MOON-MD-08 Down The Rabbit Hole
MOON-MD-08 Down The Rabbit Hole
D
OWNTHER
ABB
ITHO
LE
BMG-
MOON-
MD-
08
BMG-MOON-MD-08
A magical rabbit hole leading to a secret Unseelie Fey market hidden in the wide tunnels of the
Deepshaes has been found! Time to explore and find the answers you seek about the missing
battlefield corpses—or perhaps you can just buy them.
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2
ADVENTURE PRIMER
If I had a world of my own, everything would be Part 1: Down and Down into the Deep (110 mins). The
nonsense. Nothing would be what it is, because characters explore the Rabbit Hole, discover a grand
everything would be what it isn’t. And contrary wise, marketplace built by Unseelie Fey, and build their
what is, it wouldn’t be. And what it wouldn’t be, it reputations to meet with important merchants. This is
Story Objective A.
would. You see? Part 2: We Both Know What We Know (60 mins). The
—Lewis Carroll, Alice’s Adventures in Wonderland characters meet up with three merchants who each
provide information about the Cauldron of Doom, Lady
Down the Rabbit Hole is designed for three to seven 11th- Erliza’s plans, and where the undead are headed. This is
through 16th-level characters, and optimized for five Story Objective B.
characters with an average party level (APL) of 13. Part 3: None Shall Pass (50 mins). The characters must
Characters outside this level range can’t participate in this fight Unseelie guards trying to keep them away from
adventure. Winterglen Forest. This is Story Objective C.
Down the Rabbit Hole takes place in the Deepshaes, Wrap-Up: Cordially Invited (5 mins). Upon their victory,
beneath the Moonshae Isles. the characters discover an invitation leading them to the
next adventure.
BACKGROUND ADVENTURE HOOKS
The Viceroy of Westphal, LADY ERLIZA DARESSIN, is
about to receive an army of undead from her Unseelie Fey Down the Rabbit Hole follows on directly from BMG-MOON-
ally to replenish her forces after sacrificing most of them to MD-07 Cauldron of Doom. The following hooks provide
occupy Caer Corwell. ways to involve the characters in the scenario:
Following her conquest of Caer Corwell alongside her
adopted son-turned-vampire, PRINCE OWAREN Pay Me. Word is that Princess Tarilyn Kendrick is looking
KENDRICK, Lady Erliza has enlisted the help of Unseelie to hire adventurers, and adventures mean money.
Fey to gather and animate battlefield corpses using the Characters looking for extra coin answer her call.
power of the CAULDRON OF DOOM, and intends to use her Something Wicked This Way Comes. Characters who
reanimated army to attack KARADOR and take control of have ties to the Feywild, such as satyrs, harengons, or
its Feywild portal. warlocks with Archfey patrons, have heard rumors of
As part of her plan, Lady Erliza has been moving newly dark deeds taking place in the Rabbit Hole. Following the
raised corpses through THE RABBIT HOLE, a tunnel rumors has brought them to the party.
network in the Deepshaes that is connected to the Feydark. The Road So Far. The character discovered the magical
The tunnels running through the Feydark allow her undead rabbit hole at the end of BMG-MOON-MD-07 Cauldron of
(disguised and led by Unseelie guides) to deploy across the Doom and either reported back to Princess Tarilyn
Moonshaes without attracting any unwanted attention. Kendrick or remained there to investigate.
However, her secret cannot remain hidden forever. A Your Reputation Precedes You. If a character has played
group of adventurers, enlisted by PRINCESS TARILYN other adventures on the Moonshae Isles, word of their
KENDRICK, recently discovered a rabbit hole that leads to exploits has reached the princess, who has requested
the Feydark (in BMG-MOON-MD-07 Cauldron of Doom). their assistance in this matter.
STORY AWARDS
OVERVIEW
At certain points in the adventure, this glyph
Down the Rabbit Hole begins with a Call to Action scene, has appears with an entry describing how the
three parts, and ends with a Wrap-Up scene. The specified story award is earned or how it
adventure takes approximately 4 hours to play. impacts the story. Ignore the entry if it refers
to a story award no character has.
Call to Action: Rabbit Season (15 mins). Princess Tarilyn Down the Rabbit Hole doesn’t use any story awards from
Kendrick enlists the characters to investigate the rabbit previous Moonshae Isles: Malefic Delusions adventures.
hole, discover what they can about Lady Erliza, Prince
Owaren, and the Cauldron of Doom, and find where the
undead are headed.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 3
CALL TO ACTION: RABBIT SEASON
Estimated Duration: 15 minutes Westphal, Lady Erliza Daressin, and helped her conquer
Caer Corwell (BMG-MOONEP-MD-01 The Occupation of
The characters meet with Princess Tarilyn, who tells them
Caer Corwell). She would like to know why, as well as
about how Unseelie Fey are stealing corpses and the
uncover the truth about what has happened to him.
Cauldron of Doom. Then, the characters must find their way
• Recently, fey creatures have been stealing corpses from
into the Deepshaes through the Rabbit Hole.
the battlefield and transforming them into undead. They
have done this through an artifact called the Cauldron of
CALL TO ACTION Doom. (See the “Moonshae Isles: Castle of Skulls” sidebar
Discover a way into the rabbit hole and to the Deepshaes. for more information.)
• A group of adventurers (or the characters, if they have
ONE STEP AHEAD OF YOU played BMG-MOON-MD-07 Cauldron of Doom) discovered
This section assumes that the characters played the previous the fey using the artifact in Bloodriders’ Grove. Although
adventure in the series (BMG-MOON-MD-07 Cauldron of Doom) they fought off the fey, they discovered that the Cauldron
and reported back to Princess Tarilyn after discovering the rabbit being used was a cheap copy, albeit one still capable of
hole. If the characters didn’t report to her, or reported back creating undead.
remotely via magic, and instead stayed to explore the rabbit hole • Tarilyn believes the Cauldron’s sudden reappearance
themselves, she will catch up with them in the Deepshaes. after the invasion is no coincidence. The true Cauldron
must be held by either Lady Erliza or her “fey friend,” and
THE DEEPSHAES AND THE FEYDARK be a key part of Erliza’s plan to conquer Gwynneth.
This adventure takes place beneath the Moonshaes, in far- • Tarilyn’s request to the characters is thus: help her find
reaching underground caves called the Deepshaes. Though similar the Cauldron, destroy it, and hopefully find her brother in
to the Underdark, the Deepshaes lack many traditional Underdark the process.
inhabitants, such as drow and duergar. • She believes they can find the Cauldron by learning
In the Deepshaes, the tunnels connect with and cross into the
where the counterfeit came from, and where the undead
Feydark, the Feywild’s reflection of the Underdark, a realm of
being produced with it are being taken.
massive tunnels and caverns beneath the Feywild’s surface. Fey
• She will accompany the characters on this journey, as it
creatures such as korreds and harengons come and go through
concerns her family and her people.
the tunnels frequently.
• So far, their only clue is that the undead in the camp were
last seen standing right by a small rabbit hole, which does
BLOODRIDERS’ GROVE seem to be magical.
The adventure begins at an Unseelie Fey campsite in
PRINCESS TARILYN KENDRICK
Bloodriders’ Grove. Most of the camp has been emptied, but
NG Female (She/Her) Human (Ffolk) Ambassador
the clearing has one key feature: a small but perfectly round
Princess Tarilyn is the eldest daughter of High King Derid Kendrick
rabbit hole in the ground.
and High Queen Cefrey Amcathra Kendrick. She is a beautiful
woman with the wavy dark-brown hair of the Kendricks, but the
UNSEELIE CAMPSITE FEATURES blue eyes of her mother.
Tarilyn was raised to be fierce and independent, and above all
The campsite has the following features: her own person. She spent many summers on the coast and loves
the sea. During this time, she met many sea elves who live
Dimensions and Terrain. The 50-foot-diameter clearing is beneath the Sea of Moonshae, including the sea elf maid
surrounded by twisted trees. The wooded area beyond Firishdae.
the clearing is difficult terrain. Tarilyn serves the realm as the ambassador of House Kendrick
Lighting. Dim light shines through the trees in the to the Sarifal Court at Karador. Though she reluctantly agreed to
surrounding area. In the clearing, the light is bright it, over the last five years, she has been developing a friendship
during the day (now the replica Cauldron of Doom has with High Lord Araithe, built on respect and admiration as they
been destroyed in the previous adventure). faced trials together. Until now, her mother has been pressuring
her to romantically approach High Lord Araithe to secure an
TARILYN’S REQUEST alliance, but she isn’t quite ready to yet.
What They Want. Tarilyn wants to find out what really
The adventure begins with the characters meeting with happened to her brother, Prince Owaren, and why he agreed to
Princess Tarilyn Kendrick. Once the characters have been be adopted by the Viceroy of Westphal, Lady Erliza Daressin.
introduced (if necessary), the princess explains the Eternal Optimist. Tarilyn tries to always see the positive side of
following information: people and events. She is quick with a compliment or a kind word.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 4
At this point, the rabbit hole magically expands to allow
GOING DOWN everyone jumping toward it to pass through, landing safely
in a large tunnel deep underground.
The strange rabbit hole is a passageway that can lead the
Read or paraphrase the following, then proceed to part 1:
characters into the Deepshaes and the Feydark. If the
characters haven’t already determined this, they can learn
it if they succeed on a DC 10 Intelligence (Arcana or As you leap forward, the rabbit hole widens beneath your feet,
Investigation) check. The trickier part is figuring out how to swallowing you whole. The sudden drop takes you through a
enter it. twisted, turning tunnel, which you seem to follow as you fall,
The characters can learn the ritual required to enter the keeping you from hitting the sides even as the tunnel loops
rabbit hole in several ways, including (but not limited to): and zigzags.
After falling for what feels like several minutes, the rabbit
• Casting legend lore on the rabbit hole. hole gently deposits you in a wide tunnel, somewhere deep
• Using speak with animals or speak with plants to ask local beneath the Moonshae Isles.
fauna or flora.
• Studying the rabbit hole and succeeding on a DC 18
Intelligence (Arcana) check; characters who are Fey, have CAULDRON OF DOOM
the Fey Ancestry feature, or have other connections to This magical artifact was cast by a skilled blacksmith under the
the Feywild have advantage on this check. watchful eye of Kazgoroth, the Ravager of the Moonshaes. The
Cauldron can be used to create an undead from a human corpse
• Casting divination to learn the ritual from a divine being.
almost immediately.
• Summoning fey creatures with spells such as conjure fey
Rumor has it that the Cauldron of Doom was hidden inside the
to identify the ritual for them.
Castle of Skulls (see below) in Llyrath Forest for over a thousand
• Characters who have a story award giving them
years, basking in the castle’s malevolent aura and making its
connections with fey creatures can contact their allies for necrotic powers far more potent. Recently, however, a group of
assistance. adventurers took the Cauldron out of the Castle of Doom,
• Succeeding on a DC 18 Wisdom (Perception or Survival) unknowingly endangering the people of the Moonshae Isles, and
check to search for fey creatures nearby and asking them possibly beyond.
about the ritual.
• Any other means the players can think of (creativity MOONSHAE ISLES: CASTLE OF SKULLS
should be rewarded). In December 2022, Baldman Games produced a six-episode
• If all else fails, Princess Tarilyn remembers a nursery actual-play stream titled Moonshae Isles: Castle of Skulls.
rhyme about a rabbit that a friend taught her as a child; In the story (set a few years after the events of the Rising
this nursery rhyme is the chant needed to pass through Shadows storyline) Princess Tarilyn, disguised as a traveler named
the rabbit hole. Lynne, joined a group of adventurers to retrieve the Chalice of Life
from the Castle of Skulls. Unfortunately, Tarilyn and her knight,
Once the characters have learned the ritual, a creature of Saer Teak, were separated from the adventurers and were unable
any size can pass through the rabbit hole by performing to enter the Castle of Skulls—where it was revealed that the
these three steps: Chalice of Life they were looking for was actually an artifact called
the Cauldron of Doom. These adventurers are responsible for
Step 1: Anyone trying to enter must hold hands in a circle removing the Cauldron from the Castle of Skulls and,
around the rabbit hole (or a single person trying to enter unfortunately, they never met Tarilyn again after they got out.
must hold their own hands together while making a circle Tarilyn can share this information with any character who asks
with their arms). her what she knows about the Cauldron of Doom. Although she
Step 2: Walk around the circle while chanting “Little rabbit, has no proof, she has a hunch that the Cauldron was taken from
little rabbit, I’ve come to play. Open the door and show the Castle of Skulls by the adventurers she went to Llyrath Forest
me the way.” with a few years ago.
Step 3: Everyone must jump toward the rabbit hole
together.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 5
PART 1: DOWN AND DOWN INTO THE DEEP
Estimated Duration: 110 minutes wrong tunnel, the DC increases by 2, and they must try
again. After three failed group checks, each character gains
The party ventures through the Rabbit Hole, a series of
1 level of exhaustion, but the party stumbles upon the
tunnels in the Deepshaes connected to the Feydark and
speakers.
arrives at an Unseelie marketplace.
The voices belong to Adakite, Gabbro, and Hornfels, a trio
of Unseelie korreds on their way to the Fey Market. Each is
STORY OBJECTIVE A hoping to sell the valuable spell components they have dug
Explore the Rabbit Hole and build enough reputation to up, and are willing to guide the characters through the
meet with the fey merchants who hold the answers the tunnels and to the market. All they ask in return is that,
party seeks. upon arrival at the marketplace, one of the characters
carries a large sign that reads “Buy shiny things from the
korred trio” and directs any interested customers their way.
THE RABBIT HOLE Shiny Things. The korreds are willing to sell some of
their mined spell components to the characters:
The Rabbit Hole is an underground settlement in the
Deepshaes, connected to the Feydark and populated by • A powder made of gem dust worth 5,000 gp, suitable for
Unseelie Fey denizens. Each of its tunnels is connected to a sequester.
different rabbit hole across the isle of Gwynneth, hence its • A diamond worth 1,000 gp, suitable for resurrection.
name. In the center of the tunnels is a grand marketplace, • A ruby worth 6,000 gp, suitable for an imprisonment
where fey creatures and other visitors barter and conduct spell’s Minimus Containment option if the target has 12
business. Hit Dice or fewer.
THE RABBIT HOLE FEATURES The characters can haggle for lower prices, but paying less
than the listed price may make components ineligible for
The Rabbit Hole has the following features: their intended spells, as they are no longer “worth” the
required amount (although the diamond can be used for
Dimensions and Terrain. The tunnels are made of soft lower-level revival spells and the ruby can still be used to
earth and the walls are mostly limestone. Tunnel sizes cast imprisonment on creatures with fewer Hit Dice). If the
vary, ranging from 5 feet square at their smallest to 20 characters steal the spell components, the magic of the
feet high and 15 feet wide at their largest. Feydark renders them worthless to the party as soon as
Lighting. Glowing stones that jut from the walls at random they are taken.
intervals, and an occasional glowing light floating by, Information. While they travel, the korreds can share the
illuminate the tunnels with dim light. following information about the Rabbit Hole and the Fey
Weather. The tunnels are surprisingly warm and just Market with the characters:
slightly humid.
Time Dilation. Thanks to the Feydark magic that • The tunnels, collectively referred to as the Rabbit Hole,
permeates the tunnels, time moves differently in the are used by fey creatures, mostly Unseelie, to travel
Rabbit Hole. Days in the tunnels can just be minutes across the isle of Gwynneth. There is a path connected to
aboveground, or vice versa. Items, spells, or other a rabbit hole just about anywhere, if you know the right
features with a recharge time regain charges according to route to take (and one gopher hole, but no one takes that
time relative to the characters inside the tunnels (so an passageway).
item will regain daily charges only after a day passes • Of late, some strange “tourists” have been shambling
inside the tunnel). through the tunnels, but strange things do tend to
happen in the Rabbit Hole, so the korreds pay them no
NAVIGATING THE TUNNELS heed.
• They are headed to the Fey Market, where you can find
The Rabbit Hole is an ever-twisting series of tunnels that just about anything, from rare items to hidden secrets,
the characters must navigate. Fortunately, it is also a but everything comes at a price.
common route for fey creatures. • That price is usually not in gold pieces, either; each shop
Read or paraphrase the following: accepts something different in payment, such as
sentimental trinkets or favors (“Never deal in favors
The tunnels seem to stretch on in every direction. From a unless you know exactly what it is”). Bartering is not only
tunnel to the north, however, you can hear the faint echo of encouraged, but expected.
voices in the distance. • The marketplace is primarily run and occupied by
Unseelie Fey, so they shouldn’t expect anyone to follow
any formal rules or protocol. Reputation and mutual fear
The characters can follow the sound if they succeed on a DC or respect ensure that all deals are carried out fairly, but
16 Wisdom (Survival) group check; otherwise, they take a that also means visitors must build their own reputations
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 6
by shopping and helping people before they can visit • Anyone caught stealing receives a visit from Big Jayk the
certain shops—visitors who develop a good enough fomorian and is ejected from the market with at least
reputation may receive invitations to those shops. one intact kneecap fewer than they entered with.
• Using magic to influence merchants or customers is
THE FEY MARKET strictly taboo, and others will refuse to deal with anyone
who has tried to do so.
After an hour of travel through the tunnels, the characters • Each shop can set their own terms and reserve the right
arrive at the marketplace. to refuse service to anyone, for any reason.
Read or paraphrase the following:
SHOPPING WITH THE UNSEELIE
The tunnels widen into a vast cavern, with rows of shops rising Gold and other currencies mean nothing to many fey.
from its floor to the roof. Stone walkways crisscross Instead, deals are made through bartering goods, traits, and
throughout the area, each one lined with more booths, stalls, services. This can include:
and storefronts. Around the cavern, fey creatures of all shapes
and sizes move about, while others call out to potential • Trinkets
customers. • Consumable magic items (the rarer the better)
• Items of sentimental value (the more sentimental they
are, the more they are worth)
Upon arrival, the korred trio find a nice spot to set up a • Physical attributes, such as someone’s hair color or the
booth, and hand the characters the sign they agreed to whiteness from their teeth
carry. The arrow-shaped sign is enchanted so the arrow
• Memories, names, nicknames, etc.
always points in the direction of the korreds.
• Secrets (although they lose value the more people know
At this point, the players are free to explore the market
them)
and talk with its denizens. Fellow shoppers aren’t inclined
• Undisclosed favors
to talk to them at first, but will become more amicable as
the characters build their reputation (see “Marketplace • A poem spoken aloud for the first time
Encounters”). • Skills such as the ability to whistle or dance
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 7
Bottled Hope: The character who consumes the bottle’s • A chicken egg from Paliparan (allegedly from the Council
contents gains advantage on the next Wisdom check or of the Aery themselves)
Wisdom saving throw they make during this adventure.
Freshly Harvested Dreams: When a character consumes Fritsin prefers to deal in trinkets and sentimental items,
the bottle’s contents during this adventure, they gain the and will happily trade one of his souvenirs for anything a
benefits of a short rest. character may have picked up on their travels.
Lost Train of Thought: The character who consumes the
bottle’s contents gains advantage on the next Intelligence A5: PERSONALITY SHOPPE
check or Intelligence saving throw they make during this
adventure. This shop is run by a trio of quicklings named Intij, Enfep,
Unused Ambitions: The character who consumes the and Istap. They buy and sell personality traits. Characters
bottle’s contents gains advantage on the next Charisma can trade in their ideals, bonds, and flaws (including any
check or Charisma saving throw they make during this unwanted traits gained during prior adventures). The
adventure. quicklings have the following traits in stock:
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 8
If anyone asks a question during the bartering (such as Mystery Box: There is definitely something inside it, but
“How much does this cost?”) they must accept the last offer who can say what? Opening the box causes the contents
made or leave. to disappear, because then it would no longer be a
Galimanth’s shop is right across the street from Kalimar’s mystery.
“Questions Only” Goods, and they hate each other. Mystical Sphere of Gravity Detection: Drop it to
Treasure. Galimanth is selling a potion of flying. determine whether gravitational forces are in effect and
in which direction!
A8: KALIMAR’S “QUESTIONS ONLY” GOODS Non-Fungusible Tokens: Small wooden tokens with
poorly drawn pictures, all guaranteed to never grow
Kalimar is a winter eladrin who buys and sells goods while fungus.
operating under a single rule: questions only. He has a Pressed Copper Coins: A galeb duhr flattens a copper coin
single potion for sale, and will accept payment in any between his hands and leaves a small design imprinted
currency or goods, as long as the negotiations take place on it.
entirely in questions. For instance, asking “Will you take Sole Coins: Collectible coins minted with images of the
500 gp?” is acceptable, but saying “I’ll give you 500 gp for it” soles of shoes.
isn’t.
If anyone speaks a non-question during the haggling,
they must accept the last offer made or leave.
MARKETPLACE ENCOUNTERS
Kalimar’s shop is right across the street from Galimanth’s While shopping, the characters encounter several events or
“No Questions Asked” Goods, and they hate each other. challenges. You may include these in any order, at any point
Treasure. Kalimar is selling a potion of clairvoyance. you wish while visiting shops (typically after every two
shops).
A9: FEY-TOUCHED COSMETICS Completing each encounter improves the characters’
This shop is run by Friya and Fiero, a brother-and-sister reputation, and results in merchants and visitors directing
team of satyrs. They trade and deal in physical appearances them to new locations. After the first encounter, they learn
such as eye and hair color, freckles, height, and so on. where to find the Dealer of Secrets; after the second, the
Customers can trade one of their physical traits for Tour Guide who hides the undead brought to the Rabbit
another one in stock, including both natural and unnatural Hole; and after the third, the Alchemist, who has insider
appearances. Their stock includes—among an assortment knowledge about the Cauldron of Doom copies. These three
of common physical traits—a medusa’s snake hair, the red shops are detailed in part 2. Note that this may require
from a beholder’s eye, and cheetah-like spots from a tabaxi, moving between parts 1 and 2 as the characters travel
but they may have other traits the characters are looking between shops and encounters. If time isn’t an issue, feel
for somewhere in their collection. free to include additional encounters.
Characters who have traded a physical attribute to
another store may be able to find a replacement here. AGGRESSIVE NEGOTIATIONS (COMBAT)
A group of visiting shoppers, consisting of three ultroloths,
A10: LISTENIN ART GALLERY get into an argument with a satyr vendor. They purchased
The Listenin Art Gallery deals in the performing arts. The an assortment of books on magical research in return for
dohwar running the shop, along with their kenku the glow from their eyes, but discovered afterward that the
assistants, sell glass spheres and seashells that contain trade included their ability to use Hypnotic Gaze. The
captured performances. vendor insists that all trades are final, leading the ultroloths
Anyone holding a seashell to their ear can hear the sound to threaten violence.
of a captured song, story, or poem recital. The glass spheres The vendor calls out to the characters for help. If the
reflect the image of a stage performance or dance. Sets sold party kills the ultroloths, they disappear back to their home
together with matching audio and visuals are also available. plane, Gehenna, taking the books with them. Otherwise, the
The merchants typically prefer sentimental items, the defeated ultroloths accept that they got a bad deal. Either
buyer’s singing voice, or their sense of rhythm, but will way, the vendor is pleased, and in addition to pointing the
negotiate for other items or accept a favor. If a character characters toward other merchants, they thank them with
agrees to a favor, they are given an empty seashell and told one of the wares from “A11: Various Vendors.”
to capture the sound of a Roc Capella performance.
ADJUSTING THE SCENE
Suggestions for adjusting this scene:
A11: VARIOUS VENDORS
Between the larger shops are smaller food stalls and booths • Very Weak: Replace two ultroloths with one arcanaloth.
where vendors (including the korred trio the party met on • Weak: Remove one ultroloth.
the way here) sell their wares. Such wares include: • Strong: Add one ultroloth that can use Hypnotic Gaze.
• Very Strong: Add two arcanaloths. Two of the ultroloths can
Autographed Cards: Pocket-size portraits of famed use Hypnotic Gaze.
adventurers and heroes, (probably) signed by said
adventurers. Authenticity not guaranteed.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 9
FEY IN DISGUISE (SOCIAL) character must make a DC 19 ability check based on how
they react:
As the characters pass between shops, a quickling calls out
to them from an alley, requesting aid from fellow visitors. • Fight their way through with a Strength (Athletics) check.
The quickling leads them to Azumiya, a Seelie Fey noble • Slip away with a Dexterity (Acrobatics or Stealth) check.
who is visiting the market to procure important goods, but • Talk down the crowd with a Charisma (Intimidation or
needs to move about in disguise. Persuasion) check.
Azumiya is a known figure in the Feywild, and a simple
disguise kit won’t be enough to help. If others can lend them On a failed check, a character takes 27 (6d8) damage as
parts of their identities, they can use those to create a they get caught up in the brawl.
disguise woven from borrowed truths.
Characters can help in the following ways:
INVISIBLE THIEF (EXPLORATION)
• Let Azumiya borrow their name, or at least a nickname. While traveling between shops, the party hears a vendor
• Lend Azumiya pieces of their history (let players offer shout “Hey, come back here!” as a pixie flies past and turns
segments of backstory for the fey noble to borrow). invisible. The goblin vendor offers a reward to anyone who
• Give Azumiya credit for some of their own heroic deeds. can catch the thief while he calls for Big Jayk.
• Lend Azumiya physical traits and characteristics. Characters can track the pixie thief with a successful DC
• Let Azumiya borrow a tool or language proficiency. 18 Wisdom (Perception or Survival) check to hear it as it
flies through the crowded marketplace. Lower the DC to DC
Azumiya can use these to craft a temporary identity and 10 for anyone who casts see invisibility or has other means
move about the market unnoticed. They promise to return of tracking invisible creatures.
everything soon (and do so by the end of the adventure), Once the thief has been spotted, the pixie runs into the
but until then, characters can’t use anything they lend the nearest shop (one that the characters haven’t visited yet);
fey. For instance, anyone who lets Azumiya borrow their characters must succeed on a DC 20 Wisdom (Perception)
name must go by a nickname until it is returned. check to spot the hiding pixie, reduced to DC 15 for anyone
who can see invisible creatures.
FOOD STALL DISPUTE (SOCIAL) When caught, the pixie gives up and admits to stealing—
but only because the goblin tried to swat her when she was
Two food vendors, a hobgoblin and a darkling elder, get shopping. The characters can either turn her over to the
into an argument over which of them serves the best roast vendor and Big Jayk, or return the item and let her leave.
rothé. The fight is likely to turn physical quickly, and the
growing crowd’s cheers and shouts make it clear that this is
a common occurrence.
RUNAWAY ENGINE (COMBAT)
If the characters intervene, the vendors ask them to settle A group of boggles has purchased a hellfire engine from a
the issue. Each character must roll a d20 to taste test each mysterious seller, and it immediately began running out of
vendor’s food; whichever vendor they roll higher for is the control. The hellfire engine hurtles toward the party and
one they prefer. On a roll of 1, the piece they eat isn’t fully starts attacking indiscriminately.
cooked, and they must succeed on a DC 16 Constitution Once the characters defeat the hellfire engine, the
saving throw or have the poisoned condition for the next boggles collect its remains, laughing about how cool that
hour. was, and planning ways to fix it up and make it even more
Once the characters agree on which vendor’s food is dangerous. This kind of chaos is normal in the marketplace.
better, they must convince the vendors (and growing
crowd) by succeeding on a DC 18 Charisma (Persuasion) ADJUSTING THE SCENE
check. This check is made with advantage if the losing Suggestions for adjusting this scene:
vendor gave someone food poisoning. On a failed check, the
• Very Weak: The hellfire engine has 108 hit points.
vendor refuses to accept their reasoning, and demands a
• Weak: The hellfire engine has 166 hit points.
second opinion from another character.
• Strong or Very Strong: The hellfire engine has 304 hit points.
Food Wars. If the characters don’t intervene or everyone
fails to convince the losing vendor, a riot breaks out. Each
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 10
PART 2: WE BOTH KNOW WHAT WE KNOW
Estimated Duration: 60 minutes Princess Tarilyn is surprised to learn that Nanny
Whispers knows this, as she hasn’t told anyone about it.
As the characters build their reputation, other visitors
The Mother. “The conquest of Caer Corwell was only a
direct them to key figures in the market. These merchants; small step in Lady Erliza Daressin’s plans. The vampiric
the Dealer of Secrets, the Tour Guide, and the Alchemist, all
viceroy—Yes, she is a vampire. Do keep up, dearie—dreams
have important information that will help the characters
of becoming Queen of the Feywild, and she believes she can
reach their goal.
achieve her ambition if she uses the portal in Karador,
Sarifal’s capital. Her plans grow closer to fruition by the
STORY OBJECTIVE B day.”
Learn secrets about prominent players in the Moonshae The Crone. “Urphania the mist hag, ruler of the Unseelie
Isles, discover where the Cauldron’s undead are going, and Fey in the forest of Winterglen, was banished from the
destroy the fake Cauldrons. Feywild by High Lady Ordalf and the Court of Stars. She
carries a deep grudge, and seeks to take revenge by
conquering the fey kingdom of Sarifal for herself now High
B: THE DEALER OF SECRETS Lady Ordalf is dead. Her goals, then, are aligned with
Erliza’s.”
The first merchant the characters are directed to is the Urphania is helping Erliza create an army of undead to
Dealer of Secrets—Nanny Whispers the bheur hag. When attack Karador using the Cauldon of Doom. She has tasked
the characters arrive, she already knows who they are and one of her minions in the Rabbit Hole to create copies of the
what they are looking for, and is willing to make a deal. artifact to expedite the process of completing Erliza’s army.
Read or paraphrase the following:
NANNY WHISPERS
The Dealer of Secrets’ storefront is a small, inconspicuous NE Female (She/Her) Unseelie Fey (Bheur Hag)
affair, tucked away behind an alleyway. A pale, blue-skinned Nanny Whispers is a hag who loves both the keeping and spilling
hag sits behind the counter, her wide grin exposing needle- of secrets. She hears every whisper, rumor, and conspiracy within
sharp teeth as you enter. the Deepshaes, and can protect or share them for a price.
“Welcome, dearies,” the hag says. “You’ve come looking for What They Want. Either to keep or spread secrets, depending
information, and Nanny Whispers has secrets to sell. Which on the impact it will have.
would you like to learn of first—the maiden, the mother, or The Price of Secrets. Nanny Whispers values secrets based on
the crone?” the damage they can do and the chaos they can cause by being
spread or being kept. The fewer people who know a secret, the
more valuable it is, but the more people who learn the secret, the
Nanny Whispers can offer the characters three secrets. In greater an impact it has.
exchange for having her share a juicy secret with a group of
people, thus lowering its value, she requests someone share
one of their secrets in return.
C: THE TOUR GUIDE
Until the end of the adventure, any NPCs who interact The second merchant the characters are directed to is the
with a character who shared a secret immediately know Tour Guide, a harengon brigand named Peregrin. When
what their secret was, and treat them accordingly. For the characters arrive (see map 2), he is tending to several
instance, if a character admits to shoplifting, merchants will undead, dressing them in traveler’s robes and masking their
tell them “I have my eye on you, thief.” faces.
Read or paraphrase the following:
SECRETS FOR SALE
Characters can trade for up to three secrets, choosing from Though this shop’s exterior looks warm and welcoming, the
the options Nanny Whispers offers: stench of death fills the air as soon as you open the doors.
The Maiden. “Your dear Princess Tarilyn is keeping a Inside the spacious room, a group of undead clad in masks and
secret from you. When she was but six years old, she traveler’s robes turn to face you, as a rabbitlike person pauses
befriended the naiad Riveria. The two were as close as in the middle of placing a large wig over two of skeletal being’s
sisters, if not for one small matter: Tarilyn was the only three heads.
person who could see Riveria. Then, one day, while they “Oh, slarn!” the harengon exclaims. “We’ve been caught!”
were playing near the river, a twisted beast attacked. Poor
Riveria fought it off to give little Tarilyn a chance to run for
help, but no one believed Tarilyn’s ‘imaginary friend’ was in The room contains four revenants, a boneclaw, and a
danger. Tarilyn blames herself for her friend’s death, and skull lord. At Peregrin’s command, they turn and attack the
wishes to find a way to bring Riveria back.” party while Peregrin retreats to the back office. After 2
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 11
rounds, another boneclaw and a skull lord enter from the passageways through the Rabbit Hole than anyone else, and uses
office and join the fight. this knowledge to get anyone or anything in and out of anywhere
unnoticed.
ADJUSTING THE SCENE What They Want. Peregrin owes Urphania a favor, which she
Suggestions for adjusting this scene: has finally called in. Now his top priority is getting the undead
over to Winterglen Forest.
• Very Weak: Remove one boneclaw and two revenants. The Plausible Deniability. Peregrin doesn’t know exactly what
skull lords have no legendary actions. Urphania or Erliza want with the undead. Given what he knows of
• Weak: Remove one boneclaw. The skull lords have no them, he assumes it is nothing good, but he didn’t ask and doesn’t
legendary actions. want to know, thus keeping his hands as clean as possible.
• Strong: Add two boneclaws.
• Very Strong: Add two boneclaws and one death knight. URPHANIA
NE Female (She/Her) Unseelie Fey (Hag Queen)
PLAYING THE PILLARS Urphania is the ruler of Citadel Umbra and all the Unseelie Fey
throughout Winterglen Forest. A powerful fey being who can draw
Suggestions for this encounter:
upon the power of both nature and shadow, she is often referred
to as “the Mist Hag of Winterglen.”
Combat. The skull lords try to remain within 30 feet of the
Urphania appears as a wizened old woman with wrinkled, dusty
other undead, so they can benefit from its Master of the
skin, a hunched back, and long, silver hair with streaks of black.
Grave trait. The revenants and boneclaws try to stay
Her face always displays a kind and gracious expression, but those
between the characters and the skull lord.
who know her know not to be fooled by it.
Exploration. The walls are covered in maps of the
What They Want. Revenge. High Lady Ordalf, the previous ruler
Moonshaes and the tunnels through the Deepshaes.
of the fey kingdom of Sarifal, was one of the powers that helped
Several spots on each map are marked with different banish Urphania from the Feywild. Urphania wants nothing more
colors to show which tunnels lead to which rabbit holes. than to conquer Sarifal and rule it herself as an act of vengeance.
Social. If the characters can convince Peregrin they are A Powerful Friend. Urphania has made several Fey Pacts with
Urphania’s allies before he retreats, he calls off the mortals, fiends, celestials, and more. These deals favor her greatly,
undead. This requires a character to mention Urphania to the point where she essentially has control over these
by name and succeed on a DC 20 Charisma (Deception) creatures, their resources, and even their kin.
check.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 12
TILSTIN TORMYN D4: LOWER CAULDRON ROOM
N Agender (They/Them) Gnome Necromancer-Alchemist
Tilstin is an inventor at heart, always concocting new potions and
The stairs lead down to a small, upside-down room, where
magical items. They studied necromancy to reanimate assistants
a replica Cauldron of Doom rests on a pedestal. A beam of
to help manage their various projects, but their skill as both a sunlight falls through a hole in the ceiling (initially the floor
crafter and necromancer caught Urphania’s attention. from the characters’ perspective when they enter). Images
What They Want. Tilstin is bound by a Fey Pact to create of sunflowers decorate the walls.
replica Cauldrons of Doom for Urphania, although they don’t When anyone enters the room, gravity realigns with
much care for the hag’s plans. them so whichever wall they are standing on is treated as a
Neutral Gnomes Stand Aside. Tilstin must make the replica floor.
Cauldrons for Urphania, but their contract says nothing about Cauldron. The replica Cauldron is immune to all damage.
protecting them. As such, if adventurers happened to come in and If moved, the light filtering in through the room moves with
destroy the Cauldrons, that is how things go sometimes; they have it. If the light is blocked from reaching the Cauldron, either
still fulfilled their end of the bargain. through a spell such as darkness or by obstructing the hole,
the Cauldron withers and turns to dust.
BACKROOM DEMIPLANE LOCATIONS If the characters are having difficulty, succeeding on a DC
18 Intelligence (Investigation) or Wisdom (Insight) check
The following locations are keyed to map 3: helps them see the link between flowers needing light to
live and the light shining on the Cauldron.
Onward! Afterward, a new passageway opens, randomly
D1: ENTRYWAY leading to area D1, D5, or D8. If this was the third Cauldron
The entrance to the backroom is at the midpoint of the destroyed, the passageway leads back to Tilstin’s shop.
maze. From there, the characters can see three pathways:
one zigzags down toward area D2, one heads along a side D5: SIDEWAYS MAZE
wall toward area D5, and one stairway rises vertically
toward area D8. The pathway from area D1 that follows along the side wall
turns into multiple side paths and passageways, many of
which turn back on each other. Navigating through the
D2: LOWER MAZE maze to area D6 requires at least one character to succeed
The pathway heading downward splits and twists into on a DC 18 Wisdom (Survival) check; otherwise, the party
several offshoot paths, many of which loop back to each loops back to area D1.
other. Navigating through the maze to area D3 requires at
least one character to succeed on a DC 18 Wisdom D6: GAME ROOM
(Survival) check; otherwise, the party loops back to area
D1. Successfully navigating area D5 leads the characters to an
empty room with a checkered pattern on the floor. Several
squares contain large five-sided pieces, made from a variety
D3: RIDDLE PILLAR of woods and metals, and placed about as though a game is
Successfully navigating area D2 leads the characters to a in progress. Characters who are proficient with a gaming
room that is empty bar a central pillar. The pillar is carved set (any type) make the checks below with advantage.
with a riddle, but each line is in a different language. Give Check, and Mate. Characters who succeed on a DC 15
the characters one line at a time, depending on which Intelligence (History) check recognize the pieces as part of
languages they speak; magic such as comprehend languages a game similar to dragonchess commonly played in the
lets them read the entire riddle without difficulty. island nation of Kozakura, east of Kara-Tur. Characters who
make a follow-up DC 17 Intelligence check identify that the
• Line 1 (in Common): “Colored folds stretch toward the game is one move from checkmate. On a successful check,
sky” they also correctly identify the winning move.
• Line 2 (in Sylvan): “Resting on a verdant strand” If the correct piece is moved, the squares to sink into the
• Line 3 (in Draconic): “Rises from the land to high” floor, revealing a stairway to area D7. Moving the wrong
• Line 4 (in Gnomish): “Plucked away by maiden’s hand” piece painfully shocks the person touching it, dealing 44
• Line 5 (in Elvish): “A token of love, or saying goodbye” (8d10) lightning damage, after which characters can
• Line 6 (in Undercommon): “Tell me now, what name attempt the Intelligence check to learn the winning move
have I?” again.
Treasure. Several of the game pieces are made of gold or
The answer is “a flower.” If the players are having trouble, silver, and are worth a total of 6,000 gp. They can be taken
give them a hint with a successful DC 15 Intelligence check safely after the correct piece is moved.
(regardless of how many lines they can read). Once the
answer is spoken, the pillar spirals open to take the shape D7: MIDDLE CAULDRON ROOM
of a blooming flower, revealing a stairway down to area D4.
The stairs lead to a small room, where a replica Cauldron of
Doom rests on a pedestal. On the back wall rest four
crowns: one designed for a king, one for a queen, one for a
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 13
prince, and one for a princess. The walls are decorated with D10: UPPER CAULDRON ROOM
images of castles, knights, priests, and soldiers lined up on a
battlefield. The doorway leads to a balcony atop a small room, where a
Cauldron. The replica Cauldron is immune to all damage. replica Cauldron of Doom sits on a stage. The walls are
If the king’s crown is placed on it, and someone wearing the painted with the images of people sitting in a row of seats,
queen’s crown declares “checkmate” while standing at least all looking up at the Cauldron.
5 feet away, the Cauldron turns to dust. Cauldron. The replica Cauldron is immune to all damage.
If the characters are having difficulty, succeeding on a DC If anyone heckles or insults the Cauldron on stage, it
18 Intelligence (Investigation) or Wisdom (Insight) check crumbles to dust.
helps them see the connection between the crowns and the If the characters are having difficulty, succeeding on a DC
roles of dragonchess pieces. 18 Intelligence (Investigation) or Wisdom (Insight) check
Onward! After the Cauldron is destroyed, a new helps them realize the Cauldron is on stage, and the best
passageway opens, randomly leading to areas D1, D2, or D8. way to destroy a performer is by heckling them.
If this was the third Cauldron destroyed, the passageway Onward! After the Cauldron is destroyed, a new
leads back to Tilstin’s shop. passageway opens, randomly leading to area D1, D2, or D5.
Treasure. The crowns are worth a total of 7,000 gp. If this was the third Cauldron destroyed, the passageway
leads back to Tilstin’s shop.
D8: UPPER MAZE
The pathway from area D1 heading upward takes several
DEVELOPMENT
turns in every conceivable direction, often resulting in the
Once the characters have destroyed three Cauldrons, they
characters walking upside down from where they were and
can return to Tilstin’s shop, just as the gnome is finishing up
looping back to where they came from. Navigating through the fourth replica Cauldron (AC 5, 50 hit points, immunity to
the maze to area D9 requires at least one character to poison and psychic damage).
succeed on a DC 18 Wisdom (Survival) check; otherwise, Tilstin is also willing to share the following information
the party loops back to area D1. with the characters:
D9: PERFORMANCE ROOM • Urphania is the one behind the copies of the Cauldron of
Successfully navigating area D8 leads the characters to a Doom; she created the blueprints and had them delivered
closed door. Although the room on the other side appears to Tilstin.
empty from outside, anyone who walks through the door • The real Cauldron of Doom can only be destroyed if
appears on a stage in the middle of a huge theater, with an struck down by a weapon possessing sentience and a
audience cheering for them. noble soul.
Sitting opposite the characters are three figures: a silver- • Urphania can be found at the heart of Winterglen Forest,
haired human woman, a brightly dressed kenku, and a in Citadel Umbra. Tilstin knows the passageway through
gnome with a frog on her shoulder. Bards and other the Rabbit Hole to the forest, but no one can get into the
performers immediately recognize the three as famous citadel uninvited at the moment.
bards: Storm Silverhand, Maurice of Roc Capella, and • The creatures in Citadel Umbra and its guests are about
Ellywick Tumblestrum. An illusory voice calls out to the to celebrate a dedication ceremony of a prince. Tilstin
characters by name and asks what they are going to doesn’t know the prince’s name.
perform for the judges.
The stage, audience, and judges are all part of an illusion, With this, the characters should have all the information
but just knowing this doesn’t allow the characters to they need, and can follow the directions from either
proceed. Instead, at least one character must succeed on a Peregrin or Tilstin to the tunnel to Winterglen Forest.
DC 20 Charisma (Performance) check. Characters can use a Proceed to part 3.
different stat in place of Charisma, depending on their
performance, such as using Strength (Performance) for TREASURE
dynamic feats of athleticism, or Intelligence (Performance)
Tilstin offers the characters a potion of growth as thanks for
for an engaging lecture.
not trying to kill them and their undead rodent assistants.
On a successful check, the judges give a thumbs-up, and
the illusion ends, revealing the doorway to area D10. On a
failed check, the performer is hit in the face with a pie, and
takes 14 (4d6) bludgeoning damage. If everyone fails their
check, the characters can re-enter the room and try again.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 14
PART 3: NONE SHALL PASS
Estimated Duration: 50 minutes A HARENGON’S HOME
The characters continue to travel through the Rabbit Hole The characters’ route takes them to a side tunnel which
until they reach Winterglen Forest, where Urphania has passes through a harengon’s living room. If the characters
stationed guards to turn away unwanted visitors. are respectful, the harengon helps guide them through the
tunnels, giving the characters advantage on their next
STORY OBJECTIVE C Survival group check. If they antagonize him, the harengon
warns them that “this means war” and sabotages their
Reach Winterglen Forest and defeat the Umbra guards
progress, imposing disadvantage on the party’s next
stationed there.
Survival group check.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 15
Light shines down the exit to the Rabbit Hole through a small WINTERGLEN ENVIRONMENTAL EFFECTS
entryway, which widens as you approach. Emerging from the d6 Effect
hole in the ground, you find yourself in the middle of a cold, 1 A wall of thorns (as the spell) appears, trapping as many
dense forest. Off in the distance, a shadowy tower rises over characters in with the undead and yeth hounds as
possible. The wall disappears after 2 rounds.
the pine trees, shimmering in the moonlight.
2 Three yeth hounds emerge from the forest.
Standing near the entryway are two pale-skinned elves, clad
3 The shadar-kai soul mongers recharge their Wave of
in matching black armor.
Weariness.
“This forest is off-limits,” one warns. “You’ll have to turn 4 Shadows engulf two characters of your choice, causing
back now.” them to switch places.
5 The surrounding trees animate and attack each party
WINTERGLEN FOREST FEATURES member within 10 feet of them. Branch Lash. Melee
Weapon Attack: +10 to hit, Hit: 14 (4d6) bludgeoning
Winterglen Forest (see map 4) has the following features: damage.
6 One ongoing spell effect is targeted by a dispel magic
Dimensions and Terrain. The clearing is 60 feet wide and spell (4th-level version; +5 spellcasting modifier).
70 feet long, with the rabbit hole in the middle. The
surrounding area is heavily forested, and is treated as
difficult terrain.
Lighting. Night has fallen, and the only light comes from a
PLAYING THE PILLARS
low, flickering campfire, creating dim lighting conditions. Suggestions for this encounter:
Sounds and Smells. The surrounding woods are alive with
the sound of nature: hoots, howls, and the occasional Combat. Once combat breaks out, the shadar-kai whistle
snarl. The air smells strongly of pine and cooking meat. and four yeth hounds emerge from the forest, trying to
surround the characters and cut off any means of escape.
CREATURE INFORMATION At the end of the second round, a death knight and two
boneclaws, who have been patrolling the area, join the
The two elves Malson and Nitsa (shadar-kai soul
battle.
mongers), a pair of Umbra guards working for Urphania.
Exploration. The surrounding woods provide plenty of
Though the characters must reach Citadel Umbra, the
hiding places for stealthy combatants. Additionally, a slab
guards are unwilling to compromise or to leave the
of meat is cooking over a campfire; a character can throw
characters alone until they have left. If the pair recognize
the meat as an action to distract two yeth hounds for
Princess Tarilyn, they attack immediately. Otherwise, the
1d4 rounds.
guards resort to force once the characters make it clear
Social. If the characters try talking with the shadar-kai, they
they don’t intend to leave or if they attack the shadar-kai.
learn that the forest is off-limits for a special occasion,
Waiting in the wings are four yeth hounds, a death
and no one is allowed through without an invitation.
knight, and two boneclaws; see the Combat heading of
“Playing the Pillars.” ADJUSTING THE SCENE
Suggestions for adjusting this scene:
MALSON AND NITSA
NE Male (He/Him) Elf (Shadar-Kai) Umbra Guards • Very Weak: Malson and Nitsa are shadar-kai gloom weavers.
Malson and Nitsa are shadar-kai twins who work as guards for Remove two boneclaws and one death knight.
Citadel Umbra and Urphania. • Weak: Malson and Nitsa are shadar-kai gloom weavers.
What They Want. The two are under strict orders to turn away Remove one death knight.
anyone without an invitation, through any means necessary. • Strong: Malson and Nitsa each have 170 hit points. Add one
Wild Hunters. After joining Citadel Umbra, Malson and Nitsa boneclaw.
learned of the wild hunt, and became enamored with the idea. • Very Strong: Malson and Nitsa have 210 hit points. Add one
They have been training a pack of yeth hounds to go hunting with death knight.
as soon as the next wild hunt begins.
TREASURE
ENVIRONMENTAL EFFECTS The guards carry a total of 5,000 gp in assorted coins and
Winterglen Forest responds to the will of its ruler and those gems. Additionally, Nitsa has a small stack of invitations to
set to guard it, creating environmental effects throughout the event at Citadel Umbra.
the battle. On initiative count 0, roll on the Winterglen If the characters didn’t trade for the +3 arcane grimoire
Environmental Effects table or choose an effect (you can’t from Myth & Legynd’s Bookshop, they find it here instead.
use the same effect twice in a row):
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 16
WRAP-UP: CORDIALLY INVITED
Estimated Duration: 5 minutes
Once the guards have been defeated, the characters find a
set of invitations to a special banquet at Citadel Umbra,
celebrating Prince Owaren Kendrick’s fey dedication
ceremony. Give the players handout 1.
Interestingly, there are exactly enough invitations for
each party member to receive one. Princess Tarilyn is
uncertain what a “fey dedication ceremony” entails, but it is
clear that this brings them one step closer to finding her
brother, uncovering the truth, and putting a stop to Lady
Erliza’s plans.
The journey continues in BMG-MOON-MD-09 The Prince’s
Fairy Godmother.
TREASURE
Tarilyn pays the characters 8,000 gp for their assistance
thus far.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 17
REWARDS
At the end of the session, everyone receives rewards based on their accomplishments.
GOLD
Treasure (including items that have a monetary value but
aren’t equipment, such as art objects and gems) remaining
at the end of the adventure is converted to gold pieces and
divided equally among the characters.
Part 2
• Mithril statuette worth 4,000 gp (area C)
• Game pieces worth 6,000 gp (area D6)
• Crowns worth 7,000 gp (area D7)
Part 3
• 5,000 gp in assorted coins and gems
Wrap-Up
• 8,000 gp from Princess Tarilyn Kendrick
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 18
APPENDIX A: PLAYER HANDOUTS
HANDOUT 1: CITADEL UMBRA INVITATION (WRAP-UP)
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 19
HANDOUT 2: CHARACTER REWARDS (WRAP-UP)
The characters can earn the following rewards during this adventure.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 20
APPENDIX B: DUNGEON MASTER MAPS
MAP 1: FEY MARKET SQUARE (PART 1)
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 21
MAP 2: TOUR GUIDE’S ROOM (PART 2)
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 22
MAP 3: ALCHEMIST’S BACKROOM (PART 2)
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 23
MAP 4: WINTERGLEN FOREST (PART 3)
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 24
APPENDIX C: FRIENDS AND FOES
DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 25
What They Want. Tarilyn wants to find out what really reanimate assistants to help manage their various projects,
happened to her brother, Prince Owaren, and why he but their skill as both a crafter and necromancer caught
agreed to be adopted by the Viceroy of Westphal, Lady Urphania’s attention.
Erliza Daressin.
Eternal Optimist. Tarilyn tries to always see the positive What They Want. Tilstin is bound by a Fey Pact to create
side of people and events. She is quick with a compliment replica Cauldrons of Doom for Urphania, although they
or a kind word. don’t much care for the hag’s plans.
Neutral Gnomes Stand Aside. Tilstin must make the
TILSTIN TORMYN replica Cauldrons for Urphania, but their contract says
N Agender (They/Them) Gnome Necromancer-Alchemist nothing about protecting them. As such, if adventurers
happened to come in and destroy the Cauldrons, that is
Tilstin is an inventor at heart, always concocting new how things go sometimes; they have still fulfilled their
potions and magical items. They studied necromancy to end of the bargain.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 26
CREATURE STATISTICS
ARCANALOTH BHEUR HAG
Medium Fiend (Yugoloth, Wizard), Typically Neutral Evil Medium Fey, Typically Chaotic Evil
Armor Class 17 (natural armor) Armor Class 17 (natural armor)
Hit Points 104 (16d8 + 32) Hit Points 91 (14d8 + 28)
Speed 30 ft., fly 30 ft. Speed 30 ft., fly 50 ft. (hover, Graystaff Magic)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 20 (+5) 16 (+3) 17 (+3) 13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3)
Saving Throws Dex +5, Int +9, Wis +7, Cha +7 Saving Throws Wis +4
Skills Arcana +13, Deception +9, Insight +9, Perception +7 Skills Nature +4, Perception +4, Stealth +6, Survival +4
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Damage Immunities cold
and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 14
Damage Immunities acid, poison Languages Auran, Common, Giant
Condition Immunities charmed, poisoned Challenge 7 (2,900 XP) Proficiency Bonus +3
Senses truesight 120 ft., passive Perception 17 Control Weather (1/Day). The hag can cast control weather,
Languages all, telepathy 120 ft. requiring no material components and using Charisma as the
Challenge 12 (8,400 XP) Proficiency Bonus +4 spellcasting ability.
Magic Resistance. The arcanaloth has advantage on saving throws
Graystaff Magic. The hag carries a graystaff, a magic staff. The
against spells and other magical effects.
hag can use its flying speed only while astride the staff. If the staff
Magic Weapons. The arcanaloth’s weapon attacks are magical. is lost or destroyed, the hag must craft another, which takes a
year and a day. Only a bheur hag can use a graystaff.
Spellcasting. The arcanaloth casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC 17, +9 to Ice Walk. The hag can move across and climb icy surfaces without
hit with spell attacks): needing to make an ability check, and difficult terrain composed
of ice or snow doesn’t cost the hag extra movement.
Cantrips (at will): fire bolt (3d10 damage), mage hand, minor
illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser’s floating ACTIONS
disk Multiattack. The hag makes two Slam or Frost Shard attacks.
2nd level (3 slots): detect thoughts, mirror image, phantasmal
force, suggestion Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
3rd level (3 slots): counterspell, fear, fireball 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage.
4th level (3 slots): banishment, dimension door Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one
5th level (2 slots): contact other plane, hold monster target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is
6th level (1 slots): chain lightning reduced by 10 feet until the start of the hag’s next turn.
7th level (1 slots): finger of death
8th level (1 slots): mind blank Horrific Feast. The hag feeds on the corpse of one enemy within
reach that died within the past minute. Each creature of the hag’s
ACTIONS choice that is within 60 feet and able to see the feeding must
succeed on a DC 15 Wisdom saving throw or have the frightened
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: condition for 1 minute. While frightened in this way, a creature
8 (2d4 + 3) slashing damage, and the target must make a DC 14 has the incapacitated condition, can’t understand what others say,
Constitution saving throw, taking 10 (3d6) poison damage on a can’t read, and speaks only in gibberish. A creature can repeat the
failed save, or half as much damage on a successful one. saving throw at the end of each of its turns, ending the effect on
itself on a success. If a creature’s saving throw is successful or the
Innate Spellcasting. The arcanaloth casts one of the following
effect ends for it, the creature is immune to the hag’s Horrific
spells, requiring no material components and using Charisma as
Feast for the next 24 hours.
the spellcasting ability (spell save DC 15):
Spellcasting. While holding or riding the graystaff, the hag casts
At will: alter self, darkness, heat metal, invisibility (self only),
one of the following spells, requiring no material components and
magic missile
using Charisma as the spellcasting ability (spell save DC 14):
Teleport. The arcanaloth magically teleports, along with any
At will: hold person
equipment it is wearing or carrying, up to 60 feet to an
1/day each: cone of cold, ice storm, wall of ice
unoccupied space it can see.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 27
BOGGLE BONECLAW
Small Fey, Typically Chaotic Neutral Large Undead, Typically Chaotic Evil
Armor Class 14 Armor Class 16 (natural armor)
Hit Points 18 (4d6 + 4) Hit Points 150 (20d10 + 40)
Speed 30 ft., climb 30 ft. Speed 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (−1) 18 (+4) 13 (+1) 6 (−2) 12 (+1) 7 (−2) 19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (−1)
Skills Perception +5, Sleight of Hand +6, Stealth +6 Saving Throws Dex +7, Con +6, Wis +6
Damage Resistances fire Skills Perception +6, Stealth +7
Senses darkvision 60 ft., passive Perception 15 Damage Resistances cold, necrotic
Languages Sylvan Condition Immunities charmed, exhaustion, frightened,
Challenge 1/8 (25 XP) Proficiency Bonus +2 paralyzed, poisoned
Senses darkvision 60 ft, passive Perception 16
ACTIONS Languages Common plus one language spoken by its master
Challenge 12 (8,400 XP) Proficiency Bonus +4
Pummel. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Rejuvenation. While its master lives, a destroyed boneclaw gains a
Hit: 2 (1d6 − 1) bludgeoning damage. new body in 1d10 hours, with all its hit points. The new body
Oil Puddle. The boggle creates a puddle of nonflammable oil. The appears within 1 mile of the boneclaw’s master.
puddle is 1 inch deep and covers the ground in the boggle’s space. Unusual Nature. The boneclaw doesn’t require air, food, drink, or
The puddle is difficult terrain for all creatures except boggles and sleep.
lasts for 1 hour. The oil has one of the following additional effects
of the boggle’s choice:
ACTIONS
Slippery Oil. Any non-boggle creature that enters the puddle or
Multiattack. The boneclaw makes two Piercing Claw attacks.
starts its turn there must succeed on a DC 11 Dexterity saving
throw or have the prone condition. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one
Sticky Oil. Any non-boggle creature that enters the puddle or target. Hit: 20 (3d10 + 4) piercing damage plus 11 (2d10) necrotic
starts its turn there must succeed on a DC 11 Strength saving damage. If the target is a creature, the boneclaw can pull the
throw or have the restrained condition. On its turn, a creature target up to 10 feet toward itself, and the target has the grappled
can use an action to try to extricate itself, ending the effect and condition (escape DC 14). The boneclaw has two claws. While a
moving into the nearest unoccupied space of its choice with a claw grapples a target, the claw can attack only that target.
successful DC 11 Strength check.
Shadow Jump (Recharge 5–6). If the boneclaw is in dim light or
darkness, each creature of the boneclaw’s choice within 15 feet of
BONUS ACTIONS it must succeed on a DC 14 Constitution saving throw or take 34
Boggle Oil. The boggle excretes nonflammable oil from its pores, (5d12 + 2) necrotic damage.
giving itself one of the following benefits of its choice until it uses The boneclaw then teleports up to 60 feet to an unoccupied
this bonus action again: space it can see. It can bring one creature it is grappling,
teleporting that creature to an unoccupied space it can see within
Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) 5 feet of its destination. The destination spaces of this
checks made to escape bonds and end the grappled condition, teleportation must be in dim light or darkness.
and it can move through openings large enough for a Tiny
creature without squeezing.
Sticky Oil. The boggle has advantage on Strength (Athletics)
BONUS ACTIONS
checks made to grapple and any ability check made to maintain Shadow Stealth. While in dim light or darkness, the boneclaw
a hold on another creature, a surface, or an object. The boggle takes the Hide action.
can also climb difficult surfaces, including upside down on
ceilings, without needing to make an ability check. REACTIONS
Dimensional Rift. The boggle creates an invisible and immobile rift Deadly Reach. In response to a creature entering a space within
within an opening or frame it can see within 5 feet of it, provided 15 feet of it, the boneclaw makes one Piercing Claw attack against
that the space is no bigger than 10 feet on any side. The that creature.
dimensional rift bridges the distance between that space and a
point within 30 feet of it that the boggle can see or specify by
distance and direction (such as “30 feet straight up”). While next
to the rift, the boggle can see through it and is considered to be
next to the destination as well, and anything the boggle puts
through the rift (including a portion of its body) emerges at the
destination. Only the boggle can use the rift, and it lasts until the
end of the boggle’s next turn.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 28
BRIGGANOCK CAMPESTRI
Tiny Fey, Typically Neutral Good Tiny Plant, Unaligned
Armor Class 12 Armor Class 12 (natural armor)
Hit Points 9 (2d4 + 4) Hit Points 2 (1d4)
Speed 15 ft. Speed 5 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (−3) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 13 (+1) 1 (−5) 7 (−2) 10 (+0) 4 (−3) 10 (+0) 8 (−1)
Saving Throws Dex +4, Con +4 Skills Perception +4
Condition Immunities exhaustion Senses tremorsense 30 ft., passive Perception 14
Senses passive Perception 10 Languages understands Common but speaks only through the use
Languages Common, Sylvan of its Mimicry trait
Challenge 1/8 (25 XP) Proficiency Bonus +2 Challenge 0 (10 XP) Proficiency Bonus +2
Fey Ancestry. The brigganock has advantage on saving throws Mimicry. The campestri can mimic any voice or song it has heard,
made to avoid or end the charmed condition on itself, and magic albeit in a nasal falsetto.
can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, ACTIONS
invulnerable ball of light that contains its soul. The brigganock Head Butt. Melee Weapon Attack: +0 to hit, reach 5 ft., one
can’t turn off the light or control its brightness. The soul light target. Hit: 1 bludgeoning damage.
sheds bright light in a 10-foot radius and dim light for an
additional 10 feet. If the brigganock dies, its soul light fades away. Spores (1/Day). A 5-foot radius of spores extends from the
campestri. These spores can go around corners, and they have no
Tunneler. Using a pickaxe or similar tool, a brigganock can burrow effect on Constructs, Elementals, Plants, or Undead. Each other
through solid rock at a speed of 5 feet, leaving a 6-inch-diameter creature in the area must make a DC 10 Wisdom saving throw. On
tunnel in its wake. a failed save, the creature has the incapacitated condition and its
speed is halved, both for 1 minute. A creature can repeat the
ACTIONS saving throw at the end of each of its turns, ending the effect on
itself on a success.
Pickaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.
Spellcasting. The brigganock casts one of the following spells,
requiring no material components and using Charisma as the
spellcasting ability (spell save DC 11):
At will: minor illusion, spare the dying
1/day each: animal friendship, faerie fire, meld into stone, silence
Time Lapse (Recharges after a Short or Long Rest). The
brigganock accelerates the passage of time around itself, enabling
it to accomplish up to 1 hour of work in a matter of seconds. This
work can’t affect any creature other than the brigganock, or any
object being worn or carried by another creature, and the activity
must take place within a 10-foot cube. For example, the
brigganock could use this action to rapidly carve a pumpkin, cook
and eat dinner, move a pile of stones, or tie a dozen knots in a
length of rope.
BONUS ACTIONS
Move Soul Light. The brigganock moves its soul light up to 30 feet
in any direction to an unoccupied space it can see. At the end of
the current turn, the light returns to the brigganock.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 29
DARKLING DEATH KNIGHT
Small Fey, Typically Chaotic Neutral Medium Undead (Paladin), Typically Chaotic Evil
Armor Class 14 (leather armor) Armor Class 20 (plate, shield)
Hit Points 14 (3d6 + 3) Hit Points 180 (19d8 + 95)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0) 20 (+5) 11 (+0) 20 (+5) 12 (+1) 16 (+3) 18 (+4)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7 Saving Throws Dex +6, Wis +9, Cha +10
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Damage Immunities necrotic, poison
Languages Elvish, Sylvan Condition Immunities exhaustion, frightened, poisoned
Challenge 1/2 (100 XP) Proficiency Bonus +2 Senses darkvision 120 ft., passive Perception 13
Death Flash. When the darkling dies, nonmagical light flashes out Languages Abyssal, Common
from it in a 10-foot radius as its body and possessions, other than Challenge 17 (18,000 XP) Proficiency Bonus +6
metal or magic objects, burn to ash. Each creature in that area Magic Resistance. The death knight has advantage on saving
must succeed on a DC 10 Constitution saving throw or have the throws against spells and other magical effects.
blinded condition until the end of its next turn.
Marshal Undead. Unless the death knight has the incapacitated
Light Sensitivity. While in bright light, the darkling has condition, it and Undead creatures of its choice within 60 feet of it
disadvantage on attack rolls, as well as on Wisdom (Perception) have advantage on saving throws against effects that turn
checks that rely on sight. Undead.
Spellcasting. The death knight casts one of the following spells,
ACTIONS using Charisma as the spellcasting ability (spell save DC 18, +10 to
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or hit with spell attacks):
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 7 1st level (4 slots): command, compelled duel, searing smite
(2d6) necrotic damage. 2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
DARKLING ELDER 4th level (3 slots): banishment, staggering smite
Medium Fey, Typically Chaotic Neutral 5th level (2 slots): destructive wave (necrotic)
Armor Class 15 (studded leather) Unusual Nature. The death knight doesn’t require air, food, drink,
Hit Points 27 (5d8 + 5) or sleep.
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 12 (+1) 10 (+0) 14 (+2) 13 (+1) ACTIONS
Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7 Multiattack. The death knight makes three Longsword attacks.
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Challenge 2 (450 XP) Proficiency Bonus +2 target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing
Death Burn. When the darkling elder dies, magical light flashes damage if used with two hands, plus 18 (4d8) necrotic damage.
out from it in a 10-foot radius as its body and possessions, other Hellfire Orb (1/Day). The death knight hurls a magical ball of fire
than metal or magic objects, burn to ash. Each creature in that that explodes at a point it can see within 120 feet of it. Each
area must make a DC 11 Constitution saving throw. On a failed creature in a 20-foot-radius sphere centered on that point must
save, the creature takes 7 (2d6) radiant damage and has the make a DC 18 Dexterity saving throw. The sphere spreads around
blinded condition until the end of its next turn. On a successful corners. A creature takes 35 (10d6) fire damage plus 35 (10d6)
save, the creature takes half as much damage only. necrotic damage on a failed save, or half as much damage on a
successful one.
ACTIONS
Multiattack. The darkling elder makes two Scimitar attacks. REACTIONS
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Parry. The death knight adds 6 to its AC against one melee attack
Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage. that would hit it. To do so, the death knight must see the attacker
and be wielding a melee weapon.
Darkness (Recharges after a Short or Long Rest). The darkling
elder casts darkness requiring no spell components and using
Wisdom as the spellcasting ability.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 30
DOHWAR GALEB DUHR
Small Fey, Any Alignment Medium Elemental, Typically Neutral
Armor Class 11 Armor Class 16 (natural armor)
Hit Points 10 (3d6) Hit Points 85 (9d8 + 45)
Speed 20 ft., swim 20 ft. Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 12 (+1) 11 (+0) 11 (+0) 14 (+2) 13 (+1) 20 (+5) 14 (+2) 20 (+5) 11 (+0) 12 (+1) 11 (+0)
Saving Throws Dex +3, Wis +4 Damage Resistances bludgeoning, piercing, and slashing from
Skills Deception +3, Insight +4, Persuasion +3 nonmagical attacks
Senses passive Perception 12 Damage Immunities poison
Languages Common, Dohwar, telepathy 30 ft. (see also Merging Condition Immunities exhaustion, paralyzed, petrified, poisoned
below) Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 11
Challenge 0 (10 XP) Proficiency Bonus +2 Languages Terran
Merging. Two dohwars can have a telepathic conversation with Challenge 6 (2,300 XP) Proficiency Bonus +3
each other and a third willing creature of their choice, provided all False Appearance. While the galeb duhr remains motionless, it is
three are within 30 feet of one another. indistinguishable from a normal boulder.
ACTIONS ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
(1d4 + 1) piercing damage. 12 (2d6 + 5) bludgeoning damage. If the galeb duhr rolled at least
20 feet straight toward the target immediately before the hit, the
Spellcasting (Psionics). The dohwar casts the following spell,
target takes an extra 7 (2d6) damage, and the target must succeed
requiring no spell components and using Charisma as the
on a DC 16 Strength saving throw or have the prone condition if it
spellcasting ability (spell save DC 11):
is a creature.
3/day: detect thoughts
Animate Boulders (1/Day). The galeb duhr magically animates up
to two boulders it can see within 60 feet of it. A boulder has
FOMORIAN statistics like those of a galeb duhr, except it has Intelligence 1 and
Huge Giant, Typically Chaotic Evil Charisma 1, it can’t have the charmed or frightened conditions,
Armor Class 14 (natural armor) and it lacks this action option. A boulder remains animated as long
Hit Points 149 (13d12 + 65) as the galeb duhr maintains concentration, up to 1 minute (as if
Speed 30 ft. concentrating on a spell).
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5)
Skills Perception +8, Stealth +3
9 (−1) 14 (+2) 6 (−2) HARENGON BRIGAND
Medium Humanoid, Any Alignment
Senses darkvision 120 ft., passive Perception 18
Armor Class 14 (leather armor)
Languages Giant, Undercommon
Hit Points 9 (2d8)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Speed 30 ft.
STR DEX CON INT WIS CHA
ACTIONS 14 (+2) 17 (+3) 11 (+0) 10 (+0) 11 (+0) 10 (+0)
Multiattack. The fomorian makes two Greatclub attacks. It can Saving Throws Dex +5
replace one attack with a use of Evil Eye. Skills Acrobatics +5, Perception +4
Senses passive Perception 14
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one Languages Common, Sylvan
target. Hit: 19 (3d8 + 6) bludgeoning damage. Challenge 1/8 (25 XP) Proficiency Bonus +2
Pack Tactics. The harengon has advantage on an attack roll
Evil Eye. The fomorian magically forces a creature it can see within
against a creature if at least one of the harengon’s allies is within 5
60 feet of it to make a DC 14 Charisma saving throw. The creature
feet of the creature and the ally doesn’t have the incapacitated
takes 27 (6d8) psychic damage on a failed save, or half as much
condition.
damage on a successful one.
Standing Leap. The harengon’s long jump is up to 20 feet and its
Curse of the Evil Eye (Recharges after a Short or Long Rest). With
high jump is up to 10 feet, with or without a running start.
a stare, the fomorian uses Evil Eye, but on a failed saving throw,
the creature is also cursed with magical deformities. While cursed,
the creature’s speed is halved and it has disadvantage on ability ACTIONS
checks, attack rolls based on Strength or Dexterity, and saving Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
throws. The target can repeat the saving throw whenever it Hit: 4 (1d4 + 2) bludgeoning damage.
finishes a long rest, ending the curse on a success.
Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one
target. Hit: 5 (1d4 + 3) bludgeoning damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 31
HELLFIRE ENGINE that point must make a DC 20 Dexterity saving throw, taking 27
(5d10) bludgeoning damage plus 13 (2d12) thunder damage on
Huge Construct, Typically Lawful Evil a failed save, or half as much damage on a successful one.
Armor Class 18 (natural armor)
Hit Points 216 (16d12 + 112) If the chosen option kills a creature, the creature’s soul rises from
Speed 40 ft. the River Styx as a lemure in Avernus in 1d4 hours. If the creature
STR DEX CON INT WIS CHA isn’t revived before then, only a wish spell or killing the lemure
20 (+5) 16 (+3) 24 (+7) 2 (−4) 10 (+0) 1 (−5) and casting true resurrection on the creature’s original body can
Saving Throws Dex +8, Wis +5, Cha +0 restore it to life. Constructs and devils are immune to this effect.
Damage Resistances cold, psychic; bludgeoning, piercing, and
slashing from nonmagical attacks that aren’t silvered HOBGOBLIN
Damage Immunities fire, poison Medium Humanoid (Goblinoid), Any Alignment
Condition Immunities charmed, deafened, exhaustion, frightened, Armor Class 18 (chain mail, shield)
paralyzed, poisoned, unconscious Hit Points 11 (2d8 + 2)
Senses darkvision 120 ft., passive Perception 10 Speed 30 ft.
Languages understands Infernal but can’t speak STR DEX CON INT WIS CHA
Challenge 16 (15,000 XP) Proficiency Bonus +5 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)
Immutable Form. The hellfire engine is immune to any spell or Senses darkvision 60 ft., passive Perception 10
effect that would alter its form. Languages Common, Goblin
Challenge 1/2 (100 XP) Proficiency Bonus +2
Magic Resistance. The hellfire engine has advantage on saving
Martial Advantage. Once per turn, the hobgoblin can deal an
throws against spells and other magical effects.
extra 7 (2d6) damage to a creature it hits with a weapon attack if
Unusual Nature. The hellfire engine doesn’t require air, food, that creature is within 5 feet of an ally of the hobgoblin that
drink, or sleep. doesn’t have the incapacitated condition.
ACTIONS ACTIONS
Flesh-Crushing Stride. The hellfire engine moves up to its speed in Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
a straight line. During this move, it can enter Large or smaller target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing
creatures’ spaces. A creature whose space the hellfire engine damage if used with two hands.
enters must make a DC 18 Dexterity saving throw. On a successful
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
save, the creature is pushed 5 feet to the nearest space out of the
one target. Hit: 5 (1d8 + 1) piercing damage.
hellfire engine’s path. On a failed save, the creature takes 28 (8d6)
bludgeoning damage and has the prone condition.
If the hellfire engine remains in the prone creature’s space, the
creature has the restrained condition until it is no longer in the
same space as the hellfire engine. While restrained in this way, the
creature, or another creature within 5 feet of it, can make a DC 18
Strength check. On a successful check, the creature is shunted to
an unoccupied space of its choice within 5 feet of the hellfire
engine and is no longer restrained.
Hellfire Weapons. The hellfire engine uses one of the following
options (choose one or roll a d6):
1–2: Bonemelt Sprayer. The hellfire engine spews acidic flame in a
60-foot cone. Each creature in the cone must make a DC 20
Dexterity saving throw, taking 11 (2d10) fire damage plus 18
(4d8) acid damage on a failed save, or half as much damage on
a successful one. Creatures that fail the saving throw are
drenched in burning acid and take 5 (1d10) fire damage plus 9
(2d8) acid damage at the end of their turns. An affected
creature or another creature within 5 feet of it can take an
action to scrape off the burning fuel.
3–4: Lightning Flail. Melee Weapon Attack: +10 to hit, reach 15 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 22 (5d8)
lightning damage. Up to three other creatures of the hellfire
engine’s choice that it can see within 30 feet of the target must
each make a DC 20 Dexterity saving throw, taking 22 (5d8)
lightning damage on a failed save, or half as much damage on a
successful one.
5–6: Thunder Cannon. The hellfire engine targets a point within
120 feet of it that it can see. Each creature within 30 feet of
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 32
KORRED MYCONID ADULT
Small Fey, Typically Chaotic Neutral Large Plant, Typically Lawful Neutral
Armor Class 17 (natural armor) Armor Class 12 (natural armor)
Hit Points 93 (11d6 + 55) Hit Points 22 (4d8 + 4)
Speed 30 ft., burrow 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 20 (+5) 10 (+0) 15 (+2) 9 (−1) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) 7 (−2)
Skills Athletics +9, Perception +5, Stealth +5 Senses darkvision 120 ft., passive Perception 11
Damage Resistances bludgeoning, piercing, and slashing from Languages —
nonmagical attacks Challenge 1/2 (100 XP) Proficiency Bonus +2
Senses darkvision 120 ft., tremorsense 120 ft., passive Perception Distress Spores. When the myconid takes damage, all other
15 myconids within 240 feet of it can sense its pain.
Languages Dwarvish, Gnomish, Sylvan, Terran, Undercommon
Sun Sickness. While in sunlight, the myconid has disadvantage on
Challenge 7 (2,900 XP) Proficiency Bonus +3
ability checks, attack rolls, and saving throws. The myconid dies if
Stone Camouflage. The korred has advantage on Dexterity
it spends more than 1 hour in direct sunlight.
(Stealth) checks made to hide in rocky terrain.
ACTIONS ACTIONS
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5
Multiattack. The korred makes two Greatclub or Rock attacks.
(2d4) bludgeoning damage plus 5 (2d4) poison damage.
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Pacifying Spores (3/Day). The myconid ejects spores at one
Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning
creature it can see within 5 feet of it. The target must succeed on
damage if the korred is on the ground.
a DC 11 Constitution saving throw or have the stunned condition
Rock. Ranged Weapon Attack: +9 to hit, range 60/120 ft., one for 1 minute. The target can repeat the saving throw at the end of
target. Hit: 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) each of its turns, ending the effect on itself on a success.
bludgeoning damage if the korred is on the ground.
Rapport Spores. A 30-foot radius of spores extends from the
Spellcasting. The korred casts one of the following spells, myconid. These spores can go around corners and affect only
requiring no spell components and using Wisdom as the creatures with an Intelligence of 2 or higher that aren’t
spellcasting ability (spell save DC 13): Constructs, Elementals, or Undead. Affected creatures can
communicate telepathically with one another while they are
At will: commune with nature (as an action), meld into stone,
within 30 feet of each other. The effect lasts for 1 hour.
stone shape
1/day: Otto’s irresistible dance
BONUS ACTIONS
Command Hair. The korred has at least one 50-foot-long rope
woven out of its hair. The korred commands one such rope within
30 feet of it to move up to 20 feet and entangle a Large or smaller
creature that the korred can see. The target must succeed on a DC
13 Dexterity saving throw or have the grappled condition (escape
DC 13). Until this grapple ends, the target has the restrained
condition. The korred can use a bonus action to release the target,
which is also freed if the korred dies or has the incapacitated
condition.
A rope of korred hair has AC 20 and 20 hit points. It regains 1
hit point at the start of each of the korred’s turns while the rope
has at least 1 hit point and the korred is alive. If the rope drops to
0 hit points, it is destroyed.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 33
NECROMANCER WIZARD NILBOG
Medium Humanoid, Any Alignment Small Fey (Goblinoid), Typically Chaotic Neutral
Armor Class 12 (15 with mage armor) Armor Class 13 (leather armor)
Hit Points 110 (20d8 + 20) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 15 (+2)
Saving Throws Int +7, Wis +5 Skills Stealth +6
Skills Arcana +7, History +7 Senses darkvision 60 ft., passive Perception 9
Damage Resistances necrotic Languages Common, Goblin
Senses passive Perception 11 Challenge 1 (200 XP) Proficiency Bonus +2
Languages any four languages Nilbogism. Any creature that attempts to damage the nilbog must
Challenge 9 (5,000 XP) Proficiency Bonus +4 first succeed on a DC 12 Charisma saving throw or have the
charmed condition until the end of the creature’s next turn. A
ACTIONS creature charmed in this way must use its action praising the
nilbog.
Multiattack. The necromancer makes three Arcane Burst attacks. The nilbog can’t regain hit points, including through magical
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. healing, except through its Reversal of Fortune reaction.
or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage.
ACTIONS
Spellcasting. The necromancer casts one of the following spells,
using Intelligence as the spellcasting ability (spell save DC 15): Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
At will: dancing lights, mage hand, prestidigitation
2/day each: bestow curse, dimension door, mage armor, web Mocking Word. The nilbog targets one creature it can see within
1/day: circle of death 60 feet of it. The target must succeed on a DC 12 Wisdom saving
throw or take 5 (2d4) psychic damage and have disadvantage on
its next attack roll before the end of its next turn.
BONUS ACTIONS
Summon Undead (1/Day). The necromancer magically summons Spellcasting. The nilbog casts one of the following spells, using
five skeletons or zombies. The summoned creatures appear in the Charisma as the spellcasting ability (spell save DC 12):
unoccupied spaces within 60 feet of the necromancer, whom they At will: mage hand, Tasha’s hideous laughter
obey. They take their turns immediately after the necromancer.
Each lasts for 1 hour, until it or the necromancer dies, or until the
necromancer dismisses it as a bonus action.
BONUS ACTIONS
Nimble Escape. The nilbog takes the Disengage or Hide action.
REACTIONS
Grim Harvest. When the necromancer kills a creature with
REACTIONS
necrotic damage, the necromancer regains 9 (2d8) hit points. Reversal of Fortune. In response to another creature dealing
damage to the nilbog, the nilbog reduces the damage to 0 and
regains 3 (1d6) hit points.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 34
PIXIE PURPLE WORM
Tiny Fey, Typically Neutral Good Gargantuan Monstrosity, Unaligned
Armor Class 15 Armor Class 18 (natural armor)
Hit Points 1 (1d4 − 1) Hit Points 247 (15d20 + 90)
Speed 10 ft., fly 30 ft. Speed 50 ft., burrow 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (−4) 20 (+5) 8 (−1) 10 (+0) 14 (+2) 15 (+2) 28 (+9) 7 (−2) 22 (+6) 1 (−5) 8 (−1) 4 (−3)
Skills Perception +4, Stealth +7 Saving Throws Con +11, Wis +4
Senses passive Perception 14 Senses blindsight 30 ft., tremorsense 60 ft., passive Perception 9
Languages Sylvan Languages —
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 15 (13,000 XP) Proficiency Bonus +5
Magic Resistance. The pixie has advantage on saving throws Tunneler. The worm can burrow through solid rock at half its
against spells and other magical effects. burrow speed and leaves a 10-foot-diameter tunnel in its wake.
ACTIONS ACTIONS
Spellcasting. The pixie casts one of the following spells, requiring Multiattack. The purple worm makes one Bite attack and one Tail
only its pixie dust as a component and using Charisma as the Stinger attack.
spellcasting ability (spell save DC 12):
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
At will: druidcraft Hit: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller
1/day each: confusion, dancing lights, detect evil and good, detect creature, it must succeed on a DC 19 Dexterity saving throw or be
thoughts, dispel magic, entangle, fly, phantasmal force, swallowed by the worm. A swallowed creature has the blinded
polymorph, sleep and restrained conditions, has total cover against attacks and
other effects outside the worm, and takes 21 (6d6) acid damage at
Superior Invisibility. The pixie magically turns invisible until its
the start of each of the worm’s turns.
concentration ends (as if concentrating on a spell). Any equipment
If the worm takes 30 damage or more on a single turn from a
the pixie wears or carries is invisible with it.
creature inside it, the worm must succeed on a DC 21 Constitution
saving throw at the end of that turn or regurgitate all swallowed
creatures, which fall in a space within 10 feet of the worm and
have the prone condition; the creatures no longer have the
blinded and restrained conditions. If the worm dies, a swallowed
creature is no longer restrained by it and can escape from the
corpse using 20 feet of movement, exiting prone.
Tail Stinger. Melee Weapon Attack: +14 to hit, reach 10 ft., one
target. Hit: 19 (3d6 + 9) piercing damage, and the target must
make a DC 19 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a successful
one.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 35
QUICKLING REVENANT
Tiny Fey, Typically Chaotic Evil Medium Undead, Typically Neutral
Armor Class 16 Armor Class 13 (leather armor)
Hit Points 10 (3d4 + 3) Hit Points 136 (16d8 + 64)
Speed 120 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
4 (−3) 23 (+6) 13 (+1) 10 (+0) 12 (+1) 7 (−2) 18 (+4) 14 (+2) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
Skills Acrobatics +8, Perception +5, Sleight of Hand +8, Stealth +8 Saving Throws Str +7, Con +7, Wis +6, Cha +7
Senses darkvision 60 ft., passive Perception 15 Damage Resistances necrotic, psychic
Languages Common, Sylvan Damage Immunities poison
Challenge 1 (200 XP) Proficiency Bonus +2 Condition Immunities charmed, exhaustion, frightened,
Blurred Movement. Attack rolls against the quickling have paralyzed, poisoned, stunned
disadvantage unless the quickling has the incapacitated condition Senses darkvision 60 ft., passive Perception 13
or its speed is 0. Languages the languages it knew in life
Challenge 5 (1,800 XP) Proficiency Bonus +3
Evasion. If the quickling is subjected to an effect that allows it to
Regeneration. The revenant regains 10 hit points at the start of its
make a Dexterity saving throw to take only half as much damage,
turn. If the revenant takes fire or radiant damage, this trait
it instead takes no damage if it succeeds on the saving throw, and
doesn’t function at the start of the revenant’s next turn. The
only half as much damage if it fails, provided it doesn’t have the
revenant’s body is destroyed only if it starts its turn with 0 hit
incapacitated condition.
points and doesn’t regenerate.
ACTIONS
Multiattack. The revenant makes two Fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning damage. If the target is a creature
against which the revenant has sworn vengeance, the target takes
an extra 14 (4d6) bludgeoning damage. Instead of dealing
damage, the revenant can grapple the target (escape DC 14)
provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see
within 30 feet of it and against which it has sworn vengeance. The
target must make a DC 15 Wisdom saving throw. On a failed save,
the target has the paralyzed condition until the revenant deals
damage to it, or until the end of the revenant’s next turn. When
the paralysis ends, the target has the frightened condition for 1
minute. A frightened target can repeat the saving throw at the
end of each of its turns, with disadvantage if it can see the
revenant, ending the effect on itself on a success.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 36
SHADAR-KAI GLOOM WEAVER SHADAR-KAI SOUL MONGER
Medium Humanoid (Elf), Any Alignment Medium Humanoid (Elf), Any Alignment
Armor Class 14 (17 with mage armor) Armor Class 15 (studded leather)
Hit Points 104 (16d8 + 32) Hit Points 136 (21d8 + 42)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4) 8 (−1) 17 (+3) 14 (+2) 19 (+4) 16 (+3) 13 (+1)
Saving Throws Dex +8, Con +6 Saving Throws Dex +7, Wis +7, Cha +5
Damage Immunities necrotic Skills Perception +7
Condition Immunities charmed, exhaustion Damage Immunities necrotic, psychic
Senses darkvision 60 ft., passive Perception 11 Condition Immunities charmed, exhaustion, frightened
Languages Common, Elvish Senses darkvision 60 ft., passive Perception 17
Challenge 9 (5,000 XP) Proficiency Bonus +4 Languages Common, Elvish
Burden of Time. Beasts and Humanoids (except elves) have Challenge 11 (7,200 XP) Proficiency Bonus +4
disadvantage on saving throws while within 10 feet of the shadar- Fey Ancestry. The shadar-kai has advantage on saving throws to
kai. avoid or end the charmed condition on itself, and magic can’t put
it to sleep.
Fey Ancestry. The shadar-kai has advantage on saving throws to
avoid or end the charmed condition on itself, and magic can’t put Magic Resistance. The shadar-kai has advantage on saving throws
it to sleep. against spells and other magical effects.
Soul Thirst. When it reduces a creature to 0 hit points, the shadar-
ACTIONS kai can gain temporary hit points equal to half the creature’s hit
Multiattack. The shadar-kai makes three Shadow Spear attacks. It point maximum. While the shadar-kai has temporary hit points
can replace one attack with a use of Spellcasting. from this trait, it has advantage on attack rolls.
Shadow Spear. Melee or Ranged Weapon Attack: +8 to hit, reach Weight of Ages. Any Beast or Humanoid (except an elf) that starts
5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing its turn within 5 feet of the shadar-kai has its speed reduced by 20
damage plus 26 (4d12) necrotic damage. Hit or Miss: The spear feet until the start of that creature’s next turn.
magically returns to the shadar-kai’s hand immediately after a
ranged attack. ACTIONS
Spellcasting. The shadar-kai casts one of the following spells, Multiattack. The shadar-kai makes two Shadow Dagger attacks.
requiring no material components and using Charisma as the
Shadow Dagger. Melee or Ranged Weapon Attack: +7 to hit,
spellcasting ability (spell save DC 16):
reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3) piercing
At will: arcane eye, mage armor, minor illusion, prestidigitation, damage plus 19 (3d12) necrotic damage, and the target has
speak with dead disadvantage on saving throws until the end of the shadar-kai’s
1/day each: arcane gate, bane, confusion, darkness, fear, major next turn. Hit or Miss: The dagger magically returns to the shadar-
image, true seeing kai’s hand immediately after a ranged attack.
Spellcasting. The shadar-kai casts one of the following spells,
REACTIONS requiring no material components and using Intelligence as the
Misty Escape (Recharge 6). When the shadar-kai takes damage, it spellcasting ability (spell save DC 16):
turns invisible and teleports, along with any equipment it is 1/day each: bestow curse, finger of death, gaseous form, seeming
wearing or carrying, up to 60 feet to an unoccupied space it can
see. It remains invisible until the start of its next turn or until it Wave of Weariness (Recharge 4–6). The shadar-kai emits
attacks or casts a spell. weariness in a 60-foot cube. Each creature in that area must make
a DC 16 Constitution saving throw. On a failed save, a creature
takes 45 (10d8) psychic damage and gains 1 level of exhaustion.
On a successful save, it takes half as much damage only.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 37
SKELETON Bone Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage plus 21 (6d6) necrotic
Medium Undead, Typically Lawful Evil damage.
Armor Class 13 (armor scraps)
Hit Points 13 (2d8 + 4) Deathly Ray. Ranged Spell Attack: +10 to hit, range 60 ft., one
Speed 30 ft. target. Hit: 27 (5d8 + 5) necrotic damage.
STR DEX CON INT WIS CHA Spellcasting. The skull lord casts one of the following spells, using
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) Charisma as the spellcasting ability (spell save DC 18):
Damage Vulnerabilities bludgeoning
Damage Immunities poison At will: mage hand, message
Condition Immunities exhaustion, poisoned 2/day each: dimension door, fear
Senses darkvision 60 ft., passive Perception 9 1/day each: cloudkill, cone of cold
Languages understands the languages it knew in life but can’t
speak LEGENDARY ACTIONS
Challenge 1/4 (50 XP) Proficiency Bonus +2
Unusual Nature. The skeleton doesn’t require air, food, drink, or The skull lord can take 3 legendary actions, choosing from the
sleep. options below. Only one legendary action can be used at a time
and only at the end of another creature’s turn. The skull lord
regains spent legendary actions at the start of its turn.
ACTIONS
Attack. The skull lord makes one Bone Staff or Deathly Ray attack.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Move. The skull lord moves up to its speed without provoking
target. Hit: 5 (1d6 + 2) piercing damage. opportunity attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one Summon Undead (Costs 2 Actions). The skull lord summons up to
target. Hit: 5 (1d6 + 2) piercing damage. five skeletons or zombies in unoccupied spaces within 30 feet
of it. They remain until destroyed. Undead summoned in this
SKULL LORD way roll initiative, act in the next available turn, and obey the
skull lord. The skull lord can have no more than five Undead
Medium Undead (Sorcerer), Typically Lawful Evil summoned by this ability at a time.
Armor Class 18 (plate)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2) 21 (+5)
Skills Athletics +7, History +8, Perception +12, Stealth +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and
slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, poisoned, stunned, unconscious
Senses darkvision 60 ft., passive Perception 22
Languages all the languages it knew in life
Challenge 15 (13,000 XP) Proficiency Bonus +5
Evasion. If the skull lord is subjected to an effect that allows it to
make a Dexterity saving throw to take only half as much damage,
the skull lord instead takes no damage if it succeeds on the saving
throw and only half as much damage if it fails, provided it doesn’t
have the incapacitated condition.
Legendary Resistance (3/Day). If the skull lord fails a saving
throw, it can choose to succeed instead.
Master of the Grave. While within 30 feet of the skull lord, any
Undead ally of the skull lord makes saving throws with advantage,
and that ally regains 1d6 hit points whenever it starts its turn
there.
Unusual Nature. The skull lord doesn’t require air, food, drink, or
sleep.
ACTIONS
Multiattack. The skull lord makes three Bone Staff or Deathly Ray
attacks.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 38
ULTROLOTH WINTER ELADRIN
Medium Fiend (Yugoloth), Typically Neutral Evil Medium Fey (Elf), Typically Chaotic Neutral
Armor Class 19 (natural armor) Armor Class 19 (natural armor)
Hit Points 153 (18d8 + 72) Hit Points 165 (22d8 + 66)
Speed 30 ft., fly 60 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 18 (+4) 15 (+2) 19 (+4) 11 (+0) 16 (+3) 16 (+3) 18 (+4) 17 (+3) 13 (+1)
Skills Intimidation +9, Perception +7, Stealth +8 Damage Resistances cold
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Senses darkvision 60 ft., passive Perception 13
and slashing from nonmagical attacks Languages Common, Elvish, Sylvan
Damage Immunities acid, poison Challenge 10 (5,900 XP) Proficiency Bonus +4
Condition Immunities charmed, frightened, poisoned Magic Resistance. The eladrin has advantage on saving throws
Senses truesight 120 ft., passive Perception 17 against spells and other magical effects.
Languages Abyssal, Infernal, telepathy 120 ft.
Sorrowful Presence. Any non-eladrin creature that starts its turn
Challenge 13 (10,000 XP) Proficiency Bonus +5
within 60 feet of the eladrin must succeed on a DC 13 Wisdom
Magic Resistance. The ultroloth has advantage on saving throws
saving throw or have the charmed condition for 1 minute. While
against spells and other magical effects.
charmed in this way, the creature has disadvantage on ability
Magic Weapons. The ultroloth’s weapon attacks are magical. checks and saving throws. A creature can repeat the saving throw
at the end of each of its turns, ending the effect on itself on a
Spellcasting. The ultroloth casts one of the following spells,
success. If a creature’s saving throw is successful or the effect
requiring no material components and using Charisma as the
ends for it, the creature is immune to any eladrin’s Sorrowful
spellcasting ability (spell save DC 17):
Presence for the next 24 hours.
At will: alter self, clairvoyance, darkness, detect magic, detect Whenever the eladrin deals damage to the charmed creature, it
thoughts, dispel magic, invisibility (self only), suggestion can repeat the saving throw, ending the effect on itself on a
3/day each: dimension door, fear, wall of fire success.
1/day each: fire storm, mass suggestion
ACTIONS
ACTIONS Multiattack. The eladrin makes two Longsword or Longbow
Multiattack. The ultroloth can use Hypnotic Gaze and makes attacks. It can replace one attack with a use of Spellcasting.
three melee attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage
target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing if used with two hands, plus 13 (3d8) cold damage.
damage if used with two hands.
Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft.,
Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent light one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) cold
as it targets one creature it can see within 30 feet of it. If the damage.
target can see the ultroloth, the target must succeed on a
Spellcasting. The eladrin casts one of the following spells,
DC 17 Wisdom saving throw against this magic or have
requiring no material components and using Intelligence as the
the charmed condition until the end of the ultroloth’s next turn.
spellcasting ability (spell save DC 16):
While charmed in this way, the creature has the stunned
condition. If the target’s saving throw is successful, the target is At will: fog cloud, gust of wind, sleet storm
immune to the ultroloth’s gaze for the next 24 hours.
Teleport. The ultroloth magically teleports, along with any BONUS ACTIONS
equipment it is wearing or carrying, up to 60 feet to an Fey Step (Recharge 4–6). The eladrin teleports, along with any
unoccupied space it can see. equipment it is wearing or carrying, up to 30 feet to an
unoccupied space it can see.
REACTIONS
Frigid Rebuke. When the eladrin takes damage from a creature
the eladrin can see within 60 feet of it, the eladrin can force that
creature to make a DC 16 Constitution saving throw. On a failed
save, the creature takes 11 (2d10) cold damage.
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 39
YETH HOUND ZOMBIE
Large Fey, Typically Neutral Evil Medium Undead, Typically Neutral Evil
Armor Class 14 (natural armor) Armor Class 8
Hit Points 51 (6d10 + 18) Hit Points 22 (3d8 + 9)
Speed 40 ft., fly 40 ft. (hover) Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 5 (−3) 12 (+1) 7 (−2) 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
Skills Perception +5 Saving Throws Wis +0
Damage Immunities bludgeoning, piercing, and slashing from Damage Immunities poison
nonmagical attacks that aren’t silvered Condition Immunities poisoned
Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive Perception 8
Senses darkvision 60 ft., passive Perception 15 Languages understands the languages it knew in life but can’t
Languages understands Common, Elvish, and Sylvan but can’t speak
speak Challenge 1/4 (50 XP) Proficiency Bonus +2
Challenge 4 (1,100 XP) Proficiency Bonus +2 Undead Fortitude. If damage reduces the zombie to 0 hit points, it
Sunlight Banishment. If the yeth hound starts its turn in sunlight, must make a Constitution saving throw with a DC of 5 + the
it is transported to the Ethereal Plane. While sunlight shines on damage taken, unless the damage is radiant or from a critical hit.
the spot from which it vanished, the hound must remain in the On a successful save, the zombie drops to 1 hit point instead.
Deep Ethereal. After sunset, it returns to the Border Ethereal at
Unusual Nature. The zombie doesn’t require air, food, drink, or
the same spot, whereupon it typically sets out to find its pack or
sleep.
its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be
affected by anything on the other plane. Once it is adjacent to its ACTIONS
master or a pack mate that is on the Material Plane, a yeth hound Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
in the Border Ethereal can return to the Material Plane as an 4 (1d6 + 1) bludgeoning damage.
action.
Telepathic Bond. While the yeth hound is on the same plane of
existence as its master, it can magically convey what it senses to
its master, and the two can communicate telepathically with each
other.
ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the
target has the frightened condition.
Baleful Baying. The yeth hound bays magically. Each enemy
within 300 feet of the hound that can hear it must succeed on a
DC 13 Wisdom saving throw or have the frightened condition until
the end of the hound’s next turn or until the hound has the
incapacitated condition. A frightened target that starts its turn
within 30 feet of the hound must use all its movement on that
turn to get as far from the hound as possible, must finish the
move before taking an action, and must take the most direct
route, even if hazards lie that way. A target that succeeds on the
saving throw is immune to the baying of all yeth hounds for the
next 24 hours.
Not for resale. Permission granted to print or photocopy this document for personal use only.
BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 40
APPENDIX D: DUNGEON MASTER TIPS
To run an adventure as a DM, you must have 3 to 7 players, Players should select their characters’ spells and other
each with their own character within the adventure’s level daily options prior to the start of the adventure unless the
range (see the Adventure Primer). adventure specifies otherwise. Feel free to reread the
adventure description to help give the players hints about
NEW TO D&D ADVENTURERS LEAGUE? what they might face.
The D&D Adventurers League Resource & Links page in the ADJUSTING THE ADVENTURE
D&D Beyond forum contains the D&D Adventurers League
supporting resources and documents, how to find places to To determine whether you should consider adjusting the
play, and how to organize events. The following links may adventure, assess the party strength by consulting the
also prove useful: table below. To determine the group’s average party level
(APL), add up the characters’ levels and divide the result by
• [Link] the number of characters (rounding .5 or greater up; .4 or
• [Link] less down).
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BMG-MOON-MD-08 Down the Rabbit Hole (v2.0) 41