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WANING
A Short Adventure for Four
10th-Level Player Characters
BAD MOON
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 D UNGEON M ASTER ’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.
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 D UNGEONS & D RAGONS ¤ game by E.
Gary Gygax and Dave Arneson and on the new edition of the
D UNGEONS & D RAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, D UNGEONS & D RAGONS , and D UNGEON M ASTER 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.
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.
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 D UNGEONS & D RAGONS articles, adventures, and information,
visit www.wizards.com/dnd
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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.
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
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.
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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.
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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.
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.
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
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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
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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 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.
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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.
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.
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.
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
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.
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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 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 .)
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