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Curse of The Blood Moon v1.0

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Andrej Katić
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100% found this document useful (1 vote)
1K views8 pages

Curse of The Blood Moon v1.0

Uploaded by

Andrej Katić
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Curse of the Blood Moon

urse of the Blood Moon is intended for four


characters with an average party level (APL) The Blood Moon Rises
of 2. Characters who complete this
adventure should earn enough experience to
With visions of the Blood Moon ripe in your
reach 3rd-level. A tribe of evil druids has
minds, you begin your trek towards the
summoned a Blood Moon to drive everyone
nearest village, a small hamlet know as
mad. This campaign takes place in Arden, Pinewell. You hope to reach the village proper
although it can be set in your own world. Any party before the sun sets so you can warn the
composition should be able to finish the adventure with residents of the oncoming danger. As the
intelligent play. hours pass, you lose feeling in your feet as
you race along the path. Despite your best
Background efforts however, you can only watch as the
sun slowly slips beneath the horizon, and the
There are stories of the Blood Moon, a twisted mockery of once bright white moon rises blood red into
the celestial body that lights the night sky. The first the sky bathing the world in its crimson glow.
recorded instance of it was over two centuries ago, when a Soon, the light of countless fires appears on
dark sorcerer sought to bring chaos to the wilderness he the horizon and the sounds of screams can be
called home. He channeled the powers of madness and heard upon the wind. You quicken your pace
cruelty from beyond the void and infused them into the and hope all is not lost.
moon itself, amplifying their effects. The barbarians and
shapechangers were the first to fall under the Blood
Moon's sway, slaughtering everyone they came across, The characters are a few hours outside of Pinewell when
their bloodlust insatiable. Then, a tribe of druids fell victim the chaos starts. Common folk turn on one another and
as they tried to use their magic to purify the moon, only to those predisposed to violence become murderous
inadvertently allow the dark energy to flow back into them. heathens. As the characters make their way along the road
Eventually, even the common folk found themselves prone towards the village, they enter a small valley. As the walls
to bouts of anger and violence. Luckily, a group of of the valley close in, they suddenly find themselves face
adventurers were able to slay the sorcerer, release his to face with several armed villagers covered in blood,
hold on the moon, and allow the sun to rise again. grinning with maniacal glee.
Recently, a new threat has appeared in the wilderness Encounter: Commoners. The characters come across
between the Tallspire Mountains and the Great Forest. A eight commoners armed with clubs covered in blood.
group of druids, convinced the world needs cleansing, They're currently blocking the road and, upon seeing the
have come together to summon forth the dark energies characters, begin to advance on them. Unfortunately, the
required to create a Blood Moon once more. They hope commoners are consumed by rage due to the Blood Moon
that the ensuing chaos will allow the world to purge itself and cannot be reasoned with. However, if someone casts
of all evils and reset the balance of nature. They've calm emotions they can bring the commoners to their
enacted their dark ritual so that tonight, when the moon senses temporarily allowing the characters to pass by
rises high and reaches its apex, it will bleed red as it did so unharmed.
long ago, and madness will descend on the world. If
nothing is done to break the druids' connection to the
blood moon, the sun may never rise again.
The Bloody River
Once the characters have dealt with the commoners,

Adventure Hooks they're free to continue along the road towards Pinewell. It
takes them three hours to get there on foot, and upon
A Dark Calling. One or more of the characters, being arriving at the outskirts of the village, they find themselves
attuned to the world and natural order of things, feels the witness to a horrific sight.
encroaching influence of the Blood Moon. Knowing it can
only spell disaster, they try to warn the nearest village.
Troubled Dreams. The characters, being more
sensitive to the ebbing and waning dark forces in the
world, feel the oncoming Blood Moon. Knowing it can only
spell disaster, they try to warn the nearest village.
Magic Unleashed. One or more of the characters,
being arcanely or divinely gifted, feels their magic
beginning to pulse and shift as the Blood Moon begins to
form. Knowing it can only spell disaster, they try to warn
the nearest village.
If the characters fail to intervene, Elfi fights them off as
best she can. She has barkskin cast on her so she's a bit
As you approach the outskirts of the village, tougher than she looks. She starts by casting thunderwave
your senses are assailed by the smell of death
on as many of the ruffians as she can before shifting to
and smoke. Ahead, a bridge spans a blood
shillelagh to finish off the rest. If she gets surrounded, she
red river, and corpses can be seen lying in
pools of blood upon it while lifeless bodies disengages and makes a run for the characters shouting
flow beneath it. Fires burn bright on the far for help.
side and plumes of thick, acrid smoke rise up If the characters do intervene, Elfi fights alongside them
into the sky. until the last of the criminals falls.
Treasure: Loot. The thugs and bandits have a collective
100 gp in various coinage on them along with another 100
Have the characters make a DC 14 Wisdom (Perception) gp in assorted valuables they stole from the burning
check. Success means they notice three shapes moving on houses.
the far side of the bridge. Failure means they don't notice
the movement until they're halfway across the bridge.
Encounter: Gnolls . Threegnolls have been drawn out
A Glimmer of Hope
by the mayhem and have begun lighting things on fire in If the characters didn't intervene, read the following.
the name of their foul god. They're occupied with their
arson so they have disadvantage on Wisdom (Perception)
Slightly out of breath, the small figure in
checks to notice the characters approaching. The gnolls tattered green robes makes her way over to
are vicious creatures under normal circumstances, but you.
under the light of the Blood Moon they're absolutely "A lot of help you offered there! I can only
savage. They attack with their Bite in lieu of their spears hope you're more willing to help once I've
and fight until killed. In their rage, they fail to use their filled you in on things!"
shields properly resulting in a -2 penalty to their Armor
Class.
Treasure: Bloody Coins. If the characters take the If the characters did intervene, read the following.
time to search the dead villagers, they find a total of 40 gp
in various blood-covered coinage.
Slightly out of breath, the small figure in
The Village on Fire tattered green robes makes her way over to
you.
"Thank you kindly for your timely
assistance. I could've handled those ruffians
Crossing the river and following the road, you on my own, but alas, it's been quite the day
eventually enter the village proper to find and I'm grateful for the help.
much of it on fire. Screams can be heard from
the various houses as townsfolk armed with
makeshift weapons chase each other
throughout the settlement. The figure introduces herself as Elfi, formerly of the
Crimson Circle. She tells the characters that her former
compatriots are responsible for the Blood Moon and she
needs help stopping them before it's too late. As she
If the characters wish to try to help the innocent villagers,
converses with the characters, she also conveys the
have them make a group DC 14 Strength (Athletics) check
following.
to disarm and subdue as many townsfolk as possible. If
successful, they manage to save a half dozen or so fleeing The Crimson Circle was devoted to restoring the
villagers who reward them with 10 gp before fleeing into balance of nature.
the hills. They were seen as slightly fanatical by other druid
After a short while, the characters notice a small figure circles.
in tattered green robes running towards them. This is Elfi They have a druid grove beneath an old, overgrown,
the halfling druid. She uses the standard druid stat block and partially collapsed castle north of Pinewell.
except she also knows cure wounds and spike growth. As When Elfi learned about their plans to summon the
she gets closer to the characters, a group of villagers Blood Moon she tried to stop them, but was powerless
interpose themselves between her and them. as they cast her out and enacted their ritual anyway.
Encounter: Thugs & Bandits . A group comprised of Elfi can lead the characters to the grove's hidden
two thugs and four bandits have been pillaging the entrance.
burning Pinewell for the past few hours. With most of the The journey there will take three hours.
loot gathered, they've now settled into a pattern of
violence against anyone they come across. Poor Elfi is their If the characters are injured, Elfi can cast cure wounds
next target. on them. She also has three potions of healing that she
happily parts with should the characters show concern
about their ability to continue on fighting.
If the characters want to try to keep helping the villagers, Encounter: Awakened Shrubs. There are four
Elfi insists they'll be doing much greater good by ending awakened shrubs in this chamber floating in the water.
the Blood Moon at its source. They attack anyone who disturbs the water's surface.

In Search of the Crimson 3. Flooded Chamber B


Circle Two large moss covered roots dominate the
center of this chamber having broken through
Following the young druid, you make your the walls at some point.
way north through the remainder of the
burning village and out one of its main gates,
dodging the clumsy attacks of blood crazed Trap: Animated Roots. The roots have been instructed
common folk along the way. Your path by the druids to attack anyone who tries to cross the
eventually diverges from the main road and chamber. If someone tries to pass through the room, they
continues down a winding overgrown trail
must succeed on a DC 12 Dexterity saving throw taking
towards a distant castle, crumbling on a
1d6 bludgeoning damage on a failure or half as much on a
hillside, just on the horizon.
success.

The characters are able to get in a short rest during their


4. Flooded Chamber C
journey as Elfi is able to handle the navigation and clearing
of brush along the way. After three hours, they find
A large moss covered root spans this chamber
themselves entering a deep valley thick with thorny
from one wall to the other hanging overhead.
vegetation and strangely absent of animals. A short time
later, Elfi leads them up to the base of the hillside upon
which the ruined castle sits and users them between two
Encounter: Awakened Shrubs. Four awakened
collapsed pillars. Beyond is a small chamber with a hole in
shrubs are lurking on the root overhead. They try to jump
the ground. A wooden ladder leads below. Elfi warns the
down and surprise anyone who enters the room.
characters to be prepared as the druids will have surely
setup defenses since she left. The complex ahead has the
following features unless noted otherwise.
5. Flooded Chamber D
Ceilings. The ceilings are made of moldy stone and rise
10 ft. above the floor.
Floors and Walls. The floors are made of cracked This large chamber is filled with three foot
deep water. Various vines and roots can be
stone while the walls are made of a cobbled granite.
seen below the water's surface.
Doors. The doors are made of solid oak with metal
reinforcements. They're all unlocked unless otherwise
stated.
Trap: Drowning Vines. The vines here are enchanted to
Lighting. The ruin is pitch black.
try to drown anyone who enters the room. When a
creature enters this chamber, they must succeed on a DC
1. Entrance 14 Strength saving throw or be pulled underwater and
restrained. They can attempt the save again at the end of
each of their turns. Additionally, a creature can try to
The ladder leads down into a dark chamber. extricate another creature from the vines by succeeding
The sound of dripping water can be heard. on a DC 14 Strength (Athletics) check.

6. Sewer Drain
There is a locked gate to the south. Beyond it lies a pair of
large oaken doors. The doors are unlocked. The gate can
be opened with a successful DC 12 Dexterity check with
This chamber appears to have once served as
Thieves' Tools or a DC 14 Strength (Athletics) check. part of the castle above's sewer system, but
all that's left now is a rusted pipe. The water
2. Flooded Chamber A here is two feet deep and rusted grates can
be seen on the eastern and western walls.

A large pool of water dominates the


southwestern corner of this chamber. Roots The grates can be broken down with a successful DC 14
have broken through the walls in places and Strength (Athletics) check.
moss covers various parts of the chamber.
7. Mushroom Chamber 10. Exit

This chamber is bathed in a dim greenish light A large stone staircase seems to lead upwards
as the various fungi all around glow in unison. into the castle above.
Several skeletons can be seen in the center of
the chamber, long overgrown.
Elfi informs the characters that the these stairs lead up to
an antechamber. Beyond that is the room where the ritual
In order to reach this area, or exit into the eastern half of is taking place. She recommends they rest up now before
the complex, the characters will need to climb a 10 foot proceeding. If the characters are in dire need of a long
cliff face. This requires a DC 10 Strength (Athletics) or rest, Elfi produces from her bag a number of Goodberries
Dexterity (Acrobatics) check. equal to the number of characters present. She advises
Encounter: Fungi. Four violet fungi have taken root them that these berries have been tainted by the Blood
inside the skeletons and animate when the characters get Moon's magic, but will provide them with the effect of a
close. Use the fungi's stat block but treat their Armor Class long rest should they eat them.
as 13 as the skeletal remains provide them with partial If the characters eat the berries, they need to succeed
protection. on a DC 12 Wisdom saving throw or else their alignment
Treasure: Staff. There is a +1 quarterstaff with one of shifts one step closer to Chaotic Evil for as long as the
the skeletons. Elfi will comment that it probably belonged Blood Moon remains in the sky. They do, however,
to a Crimson Circle druid once. immediately receive the effects of a long rest.

8. Webbed Chasm The Crimson Circle


It appears as though an earthquake of some As you ascend the stone steps, you feel the air
kind tore through this chamber at some point begin to crackle with latent energy. As you
in the past. As a result, a massive chasm now open the door to the antechamber, the static
splits it in two. in the air amplifies. Ahead, you see a massive
wooden door, and beyond it, pulsing red light.

The chasm is 200 feet deep. The only way across is a web
bridge. Moving across the web bridge counts as difficult Encounter: Crimson Circle Druid . As soon as the
terrain. characters open the door to the ritual chamber, they see a
Encounter: Giant Spiders . Two giant spiders live in bright red light emanating from a pool of water, in the
the chasm and wait for someone to try to cross the web center of which stands a druid on a stone platform.
bridge before they attack. They are easily driven back if Flanking the pool of water on either side are two wolves
they are reduced to 7 hit points or fewer. each. Lastly, perched on the druid's shoulder is a nasty
looking blood hawk.
9. Ooze Pool The druid starts out by casting entangle to try to restrain
as many characters as possible so her wolves can tear
them to pieces. If the spell is successful, she then uses
This putrid pool of water appears to have sat produce flame as her primary attack. Should someone
stagnant for quite awhile. No signs of life are cross the gap and reach her platform, she cast
present. thunderwave to try to knock them off the ledge and into
the water 10 feet below.
The wolves advance on the characters and attack using
The water in this chamber is three feet deep. their Pack Tactics. The blood hawk swoops in and attacks
Encounter: Ochre Jelly. There is an ochre jelly weaker characters such as spellcasters in an attempt to
lurking in the pool. It attacks the first person or thing to distract them.
disturb the water in the center of the room.
Ending the Blood Moon
As the druid falls, the red light emanating
from the pool begins to flicker and pulse as if
suddenly out of control. The chamber begins
to shake and, moments later, starts to
collapse.

The characters need to race to escape the falling debris.


Have each character make a DC 12 Dexterity saving throw.
On a failure, they take 1d6 bludgeoning damage as they're
struck by falling rubble. If anyone falls unconscious from
this damage, another character will need to pick them up
or else they'll be crushed to death as the castle crumbles
around them.
Have the characters describe how their characters
heroically race through the substructure of the castle and
reach the ladder just as the last of chambers below
collapses behind them.
Once the characters exit the underground complex, read
the following.

As you climb past the broken pillars and back


into the moonlight, you are relieved to see
that the celestial body above once more
shines with a bright white light. You sense
that the power of the Blood Moon has begun
to fade, and hopefully, everyone who survived
the night will begin to come to their senses as
the sun slowly begins to rise.

Aftermath
If the characters return to Pinewell, they find the
remaining villagers working together to put out the fires
and bury the dead. Those who survived show signs of
relief while those who succumbed to the madness can
clearly be seen wrestling with their consciences. Many
villagers lie in chains and little is left to salvage. The
characters get the feeling that whoever survived will more
than likely end up a refugee in one of the larger cities once
they've had a chance to gather what little survived the
fires.
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Reference Document 5.0 Copyright 2016, Wizards of
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and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
$GYHQWXUHV$ZDLW6WXGLRV

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