TEXT: 1
  BAD MOON
  WANING
  A Short Adventure for Four 
  10th-Level Player Characters
  CREDITS
  Design:
  Stan!
  Editing:
  Penny Williams
  Typesetting:
  Nancy Walker
  Cartography:
  Rob Lazzaretti
  Web Production:
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design:
  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
  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, includ-
  ing the Player’s Handbook, the DUNGEON MASTER’s 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 naturally-
  growing 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 commu-
  nity, 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.
  
  2
  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 crea-
  ture 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 roam-
  ing 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.
  THE TRUTH ABOUT DEEPWOOD
  Although most of the townsfolk do not know it, were-
  wolves make up a significant percentage of Deepwood s
  populace. All of these shapechangers are natural lycan-
  thropes humans who were born with the ability to
  transform into wolves or wolf-human hybrids. They have
  chosen to make their homes in this remote village, where
  they can indulge their wild natures in the nearby forest
  without frightening or causing harm to their neighbors.
  Despite the wild blood that runs through their veins,
  the werewolves who live in Deepwood are all good
  people. Not one of them has ever taken a human life,
  nor do any of them plan to do so. Deepwood is their
  home, and they consider everyone living there to be
  part of their pack, werewolf or no.
  Several nights per month (particularly nights of the
  full moon), the Deepwood werewolves run through the
  forest as a pack, hunting deer or other game and cele-
  brating their wild heritage. This hunting ritual has been
  going on for years, and no normal member of the
  community has ever suspected the truth. Thus, the
  members of the Deepwood pack have been able to live
  in freedom and harmony with both their surroundings
  and their human neighbors for many decades.
  THE LEADER OF THE PACK
  Two months ago, the peace and harmony of
  Deepwood was shattered. The pack was hunting a
  particularly large and powerful buck in the forest by
  the light of the full moon. But just as the Deepwood
  werewolves were about to bring down their prey, a
  tremendous wolf bigger than any three members of
  the pack combined burst from the surrounding
  foliage and snapped the deer s neck with one bite of
  his massive jaws.
  By right of strength,  he growled, I claim leader-
  ship of this pack. You will all do as I say or face the
  consequences.
  Naturally, the pack objected, and its leader (a hunts-
  man 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 solu-
  tions 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 bring-
  ing 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 solu-
  tion 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
  
  3
  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 rich-
  est person in Deepwood. Though he is not a werewolf,
  he owns a talisman that allows him to mimic a were-
  wolf s powers, including the scent ability. With this
  artifact, known as Gnarlpaw’s 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 advan-
  tage 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 impor-
  tantly, 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 prac-
  tically made of gold, he decided to use Gnarlpaw’s 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.
  THE LONE WOLF
  For a while, events went exactly as Armon Bistle had
  planned. The Deepwood pack obeyed his orders, mined
  the gold, and hid it away. Only Trammil Nimman ever
  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 were-
  wolves 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 Gnarlpaw’s 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 fright-
  ened the humans more. The werewolf townsfolk tried
  to talk some sense into their human neighbors, point-
  ing 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 discov-
  ery, 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. 
  
  SHADOW OF THE WOLF
  In death, Trammil reverted to his human shape. But the
  townsfolk left him hanging there and placed a sign
  reading murdering dog  around his neck as a warning
  to any other werewolves that might be near. 
  Deepwood is now a town nearly paralyzed by fear.
  Trammil had been a member of the community for years
  and yet no one had ever suspected his dark secret. Worse
  still, upon searching his belongings, the townsfolk found
  a ledger containing notes in a language that they could
  not read. Could this be a list of other local werewolves?
  After all, werewolves often run in packs. Who else among
  them might be a murderous beast in disguise? 
  The townsfolk decided to place the book in the
  temple under constant surveillance, reasoning that
  sooner or later one of the other werewolves would try
  to steal it. If they could capture that person alive, they
  might be able to gain more information. Alternatively,
  if someone with knowledge of this language happened
  through town, they might be able to prevail upon that
  person to reveal the book s contents to them.
  In fact, the book is Trammil s ledger, in which he
  recorded the daily amounts of gold and the specific loca-
  tions where the werewolves buried it. The language is a
  shorthand used by woodcutters and caravan drivers (the
  only language that Armon and Trammil shared, other
  than Common). Although no member of the pack can
  read the book either, they all know the general nature of
  its contents and do not feel that they can gain any infor-
  mation from it. Only Armon has an interest in the book.
  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
  4
  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 neigh-
  bors are werewolves?
  The werewolves of the Deepwood pack have suc-
  cessfully hidden their true nature from friends,
  neighbors, and even loved ones for decades. Can
  the ordinary citizens of the town accept, under-
  stand, and—most importantly—forgive the pack for
  its years of deception? 
  There is no easy answer to either of these ques-
  tions. Indeed, it is these aspects of the plot that
  you as DM can most easily adapt to suit your pur-
  poses. 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
  pqqqqrs
  
  extremely fearful about something. They can interact
  with the townsfolk as much as they wish to gather
  information regarding recent events. All such informa-
  tion 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.
  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 inno-
  cent village. Or they might inadvertently come across
  Deepwood while traveling to or from a different adven-
  ture. 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 iden-
  tity) 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 were-
  wolf 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 Gnarlpaw’s 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 encoun-
  ters, 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 towns-
  folk 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
  5
  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 Armon’s hit points when he uses
  Gnarlpaw’s 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
  pqqqqrs
  
  6
  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 char-
  acters approach Deepwood. Adjust the text as needed to
  suit the exact situation.
  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 resi-
  dents 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.
  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 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 some-
  one greet the newcomers. By default, that person is
  Edvard Kititch, the closest thing Deepwood has to a
  mayor.
  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 domes-
  tic and the wild animals in the region. 
  Creatures: There are only a dozen or so house-
  holds in Deepwood. Most of the townsfolk with the
  Greetings, strangers!  calls a tall, thin man step-
  ping 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.  
  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 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 addi-
  tional words: As far from anywhere as you ll 
  ever find.
  A newer and less inviting sign of human habi-
  tation 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.
  
  7
  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. 
  B1. KITITCH’S CABIN 
  Edvard Kititch and his wife Lilly share this comfortable
  cabin. Edvard is a tanner, and he maintains a separate
  cabin nearby in which to practice his trade. He is also
  the closest thing Deepwood has to a mayor an even-
  tempered, fair man to whose judgement his neighbors
  generally defer. 
  Edvard and Lilly are only recently wed. Lilly is the
  daughter of Pruert and Ginny Jyles (see area B14). She
  is also a werewolf, although she has not shared this
  secret with her new husband as yet. Even as fair-
  minded as Edvard is, she fears that he will turn his back
  on her (or worse) when he learns the truth.
  Creatures: If Edvard is not already escorting the
  PCs, he is here when they arrive. Lilly, however, is
  standing guard at the Temple of Ehlonna (see area B11).
  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 possibil-
  ity that the PCs may uncover all the town’s 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 DM’s 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 pack’s innocence in the recent trou-
  bles. The results of their investigation hinge on what
  questions they ask and to what conclusions they
  jump.
  When presenting information, answering ques-
  tions, and adjudicating the effects of spells as DM,
  do your best to give the players truthful information
  while still leaving room for interpretation. It’s impor-
  tant that the PCs be able to make their own judg-
  ments 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
  Trammil’s 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 murderer’s 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
  
  8
  
  9
  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.
  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 follow-
  ing aloud when the PCs enter.
  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 unpleas-
  ant 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 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
  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.
  B4. LEONE’S CABIN
  This cabin belongs to Enga Leone and her partner Avon
  Vestille. The two women are trappers and taxidermists
  who have found a veritable gold mine of small animals
  in the local woods. Rather than compete with one
  another for the pelts, they ve pooled their resources. As
  a result, they make a respectable profit from the
  merchants who come through town every few months.
  Unbeknownst to Enga, Avon is a werewolf. She
  decided to work with Enga so that she would be in a
  position to tell the pack where all the local traps had
  been placed.
  Read or paraphrase the following aloud when the
  PCs enter.
  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
  The cabin s main room is filled with pelts, traps,
  and dozens of stuffed and mounted rabbits,
  beavers, and badgers. A closed cabinet stands near
  one wall. Hanging from the walls are deer, cougar,
  and bear heads. This area looks very much like a
  hunter s trophy room. 
  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 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. 
  
  10
  other implements useful for removing the viscera from
  a trophy before stuffing it for display.
  B5. MENDIS’ HOUSE
  Rajel Mendi lives in this large home with her husband
  Rik, their two daughters Keri (14 years old) and Yamile
  (11 years old), and their son Bosh (7 years old). The
  unofficial sixth member of the family is Cral Redfoot,
  Rajel s apprentice, but he lives in Rajel s workshop
  (area B6).
  The house features a large central living area and a
  single bedroom where Rajel and Rik sleep. The chil-
  dren sleep in the loft.
  Rajel is an alchemist. She spends most of her days in
  her workshop (area B6), and for most of their marriage,
  Rik has spent the majority of his time caring for the
  children. But now that Bosh is old enough to study with
  the other village children (see area B13), Rik is learning
  to be a forester. A few times a week, Avi Fincher (see
  area B12) takes him into the woods and teaches him
  some of the basic skills of the trade. 
  Creatures: No one is at home when the PCs
  arrive here.
  Development: There is nothing of importance to
  the investigation in this house. However, the entire
  home is spotlessly clean a fact that the PCs may find
  interesting or even suspicious.
  B6. ALCHEMIST’S WORKSHOP
  Behind the Mendis  house stands a small cabin where
  Rajel practices her craft. Here she mixes alchemical
  solutions, experiments with new ingredients and
  formulae, and creates any salves and ointments her
  friends and neighbors require. Read or paraphrase the
  following aloud when the PCs enter.
  The cot is here because the workshop also serves as a
  home for Rajel s apprentice, Cral Redfoot. The books
  are introductory texts on chemistry, herbalism, and
  other related subjects. 
  Cral is a werewolf who came to town because he had
  heard about the Deepwood pack and the way its
  members had managed to celebrate both their human
  and their lupine heritages. He was not especially inter-
  ested 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 proj-
  ects. In truth, he is one of the werewolves guarding the
  gold (see encounter D, below).
  B7. TRAMMIL’S SHACK
  Until recently, this small, rundown building was home
  to Trammil Nimman, the hanged werewolf. Trammil
  was a hunter who had been a member of the Deepwood
  community for more than ten years. Although he was
  not the most affable fellow in town, he was considered
  an upstanding and trusted citizen until his true nature
  was revealed.
  Trammil was a solitary sort who didn t seem to mind
  living alone. He spent a good deal of his time out in the
  woods tracking and killing deer, bear, and other game
  that he would trade with other townsfolk for various
  goods and services.
  Read or paraphrase the following aloud when the
  characters enter this cabin.
  The single room of this small cabin is a terrible
  mess. Whoever searched this place was none too
  delicate about it. Clothing lies everywhere, and
  personal possessions have been tossed about with
  some abandon.
  The walls of this small cabin are lined with long, flat
  tables. Each is covered with a maze of stoppered
  bottles, mortars and pestles, vials of different-
  colored solutions, candles, and trays smudged
  with pastes, oils, and lotions.
  In one corner stands a small, neatly made cot.
  Several large tomes are stacked on the floor near
  its foot.
  
  11
  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 short-
  hand 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, profes-
  sions, 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.
  B8. BASTONE’S FARM
  This small farm is home to Kent Bastone, his wife Nadi,
  and their infant son Rustle. The Bastones grow some
  vegetables and potatoes and tend a mid-sized herd of
  sheep and goats, which supply the town with milk and
  other dairy products, wool, and occasionally meat. 
  Creatures: All three of the Bastones are present
  when the PCs arrive.
  D Kent and Nadi Bastone: Male and female
  human Commoner 1; hp 3.
  D Rustle Bastone: Noncombatant.
  Negotiations: The Bastones relate the following
  pieces of information in response to appropriate PC
  questions.
  • The local woods have always been home to more
  wolves than one would usually expect to find in such
  an area.
  • Despite the size of the local wolf population, the
  Bastones rarely have trouble with predators raiding
  their herd.
  • 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.
  B9. UBERT’S SHACK
  This small, neatly kept shack belongs to Nero Ubert, one
  of Deepwood s most eligible bachelors. Nero is a hunter
  who typically stalks rabbits, squirrels, pheasants, and other
  small game. He occasionally hunts with Gar Harth, and
  both used to hunt occasionally with Trammil Nimman.
  Nero lives alone and has a well-deserved reputation
  for being a jocular, outgoing, flirtatious fellow. He is
  well liked by everyone in Deepwood. Unbeknownst to
  his neighbors, he is also a werewolf.
  Creatures: No one is here when the PCs arrive.
  Development: Examination of Nero s shack
  yields a few of the clues noted in the Deepwood Pack
  sidebar, but it contains no particularly useful or damn-
  ing evidence.
  Further Investigation: Nero s neighbors
  consider his absence from town unremarkable. If ques-
  tioned about him by the PCs, they explain that Nero
  often disappears into the woods for up to a week when
  he is hunting. 
  This time, however, Nero has actually gone off on
  quite a different errand, though his neighbors are not
  aware of it. He is one of the werewolves guarding the
  gold in the Vale of the Silvery Moon (encounter D).
  B10. TRACER’S HOUSE
  This large cabin is home to Bale Tracer and his family.
  Both Bale and his wife Gritta are foresters by trade. On any
  given day, one of them is in the forest gathering wood,
  clearing underbrush to prevent particularly destructive
  forest fires, and examining the local flora and fauna for
  blights and disease, and the other is at home caring for
  their infant daughter Rika and toddler son Shep.
  The Tracers moved to Deepwood only two years ago
  from a large city. No one knows why they packed up all
  their belongings and moved to this isolated town, but
  they have been good neighbors to everyone here. 
  The Tracers  home has a main living area and four
  side chambers. The cabin is clean, but the furni-
  ture is somewhat shabby.
  
  12
  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.
  B11. TEMPLE OF EHLONNA
  This building was the town s only house of religious
  worship. But since the murder of the priestess Ishtal
  took place in the nave, the citizens of Deepwood now
  consider this temple a cursed place. Until they are
  certain that the danger has passed, they refuse to enter
  the temple alone.
  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
  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 com-
  moner 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 deci-
  phered Trammil s journal. Some spells, such as compre-
  hend 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.
  B12. FINCHER’S SHACK
  This wooden shack belongs to Avi Fincher, a woods-
  man who spends most of his time gathering mush-
  rooms and wild vegetables, or cultivating herbs and
  other medicinal plants. Avi sometimes spends weeks
  on end in the woods. He comes home only long enough
  to properly store his recent collections, restock supplies
  that are difficult or impossible to forage in the wild
  (such as wine, watertight pouches, and fresh clothing),
  and get a night or two s sleep in a bed. Understandably,
  the shack perpetually looks disheveled, as though it had
  recently been ransacked. 
  The exterior of this Temple of Ehlonna seems to
  be made of brick, but the building is so thickly
  covered in ivy that it is difficult to be certain.
  Inside, most of the space is taken up by a large
  nave. The ivy grows through the building s many
  open windows and covers the interior walls nearly
  as thickly as it does the outside. 
  Six rows of benches fill the center of the room,
  and a slightly raised platform equipped with a
  lectern stands at the far end. Behind the platform
  is a single door. 
  Two women are sitting on the benches closest
  to the lectern.
  
  13
  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.
  B13. VIDAD’S HOUSE
  This large home looks different than most others in
  town. Read or paraphrase the following aloud when the
  characters approach.
  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 effu-
  sively, 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
  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 investiga-
  tion in this house.
  B14. JYLES FARM
  This small farm is home to Pruert Jyles, his wife Ginny,
  and their teenage son Ython. They grow maize,
  cabbage, and other vegetables, plus some winter wheat.
  All three members of the Jyles family are well liked
  in Deepwood. They are friendly, outgoing people who
  are always willing to help their neighbors with any proj-
  ect or difficulty. All three of them are also werewolves.
  Creatures: No one is home at the Jyles farm when
  the PCs arrive. 
  Development: If the PCs investigate the farm,
  they may find some of the clues mentioned in the
  Deepwood Pack sidebar. Anyone who succeeds on a
  Spot check (DC 30) notices that there are no animals on
  the premises no livestock, horses, chickens, dogs, or
  cats. This fact is not necessarily damning, but it is
  strange for a farm. 
  Even stranger is the concept that a farming family
  would leave no one at home to tend the fields during
  growing season. A successful Survival check (DC 15)
  reveals that the fire in the hearth has been cold for at
  least two full days. 
  In fact, all three members of the Jyles family are
  currently standing watch over the pack s buried gold
  (see encounter D, below).
  Further Investigation: No one in town knows
  anything about the absence of the Jyles family, and
  many think it odd. Several people claim to have seen
  one or another of the Jyles clan during the past couple
  of days, but there was nothing strange about those
  encounters. Some of the townsfolk find their absence
  ominous and suggest that the Jyles family might have
  fallen victim to the werewolves. Others suspect that the
  three farmers fled because they were Trammil s accom-
  plices, and perhaps werewolves themselves.
  B15. HARTH’S HOUSE
  This cabin houses Gar Harth, his wife Simone, their
  daughter Pauline (21 years old), and their son Link (13
  years old). Garth is a hunter who prefers stalking large
  prey and is especially fond of hunting dangerous
  animals such as bears and wolves. This preference causes
  his wife and daughter no end of anxiety, but Link
  admires his father and wants to follow in his footsteps.
  Creature: When the PCs visit, only Pauline is at
  home. She explains that her father and brother have
  This home does not look at all like the rustic, util-
  itarian 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. 
  
  14
  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.
  B16. SONNAT’S HOUSE
  This two-room cabin is home to Griggor Sonnat and his
  young son Harrold (5 years old). Griggor is a master
  potter and sculptor. Four times per year, a merchant
  arrives in town with an empty wagon, pays Griggor a
  handsome price, and carts off all the work the artisan
  has completed.
  Griggor s wife Samsa died of pneumonia two years
  ago. For a while, the artist cared for Harrold on his
  own, but he found that he could not give his son the
  care he needed and still maintain a high enough
  productivity to keep his merchant benefactor happy.
  So Griggor took on an apprentice a young woman
  named Guerta Tishil. She lives in the pottery (area
  B17) and shares both childcare and production duties
  with Griggor.
  Griggor is fond of Guerta and hopes to marry her
  one of these days. But first he must share the family
  secret with her that both he and his son are were-
  wolves. Keeping this fact quiet has been quite difficult
  because Harrold is not yet old enough to understand
  the need for secrecy.
  Creatures: Griggor and Harrold are at home when
  the PCs arrive. 
  D Griggor Sonnat: Male human werewolf
  Expert 3; hp 25.
  D Harrold Sonnat: Noncombatant werewolf.
  Negotiations: Griggor greets the PCs politely,
  gives his permission for them to look around, and
  then goes to check on his son, who is asleep in the
  bedroom.
  Griggor is willing to answer any questions the PCs
  have, but he objects to them interrogating his son,
  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.
  B17. POTTERY WORKSHOP
  This is the building where Griggor Sonnat spins bowls,
  cups, vases, and other pottery on his wheel. He also
  keeps carving tools here and sometimes carves sculp-
  tures from large blocks of wood. The walls are lined
  with cabinets that are partially filled with beautiful
  ceramics.
  Creature: This building is also home to Guerta
  Tishil, Griggor s apprentice and part-time nanny for
  the artist s young son Harrold (see area B16). Guerta
  knows that Griggor and his son are werewolves
  because Harrold told her so the first week she was in
  town. Although she was frightened nearly to death at
  first, she has come to realize that the artisan and his son
  are gentle, loving souls who would never hurt anyone.
  Indeed, when the moon calls out the beasts inside
  them, they flee the town and spend the night in the
  woods so that they will not inadvertently harm anyone.
  D Guerta Tishil: Female human Commoner 1;
  hp 3.
  Negotiations: Guerta does not willingly share
  this information with anyone. She deeply loves both
  Griggor and Harrold and would never betray their
  secrets. In truth, she hopes that the master craftsman
  will one day think of her as more than an apprentice
  and propose marriage. 
  Development: A Search check (DC 15) in the
  pottery workshop turns up a small wooden bust of a
  howling wolf. Guerta has been working on this carving
  for some time. It is based on the only glimpse she has
  ever gotten of Griggor in his wolf form. If questioned
  about it, she claims that it is simply her way of dealing
  with the fears raised by the current situation. If I can
  carve it,  she says, then I feel I have some measure of
  control over it.
  B18. BISTLE MANOR (EL 14)
  This mansion is the home of Armon Bistle, the richest
  man in Deepwood. Read or paraphrase the following
  when the PCs approach the building.
  
  15
  
  16
  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+3/19—20, +2 dagger); Full Atk +7
  melee (1d4+3/19—20, +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,
  Gnarlpaw’s 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 point-
  ing out how unfair it is for people to assume that some-
  one 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.
  On the northern side of the eastern wall is a secret door
  (Spot DC 15) that leads into the kitchen. This construc-
  tion 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.
  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. 
  In a larger town, this building would be consid-
  ered 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, ornamen-
  tal chimney rises high above the center of the roof.
  
  17
  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.
  The room gets most of its heat from the central chim-
  ney. 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 Gnarlpaw’s 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
  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.
  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.
  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 previ-
  ously. Chests of gold and platinum coins ring the cham-
  ber, and small bags of gems are scattered around the
  room. You may also place any additional treasure you
  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.
  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 fire-
  place is built into the eastern wall.
  
  18
  deem appropriate here. Gnarlpaw’s 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 Gnarlpaw’s 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.
  C. A HARD DAY’S FLIGHT
  Depending on how their investigations have gone up to
  this point, the PCs should by now either know that the
  gold is in the Vale of the Silvery Moon or be chasing
  Armon Bistle through the woods as he leads them
  toward that site.
  The exact setup for this phase of the adventure
  depends on what happened in town. Armon Bistle may
  have escaped with Trammil s ledger, or the PCs may
  already have defeated him. The group may have conclu-
  sive evidence of exactly which citizens are members of
  the Deepwood pack, or they may still be struggling to
  decide whether Trammil was the only werewolf in
  town. You as DM must modify the material below based
  on what the PCs have determined from their investiga-
  tion so far.
  If Armon Bistle escaped with Trammil s ledger (or
  with information gleaned from it) and the PCs are chas-
  ing 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.
  C1. TRACKING ARMON
  Armon Bistle makes the trip through the forest in wolf
  form, so he does not leave the same marks of passage
  that a humanoid would. In fact, his tracks look no
  different than those of any other large wolf. To make
  matters even more difficult, the forest in this area is
  filled with wolf tracks made by various members of the
  Deepwood pack.
  Because of the difficulty involved in separating
  Armon s trail from the other tracks, any PC attempting
  to follow Armon using the Track feat takes a —4 penalty
  on the required Survival checks. Anyone trying to
  follow him using only the Spot skill takes a —8 penalty
  on the checks.
  Armon moves at 50 feet in wolf form, and the PCs
  probably have to move at half speed to track him. If this
  is the case, the PCs won t arrive until the battle in the
  vale is already well underway (see encounter D2b,
  below). If they have some means of keeping up with
  him, they arrive when he does (see encounter D2a,
  below). 
  C2. ASKING DIRECTIONS
  If the characters have translated Trammil s ledger, they
  already know that Armon (if he is still alive) is probably
  heading for the Vale of the Silvery Moon. Anyone in
  Deepwood can give them easy-to-follow directions to
  the grove, and any human citizen would happily lead
  the group there if asked.
  If the characters still do not know the truth about
  the Deepwood pack (or know the truth but have not
  revealed that they do), the werewolf citizens are a bit
  uncertain about the wisdom of leading the PCs to the
  pqqqqrs
  ARMON’S 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 Ishtal’s murder and Trammil’s
  subsequent hanging have made Armon extremely
  nervous. At some point when the characters are rela-
  tively far from the Temple of Ehlonna, he steals the
  ledger from the temple (see B18, Master Bedroom)
  and flees into the woods—hopefully 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.
  pqqqqrs
  
  19
  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, ensur-
  ing 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 unfet-
  tered 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 charac-
  ters approach.
  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 loca-
  tions. 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
  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.
  D1. HAZARDOUS GROUND
  Literally hundreds of burrows dug by small mammals
  and rodents honeycomb the ground in this clearing.
  Small mounds of earth alternate with entrance holes to
  tunnels, making the ground surprisingly uneven.
  However, these excavations do not become obvious
  until someone begins to walk through the grass.
  Anyone attempting to run through the clearing
  must make a successful Balance check (DC 12) or stum-
  ble and fall halfway through his movement. Such a
  character ends up prone and must spend a move action
  on his next turn to regain his feet.
  A character intending to use the full attack action
  while standing in this grassy meadow must first
  succeed on a Balance check (DC 12). Success means the
  character may continue normally; failure means he has
  chosen a piece of ground with particularly bad footing
  on which to make his stand. Such a character may
  choose to make the full attack normally, but he stum-
  bles 
  and 
  falls 
  prone 
  immediately 
  afterward.
  Alternatively, he may spend a move action to set his feet
  more firmly and then make a single melee attack.
  D2. THE DEEPWOOD UPRISING
  Since the first night that they buried gold in the Vale of
  the Silvery Moon, the members of the Deepwood pack
  have made sure that two or more of their number are
  always on guard in the meadow. At first, they simply
  hoped to learn the identity of their tormentor so that they
  could negotiate with him for the pack s release. Trammil s
  hanging, however, convinced them to go against their
  canine nature and simply turn on their evil leader.
  Creatures: Five werewolves Ginny Jyles, Pruert
  Jyles, Ython Jyles, Cral Redfoot, and Nero Ubert are
  presently hiding in the woods near the Vale of the
  Silvery Moon. Each has selected a different hiding
  place so as to get the best view of the meadow and lower
  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.
  
  20
  
  21
  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).
  D2a. On-Time Arrival
  If the PCs have arrived at the glade at the same time as
  Armon, the other werewolves observe them for a while
  before choosing a target. Armon arrives in wolf form,
  but if the PCs are present and attempt to talk to him, he
  shifts to hybrid form.
  Tactics: The only person the werewolves really
  want to kill is their mysterious evil leader. Depending
  on the interaction between the PCs and Armon (and
  who shows interest in finding and digging up the gold),
  the werewolves may decide to attack just Armon, just
  the PCs, or everyone in the vale. 
  Lacking any other basis for a decision, the hidden
  werewolves attack anyone who correctly identifies
  more than one of the mounds in which the gold is
  hidden. If there is more than one potential target, the
  werewolves choose one that has displayed wolflike
  tendencies (such as adopting wolf or hybrid form, or
  using the scent ability) before any that appear to be
  normal humanoids.
  Negotiations: Negotiating with the Deepwood
  pack is difficult at this point, since its members have
  little interest in sparing their tormentor. At this stage,
  they are prepared for a battle to the death and have
  whipped themselves into a state of bloodlust. In fact,
  they so anticipate the coming battle that they may make
  unfortunate errors, such as confusing a PC s wolf
  animal companion (or a PC who has assumed wolf form
  via wild shape or polymorph) for their hated opponent.
  To prevent the werewolves from attacking, or to get
  them to cease attacking after they have already begun, a
  PC may attempt a Diplomacy check opposed by the
  Will saving throws of each werewolf in turn. If another
  member of the Deepwood pack is present (for instance,
  someone from town who led the PCs to the glade), each
  PC gains a +5 circumstance bonus on the check, and
  each attacking werewolf gets a —5 penalty on the save.
  D2b. Late Arrivals
  If the PCs were delayed in getting to the glade and
  Armon has preceded them there, they arrive after the
  battle between Armon and the Deepwood pack has
  already begun. Read or paraphrase the following when
  they arrive.
  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.
  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 deter-
  mine the outcome of any Diplomacy checks or other
  attempts they make to calm the werewolves.
  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 crea-
  ture seems to be in much better shape than any of
  the wolves. 
  
  22
  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 inci-
  dent 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 estab-
  lished. When the message arrives, he brings the valu-
  ables, 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 recog-
  nize 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. 
  NEW MAGIC ITEM
  The following minor artifact allows Armon Bistle to
  carry out his nefarious plans in Deepwood. It may be
  introduced into any campaign.
  GNARLPAW’S 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.
  Anyone wearing this talisman gains the ability to
  transform into Gnarlpaw as a full-round action, choos-
  ing 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 Gnarlpaw’s fang becomes
  exactly the same creature when the talisman is acti-
  vated 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 Gnarlpaw’s fang
  does not necessitate a change of form during full moon.
  Strong transmutation; CL 19.
  ABOUT THE AUTHOR
  Stan! has been publishing fiction, cartoons, and games
  professionally since 1982. He has served as a graphic
  designer and line editor for West End Games, as an
  editor and designer for TSR, Inc., and as an author,
  senior designer, and creative director for Wizards of the
  Coast, Inc. Stan! is currently doing freelance writing,
  game design, and illustration while serving as creative
  vice president for The Game Mechanics, Inc.
  <www.thegamemechanics.com>. His recent projects
  include the URBAN ARCANA Campaign Setting for Wizards
  of the Coast, Inc. and the Modern Player’s Companion,
  Volume 2 for The Game Mechanics.
  Stan! lives in Renton, WA where he eats nothing but
  meat and cheese. Visit him online at <www.stannex.com>.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Bad Moon Waning.pdf