directly whether they knew about Trammils true nature, members of the pack affirm that they did but insist that he could not have killed the priestess because doing so would have been against his nature. They suspect that their new leader actually killed the cleric, though they do not know it for sure, and they refuse to speculate about the murderers identity at all. (Right now, like it or not, Armon Bistle is the leader of the Deepwood pack, and as such he is a problem that they wish to deal with by themselves.) Unless otherwise noted, use the werewolf statistics given in the Lycanthrope entry in the Monster Manual for all members of the Deepwood pack, except that each can have any neutral or good alignment.
pqqqqrs
D Edvard Kititch: Male human Commoner 1; hp 3. Development: This cabin contains nothing of value to the PCs investigation. However, the group might find evidence of marked territory here, as discussed in the Deepwood Pack sidebar.
in Deepwood, since all the citizens of the town contributed to purchasing the land and materials and building the structure. Creatures: No one is here when the PCs arrive. Development: There is nothing useful to the investigation in this building.
B2. TANNERY
This small shack behind the Kititch cabin is where Edvard tans leather and hides brought to him by hunters, trappers, and various other members of the Deepwood community. Read or paraphrase the following aloud when the PCs enter. This cabin has no doors, but its many windows provide excellent ventilation. Even so, however, a nauseating stench wafts through the building. In the corner stand two barrels one large and one small. A clay pit filled with pungent, murky, brown water fills the central area. A pole spans the pit just below the water s surface, and several animal hides are draped over it, submerged in the liquid. Creatures: No one is here unless Edvard has accompanied the PCs. Development: The large barrel contains crushed bark. A Knowledge (nature) check (DC 15) reveals that this bark was taken from an oak tree. The smaller barrel is filled with dung, which is used in the first stage of tanning. A Knowledge (nature) check (DC 25) reveals that it is the dung of a carnivore of at least the same size as a human. All these items are standard materials for the unpleasant job of tanning. Anyone who succeeds at a Spot check (DC 10) notices that Edvard has thoughtfully located his workshop downwind of Deepwood proper.
B3. SMOKEHOUSE
Read or paraphrase the following aloud when the PCs enter this cabin. This small cabin has only one door and no windows. Inside, the air in the single room is hot, dry, and filled with thick clouds of smoke that emanate from a clay fire box near the far wall. Strips of meat hang on racks in the center of the room.
This cabin is where the people of Deepwood smoke meats to preserve them for use at a later date (usually either on a long journey or during the winter months). The smokehouse is the only truly communal building
Creatures: Both Avon and Enga are present when the PCs arrive. D Avon: Female human werewolf Warrior 1; hp 20 (see Monster Manual page 175). D Enga: Female human Commoner 1; hp 3. Negotiations: Both women give permission for the PCs to search their cabin, though Avon seems somewhat reticent and wary about answering their questions. Development: Each woman has her own bedroom. A successful Search check (DC 12) of Avon s room reveals some of the clues described in the Deepwood Pack sidebar. A full-size stuffed wolf is hidden beneath the bed in Enga s room. If the characters ask why it is not displayed in the main room with the other taxidermy, Enga shrugs and explains that Avon detests it and flies into a rage every time she sees it. Development: The cabinet is unlocked. It contains a small barrel of sawdust, several boxes filled with glass eyes, and a thick leather bundle. Unrolling the bundle reveals several scalpels, surgical saws, and
other implements useful for removing the viscera from a trophy before stuffing it for display.
and their lupine heritages. He was not especially interested in becoming an alchemist s apprentice, but that was the only viable reason he could come up with for his interest in moving to Deepwood. Creatures: Rajel is working alone in the shop when the PCs arrive. D Rajel Mendi: Female human Commoner 1; hp 3. Negotiations: Rajel knows nothing about Cral s true nature. If asked about him, she says that he is a good apprentice willing to study hard and do what he s told. A successful Gather Information check (DC 15) gets her to add that he s not like other alchemists. If asked to elaborate, she explains that most of her colleagues are driven individuals who are obsessed with understanding the scientific basis of nature and altering its processes. But although Cral is a hard worker, he doesn t seem to have the natural inclination toward that sort of work that most alchemists show. Development: Because Cral is a werewolf, the PCs may be able to turn up some of the evidence mentioned in the Deepwood pack sidebar in this building. There is nothing of special interest in the workshop. Cral is nowhere to be found. If asked about his whereabouts, Rajel explains that he is probably out gathering ingredients they need for their current projects. In truth, he is one of the werewolves guarding the gold (see encounter D, below).
10
Creatures: No one is here when the PCs arrive. Development: A successful Search check (DC 15) in the shack turns up a leather-bound journal half-filled with handwritten text. The writing is the same shorthand used in the ledger that the townsfolk are guarding in the temple (area B11). A PC may decode the book with a successful Decipher Script check (DC 25). A +10 insight bonus applies to this check if that PC has already deciphered the ledger. Some spells, such as comprehend languages, will also allow the characters to read the text. This journal is Trammil s personal diary. Most of its entries have to do with the mundane details of his hunts how many animals he saw, what the conditions were, signs of upcoming weather patterns, and the like. In the first half of the book, Trammil mentions the pack only in passing. The last fifteen pages, however, provide a detailed account of the pack s interactions with its new leader, including a full description of when and how the big wolf took over. In the last few entries, Trammil expresses his determination to discover the wolf s true identity and his belief that the creature means harm to all the people of Deepwood. Though this journal confirms that there are several werewolves in Deepwood, it gives no names, professions, or other means of identifying them. Its language also strongly indicates that these werewolves are not the problem, since they have been living peacefully in the community for years. Clearly, it is the new leader who has upset the equilibrium.
Once Kent thought he saw an especially large wolf chasing several smaller wolves away from the farm just as though he was protecting the herd. Since Trammil was hanged, the wolves seem to have disappeared. The night air used to ring with their baying, but now the darkness is disturbingly quiet. Development: There is nothing of particular use to the investigation on this farm.
11
Creatures: Bale Tracer is at home today with the children. D Bale Tracer: Male human Commoner 1; hp 3. D Rika and Shep Tracer: Noncombatants. Negotiations: A successful Diplomacy or Gather Information check (DC 30) convinces Bale to tell the PCs his story. Bale Tracer was a successful merchant in the city where he once lived. Gritta was his fianc e, and they looked forward to a long and happy life together. Then the local magistrate took a fancy to Gritta. Though she spurned him, he paid her father an obscene amount of money to call off her betrothal to Tracer and promise her hand to him. Determined to marry even without her father s permission, Gritta and Bale packed up what belongings they could carry and moved as far away as they could get. Development: Two of the four side chambers in the Tracers house are bedrooms. Another contains sealed crates and tarpaulin-covered furniture, and the fourth is a walk-in pantry filled with all sorts of items that might ordinarily be found in a general store. This home contains nothing of significance to the investigation.
they await one of two possible outcomes an attempted theft of the book by another werewolf, or the arrival of a traveler who can read the language in which the book is written. Creatures: Currently, Lilly Kititch and Simone Harth are standing guard. They have been here for several hours chatting amiably, but they are still alert for intruders. They notice the PCs immediately unless the group purposely attempts to sneak in. To get in without alerting the guards, each PC must make a successful Hide check and Move Silently check (DC 20 for both). D Lilly Kititch: Female human werewolf commoner 1; hp 20. D Simone Harth: Female human Commoner 1; hp 3. Negotiations: The women challenge the PCs and refuse to let them examine the ledger unless Edvard personally tells them it s all right. Even though Lilly (see area B1) is a werewolf, she feigns having only human abilities if attacked. Thus, the PCs should be able overcome these two women without any difficulty, but doing so would certainly damage their relations with the rest of the townsfolk. The Ledger: The ledger is written in the same shorthand as the journal hidden in Trammil s shack (area B7). To understand the writing, a PC must succeed on a Decipher Script check (DC 25). A +10 insight bonus applies to this check if the character has already deciphered Trammil s journal. Some spells, such as comprehend languages, will also allow PCs to read the text. The book contains scrupulous notes on how much gold was dug each night (usually between 5 and 15 pounds). The book indicates that all the gold has been buried somewhere called the Vale of the Silvery Moon. You will find gold under any mound that bears the mark of the pack, it says. If the PCs ask, anyone in town can tell them where the glade is. If they decide to go there, continue the adventure with encounter C, below.
At Edvard s insistence, the town has placed Trammil s ledger on the lectern, and at least two townsfolk stand watch over it at all times. They believe that the book contains information about Trammil s accomplices, and
12
Creatures: When the PCs arrive in town, Avi is out in the woods with Rik Mendi (see area B5). Development: There is nothing of interest to the investigation within Fincher s shack, but it might take the PCs some time to determine that fact.
a kind but slightly dotty woman who is willing to talk to the PCs about anything they like in fact, she ll talk their ears off if they let her. There is nothing of particular use to the investigation in this house.
This house belongs to Esther Vidad, an elderly woman who spent her life as a painter. Any PC that succeeds at a Knowledge (history), Knowledge (local), or Knowledge (nobility and royalty) check (DC 15) recognizes her name and knows that her work is highly prized among noble and merchant families far and wide. After her husband passed away five years ago, Esther laid down her brushes and simply disappeared. In fact, she had retired to Deepwood so that she could spend her remaining years without the constant distraction of commissions and offers of patronage. She had never had any interest in the business end of her career; her husband had always tended that aspect. With him gone and a comfortable fortune in hand, she decided to disappear into Deepwood and paint whatever she liked. Esther also serves as the local teacher, running a school in her home. All the children in town come to her house whenever their chores are done to learn reading, writing, basic mathematics, local history, and etiquette. She refuses, however, to teach painting, and she advises any of the children who inquire about this possibility to turn their interests to something more practical. Creature: When the PCs arrive, Esther is in her home baking bread and cookies. She greets them effusively, offers them food, and answers their questions to the best of her ability. D Esther Vidad: Female human Commoner 1; hp 3. Negotiations: Esther believes that the best way to deal with hard times is by sharing sweet food. She is
13
gone into the woods so that Gar can begin teaching Link the tricks of the trade. Her mother is currently in the Temple of Ehlonna standing guard over Trammil s ledger. D Pauline Harth: Female human Commoner 1; hp 3. Development: Pauline seems very out of place in Deepwood. A delicately beautiful young woman, she seems ill suited for life in the wilderness. If the PCs ask the right questions, she tells them that her mother grew up in a large city and moved here only because she loved Gar so very much. However, she raised her daughter to be a proper lady with refined etiquette. Now that she is old enough for marriage, Pauline finds that no one in this rustic little town suits her tastes. She desperately wants to go to a city any city but her father will not hear of it. Nothing in this house is useful to the investigation.
claiming the boy would be needlessly upset by talk of murder and monsters. If the PCs do get a chance to speak to the boy somehow and mention anything about werewolves, the boy happily informs them that he is one, and so is his daddy. Griggor, if confronted with this information, does not deny it but acts as noted in the Deepwood Pack sidebar. Development: While searching the cabin, the PCs may discover some of the clues discussed in the Deepwood Pack sidebar. There is nothing of particular use to the investigation here.
14
15
In a larger town, this building would be considered overly large and unnecessarily ostentatious. In Deepwood, it is the dominant architectural feature. Easily as big as any four other homes combined, this garish yellow house is covered in decorative molding painted a tawdry green color. The building has two floors, and a wide, ornamental chimney rises high above the center of the roof.
Anyone looking at the exterior may attempt a Knowledge (architecture and engineering) check (DC 15) or a Spot check (DC 25) to notice that the decorative chimney has been constructed in such a way that it might actually house a third, windowless story. Creatures: Armon Bistle is at home when the PCs arrive in town. His butler, Darby Mastiff, answers the door if the PCs ring the bell. He shows them into the parlor and goes to fetch Armon, who is in his study considering what he should do about the Deepwood pack and how to get his hands on Trammil s ledger. D Darby Mastiff: Male human Commoner 1; hp 3. D Armon Bistle: Male human Rogue 6; CR 14; Medium humanoid; HD 6d6+6; hp 27; Init +3; Spd 30 ft.; AC 13, touch 13, flat-footed 13; Base Atk +4; Grp +5; Atk +7 melee (1d4+3/1920, +2 dagger); Full Atk +7 melee (1d4+3/1920, +2 dagger); SA sneak attack +3d6; SQ evasion, trap sense +2, trapfinding, uncanny dodge; AL NE; SV Fort +5, Ref +10, Will +4; Str 13, Dex 16, Con 12, Int 16, Wis 10, Cha 14. Skills and Feats: Appraise +12, Bluff +11, Decipher Script +12, Diplomacy +6, Escape Artist +12, Gather Information +11, Hide +12, Intimidate +13, Listen +8, Move Silently +12, Search +12, Sense Motive +9, Spot +8, Alertness, Blind-Fight, Combat Reflexes, Dodge. Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Armon takes no damage with a successful saving throw. Trap Sense (Ex): Armon has a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC. Uncanny Dodge (Ex): Armon retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. Possessions: +2 dagger, cloak of resistance +2, Gnarlpaws fang. Negotiations: Darby is quite well aware of his master s character and history (including the recent debacle with the werewolves), but he guards his tongue carefully and says nothing about such matters at least not of his own accord.
When Darby tells Armon of the PCs arrival, the lord of the manor comes to the parlor and greets the visitors somewhat irritably. If they ask to examine Bistle Manor, he pointedly asks them to be quick about it, then mutters that investigators should be spending their time doing something to help this frightened community rather than trying to pin the blame on the richest man in town. Development: If Armon knows the PCs are there, he follows them from room to room, constantly pointing out how unfair it is for people to assume that someone who is rich must also be evil. He is actually trying to annoy them into rushing their investigation, hoping that they will overlook any clues that may be lying around.
Ground Floor
The ground floor has five rooms the parlor, dining room, kitchen, pantry, and servants suite. Parlor This large, open room serves as both a foyer and a place to entertain guests. Read or paraphrase the following when the characters enter this room. Expensive couches and settees, tapestries, and other art objects have been placed tastefully around the room. Dominating the far wall is a large fireplace flanked by staircases leading up. On the southern edge of the eastern wall is a double door leading into the dining room.
On the northern side of the eastern wall is a secret door (Spot DC 15) that leads into the kitchen. This construction provides a servant s entrance that does not disturb the room s ambiance. Dining Room A tremendous, polished-oak table large enough to seat thirty guests is the dominant feature of the dining room. The exterior wall is covered with windows that stretch from waist height nearly to the ceiling. Along the inner wall are a large fireplace and a door that leads into the kitchen. Kitchen This kitchen has enough space and equipment to prepare meals fit for kings and queens. The oven is built into the building s central fireplace. Doors in the east and south walls lead to the pantry and the dining room, respectively.
16
Pantry This large, walk-in pantry is filled with dried and preserved foods. A door in the south wall leads to the servant s suite, and one in the west wall leads to the kitchen. Servants Suite This single-room apartment can house as many as four servants. Along each wall stand a cot and a small wardrobe, and a potbellied-stove occupies the middle of the room. Creature: At the moment, Armon has only one servant a butler/cook named Darby Mastiff. Darby has worked for Armon for more than ten years and displays unflagging loyalty to his master.
fails, he signals Darby (with two thumps on the floor), who comes to create a distraction for his master. If the PCs notice his escape and attempt to pursue him before he can leave the house, Armon transforms into his hybrid form (see encounter D) and fights them. If he defeats them or forces them to retreat, he goes to the temple and takes the book, as described above. Treasure: A successful Search check (DC 10) in this room reveals an unexpectedly large number of coins and jewels stashed under the mattress, in drawers, and in other hiding places. The hoard has a total value of 1,000 gp. Guest Bedrooms Read or paraphrase the following aloud when the PCs enter any of these rooms. Each of these chambers is richly appointed. It is furnished with a large, soft feather bed, a finely crafted wardrobe, and a dresser with washbowl and mirror. A small fireplace set into the interior wall brings heat in from the central chimney. Study The bookshelves lining these walls are filled with volumes on a wide variety of subjects. Many are rare first editions or unique journals written or drawn by famous authors and artists. Four plush leather chairs surround a low table in the center of the room. A decanter of brandy and four large snifters stand on the table, ready for guests. Development: Any PC browsing these shelves may attempt a Knowledge (history) or Appraise check (DC 20) to realize that the books were probably stolen. Bath Drains set into the floor of this tiled chamber empty to the rear of the house through spigots. Two large tubs occupy the center of the room. The six wooden buckets near one wall are obviously meant for carrying hot water up from the kitchen.
Second Floor
The second floor has six rooms: the master bedroom, three guest bedrooms, a study, and a bath. Master Bedroom This chamber is where Armon Bistle sleeps. Read or paraphrase the following when the characters enter. An opulent, canopied bed dominates this room, and thick velvet draperies shade its many windows. In the northwest corner is a writing desk, and a large wardrobe stands against the southeast wall. A fireplace is built into the eastern wall.
The room gets most of its heat from the central chimney. On the north side of the fireplace is a secret door (Search DC 20), behind which is a staircase that leads up to the library. Creature: Armon Bistle is still following the PCs if they have not yet found a way to lose him. Development: If the PCs find this secret door while Armon is trailing them, he realizes the jig is up and he must escape. He stops following them and tries to move off quietly down the corridor, using a Move Silently check. If he succeeds in removing himself from their line of vision, he uses his Hide and Move Silently skills to leave the house without their notice. Once outside, he runs as fast as possible to the cover of a nearby building, hides again, and uses Gnarlpaws Fang to change into his wolf form. Then he goes straight to the Temple of Ehlonna, grabs Trammil s ledger from the lectern, and escapes into the woods with it, ignoring the guards no matter what they do. If the PCs are watching him closely enough that he cannot easily sneak away from them, he uses his Bluff skill to distract them while he makes his escape. If that
Third Floor
The third floor consists of a single, windowless room that serves as Armon s library. Library Armon uses this chamber to store most of the treasure that he filched from the towns where he lived previously. Chests of gold and platinum coins ring the chamber, and small bags of gems are scattered around the room. You may also place any additional treasure you
17
deem appropriate here. Gnarlpaws fang is not in this hoard because Armon keeps it with him at all times. Development: A successful Search check (DC 15) in this room reveals a small, leather-bound journal. The writing inside is in the same language as Trammil s journal (see area B7) and the ledger that the villagers are guarding in the temple (area B11). A successful Decipher Script check (DC 25) allows a character to read the writing. A +10 insight bonus applies to this check if that PC has already deciphered one of the other books. Certain spells, such as comprehend languages, will also allow the subject to read the text. Whether or not the PCs can read the book, a successful Spot check (DC 10) reveals that this text is written in a different hand than that in the other two books. The journal describes Armon s actions in the cities he previously called home specifically, how he went about conning his neighbors out of their money and valuables. The book also describes Gnarlpaws fang and its powers, as well as Armon s plans to blackmail the members of the Deepwood pack. What s more, it lists all the local werewolves names. The entries finish with a detailed account of how Armon slew the priestess in the temple in order to get Trammil killed. Treasure: The total value of the treasure in this chamber is 5,800 gp.
on what the PCs have determined from their investigation so far. If Armon Bistle escaped with Trammil s ledger (or with information gleaned from it) and the PCs are chasing him, continue with encounter C1, below. If they deciphered the information in the ledger and are trying to retrieve the gold themselves, go to encounter C2 instead.
pqqqqrs
ARMONS BACKUP PLAN Even if the PCs do not find the secret door in Bistle Manor, their arrival in town and insistence on poking their noses into Ishtals murder and Trammils subsequent hanging have made Armon extremely nervous. At some point when the characters are relatively far from the Temple of Ehlonna, he steals the ledger from the temple (see B18, Master Bedroom) and flees into the woodshopefully before the PCs can respond. If he escapes from town with the ledger, he stops as soon as he feels safe and reads it. Within 1 round of perusal, he determines where the gold has been hidden and heads for the Vale of the Silvery Moon.
18
pqqqqrs
place where they have been hiding the gold. But, for the sake of keeping up appearances, even they are willing to perform this task if so requested. A PC who succeeds at a Sense Motive check (DC 15), however, notices that such a guide seems hesitant about helping. Whatever means the characters choose to find the Vale of the Silvery Moon delays their departure, ensuring that they arrive after the battle is underway (see encounter D2b, below) if Armon has preceded them.
happened across the gold. Such an event would be particularly tragic, the werewolves felt, because it might cause their leader to order the humans deaths. More importantly, though, they believed that such a method of hiding the treasure constituted their best chance to learn the identity of their new leader. Whoever showed himself capable of finding the buried gold, they reasoned, must be the mysterious werewolf. This plan, of course, is not as foolproof as the pack first believed. The PCs might have any number of ways of achieving the same effect. If they manage to locate any of the gold, they might find themselves in an unexpected confrontation with some very angry werewolves.
The Vale of the Silvery Moon got its name because the human residents of Deepwood noticed that the glade was filled with baying wolves on nights of the full moon. These creatures, naturally, were the members of the Deepwood pack, howling their devotions to their lunar mistress. As Trammil wrote in his ledger, the Deepwood pack has hidden all the gold its members have mined here in the vale. They chose this spot because the disturbed earth makes it nearly impossible to distinguish the animal dens from the places where something is buried. The pack marked each hiding spot with wolf scent so that its members could easily find the locations. Any other werewolf or indeed, any creature with the scent special quality can easily detect which mounds have a lupine scent. The werewolves chose this method of marking the spots for several reasons. First, it was a good way to ensure that none of their human neighbors accidentally
19
20
the risk of detection. Any character who specifically looks for people hidden in the woods may attempt a Spot check (DC 25) to notice one member of the Deepwood pack. For every 5 points by which the Spot check result exceeds the required DC, the character notices another of the hidden werewolves. (Thus, a character would spot two werewolves on a check result of 30, three on a 35, four on a 45, and all five on a 45.) D Human Werewolf Warriors (5): hp 20 (see Monster Manual, pages 173-175 and page 178).
battle between Armon and the Deepwood pack has already begun. Read or paraphrase the following when they arrive. In the clearing, a horrible battle is raging. Five large, muscular wolves are circling and attacking a massive half-man half-wolf creature. The wolves dash in and bite at their opponent, who in turn slashes at their hides with his wicked claws. All the combatants are bloodied, but the hybrid creature seems to be in much better shape than any of the wolves.
Armon the hybrid stands in the middle of a constantly moving ring of wolves that duck in, attack, and then dash back into the ring. Creatures: All five of the Deepwood werewolves who have been standing guard in the clearing are attacking Armon Bistle, who is in hybrid form. Tactics: The werewolves strategy is to keep their opponent trapped and wear him down with hit-and-run tactics. Armon s plan is to grab and grapple with one of his opponents, snap its neck, and then move on to another. As the fight progresses, the combatants switch back and forth between their wolf and hybrid forms whenever doing so provides an advantage. Reduce all the combatants to one-half their usual hit points to reflect damage already taken, then let the PCs roll initiative and enter the fray as desired. As indicated above, negotiating with the Deepwood pack may prove difficult, but once Armon is defeated, the werewolves may be willing to listen to reason. Armon, on the other hand, has no interest in any outcome except the death of every other creature in the glade. Treasure: The total value of the unrefined gold buried in the Vale of the Silvery Moon is 6,000 gp. The cave still contains a like amount, though mining it is difficult and time-consuming. If the werewolves continue to do the mining, they can extract only half as much per day as they did before.
21
If the PCs have brought the matter to a satisfactory close and helped the werewolves make peace with their neighbors, the town of Deepwood offers them the gold from the grove as a reward. Otherwise, the werewolves offer them half of the gold for their aid and keep the rest to build themselves a new town elsewhere.
FURTHER ADVENTURES
If the PCs lost the fight with Armon, they may want to go after him. Doing so requires tracking him down again, since Armon Bistle has decided to retire this time for good. Not even a cave of gold can tempt him back into his old way of life now; the Deepwood incident came much too close to killing him. If he manages to escape, he changes his name, finds another town just as remote as Deepwood, and builds another large house using the gold from the glade and his home. In the meantime, Darby the butler gathers up the valuables from the library in Bistle Manor and travels to a large city of your choice. There he settles in to await word from Armon that a new home has been established. When the message arrives, he brings the valuables, along with any other materials or goods that Armon requires, to the new site, and the two of them establish themselves in their new home. Unless the PCs use extraordinary methods, Armon should be untraceable once he escapes from Deepwood. If you wish, however, the they may eventually happen across him in his new hometown. They may not recognize him immediately, since he has changed his hair color, grooming habits, and wardrobe. His disguise is so effective (+10 on Disguise checks) that the characters might not recognize him even if they do find him.
Anyone wearing this talisman gains the ability to transform into Gnarlpaw as a full-round action, choosing either his dire wolf or his hybrid form (use the Werewolf Lord statistics in the lycanthrope entry of the Monster Manual as a base). While in one of these two forms, the wearer of this talisman gains the use of all of Gnarlpaw s special qualities, special attacks, feats, and skills, though he may also continue to make use of his own feats and any of his own skill modifiers that are better than the werewolf lord s. Normally, a lycanthrope has a single recognizable scent, no matter what form it takes. But since the wearer actually becomes Gnarlpaw for a time, he smells like Gnarlpaw when in wolf or hybrid form, and like his humanoid self when in humanoid form. Thus, scent does not betray the wearer s identity when he is in humanoid form, the way it would a real werewolf. Every person who wears Gnarlpaws fang becomes exactly the same creature when the talisman is activated and thus looks and smells like Gnarlpaw. The wearer has full control over his form when wearing the talisman and can activate it or dismiss the effect whenever he chooses. Wearing Gnarlpaws fang does not necessitate a change of form during full moon. Strong transmutation; CL 19.
GNARLPAWS FANG
This talisman appears to be a wolf s fang strung on a simple leather band. The tooth, however, is the fang of the legendary werewolf lord Gnarlpaw.
22