Level 5

Level 5 is the fifth level of Lil' Guardsman, and Lil's first night shift where she'll have to make a big choice after meeting a very special person.
== Summary ==
== Gate visitors ==
Name 	Description
Count Heinrch Von Pyre	Heinrch is obviously a vampire who wants to go into the Sprawl for a reason he won't say.
Werewolf 	The mourner from the Duchy of Scarborough has returned, who begs you to jail him immediately.
Mrs. Abernathy 	Look it's Mrs. Abernathy from Level 1! She's returning to the Sprawl, although it is strange that she would be out this late.
Tyronius Athanatos 	Tyronius Athanatos has appeared in front of the guardshed yet again, looking even more despicable in the nighttime. He was summoned by Praetor Kargan to revive the Mavargh ballerinas who were slain in ballet.
Scary Tree Monster 	A giant scary tree monster who wants to stomp and thwomp all the people who polluted the forest with garbage and stomped on all the trees' roots.
Hooded Figure 	A mysterious stranger wishing access to the Sprawl while not giving her identity to Lil.
=== 4-star rating guide ===
==== Count Heinrch Von Pyre ====
This is the first entrant where you will be using an item – and one you could have missed at that. Make sure you got the Rice from Buttface in Chapter 4. If you did, use the Rice on the Count here, and he will proceed to, well, count it. This will lead to an automatic Deny which will get you your 4 Star Rating.
==== Werewolf ====
A cursory glance back at The Sprawl Monster Manual, First Edition reveals some werewolves are aware they are turning and want to protect those they care about from what comes next. Do the right thing and Jail this man before he turns into a Werewolf.
==== Mrs. Abernathy ====
Since Mrs. Abernathy is acting strange, show her one of her award winning cinnamon buns. After realizing that she doesn't recognize it, it'll revel that it was a shapeshifter disguised as Mrs. Abernathy. This will result in the desired Auto-Deny and a 4 Star Rating.
==== Tyronius Athanatos ====
Tyronius Athanatos again, looking even more despicable in the nighttime. Use the metal detector on him to reveal his Family Heirloom. You can try to confiscate it but Tyronius will use its mind-control abilities to keep it if you didn't confiscate it in Level 1. Or use the x-ray to find the Necronomicon on his person.
Either way, it's clear that Tyronius is still up to no good, so we’d better Deny him for now.
==== Scary Tree Monster ====
The Scary Tree Monster may look intimidating, but looks can be deceiving. Begin by using the Decoder Ring on him to decipher the strange markings on his bark.
And would you believe it, Scary Tree Monster is actually an aspiring politician, with an urge to do good for the people of the Sprawl! Knowing this, you best Admit him.
==== Hooded Figure ====
You'll need to use your x-ray or metal detector to reveal a hidden, very-expensive-silver necklace (even though it looks gold) with a beautiful green emerald in the middle..
Lil will mention the emerald in the necklace looking real, and that she should call someone to ask for advice. So choose someone to call, Either Ashe or Malcolm will recommend you admit the Hooded Figure. So go ahead and Admit her.
== The Sprawl Monster Manual, First Edition ==
Page 1
Doppelgängers/Shapeshifters
FREQUENCY: Very Rare
SPECIAL ATTACKS: Shapechange, Sneak Attack
WEAKNESSES: Susceptible to physical damage
ALIGNMENT: Chaotic evil
SIZE: Small to medium humanoid
Does your loved one seem more addled than usual? Maybe they've been replaced by a doppelgänger.
These monstrous creatures have the ability to superficially assume the appearance of anyone. When dealing with a suspected shapeshifter, show them an item they should recognize. Where possible, show them their child. Show them Jimmy.
Note: Chemical compounds such as the patented Truth Spray have no effect on what are essentially gelatinous blobs.
Page 2
Forest Ent-ities (eh? eh?)
FREQUENCY: Rare
SPECIAL ATTACKS: Stomp and/or thwomp
WEAKNESSES: Fire, woodcutter's axes, poorly administered town hall meetings
ALIGNMENT: True neutral
SIZE: Climbable
The story of the first transformation from mundane tree to sentient, mobile being is lost to history. These creatures are extremely dangerous, but generally motivated by threats to their territory.
The bark of Forest Ent-ity is often the site of cryptic magical runes and prophetic writings that can be deciphered.
Page 3
Goblins
FREQUENCY: Very common
SPECIAL ATTACKS: None
WEAKNESSES: Susceptible to physical injury
ALIGNMENT: Varied
SIZE: Small
When the great expansion of the Sprawl was undertaken by King Oswin I, and then his son King Oswin II, Goblins participated as laborers and artisans in the city's construction.
In recent times, various crimes and misfortunes have been widely attributed to this group, leading to their decreased presence in public life.
Whether or not they have an actual predisposition for crime and mayhem is hotly debated by the High Council and non-hume rights groups.
Page 4
Herring (Red)
FREQUENCY: About 50/50
SPECIAL ATTACKS: Cause confusion, create conflict where none should exist
WEAKNESSES: Careful consideration
ALIGNMENT: Chaotic neutral
SIZE: Small fish to Giant and everything in between
Beware the red herring. It's siren's call has lead many adventurers to follow the wrong path or to find enemies where none exist.
Use your judgement and don't believe everything you hear or see.
The temptation to believe a red herring is strong, but be vigilant and you will come out on top.
Page 5
Lycanthropes (aka Werewolves)
FREQUENCY: Rare
SPECIAL ATTACKS: Bestial rage (claws, teeth)
WEAKNESSES: Silver, the rising sun
ALIGNMENT: Chaotic evil
SIZE: Post -transformation = big AF
Academics are split on whether this affliction is magical or medical. The cursed or afflicted person suffers an attack or bite, and come the first full moon, transforms into a half-man, half-beat, killing machine.
In most cases the indivifual remains blisfully unaware of the transformation, but in some cases they know and desperately seek asylum to save their loved ones from their dark passenger.
Page 6
Mole People
FREQUENCY: Common
SPECIAL ATTACKS: Digging, biting when provoked
WEAKNESSES: Daylight (non-fatal)
ALIGNMENT: Varied, often true neutral
SIZE: Small
Long ago, a subset of humans and elves carved out a life lived underground. This evolutionary branch began to change to accommodate their new existence. They became smaller, relying more heavily on their sense of smell and hearing than their soon underdeveloped eyesight. In addition, their hands and fingers became more claw-like, because of the digging.
While considered disfigured and even monstrous by some, please do not persecute the mole people! They are not to be punted! Afterall, without mole person labor and digging know-how, The Sprawl wouldn't enjoy the world's greatest sewer system.
Page 7
Necromancer
FREQUENCY: Rare
SPECIAL ATTACKS: Raise undead, misc. spells
WEAKNESSES: Their egos
ALIGNMENT: Lawful Evil
SIZE: All bodies are beach bodies
Magic practitioners who have broken their codes and oaths and turned to the forbidden arts. Although not illegal, they should be discouraged from entering the Sprawl.
Note: The Mages Guild would gladly welcome a fallen wizard who has seen the error of their ways back into the fold. However, not one has yet chosen to give up the dark arts once they've tasted that sweet, sweet necromancy.
Page 8
Vampires
FREQUENCY: Common
SPECIAL ATTACKS: Change in to bat, hypnosis, flight, dental peculiarities
WEAKNESSES: Sunlight (UV), garlic, counting bags of small grains, wooden stakes
ALIGNMENT: Usually evil, but best not to judge a book by its cover
SIZE: Human-sized
In centuries past, vampires were the stuff of myths and legends. sticking to the shadows and covering up their ghastly deeds in order to remain hidden from polite society.
Recently, as a result of the powerful vampire rights movement led by Goth Rock icon Vlad Xtreme, vampires have 'come out of the closet' and many have become productive members of society.