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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
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. 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.
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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.
Not for resale. Permission granted to print or photocopy this document for personal use only. Eight Nights of Mishegas 4
Tables of Presents for Nights 1 to 7 Table of Presents for the 8th Night
Roll Present Roll Present
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.
Not for resale. Permission granted to print or photocopy this document for personal use only. Eight Nights of Mishegas 5
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!
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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
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.
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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
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Appendix B: Creature Statistics
B.1: Enemies
Not for resale. Permission granted to print or photocopy this document for personal use only. Eight Nights of Mishegas 11
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.
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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)
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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
Not for resale. Permission granted to print or photocopy this document for personal use only. Eight Nights of Mishegas 15