Curse of The Blood Moon v1.0
Curse of The Blood Moon v1.0
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.
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.
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.
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.
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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COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of
the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
Chris Perkins, Rodney Thompson, Peter Lee, James
Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson. &RS\ULJKW
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