The Wererat Den: The Brotherhood of The Moon
The Wererat Den: The Brotherhood of The Moon
me
he is supposed to be their caretaker during their stay. The The Great Wood Random Encounters
wagons were supposed to arrive five days ago and he hasn't
gotten any word since hear they had left Pricillia. He's sure d12 + d8 Encounter
everything's fine, they were traveling along the road after all, 2 1 fleeing wererat victim*
but Dreas would like some people he can trust to look into it. 3 2 basilisks
He offers to pay the adventurers 200 gp each plus the cost of
food and lodging expenses to search along the road to 4 1d4 giant boars
Pricillia for the children and escort them to Waynana safely. 1 green hag and 1d4+2 giant poisonous
5
snakes
Attack of the Lycanthropes 6 1d4+2 dire wolves
7 1 shambling mound
The beleaguered Waynana police force has recently noticed
a pattern of increased lycanthrope attacks. Over the past few 8 1 troll
months several travelers coming by way of Pricillia into the 9 1d4 wererats*
city have suddenly transformed and violently attacked the
10 1 bandit captain and 2d6 bandits
citizens of Waynana. Police investigator Mira Ventulos
approaches the characters based on their reputation for past 11 lumber merchant caravan*
deeds or the characters see a posting advertising the job 12 1d4 orog bandits
directing them to Mira. She offers the characters 100 gp each
13 2 owlbears
plus the cost of food and lodging expenses to search along
the road to Pricillia for any signs of lycanthrope activity and 14 4 druids*
to report back when they learn. She offers them an additional 15 1d4 + 2 giant spiders
10 gp each for every lycanthrope they slay.
16 1d8 + 7 wolves
17 1 hill giant
A Stay at the Dromadas Inn 18 1d4 ettercaps
If the characters are journeying along the road to Waynana to 19 1 banshee
Pricillia for any reason they might stay in the Dromadas Inn.
If they stay here the characters are attacked by wererats in 20 1 unicorn*
their room at night. Druids. The characters pass a group of druids meditating
near the road. These druids are friendly and if the characters
seem to be respectful they offer them a chance to meditate
The Road to the Dromadas Inn and commune with nature with them. Any character who
spends an hour meditating gains Inspiration.
The road from Waynana to the Dromadas Inn is contained
within The Great Wood. Within these woods halfling and Fleeing Wererat Victim. On the road the characters run into
elven lumberjacks roam, cutting lumber for the cities of a disheveled, starving elf woman named Betra Closo. She is
Taliana and exporting boards and wood across Canus. Of half mad, raving about being in the Dromadas Inn when she
course the woods have hungry beasts and vicious monsters woke up to a strange creature gnawing on her shoulder. She
who might see a few adventurers as an easier target than a pushed the creature away and fled the inn, but is afraid that
troop of lumberjacks. whatever the thing was that bit her is still after her. If the
characters approach her she is cautious but trusts them out of
necessity.
Random Encounters Betra is infected with wererat lyncathropy, but doesn't know
While traveling in The Great Wood the characters may it yet. If she stays with the adventurers, during the next full
encounter all sorts of people and monsters. Roll a d20 three moon she transforms into the hybrid form of an elf wererat
times for each day the PCs are traveling in the forest, once and attacks the adventurers.
for morning, once for afternoon, and once for night. On a roll
Lumber Merchant Caravan. The characters pass a caravan
of 18-20 a random encounter occurs.
of lumber merchants resting along the road. If they stop to
Use The Great Wood Random Encounters table to determine talk with the merchants, the characters learn the merchants
what type of encounter occurs. For encounters marked with are looking forward to reaching the famous Dromadas Inn on
an asterisk use the descriptions provided after the tables. the Vumba River because it is famous for its suckling wild
boar and soft feather beds.
Wererats. This band of four wererats were infected at the
Dromadas Inn and now stalk the road for potential prey. If
they are overwhelmed they try to flee back to the inn, but if
captured and interrogated, only a successful DC 20 Charisma
James Introcaso worldbuilderblog.me
(Intimidation) gets them to reveal the location of their base. Features of the Area
The wererats fear the wrath of Alcaeus and in most cases
would rather die than give up their brethren. Ceilings. The ceiling on the 1st and 2nd floors of the Inn are
15 feet high. The basement has a ceiling 5 feet high.
Unicorn. A unicorn passes by the road and touches a random
good-aligned character with its horn gently. That character Doors. Each door in the Dromadas Inn is made of heavy oak
gains the Charm of Beast Speech. The unicorn then runs off and can be locked and bolted from the inside. The doors
into the forest. have AC 15 and 27 hit points. As an action a creature can
pick a door's lock with a successful DC 15 Dexterity check
made with thieves' tools or force a locked door open with a
successful DC 15 Strength check (the DC for the Strength
Charm of Beast Speech check is 17 of the door is bolted.
You can talk to beasts as if you are effected by the speak
with animals spell. This effect lasts 9 days and then the Illumination. The Dromadas Inn is brightly lit by lava
charm disappears. chimneys and wall-mounted lanterns.
If combat breaks out in this room, one elf werewolf from the Aberrant Firearms
second floor comes to join the fray at the end of the second In Exploration Age's world of Canus, aberrations once ruled
round of combat. the world. They have left strange artifacts and spells behind
A trapdoor behind the bar leads to area C and the stairs lead which the mages of The Arcane College have turned into
up the area B. fabulous weapons which shoot acid, cold, fire, and lightning.
The statistics for these aberrant firearms is below.
Lava Chimneys. The lava chimneys are three feet high. A
Medium or larger creature adjacent to a chimney can be
Name Price Damage Weight Properties
pushed into the vent with a successful push attack. Any
creature who enters or starts its turn in the lava chimney Martial Ranged Weapons
takes 22 (4d10) fire damage. Ammunition
Stage. A 5-foot-high stage runs along the southern side of Aberrant (range 80/320),
500 gp 1d6 varies 5 lb.
the Dromadas Inn. A small set of stairs next to the stage can Revolver light, reload (8
be used to get to the top of it, otherwise it costs 5 feet of shots)
movement for a character to climb onto the stage. Ammunition
(range 100/400),
Treasure. Hidden underneath a sheet behind the bar is an Aberrant
750 gp 1d8 varies 10 lb. reload (15
aberrant rifle loaded with with lightning charges, and 20 Rifle
shots), two-
unloaded fire charges. A character behind the bar can notice
handed
the sheet is covering something a DC 15 Wisdom
(Perception) check. Scalus draws this weapon if he is behind Ammunition
the bar when a fight breaks out. Acid Charge
5 gp acid 1 lb. -
Beneath the stairs is a locked closet to which Scalus holds (10)
the key. Inside is a pantry which holds 500 gp worth of Cold Charge
5 gp cold 1 lb. -
imported liquors. A successful DC 15 Wisdom (Perception) (10)
check detects a lose floorboard at the back of the pantry. Fire Charge
Hidden beneath the floor are Saclus' good silver dining sets 5 gp fire 1 lb. -
(10)
which he occasionally brings out if a person of importance
stops at the inn. The complete set is worth 250 gp and Lightning
5 gp lightning 1 lb. -
contains four steak knives which can be wielded as silver Charge (10)
daggers.
wolves charge through the door when one of the werewolves location on the object. The person who carves the runes
whistles for them to do so. chooses a passphrase in Draconic. When the passphrase is
spoken aloud (whispering counts) by a person holding the
Windows. Any creature pushed out of a window takes 1d10
amulet the trap is rendered inert until that person puts down
bludgeoning damage and lands prone from the 15-foot fall.
the item. A DC 15 Intelligence (Investigation) check reveals
Dromadas Inn Upper Level Loot the runes to any creature inspecting the amulet. A character
who knows Draconic can determine the passphrase with a
d20* In the room DC 15 Intelligence check. A DC 15 Wisdom (Perception)
1 - 10 Nothing of note in the room. reveals an odd heat radiating from the amulet to anyone
handling it.
A gold amulet which is actually an explosive object
11
trap. When a creature handles the trapped item, the trap is
A gold ring set with a ruby which is actually a triggered. 2 rounds later at the start of the round the object
12 explodes in a 20-foot-radius burst. Creatures within the area
deceptive object trap.
must make a DC 15 Dexterity saving throw. Creatures who
20 gp in the pockets of clothes scattered on the fail take 22 (4d10) fire damage. Creatures who succeed take
13
floor. half damage.
An silver broach emblazoned with the symbol of a
14 noble elf house worth 25 gp and taken from one of
the children held captive below. C - Dromadas Inn Basement
An unopened bottle of fiery liquor made by The basement trapdoor to the Dromadas Inn is locked
15
dwarves worth 25 gp in an unlocked chest. (Alcaeus holds the key) and equipped with a poison mister
A bloodstone worth 50 gp hidden in a pillowcase. trap.
16 A DC 15 Wisdom (Perception) check notices the Poison Mister Trap. A nozzle connected to a vial of poison
pillow has an odd lump in it. gas is hidden the trapdoor's lock. Opening the object without
17 50 gp in a cloth bag on a table. the proper key causes the nozzle to spring out, spraying
poison.
A potion of healing in a locked chest. A DC 15
Dexterity check made with thieves' tools opens the When the trap is triggered the nozzle creates a 15-foot cone
18
chest and a DC 20 Strength check can force the of gas originating from the lock. Creatures within the cone
chest open. must make a DC 15 Constitution saving throw. Creatures
An uncommon magic item of the DM's choice in a who fail take 22 (4d10) poison damage and are poisoned for
locked chest. A DC 15 Dexterity check made with 1 hour. Creatures who succeed take half damage and are not
19 thieves' tools opens the chest and a DC 20 Strength poisoned.
check can force the chest open. If this result has A DC 20 Intelligence (Investigation) check allows a
already been rolled, roll again on this table. character to deduce the trap's presence from alterations made
20 Roll twice on this table. to the lock to accommodate the nozzle and vial. A DC 15
*In rooms 17-19 add 10 to the result if the result is 10 or Dexterity check using thieves' tools disarms the trap,
less. removing the nozzle and gas vial from the lock.
Unsuccessfully attempting to pick the lock triggers the trap.
Deceptive Object Trap. The ring is marked with a tiny
indentation of an open mouth frozen in a laugh. Any A small set of stone stairs gives way to an uncomfortably
character inspecting the item can find the indentation with a warm basement and a maze of barrels and crates. Huge
DC 15 Intelligence (Investigation) check. A character pillars made of fire resistant rock rise through the room up
handling the ring feels the indentation with a DC 20 Wisdom to the first floor, radiating heat. These columns are filled
(Perception) check. with lava and carry the liquid magma up to the first floor
of the Dromadas Inn. Fixed around the middle of each
A creature who handles the ring must make a DC 15 column are several large glass beakers filled with a
Charisma saving throw. A creature who fails this saving haunting green liquid.
throw sees allies as hostile enemies and hostile enemies as
allies. Kind words sound threatening and threats sound kind As the PCs approach the southern end of the room, read:
coming from these sources. The only way the creature can
rid itself of this effect is to stop carrying the item. A creature At the back of the room, twelve filthy elf and halfling
who succeeds on this saving throw is aware that something children lie on two large mats. They are gagged and
or someone tried to affect its mind, but is unsure of the chained to the floor.
source and is immune to the effect of the ring for 24 hours.
If the PCs have had a loud battle on the first of second floor
Explosive Object Trap. The explosive amulet is powered by of the inn or if they set off the poison mister trap then
a small set of Draconic runes carved in a difficult to discern
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Alcaeus knows they are coming. The elf mage wererat casts Tool Racks. Cooking utensils and household tools line these
greater invisibility and waits for the characters to approach racks. A creature can use a successful push attack to push
the children. As they do the mage attacks and his two another creature into a rack. The create who was pushed
halfling berserker wereboar bodyguards ambush the takes 5 (1d10) piercing damage.
characters as they hide behind barrels. If the characters
Treasure. The locked chest near Alcaeus' bed holds a small
manage to catch Alcaeus off guard, he and his bodyguards
sack with 400 gp, a pair of cheater's gloves, and a spy fly.
are sitting at the table interrogating one of the children trying
to find out how the particular individual's parents might be of A DC 15 Dexterity check made with thieves' tools opens the
use to the Brotherhood of the Moon. chest and a DC 20 Strength check can force the chest open.
During combat the wereboars take advantage of the
breakable environment and try to use push attacks against Concluding the Adventure
the characters when possible.
The characters will likely want to see the children home safe.
Barrels and Crates. The barrels and crates are full of the You can allow them to do so and use The Great Wood
expensive liquor the Dromadas Inn is famous for. A creature Random Encounters table for any trouble experienced along
who pushes another creature into a barrel or crate with a the road.
successful push attack causes the crate to break. The creature
who was pushed takes 5 (1d10) piercing damage and is You can use this adventure as a spring board into a campaign
vulnerable to fire damage for 1 minute. centered around the Brotherhood of the Moon. Perhaps the
characters can find some of Alcaeus' correspondence with
Children. The twelve children are frightened but have not leadership and get some names of the higher ranking
been physically harmed by Alcaeus or his brutes. The members of the organization or maybe the Brotherhood of
children are ankle cuffed together and chained to the floor by the Moon starts to hunt the PCs to make them pay for what
one long chain. A DC 20 Strength check can break the chain. they've done. A campaign centered around the Brotherhood
A DC 15 Dexterity check made with thieves' tools and of the Moon could have wild deception, since lycanthropes
unlock a child's individual ankle cuff. Alcaeus has a key to can easily hide in plain sight and friendly NPCs can be
their cuffs. Each child has an AC of 10 and 8 hit points. turned without the characters realizing before it's too late.
Flour Sacks. 25-pound sacks of flour are piled high in the Make sure the characters collect their reward for the
basement. A character can create a 10-foot-square cloud of appropriate the hook used in this adventure.
flour by using its action to destroy a sack.These clouds
reveal the location of invisible creatures standing in them.
Grate. The grate in the back of the room is actually a hinged Magic Items
door which leads out into The Great Wood. A DC 10
Wisdom (Perception) check spots the hinges.
Cheater’s Gloves
Lava Chimneys. A creature can use a successful push attack
to push another creature into a chimney. The create who was Wondrous item, uncommon
pushed takes 11 (2d10) fire damage. These fine white gloves of a gentlemen or elbow length gloves of a
lady were invented by the classiest of thieves. Each glove fastens
Each column has four flasks of acid wired around its middle. with a single, diamond-studded button. While wearing them,
These flasks are Alcaeus' getaway plan. Any creature can you have an itching urge to palm small, unattended objects. When
break an acid flask with a successful attack. The flask has you use these gloves you have advantage when making a Dexterity
AC 10 and 1 hit point. At the start of that creature's next turn (Sleight of Hand) check to steal an item and when your character
the column begins leaking lava. An area with a 5-foot radius plays a game with cards or dice.
on the floor around the column is covered in lava. Each
round at the start of that creature's turn the lava radius grows Spy Fly
another 5 feet. Creatures and objects who start their turn or
enter the lava take 22 (4d10) fire damage. Wondrous item, uncommon (requires attunement)
This small fly is carved of black pearl and no bigger than the real
A character can remove all four acid flasks around a column thing. The small fly is hard to spot and requires a DC 17 Wisdom
by using its action when adjacent to a column to make a (Perception) check to detect. You can use an action to speak the
successful DC 12 Dexterity (Sleight of Hand) check. If the item's command word to make the fly come alive. While it is
character rolls a 1 they accidentally break a flash. activated and within 300 feet of you, you can use your action to
move the fly 30 feet and you see and hear through the item for up to
If both wereboars die or Alcaeus is reduced to half his hit one hour. During this time you are deaf and blind with regard to
points, he breaks the first flask he can with an attack or your own senses. If the fly moves more than 300 feet away from
ranged spell. He then tries to escape through the grate or you, it is deactivated. You can deactivate the fly by speaking the
stairs, whichever is closest. Alcaeus is also not above take a command word again as an action. Once the fly has been activated
child as a hostage to cover his escape if need be. it cannot be reactivated for another 24 hours.
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Monsters Tusks (Boar or Hybrid Form Only). Melee Weapon Atack: +5 to hit, reach 5
f., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a
Wereboar, Halfling humanoid, it must succeed on a DC 13 Consttuton saving throw or be
cursed with wereboar lycanthropy.
Berserker
Small humanoid (halfing, shapechanger), neutral evil
17 (+3) 14 (+2) 17 (+3) 9 (-1) 11 (+0) 9 (-1) STR DEX CON INT WIS CHA
Actons
Multatack (Elf or Hybrid Form Only). The wererat makes two atacks,
only one of which can be a bite.
Bite (Rat or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5
f., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid,
it must succeed on a DC 11 Consttuton saving throw or be cursed with
wererat lycanthropy.
Bite (Rat or Hybrid Form Only). Melee Weapon Atack: +4 to hit, reach 5 Map below made with Hexographer
f., one target. Hit: 4 (1d4 + 2) piercing damage. If the target is a humanoid, Map Scale 1 hex = 50 miles
it must succeed on a DC 11 Consttuton saving throw or be cursed with
wererat lycanthropy.
Maps