10-Bad Moon Waning
10-Bad Moon Waning
10-Bad Moon Waning
WANING
A Short Adventure for Four
10th-Level Player Characters
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
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.
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.
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
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.
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
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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,
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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.
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.
BEGINNING THE
ADVENTURE
This adventure consists primarily of freeform encounters, which may be run in any order. Some encounter
areas are keyed to the maps; the specific placement of
the others is up to you as DM.
The adventure begins with encounter A as the PCs
approach the town of Deepwood. Thereafter, the
encounters may be used in any order, depending on
where the PCs decide to go and what they do.
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
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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%.
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B. THE TOWN
OF DEEPWOOD
The citizens of this small village, both werewolf and
human, have been traumatized by recent events. Most
have spent a great deal of the time since Ishtal s murder
and Trammil s hanging locked in their huts and cabins
for safety. Whispered talk among neighbors has fueled
a keen paranoia, as the normal townsfolk consider who
else among their neighbors might be a murderous
shapechanger, and the shapechangers wonder if they
will be next on the hanging tree.
Read or paraphrase the following aloud when the
PCs enter Deepwood.
The town of Deepwood is a collection of shacks,
cabins, and one or two fancier buildings nestled in
a large clearing in the forest. Smoke wafts from
many of the chimneys, hinting at a goodly
number of residents, but none of them are visible.
The streets are empty, and all the windows are
shuttered.
The townsfolk are even more wary of strangers than
they are of each other particularly strangers who have
displayed an interest in the body on the hanging tree.
Still, both hospitality and curiosity demand that someone greet the newcomers. By default, that person is
Edvard Kititch, the closest thing Deepwood has to a
mayor.
Greetings, strangers! calls a tall, thin man stepping from a sturdy cabin in the center of town. I
am Edvard Kititch, he says, casting a wary look
about him. Welcome to Deepwood. Please forgive
our lack of hospitality, but the town has been
languishing under the shadow of a terrible
tragedy.
Edvard is quite willing to explain recent events if the
PCs have not already heard the tales. If they tell Edvard
that they have come to help, he becomes quite effusive,
shaking their hands and thanking them profusely.
Then he calls for the other townsfolk to come out of
hiding.
At that point, several citizens come out to greet the
PCs, but clearly not the entire populace. Despite the
recent horrors, life goes on. People still have to hunt,
fish, gather wood and berries, and tend both the domestic and the wild animals in the region.
Creatures: There are only a dozen or so households in Deepwood. Most of the townsfolk with the
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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.
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B2. TANNERY
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.
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).
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This home does not look at all like the rustic, utilitarian homes around it. With decorative, colorful
trim around its frame and eaves, planting boxes
below its windows, and frilly curtains in every
window, this building looks like something out of
a fairy tale. Smoke drifts lazily from the chimney
and fills the air with the smell of freshly baked
bread.
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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.
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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.
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.
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
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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
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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.
D. THE VALE OF
THE SILVERY MOON
(EL 6 OR 14)
A few clearings exist even in the heart of the deepest
forest. In these grass-covered meadows, one can bask in
the sunlight or stare up at the stars completely unfettered by the leafy canopy that covers the rest of the
woods. Rabbits, badgers, skunks, and other burrowing
animals often build their warrens in such meadows
because the thick grass makes it easier to hide from
predators and the open space makes it more difficult for
the larger carnivores to approach stealthily.
Read or paraphrase the following when the characters approach.
Just ahead, the shady stretches of forest open into
a meadow. No tiny dapples of sunlight dance over
the ground here; the grove is brightly lit, and the
wind blows freely through the knee-high grass.
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
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ENDING THE
ADVENTURE
Once the fighting, biting, and clawing are over, the PCs
must make their peace with the members of the
Deepwood pack. Doing so may prove difficult if they
have killed or permanently injured any pack members
during the climactic battle. You as DM should determine the outcome of any Diplomacy checks or other
attempts they make to calm the werewolves.
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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.
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.
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