CCC-BMG MOON5-3 - Bloodlust Tempered
CCC-BMG MOON5-3 - Bloodlust Tempered
Tempered
  CCC-BMG-MOON5-3
    Stephen Rowe
         With the marauders gone, peace returns to northern Alaron, but somebody brought
        the reavers across the straits of Moonshae to Alaron. They need to be stopped before
          the recent troubles become nothing more than the vanguard of something worse.
  Part 3 of the Tides of Blood Trilogy, set in the Moonshae Isles, and brought to you by Baldman Games.
By Stephen Rowe
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s
Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the
USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright
laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of Wizards of the Coast.
©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                                      1
I ntroduction                                                                       Before Play at the Table
Welcome to MOON5-3 Bloodlust Tempered, a D&D                                        Before you start play, consider the following:
Adventurers League™ adventure, part of the official D&D                             • Read through the adventure, taking notes of anything
Adventurers League™ organized play system, the Rising                                  you’d like to highlight or remind yourself of while
Shadows™ storyline season, and the Tides of Blood trilogy.                             running the adventure, such as a way you’d like to
     In this adventure, the characters infiltrate the                                  portray an NPC or a tactic you’d like to use in a combat.
Guardians of the North’s stronghold, a fortress-temple                                 Familiarize yourself with the adventure’s appendices
built upon a desolate, storm-weathered island.                                         and handouts.
     This adventure is designed for three to seven 5th–10th                         • Gather any resources you’d like to use to aid you in
level characters and is optimized for five characters with                             running this adventure—such as notecards, a DM
an average party level (APL) of 8. Characters outside this                             screen, miniatures, and battlemaps.
level range cannot participate in this adventure.                                   • Ask the players to provide you with relevant character
                                                                                       information, such as name, race, class, and level; passive
Adjusting This Adventure                                                               Wisdom (Perception), and anything specified as notable
                                                                                       by the adventure (such as backgrounds, traits, flaws, etc.)
This adventure provides suggestions in making
adjustments for smaller or larger groups, characters
of higher or lower levels, and characters that are
                                                                                    Playing the D ungeon Master
otherwise a bit more powerful than the adventure is                                 You have the most important role—facilitating the
optimized for. You’re not bound to these adjustments;                               enjoyment of the game for the players. You provide the
they’re here for your convenience.                                                  narrative and bring the words on these pages to life.
     To figure out whether you should consider                                            To facilitate this, keep in mind the following:
adjusting the adventure, add up the total levels of all                                   You’re Empowered. Make decisions about how
the characters and divide the total by the number of                                the group interacts with the adventure; adjusting or
characters (rounding .5 or greater up; .4 or less down).                            improvising is encouraged, so long as you maintain the
This is the group’s APL. To approximate the party                                   adventure’s spirit. This doesn’t allow you to implement
strength for the adventure, consult the following table.                            house rules or change those of the Adventurers League,
                                                                                    however; they should be consistent in this regard.
Determining Party Strength                                                                Challenge Your Players. Gauge the experience level
Party Composition 	                                Party Strength                   of your players (not the characters), try to feel out (or
3-4 characters, APL less than	                     Very weak                        ask) what they like in a game, and attempt to deliver
                                                                                    the experience they’re after. Everyone should have the
3-4 characters, APL equivalent	                    Weak
                                                                                    opportunity to shine.
3-4 characters, APL greater than	                  Average
                                                                                          Keep the Adventure Moving. When the game starts
5 characters, APL less than	                       Weak
                                                                                    to get bogged down, feel free to provide hints and clues to
5 characters, APL equivalent	                      Average
                                                                                    your players so they can attempt to solve puzzles, engage
5 characters, APL greater than	                    Strong
                                                                                    in combat, and roleplay interactions without getting too
6-7 characters, APL less than	                     Average                          frustrated over a lack of information. This gives players
6-7 characters, APL equivalent	                    Strong                           “little victories” for figuring out good choices from clues.
6-7 characters, APL greater than	                  Very strong                      Watch for stalling—play loses momentum when this
                                                                                    happens. At the same time, make sure that the players don’t
Some encounters may include a sidebar that offers
                                                                                    finish too early; provide them with a full play experience.
suggestions for certain party strengths. If a particular
recommendation is not offered or appropriate for your
group, you don’t have to make adjustments.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           2
                                                                                    The cult’s toxic culture appeals to disillusioned youths
Adventure Primer                                                                    seeking a sense of belonging or an outlet for unfocused
“The harder a man feels compelled to be, the weaker his ego is.”                    fury. Within an old fortress-temple on the Island of Anvil,
                            —Chimamanda Ngozi Adichie                               new acolytes are taught they are strong, but never strong
                                                                                    enough. They learn their enemies are weak, but numerous
Adventure Background                                                                and powerful. They’re told they’ve joined a family but
                                                                                    are shown only disdain. Some find out too late there’s no
When a small tribe of gnolls began pillaging territory                              escape. Either their minds become twisted by the cult’s
routinely sacked by reavers, the Northlanders decided to                            hateful lies, or they become food for Skorri’s hyenas.
remove the competition. As the last bestial warrior fell,
a magical ring of yellowed teeth appeared on his hand.
The first reaver to claim it was cut down by the second,
                                                                                    Series
beginning an hours-long bloodbath as the Northlanders                               MOON5-3 Bloodlust Tempered is the third part in the
fought over the prize. Skorri Boarson emerged as the                                Tides of Blood trilogy. In the trilogy, the characters deal
victor and sole survivor.                                                           with consequences resulting from Skorri’s alliance with
     The sentient ring contained Korasch, an ancient                                a giantess from the Isle of Oman.
fiend who served the demon lord Yeenoghu. Korasch was                                    In MOON5-1 Bloodlust Rising, the characters learn
unfamiliar with humans, but Skorri’s lust for violence                              that a large group of gnolls with demon allies are raiding the
impressed him. The two formed a pact: Skorri gained                                 jarldom of Gnarhelm. In MOON5-2 Bloodlust Contained,
supernatural power, and the Korasch gained insight into                             the characters deal with the leaders of the gnoll horde,
human nature.                                                                       the fomorian shieldmaiden Keolinn Ni Brianin and her
     At Korasch’s direction, Skorri started the Guardians                           lieutenants. In doing so, the characters discover the true
of the North cult. Under the guise of a sect of Tempus                              culprit behind the trouble on the isle of Alaron.
worshippers, the cult promotes traditional Northlander                                   This adventure assumes that the characters have
values over Ffolk cultural encroachment. They claim to                              gathered significant evidence against Skorri by playing
be about ideals, not ancestry, though they clearly assume                           both MOON5-1 and MOON5-2. If they haven’t, then
Northlander culture is superior. The authorities suspect                            send the characters to Anvil to investigate the validity
there’s more to the cult than it lets on, but they don’t                            of disturbing rumors and—if the rumors prove true—
have enough evidence to confront The Guardians of                                   to bring Skorri back to answer for his actions.
the North directly.
                                                                                    Adventure Overview
Location and NPC Summary
                                                                                    The adventure is broken down into four parts:
The following NPCs and locations feature prominently                                     Part 1. The characters are asked to infiltrate the
in this adventure.                                                                  Guardians of the North cult and arrest their leader,
     Anvil. This small, rocky island is the power center                            Skorri Boarson. They board a ship captained by a bribed
for the Guardians of the North. They’ve claimed a                                   and blackmailed traitor to the cult. They are attacked
fortress-temple constructed long ago by priests of                                  by the spirits of cursed sea dryads sent by Skorri sends
the war god Tempus for their base of operations.                                    to test newcomers.
     Korasch (KORE-ash). The powerful demonic spirit                                     Part 2. The characters arrive on the island. They
possessing Skorri’s ring of mind-shielding. He functions                            meet other acolytes and might find clues while delivering
as a direct conduit to the demon lord Yeenoghu.                                     the ship’s supplies throughout the fortress-temple.
     Skorri Boarson (SCORE-ree BOR-son). The leader                                      Part 3. The cult seeks to indoctrinate the acolytes.
of the Guardians of the North is a superficially charming                           There are many paths to gather evidence and undermine
narcissist. He created the cult to feed his ego-driven                              Skorri, but it’s difficult to right every wrong.
ambitions.                                                                               Part 4. If the characters don’t confront Skorri on
     Yeenoghu (YEE-no-GOO). Also called the Gnoll                                   their own terms, the leadership of the cult eventually
Lord and the Beast of Butchery, the demon lord                                      exposes the traitors in their midst. The balance of power
Yeenoghu delights in hopelessness and savagery.                                     in the inevitable conflict depends on the character’s
He pushes his servants to ever-greater atrocities,                                  prior actions.
and only the strongest of them survive.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           3
Adventure Hooks
The basic dogma of the cult is public knowledge. Give the
players Appendix 3A. Allow the players time to the read
the handouts and familiarize themselves with what their
characters know of Skorri and The Guardians of the North.
     The characters board the Justly Scorned, a ship carrying
the fresh batch of acolytes to Anvil, at the town of Gnarhelm
(in the jarldom of the same name). For a map of northern
Alaron, see Appendix 1A. The Isle of Anvil is purposefully
not marked on the map to keep its location vague. If the
characters want to buy supplies, prepare different spells,
or make other preparations before boarding the ship, allow
them to do so within reason. Gnarhelm is a small town,
but the characters have the backing of the local authorities.
     Swift Request. Northern Alaron repelled a gnoll
horde not too long ago. Haldis “Swift Feet” Ulfsdottir,
daughter of the Jarl of Gnarhelm, believes the Guardians
of the North are responsible, and wishes their leader
brought back for a fair trial. A well-placed bribe or threat
gains the characters passage to the island under the guise
of prospective acolytes. Give the players Appendix 3B.
     Giant’s Spite. At the end of MOON5-2, Keolinn Ni
Brianin might have betrayed Skorri to save herself, giving
the characters important information. If she died, she
leaves behind a note to set her murderers after Skorri.
Give the players Appendix 3C.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         4
                                                                                    Roleplaying Ingrid (eng-GRID)
Part 1: Welcoming Committee                                                         Ingrid is an intimidating Northlander human woman
Estimated Duration: 60 minutes                                                      with fire-red hair, a too-intense stare, and an axe-scar
                                                                                    running from her nose to her left ear. Ingrid hates
The adventure begins on board the Justly Scorned, a small                           herself, believing she’s a worthless deserter who
sailing vessel transporting supplies and new acolytes to Anvil.                     shamed her ancestors. She doesn’t understand her
                                                                                    desertion was driven by compassion and regret rather
A. Justly Scorned                                                                   than fear. Ingrid believes the Guardians are her last
Haldis Ulfsdottir has given Captain Dag Colden amnesty                              hope and dreads an uncertain future.
and a bribe to ensure he transports and vouches for the                                 Quote: “Stories lie. They’re all gold and glory, not
characters. The voyage will take a few days, giving characters                      blood and begging.”
ample opportunity to make a plan for apprehending Skorri,
ask questions, and meet a prospective acolyte.                                      B. Renegotiation
     Dag Colden is a former Northland reaver and now
                                                                                    As an optional interaction encounter, Dag might try
one of the Guardians of the North. However, he cares
                                                                                    squeezing the characters for more money by threatening
only for his own self-interests. The ship’s crew are three
                                                                                    to turn them over to The Guardians of the North.
ex-reaver bandits, all nominally loyal to Dag.
                                                                                    However, Dag can’t risk Skorri discovering his betrayal.
     The characters are joined onboard by Ingrid Osmond,
                                                                                    With a successful DC 15 Wisdom (Insight) check, the
an acolyte desperately hoping to find redemption on Anvil.
                                                                                    characters can logically reason that Dag’s threats are
Ingrid is tormented by nightmares, where the people she’s
                                                                                    empty—he’s actually too scared of Skorri to double-
killed arise from the sea to confront her. She sees these
                                                                                    cross the characters.
manifestations of sorrow and guilt as a weakness, and
a betrayal of her proud Northlander heritage.                                       Developments
     For a map of the ship, see Appendix 1B.
                                                                                    Dag’s threats can be ignored or turned back on him.
Developments                                                                        A successful DC 15 Charisma (Intimidation) scares
                                                                                    Dag into betraying the cult further by sharing stories
Ingrid is lonely and deeply depressed. Any character
                                                                                    about the cult leader’s time as a brutal Northland reaver.
attempting to connect with the distressed acolyte can
befriend her, though she remains cautious in revealing
                                                                                    “We were both reavers, but Skorri had a bad reputation—
her past shame.
                                                                                    even by our standards. I heard once he beat someone’s
Roleplaying Dag (DAG)                                                               skull in for laughs and bit another reaver’s face off.
                                                                                        There were worse tales. It got whispered he went
Dag is a grizzled, half-elven man with deeply-lined tan
                                                                                    gnoll-hunting with most of his ship’s crew, but only he
skin, short-trimmed gray hair, and care-worn clothing.
                                                                                    came back. They said he was covered in blood—like he’d
He is supremely cynical, and truly imagines everyone
                                                                                    been swimming in it.”
else is equally self-interested. Though Dag is technically
a member of the Guardians of the North, he was never
                                                                                    If the characters succeed by 5 or more, Dag becomes more
really a believer. He’s not evil, but Dag is always willing
                                                                                    afraid of them than Skorri and is determined to gain their
to turn a blind eye if there’s profit in it.                                        favor. He warns the characters that the cult tests new acolytes
     Quote: “People only act noble because it makes it                              with ghosts who guard the island. Usually he and his crew
easier to lie later.”                                                               abandon ship to avoid the danger, leaving the new acolytes to
                                                                                    face the threat alone. However, he’s willing to stick it out with
                                                                                    them to prove his loyalty. He also becomes willing to testify
                                                                                    against Skorri at his trial in Gnarhelm later.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                              5
                                                                                    Success steers the ship back on course while avoiding
C. Abandon Ship                                                                     the jutting, shallow reef. Failure causes the ship to
Dag knows what’s coming and has no desire to face it.                               slam into the rocks, damaging the main (lower) deck
Plus, he knows the cult reimburses for any damage to                                and causing it to slowly flood. Everyone on board must
the ship, even if he inflates the cost of repairs.                                  succeed on a DC 15 Dexterity saving throw or take
                                                                                    1d6 bludgeoning damage and be knocked prone as
It has been a short voyage aboard the Justly Scorned,                               the sargassum spirits attack.
but the island of Anvil is now in sight. The shore is ringed
by sharp rocks and thick, floating seaweed. The gray                                D. Sargassum Spirits
walls of the Guardian’s temple-fortress taking up most
                                                                                    The magical storm’s winds draw the ship closer to the
of the land.                                                                        island, whether or not the characters avoid the rocks
     Suddenly, without explanation, the crew starts                                 on the way.
loading themselves into the only available row boats.
                                                                                    General Features
If questioned, Dag gives a flippant and well-rehearsed                              The following general features pertain to the
response, saying any “real Northlander” would take the                              Justly Scorned.
wheel without a second thought. If pressed or threatened,
                                                                                         Terrain. The restless and storm-driven ocean
he explains he’s only following Skorri’s orders and can’t
                                                                                    crashes against dark, rocky islands. Thick, green-
raise suspicions. However, the characters can easily tell
                                                                                    brown sargassum (seaweed) grows everywhere.
Dag and his crew are terrified and want to get far away
                                                                                         Weather. The weather begins with stiff winds
from the ship as possible.
                                                                                    and an overcast sky. Within minutes, the sky darkens,
     Dag can be convinced to stay with the promise
                                                                                    the wind howls fiercely, and large waves threaten
of money or favors and a successful DC 20 Charisma
(Persuasion) check, or threats and a successful DC 20                               to throw the vessel against sharp rocks.
Charisma (Intimidation) check. If the characters already                                 Light. The overcast sky is filled with scattered
turned Dag against Skorri, they automatically succeed.                              lightning that provides dim light. The water is murky
However, the rest of his crew departs, no matter the threat                         (10 feet visibility).
or offered reward.                                                                       Smells and Sounds. The sargassum stinks like
     Soon after the crew is left behind, the weather rapidly                        rotting plants and dead fish. The air begins to smell
worsens in a clearly unnatural manner.                                              of ozone as lightning crashes within the clouds.
                                                                                         Seaweed. As long as the sargassum spirits are
The overcast sky darkens ominously in mere minutes,                                 attacking, the patches of seaweed around the ship
showing all the signs of a terrible storm’s approach.                               function as if under the effect of the entangle spell.
Sudden, harsh winds whip the sails and ropes. The
waves begin to climb, beating against the ship’s hull,                              The massive brown-green sargassum floating on the
causing it to lurch violently back and forth. Lightning                             surface ripples with the storm’s crashing waves. The
flashes through the clouds, illuminating the island—                                ship begins to slow as it enters the thick growth, and a
and the dangerous jutting rocks ahead.                                              powerful stench of rotting plants and fish fills the air.
                                                                                        Translucent spirits fly effortlessly up through the
The storm is of unnatural origin and appears out of                                 water and weeds. Their limbs and necks appear to be
nowhere with impossible swiftness. The characters must                              broken at uncomfortable angles, as if purposefully
take control of the ship or risk being slammed into the                             snapped. The spirits begin singing out in a fey tongue,
rocks surrounding the island.                                                       but instead of being muffled by the storm, their
      One character can grab the ship’s wheel to steer.                             sorrowful voices weave together with the wind
Sailing is a DC 15 Strength check with Vehicle Proficiency                          and waves into a mournful harmony.
(water). Other characters can use the Help action to
give advantage on this check by potentially working the                             The ship is entrapped and attacked by three sargassum
rigging or navigating through the rocks from the crow’s                             spirits (treat as wraiths as modified in the statblocks).
nest. Characters with the sailor or similar background                              Each of the spirits commands three reef sharks (nine
automatically succeed. If Dag remains on board, he can                              total). The spirits are under orders to humble (not kill)
sail the ship and automatically succeeds.                                           the prospective acolytes.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                         6
Any character with a passive Perception of 15 or higher                             Fey Spirits
can see the seaweed is growing and moving like a living                             A character who is proficient in the Nature skill can tell
creature (as if from the plant growth and entangle spells).                         the spirits were once aquatic dryads who defended reefs
If the vessel was damaged by the rocks, anyone on the                               instead of forests. A character proficient in Religion can
main deck can automatically see the plants entering                                 see they’ve been cursed with a unique form of incorporeal
through the cracks as the ship takes on water.                                      undeath. Any character damaged by one of the sargassum
                                                                                    spirits can automatically tell they are being forced to fight
Adjusting this Encounter                                                            against their will.
Here are some suggestions for adjusting this encounter,                                  A character succeeding on a DC 15 Intelligence
according to your group. These are not cumulative.                                  (Nature) check as an action recalls “The Tale of the
     Very Weak or Weak: Reduce to two sargassum                                     Ocean’s Sisters” – a folk tale describing how the dryads
spirits, each commanding three reef sharks (six total).                             became the sargassum spirits. If a character can hear
     Strong: Increase the sargassum spirit’s hit points                             the song and understands Elvish or Sylvan, they have
to 100.                                                                             advantage on this check. Characters with the touched by
     Very Strong: Increase the number of sargassum                                  the fey, or a similar fey-focused background automatically
spirits to four. Increase each sargassum spirits’ hit                               succeeds. If successful, give the player Appendix 3D.
points to 100, their attacks with Innate Spellcasting                                    Any character can attempt to communicate with
and Life Drain are +7 to hit, and their save DCs with                               the sargassum spirits in Elvish or Sylvan as an action.
Innate Spellcasting, Life Drain, and Fey Charm are DC 15.                           A successful DC 15 Charisma (Persuasion) check convinces
 In addition, each command three hunter sharks                                      the spirits that the character can be their ally against
instead of reef sharks (twelve total).                                              Skorri. This check has advantage if a character has a strong
                                                                                    connection to the fey (such as the Touched by the Fey
Tricks of the Trade                                                                 background). If the character or their allies have killed
                                                                                    any of the spirits, the check has disadvantage.
Consider the following guidance when determining
                                                                                         If a character successfully appeals to the sargassum
how to best run this combat encounter.
                                                                                    spirits, the fey move away from the water and weeds. This
      Dag. Dag is a good option for groups with no sailing
                                                                                    gives them disadvantage to attacks but doesn’t violate their
ability. If Dag is aboard the ship, he automatically succeeds
                                                                                    orders. If one is still concentrating on the control weather
on the check each round to mitigate the weather hazards.                            spell effect, she ceases concentrating.
If a character uses the Help action to aid him, it functions
as if Dag had succeeded on the check by 5 or more.                                  Weather Hazards
      Ingrid. The NPC acolyte journeying with the                                   The storm causes the following hazards.
characters is a formidable warrior, but the spirits                                      Aloft. A character in the rigging or crow’s nest might
specifically dredge up her trauma. She is unlikely to                               lose their grip and be thrown by the wind. Climbing up
be of much assistance in direct battle but might lend                               or down requires a successful DC 15 Strength (Athletics)
assistance in other ways. This could include using                                  check with disadvantage. On a failed check, they must
the Help action, dragging unconscious characters                                    succeed on a DC 10 Strength saving throw or be thrown
to safety, or diving into the water after individuals                               into the water. On a successful save they’re instead
at risk of drowning.                                                                knocked prone on the deck below and take 14 (4d6)
      Sargassum Spirits. One of the spirits is concentrating                        bludgeoning damage from the fall.
on control weather. The other spirits activate their                                     Decks. The storm causes the ship to rock wildly, nearly
innate magic to trap the ship in seaweed. Due to their                              tipping over at times. Either deck functions as difficult
nature, they try to stay adjacent to the water or weeds.                            terrain. Each creature starting their turn standing on the
They try luring characters into the water and restraining                           deck must succeed on a DC 10 Strength saving throw or
sargassum. The spirits then float in to attack restrained                           be moved ten feet toward one side of the ship, plus and
characters with Life Drain. The spirits flee if their hit                           additional ten feet if the character failed a saving throw
points are reduced to 20 hp or less.                                                on the previous round. The direction of this movement
      Sharks. The sharks work in packs of three, moving                             changes from side to side each round. Characters with the
in to defend the sargassum spirits or attack characters                             Sailing background have advantage on this check.
                                                                                         If this movement would cause characters to go over
in the water. The sharks fight until killed.
                                                                                    the edge of the deck, they fall into the water. As an action,
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           7
a character can secure themselves by grabbing onto ropes,                           The thick stone walls of the temple-fortress take
the ship’s wheel, or some other solid surface. A prone,                             up most of the island, with a sheer cliff to the north
restrained, or secured character automatically succeeds                             and a treacherous-looking stone stairway winding
on the Strength saving throw. A secured character ceases                            up from the docks to the south. Standing behind the
being secured if they move.                                                         parapets are a mix of people staring down curiously.
     Overboard. The waves repeatedly slam into anyone                                    Atop the closest tower are three men dressed
attempting to keep their head above water. A character                              in fine armor emblazoned with the flaming sword
succeeding on a DC 15 Strength (Athletics) check can                                symbol of the war-god Tempus. The obvious leader
climb up the side of the ship. A separate DC 15 Strength                            stands in shining plate, and speaks in a booming
(Athletics) check allows a character to stay at the surface                         voice carrying easily over the waves.
of the water. A character unable to stay at the surface                                  “Welcome, Guardians! You have survived the
of the water risks drowning.
                                                                                    first of many tests. Understand, there shall be no
     Wheel. As an action, any character at the wheel can
                                                                                    coddling on Anvil, for our mission demands strength.
steady the ship with a successful DC 15 Strength (Water
                                                                                         “All know the North is not as it was, but many
Vehicles) check. If the ship was damaged, this check is
                                                                                    enemies profit from our land’s decline. They fight
made with has disadvantage. Other characters can use
                                                                                    without honor, and trick fools into embracing
the Help action to either eliminate disadvantage or give
advantage if the ship was not damaged. Characters with                              weakness. The North can take back its birthright,
a sailing background have advantage on this check. A                                but it must start here, with us. I look at you all, and
successful c heck removes the weather hazards for one                               see heroes who would never take the Coward’s Path.
round. A character that succeeds on the check by 5 or                                    For your bravery, and your wisdom, Tempus
more can also ram the ship into one sargassum spirit                                thanks you.”
or up to two reef sharks. Reef sharks struck by the ship                                 His words are followed by a chorus of the
in this manner take 14 (4d6) bludgeoning damage, and                                assembled acolytes, “And I thank Tempus!”
sargassum spirits take 5 (1d10) force damage.
Developments
The spirits are under orders to humble (not kill) the
prospective acolytes. If the characters seem outmatched
or overwhelmed, they retreat back into the ocean’s depths,
with the storm ending soon after.
     If the sargassum spirit concentrating on the control
weather spell ceases concentrating, the weather hazards
end one round later.
     If the ship was damaged, water and seaweed seep
in through the cracks. One of the sargassum spirits uses
incorporeal movement to move through the ship’s hull
onto the lower deck. She waits until her sisters engage
before attacking or drawing a vulnerable character into
the lower deck using thorn whip.
     After the storm ends, the characters can easily direct
the ship to the island’s wooden docks. The assembled cult
waits on the walls above, where they’ve all watched the
fight against the spirits.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                       8
                                                                                    door is opened or closed, the characters can open or
Part 2: The Isle of Anvil                                                           close the door as an action with no check necessary.
Estimated Time: 30 minutes                                                              Alternately, the door’s mechanism can be bypassed
                                                                                    as an action with a successful DC 15 Dexterity check with
The characters explore the fortress-temple on the Isle                              thieves’ tools, but this check must be performed each
of Anvil and meet its inhabitants, thus gaining insight                             time the door is opened or closed. A secret door can also
into how they might undermine the cult’s power.                                     be forced and held open with a successful DC 15 Strength
The information they learn here will help shape the                                 (Athletics) check. The door closes 1 round later if the
investigation they conduct in Part 3.                                               character does not succeed on the check each round or
     See Appendix 1C for a layout of the Isle of Anvil and                          use an object (such as a piton) to prevent it from closing.
Appendices 1D, 1E, and 1F for maps of the fortress-temple.                              A character wearing any of the armors engraved
                                                                                    with Tempus’ symbol (owned by Elaris, Gorn, and Skorri)
General Features                                                                    can open or close any adjacent secret door in the fortress-
The fortress-temple of Anvil has the following                                      temple as an action or bonus action with no check
general features:                                                                   required. The stone blocks this abjuration school magic
     Terrain. The floor of the building is made from                                from detection with the detect magic spell unless the
large, carved stones. The walls and ceilings are                                    secret door is open.
composed of smaller rocks, expertly fitted together
with mortar. Decorations and furnishings are mostly                                 Yeenoghu’s Blessing
trophies and weaponry. Hanging banners illustrate                                   All followers of Yeenoghu on the island gain the Rampage
famous battle-scenes from past wars.                                                trait. The characters can remove the blessing through
     Weather. The weather is mild and temperate                                     their actions as discussed in Parts 3 and 4.
with chilly, foggy nights.                                                               Rampage. When the cultists reduce a creature
     Light. The fortress-temple has bright light during                             to 0 hit points with a melee attack on its turn, the
the day and dim light at night.                                                     cultist can take a bonus action to move up to half
     Smells and Sounds. Smoke from the torches and fires                            its speed and make a melee weapon attack.
compete with the cloying rot-smell from the surrounding
                                                                                    Skorri, as the originator of the blessing, also gains
sargassum. The crashing waves can always be heard in
                                                                                    the following ability as a bonus action:
the background.
                                                                                        Incite Rampage (Recharge 5–6). One creature
     Ceiling. Most of the fortress-temple’s ceilings are 10
                                                                                    Skorri can see within 30 feet of him can use its reaction
feet high. The great hall’s ceiling (Area D) is 20 feet high.
                                                                                    to make a melee attack if it can hear Skorri and has
     Doors and Locks. The doors to Areas G, H, and I
                                                                                    the Rampage trait due to Yeenoghu’s blessing.
are always locked. Area F is locked at night. The doors to
other areas usually remain unlocked. Unless otherwise                               Tricks of the Trade
specified, all fortress-temple locks require a successful
                                                                                    Consider the following guidance when determining
DC 15 Dexterity check with thieves’ tools to open, or a
                                                                                    how to best run the exploration of the fortress-temple.
successful DC 20 Strength (Athletics) check to break.
                                                                                         Foreshadow. This part allows an opportunity to
The cult leaders all have keys.
                                                                                    provide useful clues. Characters with a high passive
     Secret Doors. Anvil contains many secret doors.
                                                                                    Perception might notice secret doors or invisible foes.
Each can be opened or closed (from either side) by
                                                                                    Perhaps they feel drafts where there are no windows
pressing a series of nearby stones in the correct order.
                                                                                    or hear strange sounds.
A character with a passive Perception of 20 or higher
                                                                                         Guided Tour. The task of unloading and delivering
automatically notices the doors. Characters performing
                                                                                    the ship’s supplies provides an opportunity for the
the Search action can find a secret door with a DC 20
                                                                                    characters to explore the fortress-temple and introduce
Wisdom (Perception) check or a DC 15 Intelligence
                                                                                    the NPCs.
(Investigation) check. A character succeeding on the
                                                                                         Show Don’t Tell. While it is tempting to reveal secrets
check by 5 or more also knows how to open and close
                                                                                    early, it can be more rewarding if everything is only hinted
the door. Otherwise, learning how to open or close a
                                                                                    at initially. Try to drop clues indirectly within descriptions.
newly discovered door requires 1 minute and a successful
DC 15 Intelligence (Investigation) check. Once a specific
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                            9
Armor of Tempus                                                                     Roleplaying Ohlega (ow-LEG-ah)
Worshipers of Tempus sometimes denote their                                         Ohlega is a towering Northlander woman, broad in the
standing within the religion by the armor they wear                                 shoulder, with callouses attesting to a lifetime of hard
(similar to a military uniform). The specific suits of                              work. She’s initially cautious and shy but soon asks
armor worn by Gorn, Elaris, and Skorri were stolen                                  pointed and intelligent questions about the fight against
from the descendants of the fortress-temple’s                                       the sargassum spirits. She is especially curious if the
original builders, rather than rightfully earned.                                   characters used unique tactics or magic. Answers to her
Each was designed to allow the leadership to move                                   questions often prompt further questions, and if the
easily through the secret passages, should the island                               character asks her to stop, she becomes embarrassed
be attacked.                                                                        and quiet.
     The three suits of armor possessed by the cult                                      Quote: “I just had the most amazing ide– … I’m sorry.
leaders (Elaris’ breastplate, Gorn’s studded leather,                               I didn’t mean to interrupt.”
and Skorri’s platemail) all have a minor enchantment
that allows the wearer to sense the structure’s secret                              Rumors
doors and open or close any of them as an action                                    Ohlega and Terris are willing to answer any initial
or bonus action when adjacent. This minor magic                                     questions and share some of the following rumors and
doesn’t function for secret doors off the island.                                   clues with new arrivals. They in turn ask the party for
A character can guess at the armor’s nature and                                     news from the rest of the Moonshaes.
purpose with a successful DC 15 Intelligence (Religion)                             • The sargassum spirits sometimes sing out from the ocean
check. A worshiper of Tempus has advantage on                                          after sunset. Most of the acolytes find it disturbing.
this check.                                                                         • The temple is far older than the cult, and the Guardians
                                                                                       of the North only recently claimed it. The original priests
Arrival                                                                                of Tempus who built it possessed impressive engineering
                                                                                       skills and designed the structure to be an extremely
Two acolytes (Ohlega Hurnisdottir and Terris                                           defensible fortress, even when lightly manned.
Deepfurrow) are sent down to introduce themselves                                   • Some acolytes claim invisible apparitions lurk in the
and assist the new acolytes (the characters and Ingrid)                                shadows. Ghost stories about the long-dead priests or their
in unloading and transporting the ship’s supplies.                                     enemies are common. People who spend a long time in
Mundane equipment is sent to the dungeons (Area A),                                    the dungeons claim they hear strange, haunting laughter.
and food and ale is delivered to the kitchens (Area F).                             • The acolytes follow a daily schedule (see Appendix 2 for
The cult leaders might receive a few personal items in                                 details). There are three meals a day (breakfast, lunch, and
their rooms (Areas G, H, and I), such as a new weapon                                  dinner). Mandatory training sessions occur in the morning
or trophy.                                                                             and afternoon before meals. Dinner can sometimes go
                                                                                       long if the cult leaders decide to break out a keg of ale or
Roleplaying Terris (TER-ris)                                                           mead. Everyone is expected to perform one of the three
Terris is a young and handsome male dwarf, with a                                      (overlapping) eight-hour guard duty shifts every night.
well-manicured, chestnut-colored beard. He goes to                                  • The rules aren’t well-defined. Typically, it is simply best
great lengths to cut a dashing figure, paying particular                               to do as the cult’s leadership demands. Punishments
attention to his colorful clothing. Terris is friendly and                             include harder training, missing meals, or even getting
charming. If the characters were successful against                                    locked up in the dungeon.
the spirits, he is complementary. If they fared poorly,                             • Elaris Havalorre and Gorn Zweilander are Skorri
he soothes any tattered egos with assurances that                                      Boarson’s trusted lieutenants. They handle most of
everyone faces the spirits, and most arrive half-                                      the training and punishments.
drowned. His humor is self-deprecating to the point
of occasionally revealing his depression. He is curious
about the dryad’s song, especially if any character
understood their language.
    Quote: “Sometimes the spirits sing at night from
beneath the water. It is the saddest, sweetest sound.”
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           10
Handling Hypocrisy                                                                  Any character searching the area for at least one minute
The cult is inherently bigoted. They claim to be about                              and succeeding on a DC 15 Intelligence (Investigation)
culture, not ancestry, but clearly view Northlanders as                             check can tell the column is thicker than needed for
superior. The cultists keep up appearances and never                                support. Characters listening at the west wall can hear
punish or belittle a character or NPC’s background,                                 the ocean with a successful DC 15 Wisdom (Perception)
gender, or race, but their leadership is always human or                            check. Characters listening at the east wall can hear strange
                                                                                    whooping and laughter coming from the kennel (Area B)
male and usually both. These simple paradoxes between
                                                                                    with a successful DC 15 Wisdom (Perception) check.
word and deed should be obvious to the characters, but
the cult’s empty promises attract many gullible recruits.
                                                                                    Area B. Kennel
Developments                                                                        The original builders kept a hidden room set aside for
Characters interacting with the Ohlega and Terris can                               monsters, which Skorri uses to his advantage.
befriend them. A successful DC 15 Charisma (Persuasion)
check befriends one of the NPCs. Each NPC can also be                               A cacophony of bestial whooping, growling, and
befriended with an alternate skill check (see below). If                            laughter is paired with overwhelming smells of rot,
the characters defeated the sargassum spirits, they have                            waste, and urine. Spotted hyenas are packed into
advantage on these checks.                                                          iron cages, with bars set into the walls and floor.
     Ohlega. Anyone who is patient with Ohlega’s                                    They seem starved and desperate.
questioning befriends her with a successful DC 15
Intelligence skill check (Arcana, History, Nature,                                  The cages are filled with twelve hyenas Skorri plans to
or Religion).                                                                       transform into gnolls. A character succeeding on a DC 15
     Terris. Anyone willing to discuss music, poetry,                               Wisdom (Animal Handling) check can calm the starving
or other art in a non-disparaging fashion with Terris                               beasts and prevent them from attacking. If a character
befriends him with a successful DC 15 Charisma                                      offers at least ten pounds of meat per hyena, they have
(Performance) check.                                                                advantage on the check. This meat can be stolen from
                                                                                    the kitchen storeroom (Area F).
Deception                                                                                A secret door to the west leads to the dungeon (Area
The cult is trusting when it comes to their new recruits,                           A), and a secret door to the southwest leads to a hidden
all of whom are all screened before arrival. They assume                            hallway with a shaft up to the great hall fireplace (Area D)
the characters are genuine because Dag vouched for                                  and Skorri’s room (Area I). A secret door in the column
them. The characters shouldn’t need to make Charisma                                enters a shaft leading up to the kitchens (Area F) and the
(Deception) checks for routine interactions. However,                               second floor. A pressure plate on the floor and wires in
outlandish lies might still require checks.                                         the shaft trigger a trap.
The lower level has a faint mildew smell and isn’t well-                            Adjusting this Encounter
lit. In one corner, sets of iron bars have been built into
                                                                                    Here are some suggestions for adjusting these encounters,
the walls and floor, resembling large cages. Sleeping
                                                                                    according to your group. These are not cumulative.
mats and chamber pots are their only furnishings.
                                                                                         Very Weak: Reduce the number of hyenas (or gnolls
On the other side are disorganized stacks of supplies.
                                                                                    if Skorri has transformed them) to six.
                                                                                         Weak: Reduce the number of hyenas (or gnolls) to nine.
The dungeon has dim light. There are two locked cells. A
                                                                                         Strong: The hyenas have 10 hit points each. The gnolls
secret door to the east leads to the kennel (Area B), and
                                                                                    have hit points 33 each.
a secret door to the west leads to the escape tunnel (Area
                                                                                         Very Strong: The hyenas have 20 hit points each and
C). A secret door in the column enters a shaft leading up
to the barracks (Area E) and the second floor.                                      their Bite attack is +4 to hit. The gnolls have 33 hit points
                                                                                    each and their Bite (or Spear, if armed) attack is +6 to hit.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          11
Trap. Feeding Time                                                                  bite marks. A character succeeding on the check by 5
Complex Trap (Levels 5-10 setback threat)                                           or more can tell the bite marks are from both hyenas
The eastern secret shaft leading to the kennels has two                             and gnolls, with the same hyena’s teeth changing to
sensitive wires crisscrossing in the path of a creature                             gnoll teeth during the meal.
ascending or descending the wall’s inset ladder. There’s                                 Stashed close to the escape tunnel exit is a small
also a pressure plate located on the floor leading into the                         sailboat and a few weeks’ worth of rations. The boat is
                                                                                    small enough that a single individual could sail it, but
room. Touching the wires or plate causes the handholds
                                                                                    large enough to hold six or seven people in close quarters.
to retract into the wall and the cages holding the hyenas
to open.                                                                            Trap. Collapse
     Trigger. A creature ascending or descending the
                                                                                    Simple Trap (Levels 5-10 deadly threat)
shaft without avoiding the wires or stepping onto the
                                                                                    The escape tunnel leads from the bottom of the rocky
pressure plate triggers the trap.
                                                                                    cliff-face on the northern side of the island to the western
     Effect. When the trap is activated, all handholds
                                                                                    holding cell in the dungeon. Designed to be used as a last
within the secret shaft retract into the wall, and the
                                                                                    resort, the tunnel is set to collapse and prevent pursuit
cages open. Any creature within the shaft must make
                                                                                    if either secret door at is opened incorrectly.
a successful DC 15 Strength saving throw or take falling
                                                                                          Trigger. A creature opening either secret door
damage and become knocked prone in the kennels.
                                                                                    leading into the tunnel using force or attempting to
A creature between the basement and 1st floor takes
                                                                                    bypass the normal mechanism might cause the tunnel
3 (1d6) bludgeoning damage, and a creature between
                                                                                    to collapse.
the 1st and 2nd floors takes 10 (3d6) bludgeoning
                                                                                          Effect. Any creature in the tunnel when the trap is
damage. The hyenas then attack any creature within
                                                                                    triggered must succeed on a DC 15 Dexterity saving throw
the kennel on their initiative. The trap resets after
                                                                                    or take 55 (10d10) bludgeoning damage, be knocked prone,
one minute.
                                                                                    and become buried in the rubble, requiring a successful
     Countermeasures. A successful DC 15 Wisdom
                                                                                    DC 20 Strength (Athletics) check as an action to escape.
(Perception) check notices the wires or pressure
                                                                                          On a successful save, the creature takes half as much
plate. A successful DC 10 Strength (Athletics) check
                                                                                    damage and doesn’t fall prone or become buried. If the
when climbing up or down the shaft bypasses one
                                                                                    tunnel collapses, it requires weeks to clear out the rubble
wire. A character succeeding on the check by 5 or
                                                                                    before the tunnel is usable again. A creature within
more can bypass both wires. If the wires are cut,
                                                                                    the tunnel when this trap is triggered can only exit by
the trap triggers, but is then disabled after it resets.
                                                                                    whichever end they are closest to when it collapses.
The pressure plate can be easily stepped over with
                                                                                          Countermeasures. A creature within the tunnel can
no check necessary.
                                                                                    see the purposefully weakened and rigged reinforcements
                                                                                    with a successful DC 15 Wisdom (Perception) check.
Area C. Escape Tunnel                                                               The trap is not activated if either secret door is opened
The original builders of the temple-fortress put in an                              properly (not being bypassed or forced open). A Dexterity
escape tunnel as a last resort. Fearing pursuit or invasion,                        check with thieves’ tools can open the secret door
they set a trap to collapse the tunnel and hid the entrance                         without triggering the trap if the character succeeds
within the dungeon’s iron cell.                                                     on the check by 5 or more.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          12
Punishments                                                                               Trigger. A character touching the pressure plate in
The cult leaders do not have set rules or penalties. This                           the hallway or a levered handhold on the inset ladder
allows them to be as unfair as they like, depending on                              used to ascend or descend the shaft (between the first
the individual and their mood. However, most harms                                  and second floors) activates this trap.
they inflict are intended to wear down the acolyte’s                                      Effect. All open secret doors leading to the hallway
self-esteem or willpower. To degrade confidence, they                               and shaft close (if not prevented from closing with a
might set an impossible or embarrassing task, such as                               piton or similar object). The hallway and shaft fill with
cleaning the great hall with a toothbrush or emptying                               hot, choking smoke like a giant oven. Each round at
all the temple’s chamber pots. To weaken an acolyte’s                               the beginning of its turn, a creature trapped within
ability to resist indoctrination, they prefer depriving                             the area must succeed a Constitution saving throw or
them of food or sleep. The acolyte might be forced to                               gain 1 level of exhaustion. The DC is 5 + 1 per round the
take two or three guard duty shifts, or to sit unserved                             creature continues breathing in the smoke. If a creature
during mealtimes while everyone eats around them.                                   has resistance to fire, they only make a saving throw
The cult leaders sometimes threaten to lock people                                  each minute (DC 5 + 1 per minute). If a creature has
up in the dungeons, but this is usually an empty threat.                            immunity to fire, then they are immune to this effect.
                                                                                    The ventilation returns to normal after 10 minutes.
Area D. Great Hall                                                                        Countermeasures. A successful DC 15 Wisdom
                                                                                    (Perception) check notices either pressure sensor.
The great hall of the fortress-temple is a place of feasting
                                                                                    A successful DC 10 Strength (Athletics) check then
and worship. A fireplace before Tempus’ symbol serves as
                                                                                    allows a character to move past the sensor. Opening
a practical altar and tool for roasting great hunks of meat
                                                                                    any two of the three secret doors exiting the area
brought in from the mainland.
                                                                                    creates sufficient ventilation to end this effect. If the
                                                                                    fire in the fireplace-altar is extinguished, triggering the
The flaming sword symbol of Tempus is set into the floor
                                                                                    trap only causes the secret doors to seal and does not
of this large and open dining hall with carefully positioned
                                                                                    cause hot smoke to fill the area.
and ornately colored floor tiles. Long wooden tables with
benches are set out for the majority, with one smaller table
and three chairs placed in a corner overlooking the room.                           Area E. Barracks
Racks of meat roast on spits before a huge, roaring fire.
                                                                                    A series of relatively large bunk beds are closely set
The acolytes eat every meal (breakfast, lunch, and supper)                          together, with unlocked chests nearby for personal
in the great hall, and it’s also where the cult leaders gather                      possessions. Well-used chamber pots give off a
everyone for any major announcement.                                                strong odor.
     The fireplace conceals a secret door leading either
down to a hidden hallway and the kennel (Area B) or up                              The acolytes sleep in the barracks, with several sharing
to Skorri’s Room (Area I). A creature moving through the                            the same bed in shifts. A secret door in the column leads
fireplace to reach the secret door while the fire is still lit                      to a shaft going down to the dungeon (Area A) or up to
takes 14 (4d6) fire damage. The shaft and hallway contain                           the second level.
triggers for a trap.                                                                     Four dung quasits (ordinary quasits with a different
                                                                                    appearance – see below) are used by the cult leaders to
Trap. Where there’s Smoke                                                           spy on and manipulate the acolytes. They typically hide
Complex Trap (Levels 5-10 dangerous threat)                                         invisibly in the barracks or within the secret shaft. While
The hidden hallway and the secret shaft leading to Skorri’s                         the chamber pots conceal the demons’ stench, they
room are attached to the chimney of the fireplace-altar                             can be sensed by a character with a passive Perception
in the great hall. An individual ascending or descending                            of 20 or a character succeeding on a DC 20 Wisdom
the shaft or moving through the hallway can activate                                (Perception) check.
pressure sensors. This causes the ventilation to seal
shut. The area then begins rapidly filling with hot                                 Dung Quasits/Babau
smoke, cooking and suffocating individuals who                                      Dung quasits are larger on average than normal, with
can’t escape.                                                                       hyena-like features and a smell as foul as their name
                                                                                    implies. Packs of gnolls and fiends follow in Yeenoghu’s
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                        13
wake, taking power from the scraps of his kills. Quasits                            but a few are valuable. A successful DC 15 Intelligence
cannot hope to scavenge even the gnawed shards of                                   (Investigation or History) check can locate the rare items.
leftover bone. Instead, they fight over the dung piles,
crawling on them like insects. While mightier than most                             Roleplaying Elaris (ELAR-is)
quasits, their real benefit to the cultists is a manipulative                       Elaris is a slight and attractive young elven man with
cleverness many of Yeenoghu’s servants lack.                                        a shaven head. He always wears finery and smells
     Note that if dealing with stronger parties, the quasits                        strongly of expensive cologne. Elaris insists on always
morph into babau at the start of any violence as a free                             being referred to as “Hardhar,” his official title. He is
action. These dung babau have a hyena-like appearance.                              obsessed with weapons and control, using black humor
It takes minutes for them to change back into their quasit                          to hide his immaturity and other failings. He is also a
shape afterwards. During the combat they are exactly                                coward, rationalizing dishonorable tactics by thinking
like babau.                                                                         he is simply smarter than his enemies. While he believes
     Note that the quasits and babau are followers of
                                                                                    himself a master manipulator, his tactics are always
Yeenoghu and gain his blessing while on the island.
                                                                                    painfully blunt, lazy, and obvious.
Adjusting this Encounter                                                                 Quote: “This blade is one of a kind: single-edged
                                                                                    steel, folded a thousand times by a master smith.
Here are some suggestions for adjusting these
                                                                                    I wish I’d seen the old owner wielding it, but he was
encounters, according to your group. These are
                                                                                    dead before he drew.”
not cumulative.
    Very Weak or Weak: Reduce the number of dung
quasits to two.
                                                                                    Area H. Gorn’s Room
    Average: The dung quasits have 55 hit points each.
    Strong: Use the statistics for dung babau.                                      This bedroom is a chaotic disaster. A pile of trash and
    Very Strong: Use the statistics for dung babau                                  rotting food is stacked up in one corner. A big, foul-
and increase the number to six.                                                     smelling bearskin rug lies on the other side of the room.
                                                                                    In between are discarded piles of stained clothing and
Area F. Kitchen                                                                     haphazard pieces of dirty splint armor.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                       14
Area I. Skorri’s Room                                                               Area J. Watchtowers
This large bedroom features an ornate four-poster                                   A rope bridge connects the second-level roof to the
bed decorated with stylistic carvings of predatory                                  wall’s walkway and a stone tower rising above.
animals, a heavy-looking desk, and an almost throne-
like stone chair resting behind it. A walk-in closet in                             The three towers are set at the fortress-temple’s walls.
one corner holds clothing for various seasons, while                                They are designed so the rope bridges can be cut as an
on the opposite side is a warm stone chimney radiating                              action with a slashing weapon, preventing easy access.
heat from the fireplace below. The walls are adorned
with trophies, including rusted weapons, dented                                     Treasure
helms, and fierce-looking animal heads.                                             Each watchtower’s lowest level is a reserve armory and
                                                                                    storage area containing quivers of arrows, clubs, spears,
Skorri is usually either in his room or patrolling the walls,                       longbows, hide and leather armor, and shields to outfit
but he does not ever seem to sleep.                                                 dozens of people. While serviceable in an emergency, the
     Skorri stores the coral skull he uses to command the                           quality of this equipment is so low it is not worth selling.
sargassum spirits in a locked drawer (DC 18 Dexterity
[Thieves’ Tools] to open) in his desk. He has the only
key and keeps it on his person at all times. A secret door
on the eastern wall behind his bed leads to the outside
roof opposite the eastern watchtower. A secret door in
the chimney leads to the shaft down to the grand hall
fireplace (Area D) and the hidden basement hallway
to the kennel (Area B).
Roleplaying Skorri
Skorri is a short, broad-shouldered man with braided,
black hair and an impressive beard. He dresses like a
traditional Northlander, but his olive skin and black
hair betray his Ffolk ancestry. Skorri is a malignant
narcissist. He’s superficially charming, personable,
and reasonable. He’s capable of lavishing earnest-
seeming praise and inspiring true loyalty. However, in
his mind, only his own happiness and desires matter.
He ruthlessly and viciously does whatever is required
to achieve his next goal, rationalizing that anyone who
opposes him is evil or weak.
     Quote: “No one has ever given up power. It is
only taken.”
Treasure
Skorri keeps two potions of greater healing in the locked
drawer next to the coral skull.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          15
                                                                                         Lifting. The acolytes are expected to create piles of
Part 3: I nvestigating the Cult                                                     rocks by carrying them from the shore by the docks up
Estimated Time: 90 minutes                                                          the stairs to the courtyard. A cheater can steal a few rocks
                                                                                    from other piles.
The characters' primary goal in this adventure is to                                     Swimming. The acolytes are expected to swim a
collect evidence against Skorri, arrest him, and bring                              race around the entire island. The waters are cold, the
him back alive to Gnarhelm for trial. They might have                               rocks are sharp, and the waves are unforgiving. A lot
many secondary goals, such as aiding the acolytes                                   can happen out in the water, and a cheater can easily
or simply see opportunities to do the right thing.                                  use a quick kick to remove competition.
Unfortunately, the characters probably can’t right
all wrongs and save everyone.                                                       Long Rest
     This part functions as a sandbox, outlining                                    Part of brainwashing the acolytes is keeping them
different ways the characters might act to gain allies,                             tired and stressed. The cult leaders actively prevent
collect evidence, and undermine Skorri’s power.                                     the characters from taking a long rest throughout the
                                                                                    adventure. Characters can sneak off to quiet places to
Boot Camp                                                                           avoid being woken, or sleep during mandatory guard
                                                                                    duty with trickery. However, the leaders perform cursory
Most of the encounters in this part are optional and                                checks to see if everybody is present and not shirking
relatively unstructured, depending on the characters taking                         their responsibility.
proactive action. To provide some structure, the encounters
in this section require the characters’ participation.                              Drinking Contest
      All acolytes must attend two training sessions each
                                                                                    The cult leaders regularly hold drinking contests
day, one before lunch, and one before supper. The specific
                                                                                    during the evening meal. They open a keg of strong
nature of these training sessions varies, but they are always
                                                                                    ale or mead, and nobody gets to leave until it’s
physically grueling competitions. Winners are rewarded
                                                                                    empty. This ultimately performs the same function
and losers are punished.
      Each training session requires a successful DC 10                             as the training sessions by encouraging individual
Strength (Athletics) check. Succeeding on the check by                              competition and weakening the acolytes. It has the
5 or more means a character is one of the winners. They                             added benefits of making them more susceptible to
get to skip the next training session, either getting extra                         manipulation while drunk, while seeming like a reward
free time or watching with the cult leaders. On a failed                            or gift rather than a grueling trial. This functions as
check, the character is one of the losers and doesn’t get                           a training session, except the characters make DC
served during the following meal. Failing a check by 5                              10 Constitution saving throws instead of Strength
or more also inflicts 1 level of exhaustion. A character                            (Athletics) checks. Characters failing the save by 5 or
can take disadvantage on their check to give advantage                              more gain the poisoned condition instead of one level
to another character. A character can gain advantage on                             of exhaustion. The poisoned condition lasts for one
their check by choosing to cheat, always to the detriment                           day or until the character finishes a long rest.
of other acolytes. The cult leaders always turn a blind
eye to cheating (and subtly encourage it).                                          Tricks of the Trade
      The following options can be used, or act as examples                         The DM can consider the following guidance when
when creating training sessions.                                                    determining how to best run Boot Camp encounters.
      Climbing. The acolytes must free climb up the steep                                Opportunities. These encounters can provide clues
cliff on the northern side of the island. While secured                             or segues to other encounters in or around the island.
ropes and the unstill water below (probably) prevent                                The characters could speak with the sargassum spirits
deaths, it is still dangerous. A cheater might kick loose                           while diving or swimming, spot the secret door to Area
rocks down on acolytes while claiming it was an accident.                           C while climbing, or attempt to explore while everyone
      Diving. The acolytes have to dive from the wall on                            is distracted by a particularly intense competition or
the north side of the island, plunging safely into the ocean
                                                                                    during one of the acolytes’ periods of free time (see
without too much harm. A cheater could push to the front
                                                                                    the schedule in Appendix 2).
or trip someone to get a prime position.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                         16
    Selflessness. Each training session is created to                                   Missed Clues. Each of the allied NPCs has a short
encourage malicious self-interest. However, characters                              story arc which provides clues for other actions the
might aid their cause through selfless actions. Maybe                               characters can take. This may be useful if the characters
they gain disadvantage to help another acolyte or sneak                             haven’t learned much about the cult through separate
food to a loser. Benevolent actions like this should                                exploration and investigation. Consider introducing
be encouraged and rewarded, though the specifics                                    stories which might provide beneficial clues.
and outcomes can vary. Maybe it lets the character
befriend one of the NPC acolytes, or gives the character                            Other Acolytes
advantage on a later ability check. A thankful acolyte                              While the adventure primarily focuses on three named
might “forget” they saw the character sneaking around                               NPC acolytes, there are at least a dozen more on the
after hours or run interference for them so they can                                island (other than the characters). In general, they’re
long rest on guard duty.                                                            young humans with Northlander, Ffolk, or intermingled
                                                                                    heritage. There are more men than women, but not
Developments                                                                        to a grossly significant degree. Most originally come
If a character chooses to cheat, it’s not forgotten by the                          from humble backgrounds, like farming or fishing. They
acolytes hurt in the process. This makes it difficult for                           are impressionable, gullible, and experiencing spiritual
the character to later convince the acolytes of Skorri’s                            fulfilment for the first time in their lives. Almost all are
guilt when confronting him.                                                         relatively innocent – more ignorant than evil.
                                                                                          Unfortunately, the characters cannot hope to save
Tests of Character                                                                  them all on an individual level. They can only help some,
This section outlines a series of optional interaction                              and in so doing, try to inspire the rest by example.
encounters that help NPC acolytes escape indoctrination.
Success in these interactions will make it easier to                                I ngrid Osmond
convince the acolytes of Skorri’s guilt in Part 4.
                                                                                    Ingrid is one of the most impressive warriors among the
     The leaders of the cult attempt to break down an
                                                                                    acolytes, but seems to have “gone soft.” The cult leaders
acolyte’s sense of self. Even if an individual remains
                                                                                    elect to break her of her weakness. They favor her with
unaware of Yeenoghu’s involvement, they still become
                                                                                    unnecessary punishments, resulting in less food and
loyal pawns. There are always stubborn rebels, but Skorri
                                                                                    sleep, and set the demons on her.
feeds them to the hyenas. He tells everyone they took the
                                                                                         Nightmares. The dung quasits haunt Ingrid. They
“Coward’s Path,” departing for home on Captain Colden’s
                                                                                    wake her from sleep (with scare or as crawling centipedes),
ship (Dag will verify this lie, for a fee). The characters
                                                                                    and foul her meals. She believes these are delusions but
can counter the brainwashing, but not through simple
                                                                                    confides in a character who befriended her.
conversation. It can only be defeated by helping heal the
                                                                                         Violence. The cult leaders suggest a sleep- and
issues making the NPC susceptible in the first place. 	
                                                                                    food-deprived Ingrid show off her experience by facing
                                                                                    a character (perhaps one she befriended on the Justly
Tricks of the Trade
                                                                                    Scorned in Part 1) in a duel to first blood. Ingrid refuses,
The DM can consider the following guidance when                                     not wishing to harm her friend and dredge up old
determining how to best run these interaction                                       horrors. The leaders accuse her of cowardice.
encounters.
    Optional. These interactions are meant to provide                               Developments
hooks and prompts the DM can introduce should                                       If the character chooses to fight, Ingrid’s old instincts
the characters run out of ideas. They also serve to                                 take over, and she attacks with a berserker’s fury. The
humanize the acolyte NPCs and establish the cult                                    cult leaders must gleefully pull her back after either
leaders as villains.                                                                the character or Ingrid draws first blood.
    Checks. These interactions are primarily focused                                     If the character refuses to fight Ingrid despite
on roleplay and the decisions the characters make.                                  aspersions on their bravery, they show she isn’t alone
While the DM might feel checks are warranted, it is                                 or a coward. Their public refusal undermines Skorri’s
not recommended that the outcome of the encounter                                   message and shows the acolytes a different type of courage.
depend a check’s success or failure.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          17
                                                                                          Destruction. The cult leaders claim they’ve gotten
Ohlega Hurnisdottir                                                                 an anonymous tip about “contraband,” though this is just
Ohlega is exceedingly clever, but the cult, like everyone                           a lie providing an excuse to look through the acolytes’
else, is interested only in her strength. She’s been sneaking                       possessions in the barracks (Area E). In the process, they
off to explore the various secret doors, tunnels, and traps                         find Terris’ notes. They proceed to belittle him for wasting
in the fortress-temple, but her excitement makes her                                his energy with useless pastimes and rip the papers up.
careless. She gets spotted or overheard talking about it,
giving the cult leaders an opportunity to tear down her                             Developments
self-esteem further.                                                                If the characters don’t intercede, Terris feels his heart
     Exploration. Ohlega makes a thin excuse to                                     break, but swallows down his pain rather than show any
suspiciously sneak away during free time or while on                                emotion. He begins to believe his father is right, and art
guard duty. She tries to get a befriended character to come                         is nothing but a childish distraction.
with her. Otherwise, a character might curiously follow                                  The characters can intercede by diverting the cult
after. She excitedly shows them a few of the secret doors                           leader’s attention away from Terris and his papers, or
and a trap.                                                                         later help him recreate what was lost. Regardless, their
     Humiliation. The cult leaders publicly belittle Ohlega                         efforts help him realize he doesn’t need to sacrifice his
during a meal or training session for sticking her nose                             passions in the name of responsibility. He shares his
where it doesn’t belong. When she tries to explain how                              inspiring epiphany with others, which helps many of the
she thinks the old mechanisms could be improved, she                                impressionable youths see a different type of maturity.
anxiously stumbles over her words. They proceed to mock
her, mostly because they aren’t smart enough to appreciate
her valid insights.
                                                                                    Cult Leaders
                                                                                    All three cult leaders are flawed and can be turned against
Developments                                                                        each other, potentially removing Skorri’s most powerful
If the characters don’t intercede, the laughter crushes the                         allies prior to the confrontation in Part 4.
last of Ohlega’s confidence. She fully retreats into herself,                            The leaders’ flaws can be deduced through roleplay,
convinced only her brawn is of any use to the world.                                investigation, or successful DC 15 Wisdom (Insight)
     If the characters defend Ohlega, it helps her to speak                         checks during interaction encounters.
her mind. While her words still fall on deaf ears, she sees the                          Skorri. Skorri appears to trust both Gorn and Elaris,
fault is with them, not with her. Ohlega begins to appreciate                       but expects everyone to eventually fail or betray him. The
her cleverness as her true strength, and doesn’t need the                           characters can play into Skorri’s paranoia, framing Gorn
approval of others to do it. This resonates with other                              or Elaris.
acolytes, many of whom are succumbing to peer pressure.                                  Gorn. Despite his posturing, Gorn has a truly fragile
                                                                                    sense of self-worth. He finds it nearly impossible to refuse
                                                                                    any challenge. This can be used to make him look foolish
Terris Deepfurrow                                                                   in front of Skorri.
Terris is worried for his brothers and saddened by a                                     Elaris. For all his big talk, Elaris is a coward. He is
seemingly passionless future, and his outlet for his feelings                       nothing more than a lazy bully who only fights when he
is music. He’s been using his guard duty to listen for the                          holds all the power. Skorri feels nothing but contempt for
sargassum spirits’ song from the walls and watchtowers.                             spinelessness.
He’s been compiling their tragic story, and attempting to
translate it from Elvish verse into Common and Dwarven.                             Tricks of the Trade
     Music. Unlike every other acolyte, Terris looks                                The DM can consider the following guidance when
forward to guard duty. If a character befriended him, he                            determining how to best run these interaction
tries to convince them to join him. Otherwise, a character                          encounters.
might be assigned to the same shift. Most find the spirits’                             Options. Alternatives for manipulating the leaders
mournful songs terrifying, but it really resonates with                             are purposely vague. Any idea should have a chance
Terris. Over the last few weeks, he’s been able to piece                            of success.
together their story (see Appendix 3D).                                                 Difficulty. Any plan to undermine the cult leaders
                                                                                    should should require two successful DC 15 skill checks.
                                                                                    For example, challenging and embarrassing Gorn might
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                         18
require a successful DC 15 Charisma (Persuasion) check
followed by a successful DC 15 Strength (Athletics) check.
                                                                                    Gnawed Bones
     Advantage. Any attempt capitalizing on a cult                                  Skorri has been dumping the bones of murdered acolytes
leader’s flaws should have advantage on at least one of                             at the end of the escape tunnel (Area C). Each was fed to
the two checks. For example, a Charisma (Persuasion)                                hyenas after he killed them, turning the innocent beasts
check to challenge Gorn should have advantage.                                      into loyal gnoll warriors. While it might have been wiser
                                                                                    to destroy the evidence, Skorri enjoys keeping them
Developments                                                                        around as grisly trophies. The characters might discover
If Skorri believes either Gorn or Elaris are betraying                              the bones showing the hyena’s transformation. These
him, he quietly kills them. He hides their corpses in                               remains can then be presented as evidence that dozens
the secret shaft by the kennels (Area B), planning to                               of people have died on the island (instead of running
use it to transform the hyenas into gnolls.                                         away, as the cult leaders claimed), and that their deaths
     If Gorn or Elaris look foolish or weak, Skorri forces                          led to the creation of gnolls.
them to sleep in the barracks and take part in training
sessions. They resent their punishment and will refuse                              Gorn and Elaris
to defend Skorri in Part 4. The characters can use that                             Gorn and Elaris are privy to most of Skorri’s secrets.
resentment to convince the leaders to turn on Skorri.                               This also makes them culpable. While they are normally
                                                                                    unwilling to betray Skorri, if he punishes them, the
Collecting Evidence                                                                 characters can convince them to turn on their leader.
The characters must discover Skorri Boarson’s evil and                                   The characters can either threaten Gorn and Elaris
collect evidence of it if he is to be found guilty in a court                       with arrest and trial alongside Skorri or appeal to their
of law once they return to å. The island holds many                                 desire for revenge. This requires a successful DC 15
potential avenues for revealing his true nature. However,                           Charisma (Intimidation) check for threats or Charisma
these secrets are hidden. The characters must investigate,                          (Persuasion) for vengeance. Charisma (Intimidation)
explore, and interact with the island’s NPCs to discover                            checks for this purpose have advantage against Elaris
the possibilities, as described in Part 2.                                          but disadvantage against Gorn. Charisma (Persuasion)
                                                                                    for this purpose have advantage against Gorn but
Tricks of the Trade                                                                 disadvantage against Elaris.
The DM can consider the following guidance when
determining how to best run these encounters.                                       Hidden Demons
      Confrontation. The characters should assume Skorri                            The dung quasits spy on and manipulate the acolytes.
Boarson won’t surrender. They should also understand                                The dung quasits prefer to remain invisible within the
that making public, evidence-backed accusations is the                              barracks (Area E) or use the secret passages. A demon’s
best strategy to turn the cult against him. An ambush                               presence can be discovered through investigation or
is likely to be viewed as an assassination attempt and                              by befriending Ingrid Osmond. Defeating the quasits
would cause the acolytes to rally around Skorri.                                    removes them as a threat, and the fiends’ bodies can
      Secret Passages. Many of the cult’s lies are hidden                           be used as evidence of Skorri’s connection to fiends.
behind the secret doors and traps within the structure.
If the characters are not able to discover the secret doors
on their own, Ohlega can be used to assist them. Likewise,
                                                                                    Justly Scorned
the characters might steal one of the cult leader’s special                         Captain Dag Colden isn’t the most trustworthy witness.
                                                                                    However, he’s privy to Skorri’s dark past as a Northlands
suits of armor (probably Gorn’s) and use it to easily find
                                                                                    reaver and has received a lot of money to help cover up
and open the secret doors.
                                                                                    a lot of murders. If the characters already turned him
      Weakening Skorri. While collecting evidence, the
                                                                                    against Skorri, he agrees to publicly reveal what he knows—
characters also have opportunities to undermine Skorri
                                                                                    provided he’s guaranteed protection from Skorri. If the
by removing his advantages and allies, or even turning his
                                                                                    characters haven’t already turned Dag, they can do so with
strengths against him. All of the actions the characters                            a DC 15 Charisma (Intimidation) check. If they learn what
choose to make influence the final combat encounter.                                really happened to the acolytes and share this information
                                                                                    with Dag, they have advantage on this check.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                        19
                                                                                    Time?
Potential Gnolls                                                                    This portion of the adventure is primarily driven by
Because of his connection to Kosach, Skorri has the                                 social interaction and character action. The number
ability to transform hyenas into gnolls by feeding them
                                                                                    of encounters, and the time involved can vary widely.
the corpse of a person he’s slain. However, they are
                                                                                         It’s likely impossible for the characters to pursue
presently only innocent and tortured animals. Learning
                                                                                    each lead, right every wrong, and undermine Skorri
about the hyenas requires exploring and discovering
                                                                                    from all possible angles in the time allowed. Whether
the kennel (Area B). Killing or feeding them removes
                                                                                    they are stealing meat from the kitchen, killing
a potential threat. Their presence begs the question
why Skorri is keeping a secret pack of starving hyenas                              demons, or sowing discord, these actions do not
locked away, and strongly corroborates other evidence.                              go unnoticed and raise suspicions.
                                                                                         Skorri doesn’t require evidence or a trial to guess
Gnoll Fang of Yeenoghu                                                              that the impressive newcomers are responsible, and
The demon lord Yeenoghu created the first gnolls                                    he decides to deal with them. If time is running short
when hyenas following in his wake scavenged his kills.                              and the characters aren’t preparing to confront
In much the same way, gnoll fangs of Yeenoghu can                                   Skorri, he instead confronts them on his own terms.
create new gnolls by having hyenas devour a creature                                He gains a number of benefits when he is prepared
they slay. Through Korasch, Skorri possesses this ability.                          for this fight.
A character can recall this fact about gnolls and the                                    Alternately, the characters might ignore
demon lord with a successful DC 15 Intelligence                                     opportunities, avoid exploration, and not see the
(Arcana or Religion) check                                                          point in slowly undermining the cult. They might
                                                                                    even decide to simply ambush Skorri soon after
                                                                                    arriving, without a full understanding of the risks
Sargassum Spirits                                                                   involved. This causes the conflict to become far
The shadow-cursed dryads are tragic heroes deserving                                more dangerous, turning the final part of the
freedom and peace. The characters can discover the                                  adventure into a sprawling, multistage combat.
truth by recalling their story or through Terris’ work                              Skorri leads them around the entire fortress-temple,
translating their song. They can then learn the spirits                             easily staying one step ahead of them, the secret
are bound to a coral skull Skorri has in his possession                             trapped passages, and undiscovered allies.
through investigation or communication with the
dryads directly. Skorri keeps the skull in his locked
desk (Area I).
    If the characters have the note left by Keolinn Ni
Brianin from MOON5-2, they can use the skull to
prove the note’s veracity, showing Skorri was in league
with the fomorian.
Developments
Each piece of collected evidence makes it easier to convince
the acolytes of Skorri’s guilt, provided the characters choose
to publicly confront him.
     If Dag, Gorn, or Elaris agree to act as witnesses against
Skorri, they can be called upon to give testimony (each
witness counts as one piece of evidence).
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                     20
                                                                                    character has disadvantage on the Charisma (Persuasion)
Part 4: Confrontation                                                               checks listed above. If a character acted selflessly during
Estimated Duration: 60 minutes                                                      the training sessions or helped the acolyte NPCs oppose
                                                                                    the brainwashing, then that character has advantage on
Eventually, either the characters confront Skorri or he                             the Charisma (Persuasion) check. You can have a mix
exposes them as spies and traitors. This part details the                           of advantages and disadvantages among the characters,
many possibilities and approaches for how this final                                depending upon play.
confrontation might play out.
                                                                                    Developments
Yeenoghu’s Blessing                                                                 How the NPC Acolytes respond depends upon the success
Don’t forget that all followers of Yeenoghu on the                                  of the group Charisma (Persuasion) check.
island gain the Rampage trait, although the actions                                 • Success. None of the acolytes fight to protect Skorri,
of the characters can remove the blessing through                                      but they don’t attack him.
their actions as discussed on the Isle of Anvil.                                    • Success by 5 or More. The acolytes realize they’ve been
     Rampage. When the cultist reduces a creature to                                   betrayed and are willing to fight against Skorri and
0 hit points with a melee attack on its turn, the cultist                              his allies.
                                                                                    • Failure. The acolytes remain loyal to Skorri, but half
can take a bonus action to move up to half its speed
                                                                                       aren’t willing to harm the characters when ordered.
and make a melee weapon attack.
                                                                                    • Failure by 5 or More. All the acolytes remain fanatically
Skorri, as the originator of the blessing, also gains the                              loyal to Skorri and are willing to die for him.
following ability as a bonus action:
                                                                                    If the characters fail in their attempt to accuse Skorri,
     Incite Rampage (Recharge 5–6). One creature
                                                                                    he orders them to surrender. If they do so, Skorri, Gorn,
Skorri can see within 30 feet of it can use its reaction                            and Elaris escort them down into the dungeon (Area A).
to make a melee attack if it can hear Skorri and has                                Skorri brings along one disposable acolyte. The rest of the
the Rampage trait due to Yeenoghu’s blessing.                                       acolytes are ordered to scour the island for any hidden
                                                                                    traitors. Skorri sets Gorn, Elaris, and the dung quasits
Court of Public Opinion                                                             on the characters while he feeds the acolyte to the hyenas.
The characters can publicly accuse Skorri before the cult.
The best time and location for confronting Skorri is during                         Surprise Attack
a meal within the great hall (Area D).                                              A private ambush may make it easier to cut off Skorri’s
      If the characters confront Skorri in front of the cult then                   escape and defeat him, but it also makes the characters
it includes twelve acolytes, the acolyte NPCs (Ingrid, Olhega,                      enemies of everyone on the island.
and Terris), and Skorri’s lieutenants (Gorn and Elaris).                                 The best time and location for ambushing Skorri
      Turning the acolytes against Skorri requires a                                is in his room at night (Area I). However, the demonic
successful group Charisma (Persuasion) check with the                               spirit Korasch eliminates Skorri’s need for sleep. While
DCs below. This check automatically fails if the party                              the characters can potentially attack him here, he is never
doesn’t present any evidence.                                                       completely defenseless.
      Evidence. The characters need at least one piece of
compelling evidence to make a convincing accusation.                                Developments
Evidence can take many forms (see Collecting Evidence                               If the characters ambush Skorri, then all twelve acolytes
in Part 3). The DC of the check is based on how much                                automatically come to his defense.
evidence is presented. A Charisma (Persuasion) check                                     If the characters attempt to ambush Skorri in his
with only one piece of evidence is DC 20, a check with                              room, he begins calling for aid and then flees through
two pieces of evidence is DC 15, and a check with three                             one of the secret doors.
or more pieces of evidence is DC 10.                                                     If Skorri is able to shout an alarm, Gorn and Elaris
      Acolytes. Ultimately, the characters are seeking to                           arrive one round later from their rooms (Areas G and H).
convince the acolytes. It’s easier if they’ve helped fight                          Most of the acolytes begin in the barracks (Area E) but
the indoctrination and becomes harder if they made                                  arrive within 1d4 rounds.
choices supporting the cult’s control. If a character
cheated during the training sessions or did nothing to
aid other acolytes fight their indoctrination, then that
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          21
Traitors Among U s                                                                  Balance of Power
If the characters perform too many disruptive actions,                              The characters’ actions from Parts 1-3 might shift the
they raise the suspicions of the cult’s leadership. However,                        odds considerably.
this situation should only occur as time requires.
Specifically, if the characters are attempting to perform
additional actions, exploration, or investigations when
                                                                                    Acolyte NPCs
there isn’t time.                                                                   Any befriended acolyte NPCs do not fight against the
     Skorri prefers to shame them publicly, confronting                             characters, regardless of circumstances. If the characters
them within the great hall (Area D) during lunch or                                 opposed their indoctrination, helped them overcome their
supper. He calls them out as false, and paints them as                              personal issues, and accuse Skorri, they also provide the
traitorous villains with whatever lies he likes.                                    following benefits.
     The characters can still make accusations with                                       Ingrid. Ingrid discovers noble causes are worth fighting
presented evidence (see Court of Public Opinion above),                             for. She fights as the characters direct her, but seeks to attack
but Skorri and his allies are better prepared for battle.                           Gorn, Elaris, or Skorri in the absence of orders.
     If the public shaming is not sufficient, Skorri and the                              Ohlega. Ohlega doesn’t fight but provides expert
other cult leaders ambush the party at a time and place                             advice on the building’s mechanisms. The characters gain
that is to their advantage.                                                         advantage on any checks to find or open secret doors, and
                                                                                    on any checks for countermeasures against the traps.
Tricks of the Trade                                                                       Terris. Terris doesn’t fight, but is inspired to perform
                                                                                    his new song. This disrupts Korasch’s demonic power
If Skorri instigates the confrontation, he and his allies
                                                                                    (with a little help from Tempus). Yeenoghu’s blessing is
are better prepared.
                                                                                    removed and all antagonists lose the Rampage ability.
• E  laris. Elaris casts shield of faith on himself.
• G  nolls. Skorri feeds an acolyte to the hyenas,
    transforming them into gnolls. He provides the                                  U ndermining Actions
    gnolls armor, shields, and weapons from the                                     The other actions the characters can take might influence
    watchtowers (Area J), and they wait in the kennels                              the encounter in the following ways.
    (Area B) to ambush the characters if lured into the                                  Cult Leaders. If Gorn or Elaris is turned against
    dungeons (Area A).                                                              Skorri (or vice versa) they don’t fight in any conflict.
• G  orn. Gorn dons his armor.                                                     They either aren’t present, they do not rush to his defense,
• Q  uasits. Skorri orders the dung quasits to invisibly                           or are already dead.
    hide within the column in the dungeons, ready                                        Hidden Demons. If the characters defeat the
    to attack.                                                                      dung quasits, Skorri cannot call on them to attack
• S  korri. Skorri has the coral skull and his two potions                         during combat.
    of greater healing with him. He casts protection                                     Potential Gnolls. If the hyenas were fed, then Skorri
    from energy (fire) on himself.                                                  cannot transform them into gnolls. If the hyenas have been
                                                                                    fed and calmed by a character, they attack Skorri if released.
                                                                                         Sargassum Spirits. If the characters recover the coral
                                                                                    skull, the spirits manifest to cut off Skorri’s escape with
                                                                                    terrible storms and beasts drawn from the ocean’s depths.
                                                                                    This makes it impossible for him to escape.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                            22
                                                                                    Adjusting this Encounter
Defeating Skorri                                                                    Here are some suggestions for adjusting this encounter,
Skorri Boarson (a blackguard) never surrenders without                              according to your group. These are not cumulative.
a fight. Possessed by a demon, Skorri is much more
                                                                                         Very Weak or Weak: Reduce Skorri’s hit points to
powerful than a normal human.
                                                                                    125 hp. Reduce Gorn’s hit points to 66 hp and Elaris’ hit
Tricks of the Trade                                                                 points to 33. Reduce the number of acolytes to eight.
                                                                                         Average: Elaris has 55 hit points.
Consider the following guidance when determining
                                                                                         Strong: Increase Skorri’s hit points to 200 hp.
how to best run this combat encounter.
                                                                                    Increase the number of acolytes to sixteen. Elaris
• A
   colytes. Five acolytes cast bless, making sure all
                                                                                    has 55 hit points.
  cult leaders and most acolytes are affected. One
                                                                                         Very Strong: Increase Skorri’s hit points to 250 hp.
  or two acolytes per cult leader cast sanctuary on
                                                                                    Increase the number of acolytes to twenty. Elaris has
  themselves, and then use cure wounds to heal the
                                                                                    55 hit points.
  cult leader. The rest use the Help action to aid the
  cult leaders, or attack with either clubs or the sacred                           Developments
  flame spell.
                                                                                    Skorri’s desperation causes him to reveal his true nature.
• G
   orn. Gorn is not tactical or a team player, and simply                          The first time he uses spells or Incite Ramape, the ring
  attacks whoever seems strongest or insults him. He                                of mind-shielding appears on his left hand and the
  surrenders if reduced to 25 hp or less.                                           demonic spirit of Korasch begins to manifest around
• E
   laris. Elaris takes cover. He prefers to target arcane                          him. The fiend appears as an avatar of the demon lord
  spellcasters with spiritual weapon. If attacked in                                Yeenoghu—a hulking, scarred gnoll with black spines
  melee, he might cast hold person or sneak attack                                  and burning, emerald eyes with long tentacles instead
  with his daggers. If insulted, he casts command                                   of arms. The ghostly fiend acts in whatever way is
  to force the target to grovel. Elaris surrenders if                               appropriate at the time.
  reduced to 25 hp or less.                                                              Any acolytes who see Korasch manifested at least
• S
   trong Skorri. The cult leader stands his ground if                              three times abandon the fight in horror.
  he has the upper hand. Even then, Skorri keeps his
  distance, letting his allies fight. He creates spiritual                          Short on Time?
  weapons and uses healing word or mass healing                                     If short on time, Skorri should either escape or
  word on his defenders. If the tide turns, he uses                                 surrender. He surrenders if he is at less than half
  Incite Rampage on the cult leaders, but this reveals                              his hit points, most of his allies are defeated, or
  Korasch’s influence. Skorri flees through if half his                             his escape is impossible. He should instead escape
  defenders have fallen or he is reduced to 100 hp                                  if he has more than half his hit points, most of his
  or less. He then uses his potions of greater healing                              allies can still fight, and escape is possible.
  or spells to heal.
• W
   eak Skorri. In any situation where Skorri is caught                             Skorri’s Escape
  off guard, he calls for help and flees through                                    If the characters have the upper hand, Skorri does
  secret doors. If needed, he tries to grab an acolyte,                             everything in his power to flee the island like the coward
  taking them to the kennels (Area C) to kill them                                  he is. Likewise, if they manage to turn the cult against
  and transform the hyenas into gnolls. Likewise,                                   him but he defeats the characters, he flees with whatever
  he commands the dung quasits to attack. He casts                                  allies and resources he can gather.
  healing word to recover hit points, both during and                                    Hidden within the escape tunnel (Area C) is a fast-
  between confrontations. If Skorri is cornered or                                  moving sailboat set aside specifically for this purpose. If
  reduced to 75 hp or less, he abandons any subtlety                                Skorri can reach it, he purposefully triggers the tunnel
  and casts spirit guardians. If reduced to 25 hp or                                collapse trap when opening the sea-side secret door of
  less, he attempts to flee through the escape tunnel                               the tunnel to cut-off pursuit. He then sets sail for the
  (Area B), but surrenders if escape seems impossible.                              mainland. If he has the coral skull in his possession, he
                                                                                    commands the sargassum spirits to cover his escape with
                                                                                    control weather and charmed sea creatures.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                        23
     If the sailboat is damaged or the tunnel already                               Roleplaying Korasch (KOR-ash)
collapsed, Skorri instead tries to reach the Justly Scorned.                        While his perspective and philosophy has recently
He doesn’t trust Dag Colden anymore (Dag vouched                                    evolved, the demonic spirit remains simplistic in
for these traitors) but intimidates him into setting sail.                          outlook. There is only strength or weakness, with
Fortunately, Dag leaves a trail of breadcrumbs behind                               the strong devouring the weak. The biggest shift is,
in the form of rocks scraped by the hull in the direction                           he believes, that weak mortals can be made strong
he’s headed.
                                                                                    with the proper application of cruelty and suffering.
     If the characters recovered the coral skull, then it is
                                                                                    However, he still remains blunt, impatient, and savage.
impossible for Skorri to escape by any means. If he tries,
                                                                                        Quote: “A fiend knows hatred by instinct, but
the uncontrolled spirits summon a terrible storm, forcing
                                                                                    mortals can be taught.”
him to return to the island and surrender.
Developments                                                                        Development
                                                                                    Without Korasch possessing him, Skorri has the statistics
If Skorri is able to successfully escape in the small sailboat,
                                                                                    of a bandit, and can easily be brought back to Gnarhelm
he moves too quickly and stealthily for the characters
                                                                                    for trial.
to easily pursue. He escapes justice for now, potentially
                                                                                         If Korasch’s spirit returns to the Abyss, all of the
making it necessary for them to hunt him down.
                                                                                    Guardians of the North who are secretly worshipers of
     However, if he departs in the Justly Scorned, it is
                                                                                    Yeenoghu lose all spellcasting, making them far less of
possible the characters have access to the hidden sailboat
                                                                                    a threat. In addition, Yeenoghu’s blessing is removed
themselves. They might be able to give chase by following
                                                                                    from the island and all Guardians of the North lose the
clues left behind by Dag.
                                                                                    Rampage trait.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          24
                                                                                    Development
Korasch                                                                             Korasch uses the fortress-temple’s defenders and traps to
As an additional optional combat encounter, the demon                               test the characters, hoping to determine if Skorri’s defeat
spirit Korasch (treat as an alkilith) might break free                              was merely a quirk of fate, or evidence of their strength.
of a too-easily defeated Skorri, and personally test the                            If they overcome these challenges, he appears, offering
characters’ strength.                                                               them his aid in exchange for Skorri’s death (see Skorri’s
     If much of the island remains unexplored and there                             Surrender above).
are allies at hand for him to use, he prefers to lead them                               If a character accepts and murders Skorri, Korasch
into trouble, and observe their actions from the shadows.                           returns to the ring of mind-shielding. If they refuse, he
Otherwise, he fights them directly.                                                 attacks them again in earnest. This time he does not flee,
                                                                                    and fights until they are dead or he’s banished back to
Tricks of the Trade                                                                 the Abyss.
The DM can consider the following guidance when
determining how to best run this optional combat
encounter.
                                                                                    Conclusion
     Party Strength. The demonic spirit Korasch                                     The demonic manifestation shows the truth of any
                                                                                    accusations, even if the characters lack other evidence.
represents an extremely challenging foe. He’s only
                                                                                    Without Korasch’s power, it’s a simple matter to bring
appropriate for use against strong or very strong
                                                                                    the weakened Skorri to justice. He’s found guilty of
parties who manage to ambush and overwhelm Skorri.
                                                                                    conspiracy in a fair and public trial. While some call
In this case, Korasch can help prevent an anticlimactic
                                                                                    for his execution, he is shown leniency, receiving only
ending. However, if a weaker party manages to defeat
                                                                                    a lifetime of imprisonment in exchange for cooperation
Skorri, it’s probably only through impressive tactics                               with the crown’s inquiries into other worshipers
and hard work. The appearance of an even stronger                                   of Yeenoghu.
foe they aren’t expecting can rob them of a well-                                         The public revelation of the demon lord’s influence
earned victory. In these cases, it is better to let them                            shatters the Guardian’s power. The cult only survives by
enjoy their success, and spend any remaining time                                   evolving into something more accepting and benevolent,
detailing the ramifications as an epilogue.                                         likely with the help of the acolytes the characters
     Testing. Korasch’s goal isn’t to murder the                                    befriended and inspired.
characters, but to determine if they’re worthy                                            If Skorri escapes, then the Guardians retain a conduit
of inheriting his power. If the characters have not                                 to Yeenoghu and remain a dire threat. If he cannot be
explored much of the fortress-temple, Korasch can                                   eventually located and arrested, he simply starts over
make use of the many hidden traps and enemies.                                      somewhere new…only this time, he’s far better prepared
He uses Amorphous to pass through walls and floors                                  for an attack and is far harder to find.
into secret passages, drawing pursuers into traps                                         If Skorri is killed, the characters show they are
or hidden enemies. If they do not take the bait, he                                 worthy of inheriting Korasch’s power. The demonic
can instead turn them on each other with Incite                                     spirit infests the ring of mind-shielding, attempting to
Savagery or leap out with Yeenoghu’s Hunt active,                                   corrupt whoever claims it. Worse, the Guardians of the
and then attack any characters knocked prone                                        North claim that Skorri, and whoever else dies on Anvil,
(with advantage for extra damage).                                                  were assassinated by the crown. Membership in the
                                                                                    organization swells, and they use the martyr’s deaths
                                                                                    to justify more overtly aggressive dogma and actions.
                                                                                    The emboldened Guardians slowly drive the region
                                                                                    toward a bloody schism, as some other Yeenoghu-
                                                                                    worshiping cultist steps into Skorri’s role.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          25
Rewards                                                                             D ungeon Master Rewards
At the end of the session, the characters receive rewards                           For running this adventure, one of your character gains
based upon their accomplishments.                                                   a level. That character receives gold based on their tier
                                                                                    prior to advancement:
Character Rewards                                                                         Tier	   GP Earned
The characters earn the following rewards:                                                1	      80 gp
                                                                                          2	      240 gp
Advancement                                                                               3	      1,600 gp
Upon successfully completing this adventure, each                                         4	      6,000 gp
character gains a level. At their discretion, they may
choose to decline advancement. Remind your players                                  You may also complete DM Quests for running this
that the amount of gold that their characters can earn                              adventure. See the Adventurers League Dungeon Master’s
per level is limited; declining advancement means that                              Guide for more information.
they may reach a point where they earn no gold.
Gold
Award each character gold for each hour of the session.
Adventures typically features cues for this, but you can
add it wherever you see fit. The maximum gold that you
can award a character per hour is determined by their
tier, as follows:
      Tier	    Hourly GP Award	 GP Limit per Level
      2	       30 gp	               240 gp
Magic Item(s)
If found during the adventure, the characters can keep
the following magic items; these items are described
in Player Handout 12:
     • Potion of Greater Healing
     • Ring of Mind Shielding
Moonshae Organizations
If a character is a member of the Harbingers of Liberation
organization and completed the MOON5 trilogy, they
are considered to have completed a Major Objective for
advancement in that group.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                        26
D ramatis Personae                                                                  Korasch
The following NPCs feature prominently in this adventure:                           (KOR-ash) The demonic spirit Korasch became bound to
                                                                                    a ring of mind shielding when a younger pack lord slew and
Dag Colden                                                                          devoured the Fang of Yeenoghu he possessed. This was right,
                                                                                    for the strong must seize power from the weak. However,
(DAG KOL-den) Dag has spent his long life bouncing around
                                                                                    Korasch’s greater mission remained unfinished. The feeble
between dozens of organizations, factions, and leaders. His
                                                                                    still ruled their pathetic world. Instead of returning to the
past as a Northland reaver, current role as a Guardian of the
                                                                                    Abyss, he elected to remain, guiding the battle’s victor and
North, and new position as double-agent for Gnarhelm barely
                                                                                    whoever killed them in turn. In this way, he’d someday find
scratches the surface. However, despite being a habitual traitor,
he has few enemies. He is both skilled at deflecting blame,                         one worthy of the demon lord’s blessings. Now, Korasch
and playing both sides until it is clear which is going to win.                     believes Skorri is the one he has waited for, destined to
                                                                                    subjugate and tear apart civilization.
Elaris Havalorre                                                                    Ohlega Hernisdottir
(ELAR-is Hav-AH-lor) Elaris comes from a long-line of
Llewyrr wizards. As a rare-born son, his parents shielded him                       (oh-LEG-a HURN-is-DOT-ter) Ohlega hails from a fishing
from disappointment, while assuming he’d easily develop                             community where strength is lauded, but wits are not. Her
spellcasting. However, despite access to private tutors and                         neighbors would speak of a fey touch in her observant eyes
vast libraries, he didn’t show the same aptitude as others from                     and insightful words. It became easier for her to stay silent,
“lesser families.” Instead of working or studying, he lazily                        but this led to a deepening depression. The cult represents
blamed his people, family, and arcane magic in general.                             an escape from her circumstances, but she doesn’t see she
      Elaris left for the poorer human lands and found                              is confined by a similar cage.
stepping on the weak made him feel taller. It was easy
for Skorri and Korasch to mold the fledgling bully into                             Skorri Boarson
a sadist. Now, he dreams of someday returning to his                                (SKOR-ree BOR-son) Skorri claims the title of “Direhar,”
people and making them pay for every imagined slight.                               and wears the traditional plate, but everything is a lie. Exile
      Elaris is relatively young for an elf (age 88), and some                      from Gnarhelm for murder earned him no respect among
would consider him to not yet be an adult. He’s certainly                           the Northland reavers. He was given the lowliest tasks and
still immature, though this can hardly be an excuse for                             treated with malicious cruelty. He gained freedom after he
his terrible actions.                                                               brutally killed a tormentor with only his hands and teeth.
                                                                                    After that, no reaver raised a hand to him, and most were
Gorn Zweilander                                                                     unable to meet his gaze. Taking the name Skorri Boarson,
(GORE-nh TSVIGH-land-er) Gorn holds the official rank                               he embraced a life of savage violence.
of “Rauthat” but can seldom be seen in any armor. Gorn                                   After slaying the reavers and claiming Korasch’s ring,
considers himself the ideal man: a warrior without equal                            Skorri gained power beyond the dreams of most mortals.
who can out-drink and out-fight an army. He is impatient,                           He now seeks an army. Next, he might wish for a crown,
superstitious, and boastful, lying with easy conviction                             or even desire worship as a god. Skorri’s ambition is a
about impossible things. So common and pervasive are                                depthless void, and he can never be content.
Gorn’s fabrications, not even Skorri knows much about his
true background. Going by his word, he’s won every war,                             Terris Deepfurrow
traveled every land, and killed every monster.                                      (TER-ris Deep-FUR-oh) Terris is the youngest son of a
                                                                                    wealthy family of dwarven merchants. Less responsibility
I ngrid Osmond                                                                      suited Terris, and he’s always been a dreamer and musician
(in-GRID os-MOND) Ingrid was weaned on tales of                                     despite the whispers and frowns of his relations. Then, one
battle, and nightly dreamed of heroic triumphs. She                                 of his siblings disappeared at sea and the other took gravely
eagerly volunteered to fight against the Storm Maiden but                           ill. His father now expects him to accept heavier burdens
found the reality of war was different than the stories.                            and says it is time to put away childish fancies. Terris loves
While her dreams turned to nightmares, she still fought                             his family but struggles to fit their expectations. He was sent
on until she faced a young, press-ganged reaver. She                                to train with the Tempus-worshiping Guardians in the hope
saw only fear in the boy’s eyes but found her own hands                             they can “toughen” him up.
shaking too much to raise her axe. She fled and hasn’t
raised a real weapon since.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                            27
Creature Statistics                                                                 Dag Colden [Bandit Captain]
                                                                                    Medium humanoid (any race), any non-lawful alignment
Acolyte                                                                             Armor Class 15 (studded leather)
                                                                                    Hit Points 65 (10d8 + 20)
Medium humanoid (any race), any alignment                                           Speed 30 ft.
Armor Class 10
Hit Points 9 (2d8)                                                                        STR    DEX       CON        INT       WIS       CHA
Speed 30 ft.                                                                          15 (+2)   16 (+3)   14 (+2)   14 (+2)    11 (+0)   14 (+2)
   STR          DEX         CON          INT          WIS         CHA
                                                                                    Saving Throws Str +4, Dex +5, Wis +2
 10 (+0)      10 (+0)      10 (+0)      10 (+0)     10 (+0)      10 (+0)            Skills Athletics +4, Deception +4
                                                                                    Senses passive Perception 10
Senses passive Perception 10                                                        Languages any two languages
Languages Common                                                                    Challenge 2 (450 XP)
Challenge 1/4 (50 XP)
                                                                                    ACTIONS
Spellcasting. The acolyte is a 1st-level spellcaster. Its
                                                                                    Multiattack. The captain makes three melee attacks:
spellcasting ability is Wisdom (spell save DC 12, +4 to
                                                                                    two with its scimitar and one with its dagger. Or the
hit with spell attacks). The acolyte has following cleric
                                                                                    captain makes two ranged attacks with its daggers.
spells prepared:
                                                                                    Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
• C antrips (at will): light, sacred flame, thaumaturgy
                                                                                    one target. Hit: 6 (1d6 + 3) slashing damage.
• 1 st level (3 slots): bless, cure wounds, sanctuary
                                                                                    Dagger. Melee or Ranged Weapon Attack: +5 to hit,
ACTIONS                                                                             reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3)
Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,                                  piercing damage.
one target. Hit: 2 (1d4) bludgeoning damage.                                        REACTIONS
                                                                                    Parry. The captain adds 2 to its AC against one melee
                                                                                    attack that would hit it. To do so, the captain must see
Bandit                                                                              the attacker and be wielding a melee weapon.
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          28
D ung Babau [Babau]                                                                 D ung Quasit [Quasit]
Medium fiend (demon), chaotic evil                                                  Tiny fiend (demon, shapechanger), chaotic evil
Armor Class 16                                                                      Armor Class 13
Hit Points 82 (11d8 + 33)                                                           Hit Points 7 (3d4)
Speed 40 ft.                                                                        Speed 40 ft.
                                                                                                                                                      	
   STR          DEX         CON          INT          WIS         CHA                     STR       DEX       CON      INT       WIS       CHA
  19 (+4)     16 (+3)      16 (+3)      11 (+0)      12 (+1)     13 (+1)                  5 (-3)   17 (+3)   10 (+0)   7 (-2)   10 (+0)   10 (+0)
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           29
Elaris Havalorre [Black Earth Cultist]                                              Gnoll
Medium humanoid (humanoid), neutral evil                                            Medium humanoid (gnoll), chaotic evil
Armor Class 16 (breast plate)                                                       Armor Class 15 (hide armor, shield)
Hit Points 33 (6d8 + 6)                                                             Hit Points 22 (5d8)
Speed 30 ft.                                                                        Speed 30 ft.
     STR        DEX         CON          INT          WIS         CHA                     STR    DEX       CON        INT       WIS       CHA
    11 (+0)   14 (+2)      12 (+1)      10 (+0)      13 (+1)     14 (+2)              14 (+2)   12 (+1)   11 (+0)    6 (-2)   10 (+0)     7 (-2)
Skills Deception +4, Persuasion +4, Religion +2                                     Senses darkvision 60 ft., passive Perception 10
Senses passive Perception 11                                                        Languages Gnoll
Languages Common, Terran                                                            Challenge 1/2 (100 XP)
Challenge 2 (450 XP)
                                                                                    Rampage. When the gnoll reduces a creature to 0 hit
Dark Devotion. The fanatic has advantage on saving                                  points with a melee attack on its turn, the gnoll can
throws against being charmed or frightened.                                         take a bonus action to move up to half its speed and
Spellcasting. The fanatic is a 4th-level spellcaster. Its                           make a bite attack.
spellcasting ability is Wisdom (spell save DC 11, +3 to hit                         ACTIONS
with spell attacks). The fanatic has the following cleric
                                                                                    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
spells prepared:
                                                                                    creature. Hit: 4 (1d4 + 2) piercing damage.
• C antrips (at will): light, sacred flame, thaumaturgy
                                                                                    Spear. Melee or Ranged Weapon Attack: +4 to hit,
• 1 st level (4 slots): command, inflict wounds, shield
                                                                                    reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2)
  of faith
                                                                                    piercing damage, or 6 (1d8 + 2) piercing damage when
• 2 nd level (3 slots): hold person, spiritual weapon
                                                                                    used with two hands to make a melee attack.
ACTIONS                                                                             Longbow. Ranged Weapon Attack: +3 to hit, range
Multiattack. The fanatic makes two melee attacks.                                   150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 2)
piercing damage.
Modify Elaris
•    Type humanoid (elf)
•    Alignment chaotic evil
•    Senses darkvision 60 ft., passive Perception 13
•    Languages Common, Elvish, Gnoll
•    Add Fey Ancestry and Trance.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          30
Gorn Zweilander [Gladiator]                                                         Hunter Shark
Medium humanoid (any race), any alignment                                           Large beast, unaligned
Armor Class 16 (studded leather, shield)                                            Armor Class 12 (natural armor)
Hit Points 112 (15d8 + 45)                                                          Hit Points 45 (6d10 + 12)
Speed 30 ft.                                                                        Speed 0 ft., swim 40 ft.
                                                                            	                                                                      	
   STR          DEX         CON          INT          WIS         CHA                     STR    DEX       CON        INT       WIS       CHA
  18 (+4)      15 (+2)     16 (+3)      10 (+0)      12 (+1)     15 (+2)              18 (+4)   13 (+1)   15 (+2)    1 (-5)   10 (+0)     4 (-3)
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                          31
I ngrid Osmond [Veteran]                                                            Korasch [Alkilith]
Medium humanoid (any race), any alignment                                           Medium fiend (demon), chaotic evil
Armor Class 17 (splint)                                                             Armor Class 17 (natural armor)
Hit Points 58 (9d8 + 12)                                                            Hit Points 157 (15d8 + 90)
Speed 30 ft.                                                                        Speed 40 ft.
   STR          DEX         CON          INT          WIS         CHA                      STR       DEX       CON      INT       WIS      CHA
  16 (+3)      13 (+1)     14 (+2)      10 (+0)     11 (+0)      10 (+0)                  12 (+1)   19 (+4)   22 (+6)   6 (-2)   11 (+0)   7 (-2)
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                           32
Ohlega Hernisdottir [Scout]                                                         Reef Shark
Medium humanoid (any race), any alignment                                           Medium beast, unaligned
Armor Class 13 (leather armor)                                                      Armor Class 12 (natural armor)
Hit Points 16 (3d8 + 3)                                                             Hit Points 22 (4d8 + 4)
Speed 30 ft.                                                                        Speed 0 ft., swim 40 ft.
                                                                                                                                                	
   STR          DEX         CON          INT          WIS         CHA                     STR   DEX       CON        INT      WIS      CHA
  11 (+0)     14 (+2)      12 (+1)      11 (+0)      13 (+1)     11 (+0)              14 (+2)   13 (+1)   13 (+1)   1 (-5)   10 (+0)   4 (-3)
Skills Nature +4, Perception +5, Stealth +6, Survival +5                            Skills Perception +2
Senses passive Perception 15                                                        Senses blindsight 30 ft., passive Perception 12
Languages any one language (usually Common)                                         Languages —
Challenge 1/2 (100 XP)                                                              Challenge 1/2 (100 XP)
Keen Hearing and Sight. The scout has advantage                                     Pack Tactics. The shark has advantage on an attack
on Wisdom (Perception) checks that rely on hearing                                  roll against a creature if at least one of the shark’s
or sight.                                                                           allies is within 5 feet of the creature and the ally
ACTIONS                                                                             isn’t incapacitated.
                                                                                    Water Breathing. The shark can breathe only underwater.
Multiattack. The scout makes two melee attacks or
two ranged attacks.                                                                 ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,                            Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 5 (1d6 + 2) piercing damage.                                       target. Hit: 6 (1d8 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, ranged
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Modify Ohlega
• Type humanoid (human)
• Alignment Neutral
• Skills Athletics +2, History +2, Investigation +2,
   Perception +3
• Languages Common
• Actions remove the Longbow action (unless the
   characters provide her with a ranged weapon in
   which case modify her accordingly).
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                       33
Sargassum Spirit [Wraith]                                                           Skorri Boarson [Blackguard]
Medium undead, neutral evil                                                         Medium humanoid (any), any non-good alignment
Armor Class 13                                                                      Armor Class 18 (plate)
Hit Points 67 (9d8 + 27)                                                            Hit Points 153 (18d8 + 72)
Speed 30 ft., fly 60 ft. (hover)                                                    Speed 30 ft.
                                                                            	                                                                      	
   STR          DEX         CON          INT          WIS         CHA                     STR    DEX       CON       INT       WIS       CHA
   6 (-2)     16 (+3)      16 (+3)      12 (+1)     14 (+2)      15 (+2)              18 (+4)   11 (+0)   18 (+4)   11 (+0)   14 (+2)    15 (+2)
Damage Resistances acid, cold, fire, lightning, thunder;                            Saving Throws Wis +5, Cha +5
bludgeoning, piercing, and slashing from nonmagical                                 Skills Athletics +7, Deception +5, Intimidation +5
attacks not made with silvered weapons                                              Senses passive Perception 12
Damage Immunities necrotic, poison                                                  Languages any one language (usually Common)
Condition Immunities charmed, exhaustion, grappled,                                 Challenge 8 (3,900 XP)
paralyzed petrified, poisoned, prone, restrained                                    Spellcasting. The blackguard is a 10th-level spellcaster.
Senses darkvision 60 ft., passive Perception 12                                     Its spellcasting ability is Charisma (spell save DC 13,
Languages the languages it knew in life                                             +5 to hit with spell attacks). It has the following
Challenge 5 (1,800 XP)                                                              paladin spells prepared:
Incorporeal Movement. The wraith can move through                                   • 1 st level (4 slots): command, protection from evil
other creatures and objects as if they were difficult                                  and good, thunderous smite
terrain. It takes 5 (1d10) force damage if it ends her                              • 2 nd level (3 slots): branding smite, find steed
turn inside an object.                                                              • 3 rd level (2 slots): blinding smite, dispel magic
Sunlight Sensitivity. While in sunlight, the wraith has                             ACTIONS
disadvantage on attack rolls, as well as on Wisdom
                                                                                    Multiattack. The blackguard makes three attacks
(Perception) checks that rely on sight.
                                                                                    with its glaive or its shortbow.
ACTIONS                                                                             Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,                            one target. Hit: 9 (1d10 + 4) slashing damage.
one creature. Hit: 21 (4d8 + 3) necrotic damage. The                                Shortbow. Ranged Weapon Attack: +3 to hit, range
target must succeed on a DC 14 Constitution saving                                  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
throw or its hit point maximum is reduced by an                                     Dreadful Aspect (Recharges after a Short or Long
amount equal to the damage taken. This reduction lasts                              Rest). The blackguard exudes magical menace. Each
until the target finishes a long rest. The target dies if                           enemy within 30 feet of the blackguard must succeed
this effect reduces its hit point maximum to 0.                                     on a DC 13 Wisdom saving throw or be frightened for
Create Specter. The wraith targets a humanoid within                                1 minute. If a frightened target ends its turn more
10 feet of it that has been dead for no longer than 1                               than 30 feet away from the blackguard, the target
minute and died violently. The target’s spirit rises as                             can repeat the saving throw, ending the effect on
a specter in the space of its corpse or in the nearest                              itself on a success.
unoccupied space. The specter is under the wraith’s
control. The wraith can have no more than seven
spectres under its control at one time.                                             Modify Skorri
                                                                                    • Type humanoid (human)
                                                                                    • Languages Abyssal, Common, Gnoll
Modify Sargassum Spirit
The sargassum spirits are cursed sargassum dryads,
basically wraiths. Modify the wraiths as follows:
• Languages Elven, Sylvan
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                         34
Terris Deepfurrow [Bandit]
Medium humanoid (any race), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
                                                                            	
     STR        DEX         CON          INT          WIS         CHA
    11 (+0)    12 (+1)     12 (+1)      10 (+0)     10 (+0)      10 (+0)
Modify Terris
•    Type humanoid (dwarf)
•    Alignment neutral
•    Speed 25 ft.
•    Skills Perform +5, Persuasion +5
•    Senses darkvision 60 ft., passive Perception 11
•    Languages Common, Dwarven, Elven
•    A
      dd Dwarven Resilience and Stonecunning
•    R
      emove Light Crossbow action (unless the
     characters provide him with a ranged weapon in
     which case modify him accordingly).
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         35
Appendix 1A: Northern Alaron
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         36
Appendix 1B: The Justly Scorned
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         37
Appendix 1C: Isle of Anvil
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         38
Appendix 1D: Fortress–Temple Map 1
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         39
Appendix 1E: Fortress–Temple Map 2
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         40
Appendix 2: Daily Schedule of the Guardians of the North
Daily Schedule                                                                      Guard D uty Schedule
The following is an approximate daily schedule for the                              Each acolyte is expected to perform one 8-hour long watch
Guardians of the North cult while on Anvil, including                               rotation each night, either in one of the three watchtowers
the nightly guard rotations. The cult leaders can alter the                         or patrolling the walls.
schedule to suit their desires or to punish the acolytes. For                             The guard rotations purposefully overlap to prevent
example, having a training session start early to rob them                          acolytes from getting more than six hours of continuous
of free time, or ending a meal after only a half-hour.                              rest. The cult leaders routinely perform surprise inspections
                                                                                    every few hours to make sure no one is sleeping on duty.
Breakfast. 8 AM to 9 AM
Morning Free Time. 9 AM to 10 AM                                                    First Watch. 6 PM to 2 AM
Morning Training Session. 10 AM to 12 PM                                            Second Watch. 8 PM to 4 AM
Lunch. 12 PM to 1 PM                                                                Third Watch. 12 AM to 8 A
Afternoon Free Time. 1 PM to 3 PM
Afternoon Training Session. 3 PM to 5 PM
Dinner*. 5 PM to 6 PM
Evening Free Time. 6 PM to 8 AM
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                         41
Appendix 3A. Guardians of the North
Culture and Traditions                                                              Religious Cult
The cult glorifies all aspects of Northlander culture,                              The cult worships the war god Tempus, also called the
but primarily focuses on the virtues of strength, hardiness,                        Foehammer or the Lord of Battles. The deity directs
and bravery. They embrace notions of honor and an                                   his followers to be brave, never turn from battle,
individual’s need to defend against embarrassment                                   and obey the honorable rules of engagement.
or challenges. Weakness and cowardice are grave sins                                     The Guardians of the North cult diverges from the
or terrible insults. The cult believes Northlander traditions                       main religion by primarily focusing on an individual’s
are under attack, and they must guard against outside                               mettle and honor, with competition greatly encouraged.
influences.                                                                         Members are expected to be fearless warriors in defense
     The Guardians generally dislikes arcane magic,                                 of their home and Northlander culture.
thieves, and city folk. They disparage notions of art,                                   While clergy of Tempus refer to themselves
higher education, and sophistication, seeing these                                  as “Hammers,” the cult instead calls individuals,
traits as impractical. The cult doesn’t forbid individuals                          “Guardians.” New adherents are called “acolytes.”
with these backgrounds from joining, but the traits
are generally viewed as embarrassing weaknesses to                                  Ritual
be abandoned or mocked.
                                                                                    The words, “Tempus thanks you,” are used by the faithful
     Though the cult professes acceptance of all races
                                                                                    whenever witnessing a deed seen as pleasing to Tempus,
and genders, their leadership is almost always human
                                                                                    with the complimented party expected to respond with,
or male, and commonly both.
                                                                                    “And I thank Tempus.”
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                                      42
Appendix 3B: Haldis Ulfsdottir’s Letter
After your successes in defending northern Alaron, Haldis “Swift Feet” Ulfsdottir has the following letter sent to you.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                         43
Appendix 3C: Keolinn Ni Brianin’s Betrayal
The fomorian Keolinn Ni Brianin left the following note behind in the event of her death, or relayed the following
information in exchange for her life.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                                                    44
Appendix 3D: Tale of the Ocean’s Sisters
The Song of the Sargassum Spirits tell the following story.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         45
Appendix 4: Character Rewards
If found during the adventure, the characters can keep
the following magic items; it’s suggested that you print
off enough copies of this page to be able to give one to
each of your players (crossing out rewards they didn’t
receive during the session).
Ring of Mind-Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic
that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment,
or know your creature type. Creatures can telepathically
communicate with you only if you allow it.
     You can use an action to cause the ring to become
invisible until you use another action to make it visible,
until you remove the ring, or until you die.
     If you die while wearing the ring, your soul enters
it, unless it already houses a soul. You can remain in the
ring or depart for the afterlife. As long as your soul is in
the ring, you can telepathically communicate with any
creature wearing it. A wearer can’t prevent this telepathic
communication.
     This ring is fashioned from yellowed gnoll fangs
bound together in a circle. If Skorri Boarson is not killed
during Tide of Blood MOON5-3 Bloodlust Tempered,
this functions as a normal ring of mind shielding.
     If Skorri Boarson was killed, the ring contains the
soul of Korasch, a demon spirit sent by Yeenoghu to
possess and empower his greatest fangs. Korasch sees
the world only in terms of power. He seeks to push his
wielder to gain strength by any means and to dominate
the weak. He is mostly a voice in the back of the mind
of the character but could influence the character’s
behavior in moments of weakness.
     This item can be found in the Dungeon Master’s Guide.
Not for resale. Permission to print a photocopy of this document for personal use only.
CCC-BMG-MOON5-3 Bloodlust Tempered | Version: 2.0                                         46
                                                                                                                          Sheet #