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Eight

Nights of Mishegas
 
 
A Chanukah-Inspired, Tower-Defense-Style Adventure

 
Introduction: OY GEVALT! The town has been ransacked by the army of the evil King Mishegas, yet 
the temple’s Holy Lamp has remained lit, inspiring a rebellion in this region. Help is on the way but 
the adventurers must protect the lamp through eight nights of assaults from cruel, ugly monsters, 
starting with just a few Schlemiels and Schlimazels to hundreds of them, and along with them jagunda 
Machers, Momzer snipers, and Meeskait gnomes armed with magic. Can the brave adventurers 
vanquish these verkakte nebbishim, or will they turn out to be nothing more than schmendricks? Will 
the townspeople be at all helpful, or are they shmegegge kadokhes? Will Dreidel the Smuggler be a 
mensch or putz out just when needed most? How many of these words have you needed to google? 
 
 
An eight-hour adventure for 3rd-5th level characters 
 
 
 
 
 
by Dave Sheldon 
 
 

 
 
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About this Adventure  Adjusting this adventure  


The evil King Mishegas has invaded this land to subjugate its  This adventure is designed for a party of four or ave characters 
people. This town was razed and the temple sacked, yet the  of third to afth level. However, a wide variety party sizes and 
Holy Lamp remained lit throughout. The lamp is important  levels can be accommodated by adjusting the number of 
to the core identity of the townspeople for reasons largely lost  attackers. A party of ave fourth-level characters has a 
to history, yet it’s of utmost importance all the same. Some say  minimum of 13,500 XP. Calculate your party’s total XP, then 
that as long as the lamp is lit, their god has not abandoned  calculate the ratio of their XP to 13,500. Then adjust the XP 
them. Some say the light is their god’s form on this plane of  of attackers in each wave according to this ratio.  
existence. Some say say “it’s just a lamp, I’m only here to 
schmooze and snack.” In any case, this symbol of hope has 
sparked a resistance in the surrounding towns, and King  Leveling up Mid-Adventure 
Mishegas has dispatched what he describes as “a few hundred  Because of the vast number of enemies attacking, it is 
of my dumbest, most useless, most expendable idiots” to  possible, in fact very likely, that characters would level up in 
“extinguish that stupid, ugly, garbage candle once and for all.”  the middle of this module if you use XP. It is up to the DM to 
There is a resistance force on the way, but it will take them  determine whether or not this is appropriate for your table.  
nine days to reach the temple, and the lamp must stay lit  However, keep in mind that the adventurers do not 
through eight straight nights of assaults.  defend the temple all on their own. For one thing, the 
The town has (apparently) convinced your group of brave  townspeople help with the construction of traps, weapons, 
adventurers to fend o^ the attackers until then. Numbers are  and fortiacations, which is explained in detail in Build Phase 
not on your side but the terrain is. There is only one road an  section. A DM may take this into account and adjust XP 
army can travel by, and the last 200 feet in front of the temple  accordingly; this module recommends reducing XP by 1 for 
are the perfect place to make a stand. There are resources in  each unit of construction, which in this module will be 
the rubble of the town that can be used to build fortiacations,  referred to as “GELT.” This is also explained in the Build 
a friendly smuggler who will do what they can to multiply  Phase section. 
your resources, and the townspeople bringing whatever  Even while in combat, there may be NPCs assisting the 
helpful items they can and. Still, you will need one hell of a  party, such as thieves and footmen hired by the party, as well as 
miracle to protect this lamp for eight nights.  ballista and catapult teams. If you’re using XP, you should use 
Each day of this adventure has three phases: resting,  the normal rules for sharing XP with NPCs. 
building, and defending. During the rest phase, all adventurers  A DM may “level up” NPCs as well, by increasing their 
get a long rest. During the day, they have eight hours to gather  hit points as normal, and increasing one ability score by 1 or 
all the resources they can, and construct traps, weapons, and  increasing their proaciency bonus by 1. Low-level class 
fortiacations. The attack comes at some point in the darkness  features may also be appropriate in place of one these bonuses. 
of the night, in which a wave of dozens to hundreds of 
attackers march up the road and try to destroy the Holy 
Lamp.  Tips for Running this Adventure 
In the event that the adventurers are not putting their lives 
This may be a daunting module for a DM to run because of 
on the line for this temple out of the goodness of their hearts, 
the massive number of enemies and NPCs but this need not 
the resistance forces on their way would be bringing their 
be a show stopper. Below are a few tips for keeping up 
payment. The commanding occer, Judah, has agreed to pay 
momentum and reducing the DM’s workload. 
them with his own treasure if the lamp is intact when he 
First, check out the quick reference tables in Appendix B. 
arrives: 
These can help you look up important stats such as AC and 
- His magic hammer. It is a +1 warhammer that will only 
basic attack information without needing the full stat block. 
attune to characters with a Good alignment, but once 
Also, don’t put all the enemies on the board at once. You 
attuned its damage die becomes a d10. 
can break up a wave into subwaves, or only describe what the 
- His warhorse named Chutzpah. Some say she’s a mule but 
arst handful of ranks of attackers do, while describing the rest 
they’re wrong and they know it. She comes with leather 
of the column in generalities; e.g., “the rest move forward but 
leather barding. (If the players are not interested in the 
they’re not in range of anything yet.” Similarly, break up the 
horse and her barding, someone in a nearby town will 
attackers into smaller groups of 5-10. This can spread them 
gladly take her o^ their hands for 400 GP) 
 
out throughout the initiative and focus your attention.  
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Consider alternate ways of calculating attacks and  will have plenty of time to check out the invading camp. Some 
damage. The Dungeon Master’s Guide provides rules for mob  things they may learn include the types and approximate 
attacks. Another, potentially simpler method to calculate the  numbers of invaders in the next wave. With careful study, they 
number of attacks that hit is:  may be able to pick up on its statistics or special abilities.  
 
9 + number of attackers + attackers’ to-hit bonus - target’s AC = 
number of attacks that hit  Build Phase 
 
You can keep the random feel of an attack roll by 
swapping the 9 for 2d8. Consider using average damage as  Order of Operations 
well. Appendix B includes a quick reference table for average 
Although this module doesn’t prescribe an order for the 
damage. 
various Build Phase activities, in the interest of ecciently 
Allow players to control any NPCs they hire, including 
using your players’ time, the following order is recommended. 
catapult and ballista teams, limiting the number of creatures’ 
First, do presents because they may get extra GELT. Next, deal 
decisions that you have to make. 
with Dreidel. Finally, once you know the full GELT available, 
Also try to make as few decisions as possible for the 
buy and build the traps, weapons, fortiacations, and allies for 
attackers. You can follow the guidelines below for most of 
the evening. 
them:  
- If they can safely move closer to the lamp, they do. If this 
would require them to move through a hazard or through a  Resources 
character’s space, they are willing to take the Dodge or 
Disengage actions and then move. This is usually safe  Gold doesn’t quite cut it in these circumstances, the characters 
enough for them.  need physical resources to construct defenses. Instead of 
- If they can’t, then they try to attack it from where they are,  paying for resources in gold, the characters will use 
even if they would have disadvantage because of the range.   Gold-Equivalent Liquid Transactions, or GELT. GELT is an 
- If they can’t even do that, they and a character, weapon,  abstract unit of resources such as wood, stone, metal, medical 
trap, or fortiacation to attack.   supplies, chocolate, foil, and the time and e^ort of the 
- If they can’t even do that, they take the Dodge action. In  townspeople assisting you.  
this way, most attackers in the rear ranks without much to  To start with, the front wall of the temple has collapsed 
do but march can be considered Dodging.   and the townspeople have piled the rubble into a rough 
- The exceptions to this are the special monsters with special  fortiacation where the wall used to be, which is described in 
orders detailed in the Defend Phase section.  the next subsection. There is an additional 10 GELT of 
Finally, the build phase is likely to be logistically challenging  resources available for construction. 
for players because of the open-endedness of the decisions. Try  GELT is generally collected from the battleaeld in the 
to time-box this phase and make expectations clear in the  form of the resources brought in by the invading army and left 
beginning. For example, “You have 552 GELT. You have 20  behind with their dead, the amount gained for each attacker 
minutes to complete your Build Phase, and then we will roll  killed is outlined here, and totalled in the Defend Phase 
initiative for the next assault. Let me know when you’re ready  section. There is also a GELT bonus provided each night, 
for Dreidel.” Remember that there are eight nights of combat.  listed in the same table in the Defend Phase section. 
Twenty minutes of set up for each one is nearly three hours all 
on its own. Time management is critical!   GELT Gained from Each Slain Attacker 
Monster Type  GELT    Monster Type  GELT 

Rest Phase  Schlimazel  0    Meeskait  0** 


Schlemiel  1    Momzer  2 
During this phase, all creatures get a long rest. In general, there 
is no threat of an attack during this time, as the invaders need  Shtik Drek  2    Hitziger  3 
to regroup and strategize, too.  Dummkopf  4    Macher  4 
However, a DM may spice up this phase by allowing  ** Adventurers can recover a Meeskait’s Scroll of Magic Missile if they 
either side to spy on the other and try to gain some advantage.  are killed before using it. 
In particular, creatures who only need to rest for four hours   
 

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GELT can be purchased for gold but it becomes more  the townspeople have erected the best barrier they could from 
diccult after each round, as supplies from neighboring towns  the rubble, as previously mentioned. The barrier is composed 
dwindle. Before the arst night of the assault, 1 GELT can be  of identical 20-foot sides with a 10-foot gap in the center for 
purchased for 1 GP. Each day thereafter, the price roughly  egress. Each side is made of 5-foot long sections alternating 
doubles: 2 GP before the second night, then 4, 8, 15, 30, 65,  5-foot- and 3-foot-tall walls to create crenellation. Large 
and anally 130 GP for 1 GELT before the eighth night.   torches atop the front corners of the temple shed bright light 
Importantly, GELT cannot be sold back for GP at the end  30 feet out in front of the temple, which the townspeople are 
of the adventure. The value of GELT is in the fact that you  able to keep lit on their own, but beyond that the road and 
need it right now in order to fend o^ the attackers. Once the  surrounding forest are only dimly lit by moonlight when the 
attackers have been defeated for good, GELT simply isn’t  nightly assaults come. 
valuable anymore.  The temple is at the bottom of a steep valley. The road in 
Finally, traps, weapons, and fortiacations that haven’t  front of the temple is packed and crushed gravel. It is 50 feet 
been destroyed can be repurposed for half the GELT of their  wide and extends straight and pat for 200 feet before turning 
menu cost, listed in Appendix A.   sharply uphill and winding up a heavily wooded 
mountainside. All terrain o^ the road is heavily wooded 
diccult terrain and creatures in this area are considered 
Construction  heavily obscured. 
The table in Appendix A describes all objects that can be 
constructed with GELT. Mundane items listed in the Player’s 
Handbook may still be available for purchase with gold, but 
Dreidel the Smuggler 
King Mishegas is nothing if not thorough -- this town and the  Dreidel is a clay golem smuggler, he has a stout, squarish body 
surrounding area has been e^ectively pillaged and plundered.  with short, thin legs. If the characters pay Dreidel, they’ll do 
DMs should feel free to severely limit supply and/or increase  their best to gather as many resources as they can, but there are 
their cost.   bribes to pay and shady criminals to negotiate with so success 
In general, the only limit on what can be built each night  is far from guaranteed. The characters pay Dreidel their ante 
is the GELT cost; i.e., there is no additional in-game time  in GELT and the DM spins a dreidel to see what they can dig 
constraint. However, a DM may implement such a constraint  up. In the absence of a dreidel, the DM may use a d4, but, like, 
if they wish to ratchet up the dicculty. In that case, it is  come on dude. 
recommended to use a conversion of 2 minutes to 1 GELT. In  Nun (1): Dreidel returns empty-handed, the ante is lost. 
this way, about 8 hours or about 250 GELT’s worth of  Gimel (2): Dreidel returns with 2d6 times the ante 
construction can be completed each Build Phase.  GELT. 
Hay (3): Dreidel returns with 1d4 times the ante GELT. 
Shin/Peh (4): A shady criminal returns and demands you 
Description of the Battleaeld  pay them the same amount you paid Dreidel or you’ll 
The temple was a relatively small building, essentially just a  never see the them again. This is not a blu^ -- if the 
structure to protect the Holy Lamp and hold a few dozen  characters don’t make the ransom, Dreidel never returns. 
worshippers. It is a 50-foot square with 30-foot high walls, and 
brick poors. The Holy Lamp occupies a 10-foot cube in the 
center rear of the building. In this ancient structure, there was 
Presents! 
only ever one entrance. It was in the front, and the front wall  The best part, right? The townspeople aren’t much good for 
has collapsed along practically the entire the roof. The remains  defending the temple but as they continue to dig through the 
of the temple are  remains of their destroyed lives, they and some precious items 
therefore very  that could help the brave adventurers continue in the aght. 
defensible from a  Roll on the tables below to see what the townspeople have 
ground assault, but  bring each night. For nights 1 to 7, the presents are kind of 
there is virtually no  meh and they can only bring one present for the entire party. 
escape if the  Some presents are a physical item that only one player can use, 
defenders are  others are a beneat to the entire party.  
boxed in.   The 8th night is di^erent from all other nights, and they 
Where the front  really pull out all the stops. There is an entirely di^erent set of 
wall once stood,  presents, and each adventurer gets their own present. 
 

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Tables of Presents for Nights 1 to 7  Table of Presents for the 8th Night 
Roll  Present  Roll  Present 

1  1 GELT  1  A spearman has volunteered to fight with you 

2  A healer’s kit with 2 charges  2  A medic has volunteered to fight with you 

3  A townsperson has volunteered to fight alongside  3  A rake that can be used as a trap. DC 10 Dex save 
you (See Appendix B)  or take 1 hit point bludgeoning damage. Can be 
used for one day but is ruined by the end. 
4  The town matriarchs have come to tend to you as 
best they can. Each party member gets 1d4  4  A quiver of 10 hunting arrows. +1 to attack and 
temporary hit points.  damage rolls, but not magical 
5  Someone dropped off a latke. (See Appendix A)  5  An archer has volunteered to fight with you 

6  The townspeople have built a gahg, or a roof, over  6  A mule that was found wandering in the woods. It is 
the lamp. The roof protects the lamp against ranged  no Chutzpah but it a sturdy and brave beast, and 
attacks until destroyed; AC 10 and 20 hit points.  appears willing to take a rider. 
7  An old woman brought her dead grandson’s sword,  7  Wand of Light. This wand currently has 5 charges 
Zain. It is a +1 shortsword.  out of a maximum 5. While holding it, you can use 
an action to expend a charge to cast Light. The 
8  The townspeople built a spiked fence that will last 
wand regains 1d4+1 charges daily at dawn. When 
one day. (See Appendix A) 
you expend the last charge, roll a d20. On a 1, the 
9  A necromancer named Ob is passing through and 
wand turns a sooty and black as it’s destroyed. 
offered their services. They can raise 1d4 dead as 
8  A bag of 4 six-pointed throwing stars. Martial 
zombies and leave them under your control, but Ob 
ranged weapon with the finesse, light, and thrown 
will not stay for the battle. 
properties. Special property: Counts as a monk 
10  Hand wraps embroidered with tiny open hands on 
weapon. Range 30/90. 1d4 piercing damage.  
them. The wearer gets +1 to unarmed strike attack 
9  A thief has volunteered to help you 
rolls for 1 minute. After that, they must spend a 
short rest repairing them.  10  An old trapper has 3 bear traps for you (See 
11  A few grave diggers have a little extra time on their  Appendix A) 
hands, and will build a pit trap in a location of your  11  A wolf that appears to be friendly to humanoids 
choice for free. (See Appendix A)  seems to obey commands 
12  A mastiff that only knows commands in Yiddish.  12  50 GELT of resources from a neighboring town 
Answers to the name “Dov”. 
13  The townspeople convinced Dreidel to attempt 
13  A child’s ascension to adulthood is today. As part of 
another smuggling run today, or paid off the ransom 
this ritual, they help you build stuff. You have an 
if Dreidel was being held by the shady criminal 
extra 2d6+1 GELT 
14  A scroll of magic weapon 
14  A thief offers their services to build a trip wire in a 
location of your choice for free. (See Appendix A)  15  A tower shield. You must have a minimum of STR 
15  The flame of the Holy Lamp suddenly grows and  13 to wield this shield. It provides +1 AC versus 
dances, seeming to form shapes. It almost looks like  ranged attacks in addition to its normal AC bonus. 
it’s trying to communicate. You can ask the DM a  16  A scroll of healing word 
question, and the DM answers as truthfully as 
17  A necklace with 1d4 beads of fireball 
possible. 
16  All of the bodies have attracted the attention of  18  A vial of Crawler Mucus poison 
vultures. One of them has become friendly to the  19  A diamond worth 300 GP 
party and now obeys your commands. 
17  Everything is awesome. Roll on the 8th Night table.  20  A ruined spellbook but you can still make out that it 
contains the following spells: bane, faerie fire, false 
18  L’chaim! A scroll of spare the dying.  life, fog cloud, ray of sickening, shield 
19  The butcher’s shop has been ruined and gives his   
best cleaver to the cause. It is in fact quite good and   
is effectively a +1 hand axe.  You’ve probably figured this out by now, but there’s a lot of 
20  The townspeople throw the best feast they can.  gematria happening with these presents. See if you can find 
Each party member gains 2d10 temporary hit  them all! 
points. 
 

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Defend Phase  Mending is an especially powerful spell in this scenario 
because of its potential to fully repair the lamp every 
The attacks come at some point every night. The army is not  Build Phase essentially for free. If a character in your 
exactly stealthy and the adventurers will have succient notice  party has Mending, you may consider adjusting the 
to light torches, cast spells, and complete other anal  resource costs listed Appendix A, to account for the fact 
that characters will not have to pay for resources to 
preparations. 
repair the lamp. 
Except where otherwise noted, the attackers march 
straight down the road. In general, the attackers will close in 
on the lamp as fast as possible and then attack it with all their  Attacker Descriptions 
might. There are also a handful of foes who operate on some 
special orders: gnomes who use a Scroll of Magic Missile and  The invading forces are composed of a motley crew of 
then run away, snipers who can leave the road to pick o^  unfortunate souls ranging from ugly and nasty to uglier and 
adventurers from the forest, and breakers who specialize in  nastier. This section briepy describes each types’ role in this 
destroying the defenses erected in front of the temple.  invasion and their full stat blocks are in Appendix B. 
The lamp itself is a large object, occupying a 10’ square. It  Schlimazels. Scrawny goblinoids, generally covered in 
has AC 15 and 200 HP. It is immune to poison, psychic, and  dirt and smelling of spilled soup. Small, weak creatures who, in 
necrotic damage and is immune to all conditions. It can only  Mishegas’ opinion, are best used for as fodder. If they make it 
regain hit points through repair during the Build phase (see  all the way the lamp, great. If they don’t, feh. They don’t have 
Appendix A), with two exceptions:  weapons but they do have tiny, sharp claws and will pick up 
- The Builder can use an action to repair 1 hit point as long  rocks and sticks to throw if they can.  
as it has at least 1 hit point and they have the resources to  Schlemiels. Not much better than Schlimazels. Also 
do it.  goblinoid in appearance, or perhaps like a famished halping or 
- Mending restores 1 hit point as long as it has at least 1 hit  small child. Just barely tough enough that they might not be 
point.  taken out in one hit. Mishegas has granted them crappy old 
The table below summarizes the number of attackers of each  shortswords to attack the lamp and slings so they can attack if 
type on each night, as well as the total rewards at the end of  they get stuck far away. Though they haven’t been given 
the night.  armor, most have managed to pick up something that sorta 
kinda works, such as buckets, dried gourds, or empty soup 
pots, and Mishegas hasn’t taken them away yet. 
Attacker and Reward Summary Table  Shtik Dreks. Tall and wire-thin, with long noses and 
Monster   Night  sharp, black eyes. Not as tough as Dummkopfs, but not quite 
Type  1  2  3  4  5  6  7  8  as dumb either. Armed with bows, they may hang back and 
take pot shots at the lamp if it’s not safe to move forward. 
Schlimazel  10  20  40  60  80  100  120  140  Dummkopfs. Big and bad. They communicate mostly in 
Schlemiel  5  10  20  30  40  50  60  70  grunts and rude hand gestures. Truly the dumbest creatures in 
-  -  2  4  6  8  10  12  Mishegas’ arsenal, but also among the toughest. They wear 
Shtik Drek 
armor made of scrap metal to protect themselves while they 
Dummkopf  -  -  1  2  3  4  5  6  lumber down the road. If these dummies manage to make it all 
Meeskait*  1  1  1  1  1  2  2  3  the way to lamp, it may be in serious trouble. 
-  1  1  1  2  2  3  4  Meeskait. Small gnome-like creatures, with limited 
Momzer 
spellcasting abilities making them surprisingly diccult to pin 
Hitziger  2  2  3  3  4  5  6  7  down. Each carries a Scroll of Magic Missile that they use as 
Macher  -  -  -  -  -  -  1  2  against the lamp as soon as they’re in range, and then run away 
Total GELT if all  as fast as possible. If they live, they come back the next day and 
11  28  39  57  80  101  129  -  their numbers increase. These little pipsqueaks could destroy 
monsters slain 
the lamp all on their own if the adventurers don’t deal with 
GELT Bonus  5  10  15  20  25  30  35  - 
them. 
* The Meeskaits’ orders are to run in, use their Scroll of Magic Missile  Momzers. Twisted and evil forest elves. Meddlesome 
as soon as possible, and flee. If they survive, they return the next night  snipers that don’t stick to the road like everyone else. They will 
with another scroll. The numbers in these tables assume they are slain, 
hide in the woods and snipe the adventurers and their allies. 
but if not, they would increase with each survivor. 
 
 

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They are not as stupid as the rest of the invaders, and know to  The Shtik Dreks and Dummkopfs will be lined up at 
attack casters and weaker targets arst.  about the middle of the columns. They will keep pace with the 
Hitzigers. Fast runners deployed speciacally to destroy  columns until slowed by barriers or hazards, letting the 
traps, weapons, and fortiacations. Their weapon of choice is a  underlings take the brunt of the damage in the beginning. 
sledgehammer but they are adept with Thieves’ Tool as well.  Once the Shtik Dreks can hit the lamp with the normal range 
The supplies they carry are worth quite a bit of GELT, if you  of their shortbows, they won’t move closer unless they have to. 
can hit them. They are mostly out in front of the main  The Dummkopfs, lacking a serious ranged attack, sprint down 
columns but in later rounds some may be mixed into the  the battleaeld once they are engaged, trying to reach and 
middle so there is someone to deal with new problems such as  destroy the lamp as fast as possible. 
ares and helping hopeless dolts trapped in pits.  The Meeskaits likely start all the way in the back of the 
Macher. Like a walking tank, just a gigantic meat tornado  column. They use the side aisles to dash until they are within 
that destroys everything in its path. They can smash down a  120 feet of the lamp but will not get in front of the main 
stone wall with one ast. They won’t show up until they’re  columns. As soon as they can use their Scroll of Magic Missile, 
really needed but are a real terror once they arrive. The lamp  they do, and then they run away to aght another day. 
will be destroyed in just a few rounds if they get all the way  Finally, the Machers. They will be at the back of the 
there.  column, and depend on the rest of the forces having destroyed 
all obstacles in their way. If they have a clear lane, they put 
Attack Formation  their elbows up and make a run for the lamp. 
On the following page is a representation of how an 
This module does not prescribe the ranks of each night. For  invasion might be arranged, though with many individual 
one thing, the adjustments that are likely necessary from table  attackers excluded in order to save space in the diagram. 
to table and from night to night make that exercise futile. 
Also, the elbow grease required to replicate those ranks exactly 
is totally beside the point of this module, and, frankly, would  Adjustments to Strategies 
never be worth the e^ort. This module encourages DMs to  The infantry might be verkakte, but just because King 
move expeditiously from night to night, and don’t focus quite  Mishegas treats them as expendable that doesn’t mean they 
so much on nitty gritty layout -- King Mishegas certainly  should be expended stupidly. From night to night, the army 
wouldn’t. That having been said, there are some general  can change its strategy to account for the character’s common 
organizing principals that King Mishegas’ army uses to make  tactics. For example, if a character knows the fireball spell, 
the best use of his troops.  once they’ve deployed that strategy, the invaders may spread 
The front rank or two should be Hitzigers, who run out  themselves out to minimize the damage in the future. An 
ahead of the main columns to destroy hazards in their way. As  example of what this might look like is on the following page. 
previously noted, in rounds 6, 7, and 8, some Hitzigers will be   
placed in the middle rows, to help deal with the problems as   
they arise arise. The Momzers will also toward the front, but 
will quickly disappear into the forest to snipe the characters 
and their allies, starting with the ones who look the weakest 
and/or are causing the most trouble.  
In general, a standard formation for this army would be 
two columns marching down the road three abreast. Each 
column is made of two columns of Schlimazels on the outside 
and a column of Schlemiels on the inside. The two columns 
march with 10 feet of space between them and leave 5 feet of 
space between the column and the edge of the road. These 
aisles allow faster characters to maneuver around the columns 
and for the columns to adjust slightly to avoid hazards and 
barriers. As outlined in the Introduction section, their priority   
is to reach the lamp and destroy it. If they can move toward it 
or attack it from where they are, they do. If they can’t, they 
and something else to attack. 

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Example Attack Formation  Example AOE Damage Minimizing Formation 

   

Conclusion and
Acknowledgements
There isn’t much to wrap up here. Either they survived or they 
didn’t. I hope they did! 
I also hope you enjoy running this module, I had a blast 
writing it. The mechanics are based on a homebrew naval 
invasion that I ran for my party, which was even more 
complicated, if you can believe it. I separated the wheat from 
the cha^, and then wrapped it in Chanukah with a bow on 
top. If this sort of silly module appeals to you, you may enjoy 
my other titles such as The Gnome Tinkerer’s Apartment and 
Garbage Children: A Collection of Mostly Useless Spells. 
All proceeds go toward buying beer for my party, who are 
my precious guinea pigs. Please buy them beer, they deserve it! 

 
 
Not for resale. Permission granted to print or photocopy this document for personal use only.  Eight Nights of Mishegas  8 
 
Appendix A: Traps, Fortiacations, and Weapons 
Where an object has a defense of “Action,” this indicates that a creature can use an action to destroy it. Otherwise, its defenses will 
generally be denoted in terms of Armor Class and Hit Points.  
A use of “Single Use” indicates that the object is destroyed upon use or trigger, “Single Day” means that it lasts for the 
duration of one assault but is ruined and useless by the end, “Permanent” indicates that it is only destroyed once its defenses are 
overcome.  
A permanent object can be repaired at a cost of 1 GELT for each hit point of repair. However, each time it is reduced to 0 hit 
points, its AC and hit points maximum are both reduced by 5. If its AC or hit point maximum was already 5 or less, it is 
irreparable. For example, a 5’ x 5’ wall has an AC 10 and 15 hit points. If it is reduced to 0 hit points, say because it was in a 
Macher’s way, it can be repaired but its AC is now 5 and its hit point maximum is 10. The next time it is destroyed, it is irreparable 
because upon repair its AC would be 0. 
Objects at in a 5’ square except where otherwise noted. Creatures must make the saving throw associated with traps 
immediately upon entering its square unless otherwise noted. 
 
Item  GELT  Effect  Defenses  Uses 

Consumables 

Object Repair  1  1 HP of repair to fortifications, traps, and weapons  --  Single Use 

Lamp Repair  2  1 HP of repair to the Holy Lamp  --  Single Use 

Potion of Healing  50  Consume the potion as an action to regain 2d4 + 2 hit points  --  Single Use 

Torch  1  Sheds bright light in a 20 foot radius for 1 hour  Action  Single Day 
Gain 1 temporary hit point up to your Constitution modifier, which 
Sufganiyot  1  --  Single Use 
can be combined with other temporary hit points. 
Fortifications 

5’ x 3’ x 1’ wall  5  Half cover. Creatures can use half of their movement to climb over.  AC 10, 10 HP  Permanent 
Three-quarters cover. Creatures can use an action and half of their 
5’ x 5’ x 1’ wall  10  AC 10, 15 HP  Permanent 
movement to climb over. 
Total cover. Creatures can use an action and half of their 
5’ x 7’ x 2’ wall  50  movement to attempt a DC 10 Athletics or Acrobatics check,  AC 15, 25 HP  Permanent 
climbing over on success. 
Rubble  1  Difficult terrain   Action  Single Day 

Latke Terrain  5  Difficult terrain. DC 10 Dex save or fall prone.  Action  Single Day 

Spiked Fencing  15  DC 15 Dex save or take 1d6 piercing damage  AC 10, 10 HP  Permanent 

Traps 
Creatures that enter the 5’ square must succeed a DC 15 Dex 
save or take 1 piercing damage and their speed is reduced by 10. 
Caltrops  5  Action  Single Day 
They do not need to make the saving throw if they move at half 
speed. 
5’ Trip Wire  1  DC 10 Dex save or fall prone.  Action  Single Use 
Covers a 5’ or 10’ square opening of a pit. DC 15 Perception check 
Pit Trap Cover  5 or 10  Action  Single Use 
or have disadvantage on the save. 
DC 10 Dex save or take 1d6 bludgeoning damage. Must use an 
Pit Trap  10  AC 5, 5 HP  Permanent 
action and half of their movement to get out. 
DC 15 Dex save or take 1d6 bludgeoning and 1d6 piercing 
Spiked Pit Trap  20  AC 10, 10 HP  Permanent 
damage. Must use an action and half of their movement to get out. 

Not for resale. Permission granted to print or photocopy this document for personal use only.  Eight Nights of Mishegas  9 
 
Occupies a 10’ square. DC 10 Dex save or take 3d6 bludgeoning 
Deep Pit Trap  50  damage. Must use an action and all of their movement to attempt  AC 10, 15 HP  Permanent 
a DC 15 Athletics or Acrobatics check to get out. 
Single Use, but 
DC 15 Dex save or take 1d6 piercing damage. Must use an action 
Bear Trap  30  AC 15, 4 HP  reset with 1 
to make a DC 15 Athletics check to get out. 
GELT 
DC 10 Dex save or the land mine is triggered. All creatures within 
DC 15 Thieves’ 
Land Mine  20  a 5 foot radius must make a DC 15 Dex save, taking 2d6 fire  Single Use 
Tools 
damage on a failed save and half on success. 
Weapons and Ammunition 
Simple ranged weapon. Thrown, range 20/60. On hit: 1d6 fire 
damage. Hit or miss, it ignites a fire in a 5-foot square. A creature 
that ends its turn in the square must make a DC 10 Dex save or 
Molotov Menorah  5  Action  Single Use 
take 1d6 fire damage. The fire sheds bright light in a 30-foot 
radius and burns for 1 minute or until a creature uses its action to 
extinguish it.  
Adds +1 to attack and damage rolls. The crossbow is fixed in 
Crossbow Stand  20  place, creatures can use an action to remove it and another action  AC 10, 5 HP  Permanent 
to plant it in a new place. 
Catapult and team  Occupies a 10’ square. +5 to hit, ignores cover, range 200/600 but 
100  AC 15, 50 HP  Permanent 
to operate it  can’t hit targets within 60 feet 
Catapult Ammo: 
2  On hit: 6d6 bludgeoning damage  --  Single Use 
Stone 
Catapult Ammo:  On hit: 2d6 bludgeoning damage. Hit or miss, all creatures in a 
Molotov Menorah  10  5-foot radius must make a DC 10 Dex save, taking 2d6 fire  --  Single Use 
Gadol  damage on a failed save and half on success. 
HANDLE WITH CARE. On hit: 2d6 bludgeoning damage. Hit or 
miss, a swarm of very angry bees is unleashed. Any creature in 
Catapult Ammo:  the 5’ square, that enters the area, or begins its turn there must  Swarm of Bees: 
40  Single Use 
Jar of BEEEEES  make a DC 15 Dex save, taking 2d6 piercing damage on a failed  AC 15, 15 HP 
save or half on success. The bees disperse after 1 minute or when 
destroyed. 
Ballista and team to 
75  Occupies a 10’ square. +5 to hit, range 120/300  AC 10, 50 HP  Permanent 
operate it 
Ballista Ammo: 
1  On hit: 3d10 piercing damage  --  Single Use 
Bolt 
On hit: 2d10 piercing and 1d10 fire damage. A creature that ends 
its turn in the 5’ square must make a DC 15 Dex save, taking 1d10 
Ballista Ammo:  Fire:  
10  fire damage damage on a failed save and half on success. The fire  Single Use 
Fire Bolt  Action 
burns for 1 minute and sheds bright light in a 20-foot radius, and 
can be extinguished with an action. 
Allies (See Appendix B for statistics) 
Has a longbow and +9 to hit. Ignores cover and disadvantage for 
Archer  50  AC 16, 26 HP  Permanent 
long range 
Can build fortifications and weapons for ½ cost and can repair 
Engineer  100  AC 12, 16 HP  Permanent 
fortifications and weapons as an action 
Medic  50  Heals real good -- for a non-Cleric  AC 14, 9 HP  Permanent 

Spearman  40  Toughest and most damage per round of all allies  AC 18, 30 HP  Permanent 

Thief  75  Can build traps for ½ cost and can repair traps as an action  AC 14, 16 HP  Permanent 

Townsperson  15  Has a pitchfork and knows how to use it  AC 11, 4 HP  Permanent 
 
 

Not for resale. Permission granted to print or photocopy this document for personal use only.  Eight Nights of Mishegas  10 
 
Appendix B: Creature Statistics   
 
 
 
B.1: Enemies   
   

SCHLIMAZEL  SHTIK DREK 


Small Goblinoid, Lawful Evil  Medium Goblinoid, Lawful Evil 
AC 11 -- HP 1 (1d4-1) -- Speed 25 ft  AC 14 (leather armor) -- HP 26 (4d8 + 4) -- Speed 30 ft 
STR 6 (-2)  DEX 12 (+1)  CON 8 (-1)  STR 10 (+0)  DEX 16 (+3)  CON 14 (+2) 
INT 6 (-2)  WIS 8 (-1)  CHA 4 (-3)  INT 10 (+0)  WIS 12 (+1)  CHA 8 (-1) 
Skills Acrobatics +3  Skills Acrobatics +5 
Senses Darkvision 60 ft.  Senses Darkvision 60 ft. 
Languages Common  Languages Common 
Challenge 0 (10 XP) .  Challenge 1 (200 XP) . 
Actions .  Actions . 
Claw. Melee Weapon Attack: +3 to hit, range 5 ft., one  Shortsword. Melee Weapon Attack: +5 to hit, range 5 ft., 
target. Hit: 3 (1d4 + 1) bludgeoning damage.  one target. Hit: 6 (1d6+3) piercing damage. 
Throw Something. Ranged Weapon Attack: +3 to hit,  Shortbow. Ranged Weapon Attack: +5 to hit, range 
range 10/30 ft., one target. Hit: 3 (1d4 + 1) bludgeoning  80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. 
damage. 
 
 
DUMMKOPF 
SCHLEMIEL  Medium Goblinoid, Lawful Evil 
Small Goblinoid, Lawful Evil  AC 16 (scrap metal, sheild) -- HP 48 (5d10+20) -- Speed 25 ft 
AC 13 (trash armor) -- HP 5 (2d4) -- Speed 25 ft 
STR 16 (+3)  DEX 10 (+0)  CON 18 (+4) 
STR 8 (-1)  DEX 14 (+2)  CON 10 (+0)  INT 4 (-3)  WIS 8 (-1)  CHA 6 (-2) 
INT 8 (-1)  WIS 10 (+0)  CHA 6 (-2) 
Skills Athletics +6 
Skills Acrobatics +4  Senses Darkvision 60 ft. 
Senses Darkvision 60 ft.  Languages Broken Common 
Languages Common  Challenge 4 (1,100 XP) . 
Challenge 1/8 (25 XP) .  Actions . 
Actions .  Greatclub. Melee Weapon Attack: +6 to hit, range 5ft., 
Shortsword. Melee Weapon Attack: +4 to hit, range 5 ft.,  one target. Hit: 12 (2d8 + 3) bludgeoning damage. 
one target. Hit: 4 (1d6 + 1) bludgeoning damage.  Spear. Melee Weapon Attack: +6 to hit, range 5 ft., one 
Sling. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,  target. Hit: 10 (2d6 + 3) piercing damage. 
one target. Hit: 3 (1d4 + 1) bludgeoning damage.  Spear. Ranged Weapon Attack: +3 to hit, range 20/60 ft., 
one target. Hit: 3 (1d6) piercing damage. 
 
     
 
 
 
 
 
 
 
 
 

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MEESKAIT  HITZIGER 
Small Gnome, Chaotic Neutral  Medium Goblinoid, Lawful Evil 
AC 15 (mage armor) -- HP 9 (2d6+2) -- Speed 25 ft  AC 13 (leather armor) -- HP 13 (2d10+2) -- Speed 35 ft 
STR 6 (-2)   DEX 14 (+2)   CON 12 (+1)  STR 16 (+3)  DEX 14 (+2)  CON 12 (+1) 
INT 12 (+1)   WIS 12 (+1)   CHA 8 (-1)  INT 8 (-1)  WIS 10 (+0)  CHA 8 (-1) 
Saves Intelligence +4, Wisdom +4  Skills Thieves’ Tools +6 
Senses Darkvision 60 ft.  Senses Darkvision 60 ft. 
Languages Common, Gnomish  Languages Common 
Challenge 1/2 (100 XP) .  Challenge 1 (200 XP) . 
Expeditious Retreat. The Meeskait may Dash as a bonus  BattleYeld Cunning. Dash or Dodge as a bonus action. 
action.   Actions . 
Shield. The Meeskait may cast Shield as a reaction once per  Sledgehammer. Melee Weapon Attack: +5 to hit, range 5 
long rest.  ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. 
Actions . 
 
Scroll of Magic Missile. The Meeskait uses its Scroll of 
Magic Missile.  MACHER 
Dagger. Melee Weapon Attack: +5 to hit, range 5 ft., one  Large Giant, Chaotic Evil 
target. Hit: 4 (1d4+2) piercing damage.  AC 15 (natural armor) -- HP 95 (10d12+30) -- Speed 25 ft 
  STR 20 (+5)  DEX 14 (+2)  CON 16 (+3) 
INT 10 (+0)  WIS 12 (+1)  CHA 10 (+0) 
MOMZER 
Medium Elf, Lawful Evil  Saving Throws Strength +9, Dexterity +6, Constitution 
AC 16 (studded leather) -- HP 27 (5d8+5) -- Speed 35 ft  +7 
Senses Darkvision 120 ft. 
STR 10 (+0)  DEX 18 (+4)   CON 12 (+1) 
Damage Resistance Bludgeoning, Piercing, and Slashing 
INT 10 (+0)   WIS 10 (+0)   CHA 8 (-1) 
Languages Common, Giant 
Saves Dexterity +7  Challenge 6 (2,300 XP) . 
Senses Darkvision 60 ft.  Siege Monster. The Macher’s damage is doubled against 
Languages Common, Elvish  objects. 
Challenge 3 (700 XP) .  Heavy Hitter. The Macher adds its proaciency bonus (+4) 
Caref ul Aim. The Momzer can use a bonus action at the  to its Strength-based damage rolls (included in the attack). 
end of its turn to aim at a creature it can see. It has  Fast Fists. The Macher can make a Slam attack as a bonus 
advantage on its ranged attack rolls on its next turn as long  action. Dexterity is its attack and damage modiaer. 
as it can still see the creature. If it takes damage before its  Elbows Up. The Macher uses a bonus action to add its 
next turn, it must make a Constitution saving throw as if  proaciency bonus (+4) to its AC until the beginning of its 
concentrating on a spell to maintain its aim.  next turn. While in this defensive stance, it cannot use 
Cunning Action. The Momzer can dash, disengage, or  reactions. 
hide as a bonus action.  Counterpunch. When the Macher is targeted with a melee 
Actions .  attack, it can make a Slam attack as a reaction against its 
Rapier. Melee Weapon Attack: +7 to hit, range 5 ft., one  attacker. Dexterity is its attack and damage modiaer. 
target. Hit: 13 (2d8 + 4) piercing damage.  Actions . 
Longbow. Ranged Weapon Attack: +7 to hit, range  Multiattack. The Macher makes two Slam attacks. 
150/600 ft., one target. Hit: 13 (2d8 + 4 ) piercing damage.  Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one 
target. Hit: 13 (1d8 + 9) bludgeoning damage. 
 
Slam (Dexterity). Melee Weapon Attack: +6 to hit, reach 
 
10 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. 
 
   
 

Not for resale. Permission granted to print or photocopy this document for personal use only.  Eight Nights of Mishegas  12 
 
 
 
B.2: Allies   
   

ARCHER  MEDIC 
Medium Humanoid, Lawful Neutral  Medium Humanoid, Lawful Good 
AC 16 (studded leather) -- HP 26 (4d10+4) -- Speed 30 ft  AC 14 (ring mail and shield) -- HP 9 (2d8) -- Speed 30 ft 

STR 12 (+1)  DEX 18 (+4)  CON 12 (+1)  STR 10 (+0)  DEX 10 (+0)  CON 10 (+0) 
INT 10 (+1)  WIS 10 (+0)  CHA 8 (-1)  INT 12 (+1)  WIS 14 (+2)  CHA 12 (+1) 

Languages Common  Skills Medicine +6 


Challenge 2 (450 XP) .  Languages Common 
Archery. The Archer adds +2 to attack rolls with ranged  Challenge 1/8 (25 XP) . 
weapons (included in the attack).  Herbalist. The Medic can make one Potion of Healing 
Sharp Shooter. The Archer ignores cover and disadvantage  each Build phase at a cost of 10 GELT. 
for long range. The Archer can take -5 to the attack roll to  Protective. When a creature within 5 ft of the Medic is 
add +10 to its damage.  targeted by a weapon attack, the Medic can use their 
Actions .  reaction to interpose their shield, causing disadvantage on 
Longbow. Ranged Weapon Attack: +9 to hit, range  the attack roll. 
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.  Heal! When the Medic uses their Healing Kit, they can 
expend one additional charge and make a DC 10 Medicine 
  Check. On success, the creature an unconscious creature 
becomes conscious and has 1 hit point, or a conscious 
ENGINEER  creature regains 2d4 hit points. 
Medium Humanoid, Lawful Neutral 
Actions . 
AC 12 (shield) -- HP 16 (3d8+3) -- Speed 30 ft 
Healer’s Kit. The Medic expends one charge of their 
STR 12 (+1)  DEX 10 (+0)  CON 12 (+1)  Healer’s kit to stabilize a creature that is unconscious 
INT 14 (+2)  WIS 14 (+2)  CHA 10 (+0)  without a Medicine Check or to heal a creature with at least 
one hit point for 1d4 hit points. This kit has 10 charges, and 
Skills Blacksmith’s Tools +4, Carpenter’s Tools +4,  then has to be replaced at a cost of 10 GELT. 
Mason’s Tools +4, Tinker’s Tools +4  Shield Bash. Melee Weapon Attack: +2 to hit, range 5 ft., 
Languages Common  one target. Hit: 2 (1d4) bludgeoning damage. The target 
Challenge 1/2 (100 XP) .  must succeed a DC 12 Strength saving throw or be knocked 
Build. The Engineer can build fortiacation and weapons at  prone. 
½ their normal cost (rounding up), and can repair them as 
an action. This requires 1 GELT, and it regains 1 hit point.   
Actions .   
Hammer. Melee Weapon Attack: +3 to hit, range 5 ft., one   
target. Hit: 5 (1d8 + 1) piercing damage.   
   
   
   
   
   
   
   
   
   
   
   
   
 

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SPEARMAN  TOWNSPERSON 
Medium Humanoid, Lawful Neutral  Medium Humanoid, Neutral 
AC 18 (scale mail, shield) -- HP 30 (4d10+8) -- Speed 30 ft  AC 11 (boiled leather) -- HP 4 (1d8) -- Speed 30 ft 
STR 18 (+4)  DEX 14 (+2)  CON 14 (+2)  STR 10 (+0)  DEX 10 (+0)  CON 10 (+0) 
INT 9 (-1)  WIS 9 (-1)  CHA 9 (-1)  INT 10 (+0)  WIS 10 (+0)  CHA 10 (+0) 
Languages Common  Languages Common 
Challenge 2 (450 XP) .  Challenge 1/8 (25 XP) . 
Dueling. The Soldier adds +2 to damage rolls while they  Brace. The Townsperson can use a bonus action to brace 
wield only their spear in one hand (included in the attack).  themselves against a charge. They can make an attack of 
Champion. The Soldier’s attack rolls score a critical hit on  opportunity when a creature enters their reach, and add 
a roll of 19 or 20.  1d4 to the attack and damage rolls.  
Polearm Master. The Soldier can make an attack with the  Lunge. The Townsperson can use a bonus action to lunge 
butt of its spear as a bonus action. The damage die for this  as part of their attack, increasing the reach of their weapon 
attack is a d4 and it deals bludgeoning damage. The Soldier  by 5 feet. 
can make an attack of opportunity when a creature enters  Actions . 
their reach.  Pitchfork. Melee Weapon Attack: +2 to hit, range 5 ft, one 
Actions .  target. Hit: 4 (1d8) piercing damage. 
Spear (Melee). Melee Weapon Attack: +7 to hit, range 5 ft., 
 
one target. Hit: 9 (1d6 + 6) piercing damage. 
Spear (Ranged). Ranged Weapon Attack: +5 to hit, range 
20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
 

THIEF 
Medium Humanoid, Chaotic 
AC 14 (leather armor) -- HP 16 (3d8+3) -- Speed 30 ft 
STR 10 (+0)  DEX 16 (+3)  CON 12 (+1) 
INT 12 (+1)  WIS 12 (+1)  CHA 8 (-1) 
Skills Acrobatics +5, Stealth +5, Thieves’ Tools +5 
Languages Common 
Challenge 1/2 (100 XP) . 
Trap Master. The Thief can build traps at ½ their normal 
cost (rounding up), and can repair a trap as an action. This 
requires 1 GELT, and it regains 1 hit point.  
Cunning Action. The Thief can dash, disengage, or hide 
as a bonus action. 
Sneak Attack. The Thief adds 2d6 to their damage roll if 
they have advantage on the attack roll. 
Actions . 
Dagger. Melee Weapon Attack: +5 to hit, range 20/60 ft., 
one target. Hit: 5 (1d4 + 3) piercing damage. 

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B.3: Quick Reference Tables 
Stat Block Summary Table 
In lieu of keeping track of all stats, you can use the table below to quickly refer to the key statistics of all creatures in this module. 
 
        Melee Attack  Ranged Attack   
Creature  AC  HP  Spd  To-Hit  Damage  To-Hit  Range  Damage  Features 
Schlimazel  11  1  25  +3  1d4+1 bld  +3  10/30  1d4+1 bld  Darkvision 60, Acrobatics +3 
Schlemiel  13  5  25  +4  1d6+2 prc  +4  30/120  1d4+2 bld  Darkvision 60, Acrobatics +4 
Dummkopf  16  48  20  +6  2d8+3 bld  +3  20/60  1d6+2 prc  Darkvision 60, Athletics +6 
Shtik Drek  14  26  30  +5  1d6+3 prc  +5  80/320  1d6+3 prc  Darkvision 60, Acrobatics +4 
Meeskait  15  9  25  +4  1d4+2 prc  --  120  3d4+3 frc  Darkvision 60, Int Save +4, Wis Save +4, 
Expeditious Retreat, Shield 
Momzer  16  27  35  +7  2d8+4 prc  +7  150/600  2d8+4 prc  Darkvision 60, Dex Save +7, Careful Aim, 
Cunning Action 
Hitziger  13  15  35  +5  2d6+3 bld  --  --  --  Darkvision 60, Thieves’ Tools +6, 
Battlefield Cunning 
Macher  18  95  25  +9  1d8+9 bld  --  --  --  Darkvision 120, Str Save +9, Dex Save +6,  
+6  1d6+2 bld  Con Save +7, Siege Monster, Heavy Hitter,  
Fast Fists, Elbows Up, Counterpuncher, 
Multiattack 
Archer  16  26  30  --  --  +9  150/600  1d8+4 prc  Archery, Sharpshooter 
Engineer  12  16  30  +3  1d8+1 bld  --  --  --  Blacksmith’s, Carpenter’s, Thieves’, and  
Tinker’s Tools: +4; Build 
Medic  14  9  30  +2  1d4 bld  --  --  --  Medicine +4, Herbalist, Protective, Heal! 
Spearman  18  30  30  +7  1d6+6 bld  +5  20/60  1d6+2 prc  Dueling, Champion, Polearm Master 
Thief  14  16  30  +5  1d4+3 prc  +5  20/60  1d4+3 prc  Trap Master, Cunning Action, Sneak Attack 
Townsperson  11  4  30  +2  1d8 prc  --  --  --  Brace, Lunge 

Average Damage Table 


In lieu of rolling damage for multiple creatures, you can refer to the table below for average damage resulting from successful 
attacks of Schlimazels, Schlemiels, Shtik Dreks, and Dummkopfs. These agures are calculated for up to 100 successful attacks 
even for Shtik Dreks and Dummkopfs to account for a wide range of possible adjustments to this adventure. 
 
  Schlimazel  Schlemiel: Melee  Schlemiel: Ranged  Shtik Drek  Dummkopf 
1  3  5  4  6  12 
2  6  10  8  12  24 
3  9  15  12  18  36 
4  12  20  16  24  48 
5  15  25  20  30  60 
6  18  30  24  36  72 
7  21  35  28  42  84 
8  24  40  32  48  96 
9  27  45  36  54  108 
10  30  50  40  60  120 
15  45  75  60  90  180 
20  60  100  80  120  240 
50  150  250  200  300  600 
100  300  500  400  600  1,200 
 
 

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