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CCC-BMG MOON5-3 - Bloodlust Tempered

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100% found this document useful (1 vote)
1K views48 pages

CCC-BMG MOON5-3 - Bloodlust Tempered

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flot12
Copyright
© © All Rights Reserved
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Bloodlust

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.

A 4-Hour D&D Adventurers League Adventure for 5th–10th Level Characters.

By Stephen Rowe

Adventure Code: CCC-BMG-MOON5-3 | Optimized For: APL 8 | Version: 2.0

Producer: Baldman Games


Development and Editing: Pieter Sleijpen, Janine Hempy
Story Architect: Eric Menge
Cartography: Sydney Cook
Cover Illustration: Photobank Gallery [Shutterstock]
Design & Layout: Erik Nowak
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Ari Levitch,
Chris Lindsay, Mike Mearls
D&D Adventurers League Administrators: Alan Patrick, Amy Lynn
Dzura, Claire Hoffman, Greg Marks, Lysa Penrose, Travis Woodall

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.

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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.

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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.

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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.

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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.

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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.

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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,

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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.

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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

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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.”

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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.

Area A. Dungeon Development


If the hyenas are killed or fed, they can’t become gnolls.
Despite the ominous name, the dungeon is primarily
If they are successfully calmed and fed, they attack Skorri
used for storage.
if he is present when they are released.

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.

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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.

The rough-cut rock walls seem more like a natural Development


cavern than the rest of the structure. Arched wooden If the characters collapse the tunnel or sabotage the
supports are evenly set down the steep slope. sailboat, then it becomes harder for Skorri to escape
the island in Part 4.
The tunnel seems to end in a flat, rock wall. This is another Characters trapped outside the fortress-temple must
secret door which opens up on the ocean at the base of sneak back in or convince other acolytes to let them in. This
the cliff. requires a successful DC 15 Dexterity (Stealth) or Charisma
At the end of the tunnel are piles of bones. A successful (Persuasion) check. On a failed check, the character is likely
DC 10 Intelligence (Nature) check reveals the bones are to be punished.
from dozens of different humanoids and are covered in

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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

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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.

When he isn’t eating or training, Gorn can be found in


The kitchen is filled with hot smoke. Fresh bread bakes his room (usually snoring loudly). He hates wearing his
in ovens and thick stews boil in pots on the stove tops. armor because it hides his chiseled physique, and often
A nearby store room holds glass jars, sacks of flour, leaves it strewn about here.
and hanging meats.
Roleplaying Gorn (GORE-nh)
The kitchen storeroom holds food supplies. The door Gorn is a mountain of a Northlander man who
is locked at night. A secret door in the wall leads to a sometimes claims to be a half-giant. He’s hairy,
shaft going down to the kennel (Area B) or up to the
unwashed, and loves to show off his well-defined
second level.
physique. Everything Gorn does is a competition.
He can’t even listen to someone tell a story without
Area G. Elaris’ Room telling a more impressive tale…even if it is a total lie.
His overbearing attitude conceals a deeply fragile
This bedroom is like a weaponry museum, with almost sense of self-esteem. Losses and mockery send him
every available inch of wall space taken up by a dagger, into rages where he must belittle or hurt the source of
sword, or more exotic weapon. Most seem decorative his embarrassment. While he (loudly) claims to be the
or ornamental. least bigoted person in the world (especially toward
women or Ffolk), he thinks only traditionally masculine
Elaris spends his free time meditating or polishing Northlander traits are worthwhile.
and sharpening his weapon collection. When asleep, Quote: “That’s nothing! One time I was surrounded
his breastplate is carefully hung on the wall. Most of by ten hill giants!”
the prized pieces in Elaris’ collection are cheap fakes,

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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.

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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.

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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.

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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

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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.

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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).

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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

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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.

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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.

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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.

Skorri’s Surrender Treasure


If Skorri surrenders, Korasch turns on him. The characters can claim Skorri’s ring of mind-shielding.
If Korasch abandons the ring, it becomes a normal
Skorri Boarson casts his greataxe aside while dropping (non-sentient) ring of mind-shielding without the
to his knees, “Please…I surrender! Just don’t….” demonic spirit inhabiting it and working to corrupt
The fiendish gnoll-spirit’s flaming emerald eyes its wearer. If the characters kill Skorri, Korasch still
flash, and its open jaws darts forward toward Skorri’s possesses the ring.
upraised hands. He screams out in pain as a ring of
fangs falls to the ground before him…alongside the Long on Time?
severed finger it was wrapped around. It is possible Skorri has no reason stay on the island or is
The hulking, black-spined demon grunts quickly defeated when there is still more time remaining.
dismissively, falling forward onto all fours as it pulls This is especially possible if the characters decide to
itself free of Skorri with a lurch. It speaks in a guttural ambush him early and quickly deal a large amount of
voice, “As weak as the rest,” he says to the shivering damage. In that scenario, consider having the demon
acolytes, before turning to regard you. “I am Korasch, spirit of Korasch manifest to fight the characters
First Fang of Yeenoghu. Claim my power. It is your right. personally as an optional combat encounter.
You need only kill this mewling whelp.” Korasch is willing to accept a strategic retreat after
a well-fought battle. He can also choose a new wielder
If the characters kill Skorri, Korasch returns to the ring of for the ring of mind-shielding if Skorri is properly beaten
mind-shielding. If they delay or argue, Korasch impatiently by superior foes. However, the demon is at a loss if his
explains more about himself and Yeenoghu. He endeavors proven champion is defeated or flees without much of
to convince them of his philosophy, but only in the most a fight. He can’t tell if Skorri is simply a coward, unlucky,
straightforward and brutal manner. or both. Thus, Korasch manifests to personally test the
If they refuse, he finally abandons the ring to rejoin characters and see if they are worthy of his power.
the eternal hunt of Yeenoghu in the Abyss.

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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.

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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.

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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.

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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.

STR DEX CON INT WIS CHA


11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1)
piercing damage.

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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)

Skills Perception +5, Stealth +5 Skills Stealth +5


Damage Resistances cold, fire, lightning; bludgeoning, Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks piercing, and slashing from nonmagical attacks
Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 15 Senses darkvision 120 ft., passive Perception 10
Languages Abyssal Languages Abyssal, Common
Challenge 4 (1,100 XP) Challenge 1 (200 XP)
Innate Spellcasting. The babau’s innate spellcasting Shapechanger. The quasit can use its action to
ability is Wisdom (spell save DC 11). The babau can polymorph into a beast form that resembles a bat
innately cast the following spells, requiring no (speed 10 ft., fly 40 ft.), a centipede (40 ft., climb 40 ft.),
material components. a toad (40 ft., swim 40 ft.), or back into its true form.
• A t will: darkness, dispel magic, fear, heat metal, Its statistics are the same in each form. Any equipment
levitate it is wearing or carrying isn’t transformed. It reverts
ACTIONS to its true form if it dies.
Magic Resistance. The quasit has advantage on saving
Multiattack. The babau makes two claw attacks.
throws against spells and other magical effects.
It can also use Weakening Gaze before or after
making these attacks. ACTIONS
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 7 (1d8 + 4) slashing damage. target. Hit: 5 (1d4 + 3) piercing damage, and the target
Spear. Melee Weapon Attack: +6 to hit, reach 5 ft. or must succeed on a DC 10 Constitution saving throw or
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing take 5 (2d4) poison damage and become poisoned for
damage, or 8 (1d8 + 4) piercing damage when used 1 minute. The target can repeat the saving throw at
with two hands to make a melee attack. the end of each of its turns, ending the effect on itself
Weakening Gaze. The babau targets one creature that on a success.
it can see within 20 feet of it. The target must make Scare (1/Day). One creature of the quasit’s choice within
a DC 13 Constitution saving throw. On a failed save, 20 feet of it must succeed on a DC 10 Wisdom saving
the target deals only half damage with weapon throw or be frightened for 1 minute. The target can
attacks that use Strength for 1 minute. The target repeat the saving throw at the end of each of its turns,
can repeat the saving throw at the end of each of with disadvantage if the quasit is within line of sight,
its turns, ending the effect on itself on a success. ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it
attacks or uses Scare, or until its concentration ends
(as if concentrating on a spell). Any equipment the
quasit wears or carries is invisible with it.

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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.

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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)

Saving Throws Str +7, Dex +5, Con +6 Skills Perception +2


Skills Athletics +10, Intimidation +5 Senses blindsight 30 ft., passive Perception 12
Senses passive Perception 11 Languages —
Languages any one language (usually Common) Challenge 2 (450 XP)
Challenge 5 (1,800 XP) Blood Frenzy. The shark has advantage on melee
Brave. The gladiator has advantage on saving throws attack rolls against any creature that doesn’t’ have
against being frightened. all its hit points.
Brute. A melee weapon deals one extra die of its Water Breathing. The shark can breathe only underwater.
damage when the gladiator hits with it (included ACTIONS
in the attack).
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
ACTIONS one target. Hit: 13 (2d8 + 4) piercing damage.
Multiattack. The gladiator makes three melee attacks
or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach Hyena
5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4)
Medium beast, unaligned
piercing damage, or 13 (2d8 + 4) piercing damage if
Armor Class 11
used with two hands to make a melee attack.
Hit Points 5 (1d8 + 1)
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5
Speed 50 ft.
ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.

If the target is a Medium or smaller creature, it must STR DEX CON INT WIS CHA
succeed on a DC 15 Strength saving throw or be
11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
knocked prone.
REACTIONS Skills Perception +3
Parry. The gladiator adds 3 to its AC against one melee Senses passive Perception 13
attack that would hit it. To do so, the gladiator must Languages —
see the attacker and be wielding a melee weapon. Challenge 0 (10 XP)
Pack Tactics. The hyena has advantage on an attack
roll against a creature if at least one of the hyena’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) piercing damage.

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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)

Skills Athletics +5, Perception +2 Saving Throws Dex+8, Con +10


Senses passive Perception 12 Skills Stealth +8
Languages any one language (usually Common) Damage Resistances acid, cold, fire, lightning;
Challenge 3 (700 XP) bludgeoning, piercing, and slashing from
ACTIONS nonmagical attacks
Damage Immunities poison
Multiattack. The veteran makes two longsword
Condition Immunities charmed, frightened, poisoned
attacks. If it has a shortsword drawn, it can also
Senses darkvision 120 ft., passive Perception 10
make a shortsword attack.
Languages Abyssal, telepathy 120 ft.
Longsword. Melee Weapon Attack: +5 to hit, reach
Challenge 11 (7,200 XP)
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or
8 (1d10 + 3) slashing damage if used with two hands. Amorphous. The alkilith can move through a space
Shortsword. Melee Weapon Attack: +5 to hit, reach as a narrow as 1 inch wide without squeezing.
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. False Appearance. While the alkilith is motionless,
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, it is indistinguishable from an ordinary slime or fungus.
range 100/400 ft., one target. Hit: 5 (1d10) piercing Foment Madness. Any creature that isn’t a demon that
damage. starts its turn within 30 feet of the alkilith must succeed
on a DC 18 Wisdom saving throw, or it hears a faint
buzzing in its head for a moment and has disadvantage
on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Madness fails
by 5 or more, the creature is instead subjected to the
confusion spell for 1 minute (no concentration required
by the alkilith). While under the effect of that confusion,
the creature is immune to Foment Madness.
Magic Resistance. The alkilith has advantage on saving
throws against spells and other magical effects.
ACTIONS
Multiattack. The alkilith makes three tentacle attacks.
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 18 (4d6 + 4) acid damage.

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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).

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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

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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)

Senses passive Perception 10


Languages any one language (usually Common)
Challenge 1/8 (25 XP)
ACTIONS
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit, range
80/300 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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).

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Appendix 1A: Northern Alaron

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Appendix 1B: The Justly Scorned

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Appendix 1C: Isle of Anvil

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Appendix 1D: Fortress–Temple Map 1

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Appendix 1E: Fortress–Temple Map 2

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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

*The cult leaders sometimes force everyone to stay late


after dinner. A keg of ale or mead is tapped, and nobody
can go to bed or on watch until it is empty.

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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.”

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Appendix 3B: Haldis Ulfsdottir’s Letter
After your successes in defending northern Alaron, Haldis “Swift Feet” Ulfsdottir has the following letter sent to you.

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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.

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Appendix 3D: Tale of the Ocean’s Sisters
The Song of the Sargassum Spirits tell the following story.

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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).

Potion of Healing [Greater]


Potion, uncommon
You regain hit points when you drink this potion.
The number of hit points depends on the potion’s rarity,
as shown in the Potions of Healing table. Whatever its
potency, the potion’s red liquid glimmers when agitated.
A potion of greater healing cures 4d4 + 4 hit points.
This item can be found in the Dungeon Master’s Guide.

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.

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Sheet #

CCC-BMG-MOON5-3 Adventure Title


Adventure Logsheet

Character Name Class Moonshae Organization


(optional)

Player Name Event and Date Dungeon Master

Leveling Magic Items Magic Item Unlocked


Starting Level Starting Ring of Mind Shielding
This ring is fashioned from yellowed gnoll fangs bound together in
Earned a circle. If Skorri Boarson is not killed, this functions as a nor-
Level Accepted?
Spent mal ring of mind shielding. If Skorri Boarson was killed, the ring
contains the soul of Korasch, a demon spirit sent by Yeenoghu to
Ending Level Total possess and empower his greatest fangs. Korasch sees the world
only in terms of power. He seeks to push his wielder to gain strength
Gold Downtime 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 charac-
Starting Starting
ter’s behavior in moments of weakness.
Gained Earned (rarity, Table F, requires attunement)
Spent Spent
Consumables
Total Total Potion of Greater Healing (uncommon, Table A)

Story Summary Adventure Notes


You were recruited to infiltrate the Guardians of the Story Awards
North and arrest their leader, Skorri Boarson, preferably None.
with solid evidence of his and the cult’s wrongdoing. The
cult is based on a small island fortress at Alaron’s northern Moonshae Organizations
coast where they train promising cult members. Posing as Completing the MOON5 trilogy counts as a major objective
prospecting members you got on the island and started your for the Harbingers of Liberation organiztion.
investigation. You learned that its leadership was corrupt,
worshipping the demon lord Yeenoghu. The acolytes had
good intentions, and the island was used to brainwash them
into compliance. Eventually you confronted Skorri Boarson
and the other leaders of the cult.
What happened to Skorri Boarson?
□ Caught alive / □ Escaped / □ Killed

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