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D&D 5e BMG Moon MD 04 Lair of Deceit Oef, 2024-04-24

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100% found this document useful (2 votes)
1K views43 pages

D&D 5e BMG Moon MD 04 Lair of Deceit Oef, 2024-04-24

Uploaded by

fasezarrte
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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m o o n sh a e isle s

L
AIROFD
ECE
IT

BMG-
MOON-
MD-
04
BMG-MOON-MD-04

LAIR OF DECEIT
A Moonshae Isles:
Malefic Delusions Adventure
Amnian ships have been spotted sailing far from the isle of Snowdown. The High King
of the Ffolk is using this rare opportunity to assemble a small team of his finest Callidyrr
dragoons, together with the bravest adventurers, to infiltrate Snowdown and rescue his
abducted son from the Viceroy of Westphal, Lady Erliza Daressin.

Part One of the Fangs of Snowdown Trilogy.

A Four-Hour Adventure for 5th- through 10th-Level Characters


Optimized for APL 8

CONTENT WARNING: This adventure contains themes of Child Abduction, Murder, Self-Harm, Mild Body Horror,
Unethical Experiments, Blood Rituals, and Implied Torture. Player discretion is advised.

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. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.
©2024 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, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK
CREDITS
Project Leads: Paul Gabat, Savannah Houston-McIntyre
Writer: Kat Wynne
Editor: Ashley Michaela “Navigator” Lawson
Graphic Designer: Rich Lescouflair
Cover Illustration: Irina Nordsol
Cartographer: Lori Krell
Playtesters: Brian Balagot, Bird, Ryan Lanphere, Marik
Montalvan, Spencer N.C., Shu Qing Tan

bmg-moon-md-04 lair of deceit


2 Not for resale. Permission granted to print or photocopy this document for personal use only.
Adventure Primer Overview
Lair of Deceit begins with a Call to Action scene, has three
My journeys to the Moonshaes linger as some of the more fascinating parts, and ends with a Wrap-Up scene. The adventure
voyages that I have experienced, in a life not entirely devoid of fasci- takes approximately 4 hours to play.
nation. These isles, so placid and pastoral on the surface, proved to Call to Action: Caering about Kings (15 mins). The
characters are summoned to Caer Callidyrr to find a
be nests of tension and conflict.
court in turmoil as plans are made to learn what has
—Travels Along the Sword Coast, Elminster happened to Prince Owaren and, possibly, to rescue him.
The adventurers are called upon to join the mission.
Lair of Deceit is designed for three to seven 5th- through Part 1: Caering about Westphal (60 mins). The party
10th-level characters, and optimized for five characters explores Caer Westphal to find a way into the castle
with an average party level (APL) of 8. Characters outside without drawing Lady Erliza’s attention. This is Story
this level range can’t participate in this adventure. Objective A.
Lair of Deceit starts in the isle of Alaron’s Caer Callidyrr, Part 2: Caering about the Castle (80 mins). After gaining
and proceeds to Caer Westphal, on the isle of Snowdown. entry, the party explores the castle and discovers
information about Lady Erliza before tracking down
Background Prince Owaren. This is Story Objective B.
Part 3: Caering about Princes (60 mins). Having located
Following the WAR OF ROSE AND SHADOW, the
Prince Owaren, the characters try to rescue him and
MOONSHAE ISLES are experiencing a calm in the
defeat his guards. This is Story Objective C.
storm of politics which constantly engulfs this archipelago.
Wrap-Up: Caering about Survival (25 mins). The
Poetry and harp music, historically prized pursuits, have
characters have an opportunity to escape the castle. Will
replaced the sounds of clashing steel and war as the
they take it?
FFOLK return to the peacetime activities of tending to the
land. The steadings or fortified farmsteads of the pastoral
countryside begin to swell again as hope of a lasting peace Adventure Hooks
comes to the land. Lair of Deceit follows on directly from BMG-MOON-
In this time of healing, HIGH KING DERID KENDRICK MD-03 The Lost Song. Use the following hooks to involve
is finally free to turn his attention to his missing son, characters in the scenario:
PRINCE OWAREN KENDRICK. The young prince was
Loyal to the Kendricks. Being a Kendrick Loyalist these
kidnapped thirteen years ago by the AMNIAN viceroy and
last few years hasn’t been easy. Summoned by High
ruler of SNOWDOWN, LADY ERLIZA DARESSIN of
King Derid Kendrick himself, you have been tasked with
CAER WESTPHAL. It has been three months since the
another mission to further the crown’s interests.
High King last received an update about his son’s well-
Passing Adventurer. Your life as an adventurer has taken
being from Lady Erliza’s messengers.
you to the Moonshae Isle of Alaron, and tales of your
With an Amnian armada having been spotted sailing far
renown have prompted a summons from the High King.
from the isle of Snowdown, a chance has presented itself.
This leaves Snowdown’s defenses diminished, and King Restless Local. You were dispossessed of your home
Derid’s advisers agree that this is the break in security they during the war and have since returned, only to find that
have been waiting for. However, a small, tactical group of pastoral life isn’t quite as idyllic as you remember it.
highly skilled adventurers and CALIDDYRR DRAGOONS Responding to the High King’s call for aid may abate this
may prevail where an army could not. feeling of restlessness.
The Song, Found (BMG-MOON-MD-03). On completing
the journey to Llewellyn Harbor, Earl Orwin Rhys
informs the characters that he has referred them to
the Kendricks for a special mission; infiltrating Caer
Westphal to rescue the High King’s son.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 3
Call to Action:
Caering about Kings
Estimated Duration: 15 minutes Kicking It with the King

I
n Caer Callidyrr’s throne room, the characters
meet High King Derid Kendrick and learn of Prince The setting sun is nearly over the horizon, turning the
Owaren Kendrick’s kidnapping thirteen years ago room blood red as a servant lights the candles before
and of Snowdown’s temporarily weakened state. The High
King asks them to infiltrate Caer Westphal, gain access to bowing and leaving. On the dais, High King Derid
the castle, find out what happened to his son, and rescue Kendrick, his breastplate gleaming in the sun’s last rays,
him, if possible, with a small infiltration team. slumps on his throne. His head hangs low as he massages
his brow, the crown dangling from his hand.
Call to Action
After a moment, he nods in your direction, positioning
Accept the mission to infiltrate Caer Westphal and learn
what has happened to Prince Owaren. the crown back into the slight groove on his forehead.

Character Introductions
Allow each player a minute or so to introduce their The characters enter the throne room as High King Derid
character, describe their appearance and mannerisms, sits on the throne. It is mostly empty, with only a few
and share their reason for being here. Be sure to give Callidyrr dragoons in attendance. High King Derid looks
everyone an equal opportunity to present their characters. small in the vast emptiness of the royal chamber. His
Character introductions are important for the players to voice is soft but confident as he greets the characters and
understand who the other characters are, to build a basis introduces himself.
for roleplaying opportunities, and for you as the DM to What Is the Quest? Three months ago, the High King
learn more about the characters so you can create story stopped receiving updates from Caer Westphal about
elements that really speak to them. the well-being of his son. He orders the party to travel
After introductions, award each player inspiration and there in disguise, find out what has happened, and, if the
take a moment to explain how inspiration works. opportunity presents itself, rescue Prince Owaren.
What Do They Know? High King Derid’s son, Prince
Caer Callidyrr Owaren Kendrick, was kidnapped thirteen years ago. He
was nine years old at the time, and is now twenty-two.
Caer Callidyrr, the capital of the Moonshae Isles, is a
Who Took Him? Lady Erliza Daressin, the Viceroy of
vibrant castle city on the isle of Alaron and is visited by
Westphal and political leader of the isle of Snowdown.
travelers from all over. It is sandwiched between the
She is very private, and little is known about her except
Dernall Forest to the south and the Fairheight Mountains
she has shown herself to be politically savvy.
to the north.
It is home to a motley group of people, the now-peaceful Why Was He Taken? Prince Owaren was taken as a political
Ffolk and Northlanders, and here and there are firbolgs prisoner to safeguard Amnian interests in the Moonshaes.
and different types of elves, who have all only recently set Where Was He Taken? Based on a credible source, Prince
aside generations of strife to live in harmony. Owaren should be in Caer Westphal’s castle, on the isle
Caer Callidyrr is a city that is regaining its footing and of Snowdown.
starting to look toward the future. An optimistic flutter How Will We Get to Him? This will be a covert mission.
of hope has begun to take hold in the people, and you A merchant vessel and convincing merchant disguises
see more smiles than you would have just a few short will be provided. Once on the island, the party must find
years ago. a way into the castle, learn what happened to Prince
Deep within the cradle of Whitefish Bay, tall white pillars Owaren, rescue him if possible, and sail back to Caer
yearn toward the sky—the alabaster towers of the caer Callidyrr immediately.
(castle). A relic of a bygone age, its bright walls gleam pink Why Now? Many people have been sent in ones or twos to
in the sunset as the sun slips over the horizon. avoid detection, and none have ever returned. Multiple
reports place many Amnian ships far away from the isle
of Snowdown, with the latest seen in the Strait of the
Leviathan, west of the isle of Gwynneth. This may be the
least protected Snowdown has ever been.
What Help Can You Give? Five Callidyrr dragoons, who
are also in the room, will accompany the characters as
part of the strike team.

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4 Not for resale. Permission granted to print or photocopy this document for personal use only.
Digging Deeper. Characters who succeed on a DC 15 Treasure
Wisdom (Insight) or Charisma (Persuasion) check, or who High King Derid pays the characters 500 gp in advance for
ask a question related to “How can we prove to Owaren accepting his dangerous quest.
that you sent us,” receive a carved raccoon trinket that
shows signs of frequent handling and wear from being
carried in a pocket—the first thing Prince Owaren ever High King Derid Kendrick
made for his father. High King Derid has carried it on his LG Male (He/Him) Human (Ffolk) Monarch
person for the last thirteen years. High King Derid is short and bookish, trained in the magical
arts, and devoted to his people. He is the grandson of the
legendary Alicia Kendrick, but he rules over a diminished
Callidyrr Dragoons realm. Between his stature and his political fortunes, Derid is
The Callidyrr Dragoons is a group of skilled knights who have sometimes known as Derid the Small.
been blessed by the druids of Alaron. These knights, clad Derid was always more inclined to study than physical
in red armor and white capes, receive gifts from the druids pursuits, and learned magic from his grandfather Keane. His
once they have completed their training and proven their lack of martial prowess has dimmed his authority in the eyes
overwhelming desire to protect the isle and its people from of the Northlander jarls. His decision to open diplomatic
those who wish them harm. channels with the leShay of Sarifal has lessened his prestige
Upon their appointment, dragoons are gifted a weapon with the Ffolk. His decision to marry an outlander has
forged from the scales of Hoondarrh, an ancient red dragon weakened his standing even further, but he is dependent
who attacked Alaron a thousand years ago. These weapons upon Amcathran support to maintain his realm and he is
have the ability to produce dragonfire. The best of the best are deeply in love with High Queen Cefrey. The fate of their son
also entrusted with the ability to magically summon mighty weighs heavily on Derid’s mind, but he is determined to
steeds from the Feywild. guide his people through the challenges they face by making
Five Callidyrr dragoons have been selected to travel with the enemies into friends.
party, only one of whom, Captain Conwirdin, features in the What They Want. To finally rescue his son, Prince Owaren
rest of the Fangs of Snowdown trilogy. For the information on Kendrick, from his Amnian abductors.
the dragoons, see “Dramatis Personae” in appendix C. Powerless King. High King Derid spent most of the War of
Rose and Shadow as a captive of the Slain.

Development
Once the characters have exhausted their questions, High
King Derid issues one last plea for them to go quickly and
find out what has happened to his son, and if possible,
quietly rescue him from the terrible clutches of Lady Erliza
Daressin. When the party is ready to leave Alaron, proceed
to part 1.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 5
Part One:
Caering about Westphal
Estimated Duration: 60 minutes Erliza’s Domain. All divination (such as scrying, locate

A
creature, locate object), teleportation, and environmental
fter accepting High King Derid’s mission, sculpting efforts fail—with the domain reasserting itself
the characters—tasked with finding a way into immediately. If a character uses the Divine Sense feature,
the castle—arrive at Caer Westphal with the they sense nothing, but may, at your discretion, detect a
five dragoons. The dragoons will follow them once the vague sensation of Undead energy all around them.
characters make it in.

Story Objective A
The Direct Approach
Find a way into the castle without drawing Lady Erliza’s If the characters decide to approach the castle directly
attention. and bypass the city, the dragoons try to dissuade them;
any way into the castle is sure to be heavily guarded,
Caer Westphal (City) and this mission is meant to be performed quietly. They
also point out that blending in while in the city is a prime
Caer Westphal (give the players handout 1) squats along opportunity to gather the information needed for a
the southeast edge of the Moonshae Isles, facing outward successful infiltration.
to the Sea of Swords. Its functional harbor never lacks the
hustle and bustle of commerce as a plethora of Amnian Stealth
ships are usually docked, clogging up the waterways, and it If the party insists on ignoring the city and tries to sneak
is teeming with Amnian sailors and merchants straining to directly into the castle, several difficulties arise. If the party
reach the dirty taverns and common houses. fails any stage or chooses a frontal assault, proceed to
The good cheer and amiable manner of the Ffolk seems “Combat.” Sneaking in uses the following stages:
muted here, as eyes sharp as knives cut straight to an Stage 1: Watchtowers. The castle is surrounded by
assessment of value. Luxuries imported from Amn are on watchtowers. The characters must succeed on a DC 18
full display as booths of wares crowd the inner streets. Wisdom (Stealth) group check to approach the castle
There is no greenery in sight and posters and flyers tacked undetected.
onto windows and walls display the regal image of Lady Stage 2: Scaling the Gates. Beyond the watchtowers, the
Erliza, with her pale-olive skin and long dark hair, promising party is confronted by an enormous pair of gates and the
food and shelter at the castle for those in need. Just as many 20-foot-tall wall surrounding the castle. This requires
posters make pleas for help finding missing loved ones. a successful DC 17 Strength (Athletics) or Dexterity
Three gray towers stand sentinel over the city and (Acrobatics) group check to climb over.
are surrounded by a keep that could house the entirety Stage 3: Entering the Castle. Having scaled the wall, the
of a small village. Guards patrol its massive doors and party must find a way inside the castle. This requires a
the well-lit bridge looks as if it could be pulled up at a successful DC 18 Dexterity (Stealth) group check and
moment’s notice. a way to open the door, such as a successful DC 19
Dexterity check using thieves’ tools to unlock it, or a
Amn and Snowdown successful DC 19 Strength check to force it open.
Amn, “the Merchant’s Domain,” lies east of the isle of
Snowdown and controls essential trade routes across Faerûn. Combat
Politics in Amn is cutthroat and the nation has few friends Head-on assaults and failed infiltrations are repelled by 2d4
and allies. As Lady Erliza has remained in power in the same veterans plus one veteran per character.
place for nearly twenty years, she is either very smart, very
rich, or well-connected—possibly all three.
Money is the key to status, and success is measured in Adjusting the Scene
wealth. Ranks in Amn are named after ores and are similarly Suggestions for adjusting this scene:
ascribed to Caer Westphal’s bays: Ore, Bronze, Copper, Steel, • Very Weak: Only two veterans arrive.
Silver, Gold, Platinum, Adamantine, and finally, Mithral, the • Weak: Only 1d4 veterans plus one veteran per
highest rank, indicating perfection. character arrive.
In the early 1400s DR, almost 100 years before this • Strong: Add one hobgoblin warlord.
adventure, Amn invaded the Moonshae Isle of Snowdown. • Very Strong: Add two hobgoblin warlords.
It has been under Amnian rule ever since, and the majority
of the populace have settled under the new traditions.
Once under Amnian control, Snowdown’s woodlands were
chopped down, its mines stripped, and its waterways clogged
with refuse.

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6 Not for resale. Permission granted to print or photocopy this document for personal use only.
Gathering Information DC 10: Lady Erliza loves fine wares. Perhaps you could
acquire suitable pieces and leverage them for access?
This section is open-ended, as the characters could have a DC 15: Most Snowdownians are ambivalent with regard to
myriad of ideas, strategies to accomplish their goal, or play their Amnian rulers, but a few loyal subjects of High King
to their strengths. Caer Westphal is divided into different Derid Kendrick remain. Perhaps the party could use any
“bays,” and several locations within each bay. The docks information or connections the loyalists may have.
are large, but the characters should be encouraged to
explore other areas. Advanced Rumors. Once the characters start asking
around in earnest, roll on the Rumors in the Bays table to
Caer Westphal Locations determine which rumors they overhear. Reroll duplicate
Caer Westphal isn’t a city well-known to the rest of the rumors, or select a rumor you prefer to share:
Moonshaes, as it primarily deals with Amn. However,
any passerby could tell the characters the following with Rumors in the Bays
minimal investigation. d10 Rumor
• After the Amnian invasion, Caer Westphal was divided 1 Lady Erliza is fond of black pearls, the rarest and most
into “bays,” each corresponding to a precious metal used expensive type of pearl. Perhaps you could buy or
to denote social status in Amn for ease of reference by “find” one?
people unfamiliar with the city.
2 Invitations for the dinner parties have been distributed
• The bays start from the Mithral towers of Caer to all shop owners in Caer Westphal, but not all the
Westphal, where Lady Erliza resides, that overlook the invitees want to attend.
city, to the Adamantine, Platinum, and Gold bays of the
upper classes, to the Silver, Steel, and Copper bays of 3 A shipment of soft furs has just arrived from Amn,
the middle classes, and the outermost ring being the and the finest specimens have been put aside for the
Bronze and Ore bays of the lower-class areas. merchants to gift to Lady Erliza.
4 A flier requesting a musician-for-hire for Lady Erliza’s
The characters have the opportunity to explore the
dinner party tonight has been up for over a month.
Copper, Steel, and Silver Districts without comment in
their merchant disguises. The Silver District is home to 5 The castle has recently fired its assistant head chef
merchants and craftsmen, the Steel District to the military, and is looking for a replacement. One of the taverns is
and the Copper to the working-class inns, taverns, and looking to sponsor a candidate.
houses. If the characters try to go elsewhere, the dragoons 6 The fliers around town promise food and shelter at the
caution them against drawing too much attention and to castle for any who need it; Lady Erliza’s charity extends
keep to their task. to all in the city.
Avoiding Suspicion 7 Lady Erliza prizes information and stories, and the
For the most part, the people of Snowdown are willing Crimson Ink Items store has just purchased a book of
to overlook any strangeness exhibited by people and rare Feywild tales.
merchants from out of town. Lady Erliza has spies and 8 A load of groceries for the dinner party is being
informants all over Caer Westphal and has an uncanny delivered to the castle this afternoon.
ability to know everything.
9 Many guards went with the Amnian ships that left
Discussing the Mission. If a character speaks about the
Snowdown, so the city guard is recruiting to cover the
mission in public, the Callidyrr dragoons request that they
shortfall.
find privacy.
Disguises. The provided merchant disguises hold up well 10 Kendrick Loyalists are said to meet in the basement of
against scrutiny. Unless someone does something out of the Laughing Lass. Surely they would know of a way
character for a merchant, they fool anyone in the city. into the castle.
Suspicious Minds. Citizens of Caer Westphal who are
intelligent or perceptive enough to realize the characters
aren’t the simple merchants they may seem have been
Short on Time?
instructed by Lady Erliza not to interfere and to report the
If you have limited time, restrict the players to one approach
party’s movements to her immediately. This subterfuge
(i.e., becoming kitchen staff, gaining invitations) and give
should not be apparent to the characters.
them enough clues to enter the castle in one go. The castle is
large and takes a while to investigate.
Rumors
Rumors are the lifeblood of the city, and if the characters
have no idea where to begin their investigation, prompt
them for a DC 0 Wisdom (Perception) check to learn the
following rumors. If the check result exceeds DC 0, the
results are cumulative:
DC 0: Rumor tells of a dinner party at the castle tonight.
Anyone could enter, if they had an invitation or found a
way to blend in with the staff.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 7
Points of Interest: Silver Bay Haggling. The characters can haggle Orianna down
from her exorbitant prices with a Charisma (Persuasion)
check. If the characters don’t haggle, the dragoons remind
The Silver Bay is home to many shops and stalls buzzing them that most Amnians love to do it. The check result
with activity and rumors. Haggling is part of everyday life determines the reduced price:
in the Silver Bay. Shouted voices can be heard from every DC 0: Orianna drops her prices to 100 percent markup, as
direction. she respects that you haggled.
DC 10: Orianna drops her prices to standard cost as she
respects your arguments.
DC 25: Orianna sells at a 75 percent discount and
Wares in the Silver Bay cheerfully asks the characters not to come back, lest they
The specialized items each shop sells (indicated in its put her out of business.
heading) can only be drawn from chapter 5 of the Player’s
Handbook and, in the case of spell scrolls, appendix A of Statue of Umberlee
Xanathar’s Guide to Everything. All items are sold at 350 At the center of the square of Silver Bay is a beautiful
percent markup, which can be modified by each shop’s statue dedicated to the goddess Umberlee with her wave-
haggling rules.
curled hair tossing in the wind. Cool water splashes from
Potions Ahoy! Each shop offers a potion of advantage for sale
an urn in her hands onto the split waves that form her holy
at 600 gp—a bargain at only 200 percent markup! (i.e., the
standard price is 200 gp.) The shops’ haggling rules apply. symbol. Lightning bolts arc back from her eyes into the
The party can purchase the potion only once during this depths of her hair. At her feet is a carved treasure hoard
adventure. packed with items of value and coins.
Party Invitation. If the characters ask about tonight’s An inscription at the statue’s base reads “In thanks to our
dinner party at the castle and succeed on a DC 23 Charisma Amnian saviors and bringers of luxuries, may Umberlee
(Persuasion) check, the shopkeeper is happy to part with stay her hand.”
their invitation for two people. Reduce the DC by 5 for each Loyal Bears. Characters who succeed on a DC 15
shopkeeper the party has negotiated with. Intelligence (Investigation) or Wisdom (Perception) check
spot a carving inside the basin; the familiar bear’s head of
the Kendrick family and the words “Laughing Lass.” This
Crimson Ink Items (Adventuring Gear) indicates where the Kendrick Loyalists are holding their
The sign outside Crimson Ink Items is just a board with a next meeting, which is currently in session.
slash of red ink that has dripped onto the sidewalk. There Umberlee. Characters who succeed on a DC 13
is no door, only an opening in the side of the building. Intelligence (Religion) check recall that Umberlee, “the
Inside, the young drow Mrendan Mlezzarn (bandit captain) Queen of the Depths,” is a deity to be placated or invoked
is the quintessential unenthusiastic young adult working as a curse on another. In the Moonshaes, a lot of older
their first shopkeeper job. They are leafing through a set of Northlanders still worship her, as well as foreign sailors,
papers and don’t look up as the characters enter. and people traveling by sea. Her priests are feared and
Reading Material. Mrendan’s papers, a shopkeeper’s should be avoided.
gazette, can be read from across the countertop. If a
character does so, roll on the Rumors in the Bays table. The Dragon’s Hoard (Armor and Weapons)
Chasing Rumors. The book of rare stories mentioned in Marked by a golden sign with a red dragon hanging over a
rumor 7 of the Rumors in the Bays table can be purchased dark oak doorway, this shop is run by Bernard Duth (dwarf
here for 250 gp. bandit captain), a portly older man who has a dark, slick
Haggling. Players can haggle Mrendan down from the handlebar mustache that he likes to stroke as he speaks.
shop’s exorbitant prices to standard cost with roleplay or Free Gossip. When the party enters the Dragon’s Hoard,
a Charisma (Persuasion) check (succeeds automatically). Bernard can be overheard making conversation with a
Mrendan really doesn’t care. Their only requirement is customer as he packages their order. Roll on the Rumors in
that the characters try to haggle a little, no matter how the Bays table.
awkwardly. If the characters don’t haggle, the dragoons can Chasing Rumors. The furs mentioned in rumor 3 of
remind them that most Amnians love to do it. the Rumors in the Bays table can be purchased here
for 250 gp.
Delivery by Pearl Haggling. The characters can haggle Bernard down
(Potions and Spell Scrolls) from his exorbitant prices with a Charisma (Persuasion)
A sign studded with fake pearls hangs outside this small check. If the characters don’t haggle, the dragoons remind
cottagey shop, whose bay windows flank a door painted them that most Amnians love to do it. The check result
with an underwater motif that features seaweed. Nervously determines the reduced price:
standing behind the desk is Orianna Gaelen (bandit DC 0: Bernard drops his prices to 100 percent markup, as
captain). Orianna is a red-skinned cambion with wings and he respects that you haggled, if poorly.
long dark hair. She wrings her hands around strangers. DC 10: Bernard drops his prices to 50 percent markup, as
Chasing Rumors. The black pearls mentioned in rumor he respects the arguments you made.
1 of the Rumors in the Bays table can be purchased here DC 16: Bernard sells at standard cost; game
for 250 gp. recognizes game.
DC 25: Bernard sells at a 75 percent discount and jokingly
asks if he can adopt the character.

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8 Not for resale. Permission granted to print or photocopy this document for personal use only.
Treasure Points of Interest: Copper Bay
The party can buy a single potion of advantage from the
The sound of music is ever present and overlaps from
shops in the Silver Bay.
the competing taverns. A hum of conversation makes a
Points of Interest: Steel Bay backbeat for the songs as the people join together in jovial
entertainment. Rumors abound in the taverns as the people
gossip and boast.
The Steel Bay houses most of Caer Westphal’s military Refreshments. If the characters order food or drink
and private security for the merchants’ protection. The in the Copper Bay, refer to the Food and Drink table in
chapter 5 of the Player’s Handbook.
bay rings with the sound of clashing swords and shields
Rumors. To gather rumors in Copper Bay, characters
as guards train. Loud voices and jokes ring out over the must succeed on a DC 12 Wisdom (Perception) check to
training salle. listen over the hubbub of the tavern or a DC 12 Charisma
(Persuasion) check to speak with the patrons. If the check
result exceeds DC 20, the character learns two rumors.
Military Quarters Roll on the Rumors in the Bays table to determine which
All members of the City Guard are quartered in a few rumors the character hears.
simple barracks that ring the training yard. The Callidyrr
dragoons inform the characters that uniforms and written Donation Box Diving
orders are usually required to successfully report for A donation box in one of the alleys between the taverns
guard duty. contains clothes the characters could use to disguise
Uniforms. Characters who succeed on a DC 18 themselves as beggars (instead of as merchants). They can
Intelligence (Investigation) or Wisdom (Perception) check, use their new disguise to infiltrate the castle and pretend
find three guard uniforms drying unattended on the they are in dire need of food. Use the assistant head chef
laundry line. path as guidance (e.g., Durgog or Kansif Sharpknife feeds
Orders. Characters who succeed on a DC 18 Dexterity the characters and asks them to help out in the kitchens
(Stealth) or Strength check can break into an empty while they are short-staffed).
apartment to pilfer three sets of orders needed to report for
guard duty.
The Laughing Lass
Instead of a sign, the Laughing Lass has a beautiful mural
Stables painted across the wall. It depicts a Ffolk woman in the
The stables are abustle with people caring for the horses. middle of a hearty laugh, her head tipped back and a
As the party enters the yard, one horse suddenly breaks light in her eyes. Inside, bustling about and talking with
free of its handlers and runs straight toward the party. everyone is the owner, Bronwen Waters (Ffolk bandit),
Characters who succeed on a DC 15 Wisdom (Animal a clearly older version of the laughing woman in the
Handling) check can bring the horse to a stop as it runs mural-sign.
past. After capturing the horse and guiding it back to the Loyal Bears. The loyalists in Caer Westphal have been
grateful handlers, the character spots some graffiti: the struggling to find people to infiltrate the castle and learn
familiar bear’s head of the Kendrick family and the words more about Lady Erliza. If the characters have found the
“Laughing Lass.” This indicates where the Kendrick clues about the loyalist meeting from other bays, they can
Loyalists are holding their next meeting, which is currently identify people entering and exiting the Laughing Lass’s
in session. kitchen who aren’t waitstaff. Characters who try to slip into
the back are stopped by Bronwen unless they succeed on a
Training Yard DC 18 Dexterity (Stealth) group check. On a failed check,
Quartermaster Rharna Steelhand (hobgoblin warlord) or if the characters speak to Bronwen first, then they must
sits at a table with a “Recruiting Station” sign on it outside then succeed on a DC 15 Charisma (Persuasion) check or
the training yard. Inside, seven veterans are participating be ejected from the tavern.
in exhibition matches with the new recruits to test their Kitchen. If the characters sneak into the kitchen, they
mettle. To join the guard, the characters must do one of the overhear the Kendrick Loyalists, a motley crew of firbolgs,
following: Ffolk, halflings, and elves, discussing a secret passage that
• Succeed on a DC 15 Charisma (Persuasion) check to bypasses the guards on the outer wall and opens into an
join the guards and enter the rotation for the castle for outdoor cellar hidden in the grounds near the castle’s front
door. The loyalists also have enough invitations for the
the night.
whole group, but no one is volunteering to go.
• Win a best-of-three contested Strength (Athletics) check If the characters reveal themselves at this point, the
with the veterans in the exhibition matches. loyalists are immediately on guard. It requires a successful
DC 17 Charisma (Persuasion) check to stop the loyalists
from kicking the characters out and to convince them to tell
the party more about the secret passage. Members of the
Kendrick Loyalists have advantage on the check.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 9
The Shaken Flagon For successfully completing the cooking challenge, the
The sign depicts a simple flagon spilling its ale, but it character receives a written reference from Varis Amakiir,
seems the customers splash it with real ale every couple detailing their suitability for the assistant head chef
rounds or so to enhance the effect. As the characters position, that will let the character enter the castle.
enter the Shaken Flagon, they must succeed on a DC
13 Dexterity saving throw if they want to avoid the
The Tangled Serpent
dripping ale. Characters who get the ale on their clothes Marked by a painted sign with three snakes tied together
have advantage on Charisma (Persuasion) checks while by their tails, the inside of this tavern is dark and has a
inside the Shaken Flagon, but disadvantage on Charisma dwarven bard who plays with their head bent over a set of
(Persuasion) checks in other taverns as people know where bagpipes and only plays dirges.
else they have been. The owner, Gurdis Strakeln (halfling bandit), is a burly
Inside, the characters are greeted by the owner, Varis woman who nods to anyone who enters the tavern but
Amakiir (human bandit), who is a veritable ray of sunshine otherwise leaves them alone.
with golden hair and eyes. Chasing Rumors. The vegetables mentioned in rumor 8
Chasing Rumors. The Shaken Flagon is looking to of the Rumors in the Bays table can be purchased here for
sponsor candidates for the assistant head chef position in 200 gp. If the characters want to check the vegetables over,
rumor 5 of the Rumors in the Bays table. If the characters they can determine the vegetables are of good quality if
inquire about the position, they are asked to complete a they succeed on a DC 15 Intelligence (Nature) check.
cooking challenge that consists of three checks. As long
as any assistance rendered isn’t obvious, the Callidyrr Development
dragoons may recommend any skills they know the Once all the characters have a way to infiltrate Caer
characters have. Characters must succeed in at least two Westphal, the dragoons encourage them to head out to
rounds to complete the challenge: the castle. The dragoons will follow dressed as guards or
First Round. A DC 10 Intelligence (Nature) or Wisdom kitchen staff.
(Survival) check to gather ingredients.
Second Round. A DC 15 Dexterity check using cook’s
utensils as they cook a meal.
Third Round. A DC 18 Intelligence (Investigation),
Wisdom (Insight), or Charisma (Performance) check to
prepare the plate and present your meal.

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10 Not for resale. Permission granted to print or photocopy this document for personal use only.
Part Two:
Caering about the Castle
Estimated Duration: 80 minutes Castle Interior Features

P
assing within the castle walls, the The castle interior has the following features:
characters must now find a way deeper inside Dimensions. The ceilings are typically 10 feet tall.
the castle and get to Prince Owaren Kendrick. Lighting. The first floor is brightly lit in nearly every room.
The second floor is in darkness except for the occupied
Story Objective B guest rooms, to discourage visitors or wanderers.
Find Prince Owaren.
Erliza’s Domain. All divination (such as scrying, locate
creature, locate object), teleportation, and environmental
A Whole Castle in Four Hours!? sculpting efforts fail—with the domain reasserting
You aren’t expected to let your players explore the whole itself immediately. If a character uses the Divine
castle—especially if time is limited. Certain routes into the Sense feature, they sense nothing, but may, at your
castle prevent access to other parts (i.e., you can’t enter the discretion, detect a vague sensation of Undead energy all
guard area without guard uniforms). around them.
Feel free to rearrange rooms, let the characters explore Grim Atmosphere. The characters’ sense of unease and
fewer areas, or just have them go directly below the castle.
dread should grow as they move through the castle.
The only required section is the basement (areas D1,
D2, and D3).
Provide visions of a shadowy woman who whispers
ominous warnings at any applicable opportunity.

First Floor
Caer Westphal (Castle) The following locations are keyed to map 1.
To the untrained eye, Caer Westphal is nearly identical to
Caer Callidyrr, but on a smaller scale. The same alabaster A1: Main Entrance
towers reach toward the sky, but where Caer Callidyrr
seems welcoming and proud, Caer Westphal stands stiff The hustle and bustle calms as you approach the massive
and broken at the center of the city. Four towers stand
oak front doors of the caer. They are thrown wide and
backlit against the darkening sky as the party approaches.
One of the towers has started to crumble with disuse and is guarded by eight men in Amnian uniforms, their keen
open to the sky. eyes scanning for anything unusual as they check for
invitations.
Castle Exterior Features
The castle exterior has the following features:
The characters, if they have an appropriate number
Lighting and Weather. It is almost sunset, and Caer of invitations, are granted immediate access, and the
Westphal is about to be blessed with a clear view of the dragoons split off to the guard room. Otherwise, the
full moon, which provides dim light. characters can convince two of the guards to let them
Entrance. A well-tended lawn leads up to a busy front door through with a successful DC 18 Charisma (Persuasion)
accepting packages and workers from the city. The thick check. Reduce the DC by 1 for every 100 gp the characters
oaken doors have AC 18, 100 hit points, and immunity to bribe the guards with.
poison and psychic damage. Cooks and Vegetables. If the characters have obtained
Lawn. The lawn is well-kept, and you see a few goats a reference for the assistant head chef position or the
roaming around, keeping it at a respectable height. They vegetable shipment for the party tonight, the guards direct
seem well-trained and answer when the goatherd (+0 to them toward the trade entrance to area A19.
checks) calls them.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 11
A2: Foyer Reporting for Duty. Upon checking the characters’
orders, the guards advise them to go to the top of the tower
in area A4 and check in with Captain Grabert.
This spacious foyer is a press of people mingling and
making conversation. It spans two levels, with a grand A4: North Guard Tower (Level 1)
staircase on either side ascending to a mezzanine viewing
area that has tables set up for small snacks. The guard room tower is a large central tower with a
winding spiral staircase along the outer edge. The wall is
lined with pithy inspirational statements such as “In pain
Exits. This area has four exits, one each to areas A1,
A3, A5, and A6. Characters who try to enter area A3 are is strength.”
politely refused unless they are dressed as guards. The
mezzanine viewing area doesn’t connect to any second-
floor room. Exits. This area has two exits, one to area A3 and stairs
Display of Wealth. The center of the first floor is taken to area B7.
up by an enormous crystal candelabra. Characters who Optional Skill Challenge. The staircase is steep and
examine it in closer detail and succeed on a DC 10 characters must succeed on a DC 13 Strength (Athletics)
Intelligence (History or Investigation) check identify it as or Dexterity (Acrobatics) check to ascend it. Each time
the work of a famous Amnian artist. The candelabra is a character fails their check, they fall, taking 3 (1d6)
worth around 2,000 gp, but thieves would be lucky to sell bludgeoning damage and landing prone.
for 500 gp due to its ready identifiability.
The walls are covered in very old artwork, primarily
A5: Guest Bathroom
of landscapes. Characters who succeed on a DC 15
Intelligence (History) check determine that the paintings A small, nicely appointed bathroom with individual stalls.
are centuries old and depict locations across the
Moonshaes.
Exits. This area has two exits, one to area A2 and one to
Rumors. By eavesdropping on conversations, the
area A3. Characters who try to enter area A3 are politely
characters can learn the information below with a
refused unless they are dressed as guards.
successful DC 0 Wisdom (Perception) check. If the check
Treasure. Characters who succeed on a DC 15
result exceeds DC 0, the results are cumulative:
Intelligence (Investigation) or Wisdom (Perception) check
DC 0: Many of the shopkeepers didn’t want to come as find coins worth 2 gp that have either been left on the sink
this is the third dinner party this week, and they are or tumbled out of pockets.
beginning to feel the strain of the social niceties.
DC 10: With so many ships leaving Caer Westphal finding a A6: Grand Hall
place to store cargo has become difficult—and expensive.
DC 16: One cook has heard that work may finally be A rug of exquisite craftsmanship runs the entire length
starting on the fourth tower. It has been in disrepair for
of the hall. More landscape art dots the walls, but these
over ten years, and no one has been able to find the door
since it caved in. depict foreign lands.
DC 25: One finely dressed woman ponders what makeup
Lady Erliza uses, as her skin is as dewy and pale as it
Exits. This area has six exits, one each to areas A2, A7,
was when she came to Snowdown many years ago.
A8, A9, and A10, and stairs to area B1. The door to area
A Parting of Ways. Before the party leaves this room, the A8 is locked, but can be unlocked with a successful DC
dragoons find the characters and tell them they will make 15 Dexterity check using thieves’ tools. Access to area A9
better time if they split up, and then take their leave. is via the grand hall’s east side, which has a well-crafted
Treasure. The oversized candelabra is worth 500 gp on limestone railing with a gap in the middle instead of a wall.
the black market. Landscapes. Characters who succeed on a DC 20
Intelligence (History) check identify that the art on the
A3: Guard Room walls depicts locations in Amn.
Stairs. A grand staircase in the southeast corner that
Four guards are greeting their comrades as they enter goes up to area B1 is blocked by a locked door. The door
through the guard room door. can be unlocked with a successful DC 21 Dexterity check
using thieves’ tools. The key to this room can be found in
area C2 if the characters are dressed as guests, area B7
Exits. This area has three exits, one each to areas A2, if they are dressed as guards, or area A17 if they enter
A4, and A5. through the kitchen. Alternatively, if you are pressed for
Restricted Access. If the characters have an appropriate time, this door is unlocked.
number of guard uniforms and orders, they can enter
this room freely. If not all the characters are wearing a
guard uniform, the group can convince the four guards
to let them through with a successful DC 18 Charisma
(Persuasion) check.

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12 Not for resale. Permission granted to print or photocopy this document for personal use only.
A7: Library Flora. The flowers are a riot of colors and of varieties
from all over the Moonshaes. At the back, a set of plants is
accompanied by a “Stay Off the Plants” sign. Characters
This cozy library is stocked with books on all sorts of
who succeed on a DC 15 Intelligence (Nature) check
subjects, from historical texts to novels to cookbooks. recognize that these plants are all poisonous. Characters
Comfy couches are dotted around for people to rest who touch or smell the plants must succeed on a DC 15
on and read. The corner has a desk with an open guest Constitution saving throw or be poisoned for 1 hour.
book for people to record which book they are taking out
A10: Ballroom
and the date.

This brightly lit ballroom is filled with people dancing.


Characters who succeed on a DC 13 Intelligence
(Investigation) check find 10 gp in a box labeled “Late
Fines” on the corner desk. If the check result exceeds Exits. This area has four exits, one each to areas A6,
DC 18, they also find the false bottom in one of the desk’s A11, A12, and A16. The entrance to area A11 has a sign
drawers, which conceals a trapped lockbox. next to it that reads “Observatory,” complete with an arrow
Trapped Lockbox. This locked gray box has the words pointing up. The door to area A12 is less obvious; only
“Library Funding” engraved on top and is trapped with a characters who have a passive Wisdom (Perception) score
basic poison needle trap. Characters who have a passive of 12 or higher notice the door the first time they enter the
Wisdom (Perception) score of 15 or higher, or who succeed ballroom. If the characters return here after spending time
on a DC 15 Wisdom (Perception) check, spot the trap. The in other areas, they spot the door to area A12 automatically.
trap can be disarmed with a successful DC 15 Dexterity Packed Dancefloor. The ballroom is difficult terrain.
check using thieves’ tools. Characters who open the box Characters who succeed on a DC 10 Strength (Athletics) or
while the trap is armed must succeed on a DC 17 Dexterity Dexterity (Acrobatics) check can ignore the difficult terrain
saving throw or take 13 (3d8) poison damage and be until the end of their turn.
poisoned for 1 hour. Dancing Queen. Characters who succeed on a DC 15
Treasure. The late fines box contains 10 gp and the Charisma (Performance) check to join in the celebration
trapped lockbox contains another 10 gp donated to help and dance have advantage on Dexterity (Stealth) checks
fund the library. made while on the first floor as they have proven to the
other guests that they are here to party.
A8: Study
The study is dark, with only faint light penetrating from
A11: Observatory Tower (Level 1)
area A6. Guests occasionally traverse the hallway, so if Exits. This area has two exits, one to area A10 and stairs
the characters want to investigate this room, they must to area B8.
step inside and shut the door or be herded along into the Stellar Decor. This large tower has a winding staircase
ballroom (area A10) by the masses. along its outer edge. The walls are decorated with stars,
Desk. A large, grand desk takes up much of this room, and characters who succeed on a DC 12 Intelligence
curving around its chair like a cat. Papers in wire trays (Investigation) or Wisdom (Survival) check determine that
are scattered around the top of the desk and characters the stars form constellations, but not ones native to the
who succeed on a DC 10 Intelligence (Investigation) check Moonshaes’ night sky.
identify the papers as census numbers for Caer Westphal. Optional Skill Challenge. The staircase is steep and
Filing Cabinets. The walls are lined with paper-filled characters must succeed on a DC 13 Strength (Athletics)
cabinets. Characters who review the papers and succeed or Dexterity (Acrobatics) check to ascend it. Each time
on a DC 18 Intelligence (Investigation) or Wisdom a character fails their check, they fall, taking 3 (1d6)
(Perception) check find an itemized description of building bludgeoning damage and landing prone.
materials for a basement level and four towers in Caer
A12: Service Hallway
Westphal. It doesn’t describe the secret areas of the castle,
Exits. This area has three exits, one each to areas A10,
only that a basement level was planned.
A13, and A15. This cramped hallway is well-traveled to
A9: Walled Garden (Level 1) area A13, but judging by the cobwebs and dust everywhere,
the cleaners don’t enter here often.
This sumptuous garden is protected by glass outer walls A13: South Guard Tower (Level 1)
and a glass ceiling. It spans two stories and has trees and Exits. This area has two exits, one to area A12 and stairs
all sorts of plants. Paths wind throughout the garden and to area B17.
white wooden benches are provided to sit on. Restricted Access. The two guards (veterans) stationed
at the door grant immediate access to anyone in a guard
uniform and turn away everyone else.
Exits. This area has two exits, one to area A6 and stairs Optional Skill Challenge. The staircase is steep and
leading to area B6. characters must succeed on a DC 13 Strength (Athletics)
or Dexterity (Acrobatics) check to ascend it. Each time
a character fails their check, they fall, taking 3 (1d6)
bludgeoning damage and landing prone.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 13
A14: Secret Staircase Exits. This area has two exits, one to area A18 and one
Exits. This area has two exits, stairs to area B16 and to area A19.
stairs to area D1. It isn’t accessible from the first floor. Master Key. A key to unlock the doors in area A6 is
hanging on a metal hook near the door.
A15: Storage
Treasure. The storage room is full of junk, but characters A18: Pantry
who succeed on a DC 15 Intelligence (Investigation) or
Wisdom (Perception) check find small valuables worth 300 The pantry is filled with food, including hard cheeses,
gp hidden away. bread, and jams and jellies made from local berries.
A16: Dining Room
A Light Repast. Characters who spend 10 minutes
Beautifully organized dining tables—each replete with sampling the pantry’s delicacies regain 1d10 hit points.
a pristine, Amnian-made white tablecloth, imported
A19: Kitchen
silverware, sixteen crystal plates, and wine goblets—have
been set up in this room. Accompanying the expensive
The kitchen is bustling with people trapped in the chaos of
wares on each table is a luxurious feast consisting of
dinner preparation. A gigantic basin is being manned by two
mouthwatering roasted poultry dishes layered in gold,
Ffolk feverishly washing vegetables for a chopping station
caviar from the rare giant sturgeon, perfectly ripe
next to them, servants run in and out of the serving doors
vegetables from the Feywild, and much more.
as the final touches are made to the place settings in the
dining room, and the trade entrance is clogged with people
Exits. This area has two exits, one to area A10 and one as the cooks and servers unload groceries into the pantry.
to area A19. Servants run in and out of area A19 as the Perking up, an ogre woman waves you over, “You’re new.
final touches are being set and the guests begin to trickle in
Can I help you?”
from area A10.
Not the Help. If the characters try to enter area A19,
but aren’t dressed as kitchen staff, they are turned away Exits. This area has three exits, one each to areas A1,
by the annoyed and harassed servers unless a character A16, and A17.
succeeds on a DC 19 Charisma (Persuasion) check to Restricted Access. If the characters have the appropriate
calm the people in the kitchen. If you are short on time, groceries for tonight’s party (from the Tangled Serpent) or
the characters aren’t allowed into this area, no matter how have a reference for the assistant head chef position (from
persuasive they are. the Shaken Flagon), the ogre, Durgog, waves them through
One of These Things . . . Characters who succeed on immediately. Otherwise, she apologetically turns them
a DC 18 Intelligence (Investigation) check notice that the away, as the kitchens are “terribly busy” right now.
head table has plates and silverware laid out, except at the Head Chef. Kansif Sharpknife (half-orc bandit captain)
host’s seat; there stands only a goblet, stained on the inside orders anyone who didn’t enter from area A1 (past Durgog)
with a dark, thick red liquid. to leave her kitchen. If Durgog waves the characters in
Rumors. By eavesdropping on conversations, the as job applicants, Kansif asks them to prove they are the
characters can learn the information below with a best choice for the job. The characters must succeed on
successful DC 0 Wisdom (Perception) check. If the check a DC 13 Dexterity or Wisdom check using cook’s utensils
result exceeds DC 0, the results are cumulative: to gain the position. On a failed check, they are employed
DC 0: The host is Lady Erliza Daressin, the Viceroy of in the kitchen proper (as temporary staff), but they
Westphal. Lady Erliza originally hails from Amn. have disadvantage on Dexterity (Stealth) and Charisma
DC 10: Lady Erliza is known to be the kindest noble they (Deception or Persuasion) checks while inside the castle.
have ever met.
DC 15: Lady Erliza is famous for her hospitality and Second Floor
charity, giving away vast fortunes to the needy, though The following locations are keyed to map 2.
her riches don’t seem to be running out.
DC 19: Though she is kind and gives to charity often, no B1: Corridor
one wants to be on Lady Erliza’s bad side. She is like an Exits. This area has six exits, one each to areas B2, B3,
iron fist in a velvet glove. B4, B5, and B9, and stairs to area A6.
Locked Doors. The doors to areas B3 and B4 are both
A17: Scullery locked and require a successful DC 15 Dexterity check using
thieves’ tools to unlock. The door to B9 is also locked, but
The scullery is filled with mops, pots, and other cleaning can be opened easily using thieves’ tools (no check required).
Lighting. The corridor is dimly lit.
and cooking supplies.
The Eyes! The walls are all decorated with paintings of
Amn. Characters who succeed on a DC 18 Intelligence
(Investigation) or Wisdom (Perception) check spot that
the clouds in each painting are skulls that turn to face the
characters no matter where they are in the corridor.

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14 Not for resale. Permission granted to print or photocopy this document for personal use only.
B2: South Guest Room B7: North Guard Tower (Level 2)
This comfortable room is unoccupied and not in use.
The stairs continue to spiral around the outer edge of the
B3: Central Guest Room
tower. The walls bear more pithy inspirational statements
When the party enters this nautically themed room,
characters who have a passive Wisdom (Perception) score such as “Be stronger than your excuses.”
of 10 or higher notice a slight smell of fish in the room.
Desk. The desk is filled with shipping manifests of trade
vessels in and out of Caer Callidyrr, most of which are Exits. This area has two exits, stairs to area A4 and stairs
soaked and illegible. to area C1.
Trapped Sea Chest. The ornately carved sea chest at the Master Key. A key to unlock the doors in area A6 is
foot of the bed is trapped. Characters who succeed on a DC hanging in the stairwell.
17 Intelligence (Investigation) check detect the trap, which Optional Skill Challenge. The staircase is steep and
can be disarmed with a successful DC 16 Dexterity check characters must succeed on a DC 13 Strength (Athletics)
using thieves’ tools. On a failed check to disarm the trap, or or Dexterity (Acrobatics) check to ascend it. Each time
if a character tries to open the sea chest, the trap triggers, a character fails their check, they fall, taking 7 (2d6)
releasing poisonous gas that deals 16 (3d10) poison bludgeoning damage and landing prone.
damage to creatures within 5 feet of the strongbox. The sea
chest contains refuse, humanoid bones, and 500 gp.
B8: Observatory Tower (Level 2)
Exits. This area has two exits, stairs to area A11 and
Treasure. The sea chest contains 500 gp.
stairs to area C2.
B4: North Guest Room Stellar Decor. The walls are still decorated with stars,
This room is filled with personal trinkets. If the characters and characters who succeed on a DC 15 Intelligence
investigate the trinkets, roll three times on the Trinkets (Investigation) or Wisdom (Survival) check identify these
table (see chapter 5 of the Player’s Handbook). constellations as the ones you would follow from Caer
Journal. Characters who succeed on a DC 15 Intelligence Westphal to reach Karador, the capital of the Fey Kingdom
(Investigation) or Wisdom (Perception) check discover of Sarifal on the isle of Gwynneth.
a journal full of information about Caer Corwell. If they Optional Skill Challenge. The staircase is steep and
thumb through the book, they find a second person has characters must succeed on a DC 13 Strength (Athletics)
written in the margins, as if tutoring the owner on how to or Dexterity (Acrobatics) check to ascend it. Each time
better make observations and strategies. This is Prince a character fails their check, they fall, taking 7 (2d6)
Owaren Kendrick’s journal with tutor notes from Lady bludgeoning damage and landing prone.
Erliza herself.
Characters who succeed on a DC 18 Wisdom (Insight)
B9: Lady Erliza’s Bedchamber
check are confident that the tutor is a noble, most probably
Lady Erliza, who is highly trained in calligraphy and has This spacious chamber is decorated in silver, red, and
sharp observations layered on the more basic ones in purple in a riot of colors and rich fabrics. Velvet and silks
the journal. hang in beautiful tapestries, all depicting horrific battles
or political victories. A few antique closets decorated with
B5: Guest Bathroom
This small, nicely appointed bathroom has a single stall adamantine linings are positioned against undecorated
and a large tub that smells like death. parts of the walls. On the far side of the room is a fireplace
Treasure. Characters who succeed on DC 13 Intelligence with two comfortable cushioned chairs and a small table
(Investigation) or Wisdom (Perception) check find 10 gp next to it. Over the empty bed hangs a framed painting of
that has fallen behind the bathtub.
a naked woman rising from a pool of flowers.
B6: Walled Garden (Level 2) [If anyone in the party can read Sylvan, the painting’s
A small stone alcove provides an excellent view of the title, engraved on a small gilded plate at the bottom of the
flowers and plants that flourish within the glass-walled frame, reads “The Rebirth of a Queen.”]
garden. Characters who succeed on a DC 17 Wisdom
(Perception) check notice a woman with pale-olive skin,
dark hair, and adamantine-infused jewelry checking Exits. This area has four exits, one each to areas B2,
some of the flowers native to the Feywild. The woman’s B10, B11, and B14. The closet door to area B14 remains
expression is gentle and curious. Unbeknown to the jammed tight until the party has explored areas B10
characters, this is Lady Erliza Daressin. through B13.
After Her! If the characters jump down or otherwise The Monster Underneath. If the characters look under
descend from the alcove with the intent to get closer to the the bed, or succeed on a DC 15 Intelligence (Investigation)
woman, they mysteriously lose their footing, as if the floor or Wisdom (Perception) check, they find a few scattered
had shifted underfoot, and fall, taking 7 (2d6) bludgeoning books with topics related to how to be a better parent,
damage and landing prone in area A9—and with that happily-ever-afters, and a few love stories.
moment’s distraction, the woman is gone.

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Closets. Characters who succeed on a DC 13 Intelligence Jump Scare. As the characters approach the middle
(Investigation) check discover a false bottom in one of the of the hallway, a gale-force wind blasts through an open
closets. Inside is a set of women’s clothes spattered with window, extinguishing all nonmagical light sources and
red dots. Characters who succeed on a DC 10 Wisdom suppressing magical light for a suitably dramatic duration.
(Medicine) check identify the red dots as paint, not In the wind’s wake, the outline of a vampiric skull with
blood. Upon further inspection, there is also a child-sized blood dripping from its fangs is revealed in the last three
handprint like a bunched fist, as if a child grabbed onto the paintings, superimposed behind the painted woman. While
skirt to steady themself. exposed to a light source, the skulls temporarily vanish.
Fireplace. A roaring fire burns in the fireplace, but gives
off little heat. Characters who examine the fireplace and B11: Master Bathroom
succeed on a DC 20 Intelligence (Investigation) check find
a loose brick that conceals a small alcove. Inside are a few This spacious bathroom has a soaking tub, pristine white
pages of a shipping manifest from Amn that has duplicate walls with mosaics of dolphins gamboling in the waves,
cargo details, but with different amounts on each one.
and a silvery-gold finish on everything that makes it seem
Sitting Area. Next to the fireplace is a small area with
comfy chairs. On a small round table in front of the chairs to glow like a sunset.
are books from Waterdeep describing great dragonchess
matches and a large dragonchess set carved from beautiful
dark wood. Exits. This area has two exits, one to area B9 and one
Sealed Door. The door to area A14 remains jammed to area B12.
tight until the party has explored areas B10 through B13. Treasure. Characters who succeed on a DC 13
Upon the party’s return to area B9, the door is open slightly, Intelligence (Investigation) or Wisdom (Perception) check
but issues a gentle creak as it shuts to. Characters who find 20 gp hidden under a soap dish.
have a passive Wisdom (Perception) score of 15 or higher B12: Linen Closet
spot fingertips retreating behind the door as it shuts (as if
This area contains neat stacks of soft, fluffy towels and
someone had been shutting the closet door from the inside
silk sheets.
when the characters returned).

B10: Portrait Hallway B13: Dressing Room

Elaborate clothes with detailed embroidery line the walls


This chilly, spacious hallway is lined with portraits of the
and shoes of all types line the baseboards beneath. A glass
same woman with pale-olive skin and long dark curls.
case in one corner contains a turban, and a candlelit vanity
The paintings span the last two hundred years, with the
sits toward the back, next to a side window that looks out
woman’s jewelry beginning as large statement pieces in
over the city.
the oldest picture and dwindling until only a signet ring on
an adamantine chain remains in the most recent painting.
Glass Case. Folded so as to hang over the front of the
case is a card with the words “Do Not Clean” written in a
Exits. This area has two exits, one to area B9 and one beautiful hand. The writing matches the tutor’s notes in
to area B13. the journal in area B4 and the vivisection notes in area
Moisturizer, Moisturizer. Characters who succeed on D1. Accessing the turban is as simple as lifting and setting
a DC 18 Intelligence (Investigation) or Wisdom (Insight) aside the case’s lid (like a bell jar)—no check required.
check determine that although the portraits’ dates fall Treasure. The turban in the glass case is a hat
across the last 200 years, the woman in the pictures has of wizardry.
remained exactly the same.
For Richer or For Poorer. The woman’s dress, jewelry, B14: Walk-In Closet
and hair are all distinctly Amnian in style, and characters
who succeed on a DC 15 Intelligence (History) or Wisdom This long, shallow closet houses a variety of comfortable
(Insight) check determine that the woman in the paintings
has either become poorer over the last two centuries or robes for lounging and soft fluffy slippers for wearing in a
become richer and moved toward less obvious displays relaxed environment.
of wealth. Given that Caer Westphal controls much of the
trade between the Moonshaes and the Sword Coast, the
latter is more likely. Exits. This area has two exits, one to area B9 and a
The Eyes Have It. As the characters walk along the secret door to area B15.
hallway, it is easy to notice that the eyes in the paintings Secret Door. Inside the walk-in closet, the character who
all seem to follow them. Characters who succeed on a DC has the highest passive Wisdom (Perception) score notices
13 Intelligence (Arcana or Investigation) check, or employ a wooden panel at the back that doesn’t quite sit flush with
the detect magic spell, determine that the paintings are the wall. If the characters investigate further, it swings open
nonmagical; a clever painting technique and a trick of to reveal a hidden study (area B15).
the light makes it seem as if the eyes are following the
characters.

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16 Not for resale. Permission granted to print or photocopy this document for personal use only.
B15: Secret Study B16: Secret Stairs
Exits. This area has two exits, one to area B14 and one Exits. This area has two exits, one to area B15 and stairs
to area B16. to area A14.
Optional Combat. If time allows, a brain in a jar and
three crawling claws sitting on the desk next to the B17: South Guard Tower (Level 2)
strongbox immediately attack the characters when they
enter the study. The stairs continue to spiral around the tower’s outer
Books. Every surface of this study is filled with books, edge. As in the north tower, the walls are lined with still
perched high above one of the books is a dagger. Most of
more pithy inspirational statements such as “You write
the books concern the search for immortality. Characters
who look through the books and succeed on a DC 15 your story with the sweat from your brow. Own it!”
Intelligence (Investigation) check also find books related to
mythals—high-level magical wards typically large enough to
protect cities. Exits. This area has two exits, stairs to area A13 and
Dagger of Screams and Dreams. As soon as a stairs to area C3.
character touches the books in this room, the dagger starts Optional Skill Challenge. The staircase is steep and
screaming in a shrill mental voice. Each character in areas characters must succeed on a DC 13 Strength (Athletics)
B9 through B15 must succeed on a DC 13 Wisdom saving or Dexterity (Acrobatics) check to ascend it. Each time
throw or take 7 (2d6) psychic damage and be paralyzed for a character fails their check, they fall, taking 7 (2d6)
1 minute. If you are using the optional combat encounter, bludgeoning damage and landing prone.
creatures that fail their saving throw instead take no
damage and are stunned for 1 round.
Third Floor
Journal of Woes. The character who has the highest The following locations are keyed to map 3.
passive Wisdom (Perception) score finds a few pages
torn from a centuries-old private journal. Give the players C1: North Guard Tower (Level 3)
handout 2.
Death and Taxes. Sitting on the desk is a locked, trapped At the top of the north tower, the door to the guard
strongbox. The strongbox contains Caer Westphal’s tax captain’s quarters is open. A painting of a displacer kitten
revenues (3,000 gp) and radiates an aura of enchantment
hanging from a tree branch fills the space behind a gigantic
and necromancy magic. Characters who succeed on a
DC 20 Intelligence (Arcana or Investigation) or Wisdom desk and further inspirational quotes cover the walls. The
(Perception) check determine that the strongbox is desk is covered in more guard orders, piled into boxes
trapped. Disarming the trap and unlocking the strongbox labeled “Read,” “Won’t Read,” and “Toss.”
both require a successful DC 18 Dexterity check using The harried captain looks up as you enter, and offers no
thieves’ tools.
greeting. “You the new scrubs they’ve sent me?” He holds
The trap triggers if a creature fails their check to disarm
it, or opens the strongbox without disarming the trap, out his hand, a golden articulated prosthetic, waiting for
releasing a potent fusion of enchantment and necrotic you to hand over your orders.
energy—the last person who touched the strongbox hears
the word “death” ring in their ears and is subjected to
the power word kill spell. Creatures killed this way are These quarters, which double as an office for the guard’s
restored to life by a raise dead spell 1 minute later. If the day-to-day, belong to Guard Captain Jon Grabert (human
creature is unaffected by the power word kill spell, it then champion). He always seems stressed and keeps any
hears the word “taxes,” and begins to suffer the penalties of conversations short.
being resurrected by the raise dead spell. If the characters use stealth to approach this room,
Treasure. The strongbox contains 3,000 gp. Captain Grabert is hard at work and doesn’t notice them
unless they draw attention to themselves. They can observe
the captain and a set of orders on his desk dated nearly ten
Adjusting the Scene years ago that says the fourth tower is out of commission
Suggestions for adjusting this scene: and due for repairs.
• Very Weak: Remove one crawling claw. Remove the brain in Orders Up. If the characters have stolen guard uniforms
a jar’s Mind Blast and Spellcasting actions. and orders and hand them over to Captain Grabert, he
• Weak: Remove one crawling claw. Remove the brain in a brusquely tells them they are needed in the ballroom (area
jar’s Mind Blast action.
A10). The character who has the highest passive Wisdom
• Strong: Add two crawling claws.
(Insight) score realizes that as long as the characters are
• Very Strong: Add one brain in a jar.
“on the way to the ballroom,” they should be able to explore
the castle unhindered.
About These Posters? If the characters ask about the
inspirational quotes, Captain Grabert gives them a haunted
look and mutters something about “the lads trying to keep
his spirits up.”

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Not for resale. Permission granted to print or photocopy this document for personal use only. 17
Layout Is Key. If asked about the castle’s layout, Captain Basement
Grabert is happy to tell the characters anything about the
north and south guard towers, the observatory (east tower), The following locations are keyed to map 4.
and the first floor. He advises them to stay off the second
floor, where the private quarters are.
D1: Menagerie of the Dead
Name That Tower! If asked, Captain Grabert can provide
information about the west tower (areas E1, E2, and The steep stairs down empty out into a large room, which
E3). The fourth tower, according to popular stories, is in you can smell before you can see. It is a deep, earthy,
dangerous need of repair, and the entrance collapsed many dead smell.
years ago. They have been meaning to repair it, but, in the
There is an eerie stillness as the stairs end, opening up
meantime, no one goes in there as it is too hazardous.
into a malignant menagerie of rotting corpses. Things
C2: Observatory once deadly have been filleted and left open as if on an
operating table. The betentacled face of a mind flayer
The observatory is open to the sky and has an enormous stares at you, eyes unseeing, while something resembling
spyglass set up to view the stars through. an exposed brain sits in the middle of the floor before
sprouting legs and racing right at you to smash itself
Master Key. A key to unlock the doors in area A6 is against its glass prison again and again and again, leaving
hanging in the stairwell. behind a messy smear of cerebral fluids.
Spyglass. The spyglass is a complicated contraption.
To change where the spyglass points (currently straight at
the stars), characters must succeed on a DC 15 Strength Exits. This area has two exits, stairs to area A14 and a
(Athletics) or Intelligence (Investigation) check. Characters door to area D2, which is barred shut from the other side.
who look down at Caer Westphal see people closing up Characters who have a combined Strength score of 16 or
shop and retiring for the night. higher can force the door open.
West Tower. Characters who use the spyglass to survey Freeing the Mind. The intellect devourer can’t reach
the ruined fourth tower see a small flame and shadows the characters through its sealed container, but can be
moving behind one of its narrow windowpanes. Someone freed with a successful DC 18 Strength check. If released,
is in the supposedly inaccessible tower! the intellect devourer attacks the party unless encouraged
It may occur to the characters to investigate via a direct not to with a successful DC 15 Charisma (Deception
route, but the window, being obviously small, very narrow, or Persuasion) check, however, the character who has
and fitted with thick glass, offers no entry point or viewing the highest passive Wisdom (Insight) score knows an
angles—and no one answers if the characters tap at the abundance of juicy, unsuspecting guests wait in the rooms
window. The “Erliza’s Domain” area feature also prevents above for the brain to feast on.
scrying, teleportation, and unsolicited DIY attempts. Make It Science. Each vivisected monster has a detailed
set of notes next to it, describing what was done to it in
C3: South Guard Tower (Level 3) lurid detail. The notes on the mind flayer are the oldest
Three guards (veterans) playing dice here are happy to and have crabbed, childish handwriting as if transcribed
include the characters in their game. To play, the characters by a young child, but the corrections are in the fine
must roll three contested Dexterity (Sleight of Hand) hand of a mature woman. The woman’s handwriting
checks against the guards. If the characters win best of matches the journals in areas B4 and B15. Both hands
three, they get 20 gp from the pot. If they lose, they must begin to harmonize as the experiments move away from
pay out 20 gp. the entrance.
Treasure. The characters can earn 20 gp by gambling Monsters in the Menagerie. The menagerie is filled
with the guards. with strange monsters, the intellect devourer and the mind
flayer being the only two visible from the entrance. If the
characters continue to investigate, they find the following:
• A damaged container with an extradimensional space. A
small hole in one side has been plugged with a silver rod
to prevent whatever is inside the pocket dimension from
escaping. The notes next to it reveal that what is on the
other side hasn’t been identified yet.
• A melting gibbering mouther. It cackles with laughter
for its last few seconds as it melts down a drain, leaving
behind several sets of teeth if the characters wait long
enough. The notes next to it detail a lengthy experiment
involving acid of various strengths and the effects on
different kinds of flesh.

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18 Not for resale. Permission granted to print or photocopy this document for personal use only.
• The last occupied display case contains a mimic that Prisoners. Characters who succeed on a DC 15
constantly shifts between the characters’ worst fears. Intelligence (Investigation) check recognize the people
The notes, written in a feminine hand, detail a list of suspended from the ceiling from the missing persons
subjects and a warning not to release it. A comment at posters in the city. The blood-sacrifice prisoners can be
the end of the note says “it was fun” with a smiley face. freed with a successful DC 13 Dexterity check using
• The final display is a plinth with a night caller flute thieves’ tools. Upon being freed, they can be stabilized with
sitting on it, readily accessible. A set of notes nearby a successful DC 15 Wisdom (Medicine) check and start
details its properties. Additionally, if the characters to come around. They refuse all help and flee the castle
didn’t take the hat of wizardry in area B13, another one as soon as they can. On a failed Medicine check, only one
rests next to the night caller and the notes also detail the prisoner rouses and offers to stay with the others to help
hat’s abilities. them escape.
Optional Combat. If the characters do something to
Rot Grubs. Characters who succeed on a DC 13 Wisdom attract attention, such as releasing the blood sacrifices,
(Perception) check spot a swarm of rot grubs (that deals they rouse three skeletons and two zombies.
psychic damage) before it pours from the drain near the
back of the room and surges toward the nearest character.
Characters who succeeded on the Wisdom (Perception) Adjusting the Scene
check also feel the psychic touch of the rot grubs as they Suggestions for adjusting this scene:
pass, and with a successful DC 15 Intelligence (Arcana) or • Very Weak: Remove two zombies.
Wisdom (Survival) check, they realize the rot grubs have • Weak: Remove one zombie.
been infected as part of a mind flayer tadpole experiment. • Strong: Replace three skeletons with one dread warrior.
Treasure. The menagerie contains a night caller, as well • Very Strong: Add one dread warrior.
as a hat of wizardry if the party missed the one in area B13.

D2: Blood Bowl D3: Strategy Room

On the other side of the barred door, moans of pain and On the north wall hangs an enormous board with short
torment crash into your ears, followed by the smell of notes held in place by sticky tack made from gibbering
blood that permeates the area. Fifteen people hang from mouthers. Strings of differing colors twine their way across
the ceiling as their blood wells from numerous nicks and the board, occasionally wrapping around each other and
cuts to drop into grooves below. The grooves are set in then separating to string together two ideas or names.
a complicated pattern and the blood that falls into them A series of dragonchess games in various stages of
slowly trickles toward a basin in the center. one-sided dominance lines the northeast corner. In all six
As you enter, whatever magical experiment was being games, white is down to only a few pieces.
conducted concludes itself, and a red mist explodes The east wall has a long war table with a map of the
outward, settling a red arcane symbol on everyone’s Moonshaes carved atop it, with boat miniatures and
dominant hand. representatives of prominent people of the Isles carved
from ivory scattered across the islands.

Exits. This area has two exits, one to area D1 and one The southwest corner is fully given to a desk, with
to area D3. numerous books and scrolls on secret codes stored on
Red Symbol. This red arcane symbol resembling the a set of matching bookshelves. An organized series of
moon shows up on every character whether they were missives from all over the Moonshaes lays atop the desk,
in the room or not. (The mist was a manifestation of the
sorted neatly by sender, judging by the handwriting, but all
ritual, not a delivery mechanism.) The symbol radiates
an aura of abjuration magic, but can’t be dispelled or are unmarked.
otherwise removed until dawn. In all, Lady Erliza’s strategy room is fairly bursting with
Blood Ritual. This ritual is the initial working for notes and information about the Moonshaes and every
the Blood Moon ritual in BMG-MOON-MD-05 Fleeing influential person on them.
Snowdown and is part of a network of circles scattered
across the isle of Snowdown. Characters who succeed on
a DC 18 Intelligence (Arcana or Religion) check determine Exits. This area has two exits, one to area D2 and one
that the ritual’s blood component is multifunctional, coating to area E1.
the channels for a summoning and being collected in the Strategy Board. The board is filled with information
basin for later use. about troop movements, and some of the longer pieces
Characters who peer into the blood pools must succeed of string have dates going back as far as a century ago. A
on a DC 19 Wisdom saving throw or be frightened for 1 recent one that has been viciously crossed out bears the
minute as they see themself being ripped apart and eaten name “The Fisherman.” (This is a reference to MOON1-
by undead. 6 Black Heart, from the fourth edition Moonshae Isles
Living Forgotten Realms campaign, where Lady Erliza
first appeared.)

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Not for resale. Permission granted to print or photocopy this document for personal use only. 19
One long series of strings culminates in a placard that The characters can locate key players in the Moonshaes,
reads “Viceroy of Snowdown” with beautiful flowers drawn such as High King Derid in Caer Callidyrr, that are white.
on it in celebration. This bursts out into several other Other colors denote other factions within the Isles, such as
strings, extending as far out as “Beloved Queen of the lilac for the Fey. Disturbingly, the characters’ own white-
Feywild” and as low as “Free and more varied cheeses?” gray pieces are huddled on Caer Westphal. Lady Erliza’s
and “Replace village baker.” Ominously, some placards piece is either absent or doesn’t exist.
even refer to actions the characters have taken during this Desk. The desk complex is stacked with books of
adventure. Connect some of the events they have done secret codes and how to break them. Characters who sift
during this (and previous adventures) to the weave. through the missives and succeed on a DC 17 Intelligence
If the characters do more than rush through this area, (Investigation) check can find and read the most recent
after a few moments, the placards and string start to coded document on the desk. Read or paraphrase the
rearrange, and new ones are added. Through a permanent following:
unseen servant, Lady Erliza can magically manipulate
and organize everything in this room even when she isn’t Completed Tasks:
present. Characters who succeed on a DC 15 Intelligence
—Stop sending messengers to Caer Callidyrr
(Arcana) check realize that because the unseen servant has
moved, Lady Erliza must be nearby. —Send ships away from Snowdown (Less than 5 percent
Wastebasket. Characters who succeed on a DC 20 chance of him sending his army here)
Intelligence (Investigation) or Wisdom (Perception) check —Let the enemy infiltrate the castle
find the trash bin and the useful information it contains. Ongoing Tasks:
Hidden behind the board, the bin contains plans that either
—Weaken their forces (Kill the child?)
didn’t pan out or have been abandoned. There are several
trashed plans for drawing the High King’s attention to his Next Phase:
son, all scratched out in fury. One placard says “Bees?!— —Attack Gwynneth
No, too silly. Proven untrainable.”
Dragonchess. Characters who succeed on a DC
15 Intelligence (Religion) check identify the names
emblazoned on the dragonchess boards as belonging to Lady Erliza’s Intentions
high-ranking demons and devils. If the party waits in the Lady Erliza wants the characters to find Prince Owaren. The
room long enough, a letter drops down a chute, opens as events of this adventure have been meticulously planned to
if by magic, and the game’s pieces are rearranged as the further weaken the High King’s hold over the Moonshaes.
Lady Erliza does everything she can to push the characters
unseen servant prepares the board for the next game.
forward from this point. Feel free to create scenarios where
War Table. The top of this large stone table has a map
the characters must make haste to find Prince Owaren.
of the Moonshaes carved into it. It is far too heavy to lift or
move. The pieces on it move slowly as if mimicking real
life. If characters try to move or remove the pieces, they
snap back into place as if drawn by powerful magnetism. Development
Once the characters enter area E1, proceed to part 3.

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20 Not for resale. Permission granted to print or photocopy this document for personal use only.
Part Three:
Caering about Princes
Estimated Duration: 60 minutes E2: West Tower (Level 1)

U
pon finding Prince Owaren Kendrick, the
characters must deal with his bodyguards. A young man with long dark hair and a square jaw sits
curled in an alcove with a single-window slit. He resembles
High King Derid. Standing to attention at his side are
Story Objective C the Callidyrr dragoons you traveled here with, excluding
Defeat Prince Owaren’s bodyguards.
Captain Steffan. As you enter the room, Prince Owaren
snaps the book he was reading shut and smiles at you.
Prince Owaren Kendrick
LN Male (He/Him) Human (Ffolk) Prince “Ah, hello. You must be the rest of this merry troupe of
Prince Owaren is a young man with a toned physique, long players.” His smile is tight and a little too wide.
dark hair, and a square jaw. Among other things, Owaren is
highly trained in Amnian-style swordplay, arcane arts, Fey
etiquette, and warfare strategies. Old Friends? Observant characters may notice the
Thirteen years ago, when Owaren was nine years old, Lady Callidyrr dragoons (except for Captain Steffan, who is
Erliza Daressin took him as a political prisoner to safeguard elsewhere) have blank stares and don’t move unless told to.
Amnian interests in the Moonshaes. Owaren didn’t really feel Characters who succeed on a DC 15 Intelligence (Arcana)
like a captive while in Snowdown. In fact, he was treated like or Wisdom (Insight) check realize the dragoons are under a
a prince, and not long after he started living in Caer Westphal, charm effect, but not one created by Prince Owaren.
Lady Erliza started treating him like her own son. Prince Owaren. Prince Owaren Kendrick introduces
What They Want. To restore the honor of the Kendrick name himself and asks the characters to do the same. Characters
and be known as a bloodline of heroes again.
who succeed on a DC 15 Wisdom (Insight) check realize
Cold Attitude. The prince has only set foot outside the
castle a few times during his stay in Caer Westphal. Mostly,
the prince, however, seems to already know who they are.
he studies in his tower, giving him no opportunity to hone his If the characters try to rush Owaren out of the castle, he
social skills. refuses and questions the party instead. If the characters
press the issue, proceed to “Fight for Your Life.”
Owaren asks the following questions, if able:

The Last Tower How can I trust you? How do I know my father has
sent you, and this isn’t a test devised by Lady Erliza?
This isolated tower has been created differently than A character must succeed on a DC 15 Charisma
the rest of the castle—it is notably more child friendly. (Persuasion) check to forestall immediate combat. If the
Everything has rounded edges and was initially painted party received the carved raccoon from High King Derid
with bold, brilliant colors. These childish strokes of color during the Call to Action, they succeed on the check
have been covered over as much as a young man who automatically.
wanted nothing to do with it could manage. How is my family? The characters can speak to what they
personally know of High King Derid. Characters who
West Tower succeed on a DC 12 Intelligence (History) check also
The following locations are keyed to maps 4 and 1, know High King Derid was captured by the Slain during
respectively. the War of Rose and Shadow, but is now back at Caer
Callidyrr with High Queen Cefrey Amcathra Kendrick
E1: West Tower (Basement) (Owaren’s mother). Owaren’s older sister, Princess
A winding staircase takes up most of the tower, but built-in Tarilyn Kendrick, is staying at Karador, the capital of the
bookcases follow the curve of the wall. The contents of this Fey Kingdom of Sarifal as an ambassador of the Ffolk
library are children’s picture books and novels, as well as and a representative of House Kendrick.
books on warfare and tactics. Where is the army my father has sent for me? If the
characters say anything other than the truth—that only
a small infiltration team was sent—the prince informs
them that the dragoons at his side have already told
him no army is coming, and he is disappointed in the
characters for lying.

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When can I expect the navy my father should send for Curing the Dragoons. If the characters end or suppress
me, his only son? If the characters say anything other the charmed condition on a dragoon, the reprieve lasts
than the truth—that there is no navy—the prince informs until the start of the character’s next turn, unless the
them that the Callidyrr dragoons at his side already told dragoon becomes immune to the charmed condition
him no navy is coming and tells the characters that they (perhaps via a protection from evil and good spell). During
disappoint him with their cowardice and deceit. that time, the dragoon attacks the relentless juggernaut.
Lady Erliza told me to expect this, but perhaps you can This charmed condition doesn’t result from any spell but is
offer insight. Why does my father not come for me but the result of an experiment Lady Erliza has devised.
sends only a token force? At this point, each character No Retreat. Much like the door to area B14, once
has only one chance to appeal to Prince Owaren, who the door down the tower shuts at the start of combat, it
looks annoyed and frustrated. Characters who succeed remains mysteriously sealed. (Again, guiding the characters
on a DC 20 Charisma (Deception or Persuasion) check, to where Lady Erliza wants them.)
see a flash of regret in the prince’s eyes before he asks a
friend to join them. Adjusting the Scene
After answering the questions above, proceed to “Fight Suggestions for adjusting this scene:
for Your Life.” • Very Weak: Remove the relentless juggernaut’s legendary
actions. Remove three Callidyrr dragoons.
Fight for Your Life • Weak: Remove the relentless juggernaut’s legendary actions.
• Strong: Add one Callidyrr dragoon.
• Very Strong: Add two alhoons with the adjustments listed in
“Perhaps you can show me what you can do. To arms, my Creature Statistics. One arrives at the start of round 2, the
friends. You are here to rescue me, correct? Convince me other at the start of round 3.
that you are worth an army alone.” Prince Owaren then
turns and heads further up the tower as the door shuts
and locks itself, and booming footsteps pound down the
Development
Once the party has emerged victorious, the Blood Moon
stairs toward you.
ritual concludes with a red beam of light that blasts toward
A behemoth of a man steps out, a metal articulated the night sky, turning the moon blood red. Prince Owaren
bird’s head staring down with piercing eyes. Scars snake calls down to the characters and tells them “they may be
across a gigantic, naked torso and skulls hang from his better at this than it initially appeared.” He asks them to
battle kilt. A gigantic raven-headed scythe is hefted over join him upstairs (area E3) where there is a secret exit. The
prince is telling the truth (no Insight check required), there
a shoulder and he spares a glance at the prince before he
is an exit upstairs, although this is wordplay on his part and
thunders toward you! the exit is from life.

Enemy Forces. As the prince commands three of the Wrap-Up:


Callidyrr dragoons to attack, they immediately spring into
action together with a relentless juggernaut that has the
Caering about Survival
following additional legendary action option: Estimated Duration: 25 minutes
Stone Toss. A creature the juggernaut can see within 60 feet of After Prince Owaren’s bodyguards have been defeated,
it must succeed on a DC 18 Dexterity saving throw or take 22 he leads the party to the top of the tower to meet a
(5d8) bludgeoning damage. mysterious figure.
The juggernaut focuses on the character closest to Prince
Owaren (i.e., closest to the stairs). Each dragoon focuses on Who Is She?
a character they have bonded or interacted with during this Is the woman in this scene Lady Erliza Daressin? Let your
adventure. If no character fits this criteria, they target the players and their characters assume and speculate. Do not
greatest threat to Prince Owaren instead. confirm her identity. Having most of the woman’s face hidden
In accordance with Lady Erliza’s wishes, the enemy uses is intentional. No one would believe the characters if they say
nonlethal force. If the party is outmatched by the prince’s the benevolent Viceroy of Westphal is actually a horrifying
Undead fiend, right? Especially if they haven’t actually seen
forces, proceed to “Development” at a suitable moment.
the monster’s face.
Arcane Symbols. To instill a sense of urgency, an arcane
symbol begins to appear at the end of every round. The
symbols appear on top of tapestries that depict different
areas around Snowdown. Feel free to tell the characters,
that a powerful ritual is being performed in places all over
Throne Room
the island. This continues until the end of combat. This is a true throne room, with two wrought-iron thrones
placed side by side. Prince Owaren Kendrick leads the
party toward the center of the room and then ascends to
the smaller throne and seats himself.

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22 Not for resale. Permission granted to print or photocopy this document for personal use only.
Throne Room Features Once the characters have been given time to process
what has just happened, the dark vines dissipate. Eight
The throne room (area E3; see map 2) has the dread warriors, four zombies, and four skeletons ascend
following features: the stairs, chasing the last Callidyrr dragoon, Captain
Dimensions. The ceilings are 10 feet tall. Steffan, ahead of them.
Lighting. This area is brightly lit by candelabras and The characters unfreeze as the captain yells:
candles that drip dark-red or black wax onto the room's
dark shelves and tables. “The castle is swarming with undead behind me! I found
Architecture. Where the rest of the west tower was an a keg of smokepowder, but there’s no fuse, so I might
area originally designed for a child since grown into a
need a hand getting down the tower!” He races past,
man, this room is all sharp angles and made for a queen.
chucking the barrel held under his arm against the wall.

How It Ends He lights a torch, grips the burning section with his bare,
ritual-marked hand, and smashes it into the barrel. A
huge explosion follows, tearing a hole in the throne room
Your blood freezes as dark vines, like poisoned veins under
wall that overlooks a sheer drop. Captain Steffan’s ritual-
your skin, burst out from the arcane symbol on your hand
marked hand is no more.
and wrap around you faster than thought. Inky darkness
drips down from the ceiling, reshaping into the shadowy
form of a woman. She steps toward the throne, taking up Sticky Situation. The throne room is lit by fire, undead
a crystal chalice filled with fresh blood. When she speaks,
are swarming over the whole castle like a disturbed
anthill, and the screams of the party guests from within
her voice is soft, almost motherly.
carry into the night before going silent. At this point, the
“Look how they use words so sly and twisted to take you characters should focus on escape, and Captain Steffan
away from me!” does everything in his power to encourage that, including
wrestling with opposed Strength (Athletics) checks if
necessary. If the characters try to retrieve Prince Owaren’s
Dark Vines. Characters must succeed on a DC 30 corpse, or go back the way where they came, two hundred
Intelligence saving throw or be grappled until the shadowy undead (an assortment of dread warriors, skeletons,
form stops talking. zombies and crawling claws) surge up the stairs to cut
One Last Chance. If time allows, and you think it is off that route and the characters take 7 (2d6) fire damage
narratively fitting, offer the characters one (futile) chance from the burning surroundings each round until they
to heroically stop the shadowy figure (AC 18, unlimited hit leave or die.
points, and automatically succeeds on saving throws). Any Grand Escape. If time allows, have the characters
hostile activity is reflected back to the vines that hold the narrate what they do to safely escape the tower with
characters, tightening them painfully. Lady Erliza’s carefree Captain Steffan. The Blood Moon ritual has just been
goading of the characters should make it clear that fighting cast, and the characters find that magical flight (including
her in her own domain would mean certain death. using summoned creatures as mounts), teleportation, and
extradimensional travel only deposit them at the bottom
She sips from the chalice, continuing, “Here is the of the tower instead of functioning normally. Magical
interesting thing. You think he has no idea what is waiting communication, such as the sending spell, is similarly
foiled—it has no effect and the caster only hears a distant,
for him. Owaren, are you willing?”
feminine laugh in response. Creatures with a flying speed
“Yes, I am,” he replies. discover they can fly no higher than 20 feet above the
She whips her hand out to reveal claws and punches ground, and glide gently to the bottom of the tower.
it straight through his chest, taking his heart with it. But We Secured the Prince. If the characters somehow
Crushed, she lets the prince’s blood rain onto the dais and secured Prince Owaren’s corpse, it starts to tremble as
soon as they are out of the castle and transforms back into
purrs, “Such a good boy.”
one of Lady Erliza’s experiments—a mimic that can copy
Prince Owaren slumps against the woman and, with her their worst fear. The mimic dies a few moments after it
hands under his arms and knees, she carries him tenderly reveals its true form. Characters who succeed on a DC
as if he were a sleeping child as she sinks slowly into 14 Intelligence (Investigation) check realize the shadowy
the floor. Once she and Owaren’s body have submerged form must have swapped the prince’s corpse with a mimic
during the explosion.
completely into a shrinking patch of darkness, you hear a
Reminder of Duty. If the characters seem disheartened,
laugh and she says “I suggest you run before the rest of my Captain Steffan reminds them that this is bigger now
friends get here to feast.” than saving the prince. The High King and the whole
Moonshaes need to know that Caer Westphal and possibly
the isle of Snowdown is a den full of fiendish horror
and Undead.

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Captain Steffan Conwirdin Player Rewards
LG Male (He/Him) Human (Ffolk) Callidyrr Dragoon
A native of Alaron, this 30-year-old captain is on track to Advancement
success. He keeps his head down and works hard to keep Characters who participate in this adventure gain one level.
everyone safe. Born the first son in a long line of farmers,
he has a practical head on his shoulders and knows his way
around a map and the wilderness. Optional: Declining Advancement
What They Want. Captain Steffan’s greatest desire is to Players can decline advancement if they wish. This has its
serve the realm and keep everyone safe. benefits: it is possible for a character to advance beyond
Burden of Command. The oldest of six siblings, Captain an adventure’s level range, leaving them unable to play an
Conwirdin, is no stranger to command and has the maturity adventure as planned.
and patience to keep peace in a chaotic household whether it
be his family or those under his command.
Gold
Treasure (including items that have a monetary value but
Conclusion aren’t equipment, such as art objects and gems) remaining
at the end of the adventure is converted to gold pieces and
The characters can stay and fight as many undead as they
divided equally among the characters.
want until they decide to escape. Once they leave the castle,
read or paraphrase the following: Call to Action
• High King’s reward worth 500 gp
“Regardless of the news, we must tell the High King what Part 2
we saw of Prince Owaren and what has befallen Caer • Crystal candelabra worth 500 gp (area A2)
Westphal. He must know, one way or another.” Captain • Spare change worth 2 gp (area A5)
Steffan turns back to look and his druid-blessed blade • Donations worth 10 gp (area A7)
Lone Sentinel—tossed high onto the tower’s roof by the • Late fines worth 10 gp (area A7)
explosion—burns brightly under the light of the blood-red • Small valuables worth 300 gp (area A15)
moon. A second later, the sword disappears as a horde of • Coins worth 500 gp (area B3)
undead climb out and stand on the roof to look for you. • Spare change worth 10 gp (area B5)
• Spare change worth 20 gp (area B11)
• Tax revenue worth 3,000 gp (area B15)
The adventure continues in BMG-MOON-MD-05
Fleeing Snowdown. • Dice winnings worth 20 gp (area C3)

Rewards Magic Items and Miscellany


The characters can keep the following items, which are
At the end of the session, everyone receives rewards based described in handout 3:
on their accomplishments.
• Hat of wizardry
DM Rewards • Night caller
• Potion of advantage
For running this adventure, you earn service awards. See
the D&D Adventurers League Service Awards document
for more information.

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24 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix A: Player Handouts
Handout 1: Caer Westphal City Map (Part 1)

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Handout 2: Lady Erliza Daressin’s Journal (Part 2)
Most of the journal entries, which are undated, relate the normal days of a girl. The journal is worn
but the front proclaims the journal as being “Property of Erliza.” Toward the back, the entries become
more interesting, and reference a mysterious “Beloved.”

Journal Entry #47


I am meeting my darling beloved at the portal in the woods shortly. I regret that I will write no longer
in this beautiful journal as he has said I cannot bring anything with me.

Journal Entry #48


I waited in the woods for three days. He never showed. I have returned home while I try to find out
what happened to him.

Journal Entry #49


Mother was right. I hate to admit it. He left me with nothing more than a broken heart and promises. I
caught him at the portal and he laughed at what he said were girlish fantasies.
I froze at the time; I had thought the vision meant I would rule the Fey lands with him. After weeks
of cold burning anger, I know I will rule—and I will do so standing atop his corpse as easily as I could
by his side.

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26 Not for resale. Permission granted to print or photocopy this document for personal use only.
Handout 3: Character Rewards (Wrap-Up)
The characters can earn the following rewards during this adventure.

Magic Items
Hat of Wizardry
Wondrous Item, Common (Requires Attunement
by a Wizard)
This headwear is an ornate black turban embellished with
rare gems. Different cantrip names are sewn on it using
gold thread in a pattern.
While you are wearing this hat, you gain the
following benefits:
• You can use the hat as a spellcasting focus for your
wizard spells.
• You can try to cast a cantrip that you don’t know. The
cantrip must be on the wizard spell list, and you must
make a DC 10 Intelligence (Arcana) check. If the check
succeeds, you cast the spell. If the check fails, so does
the spell, and the action used to cast the spell is wasted.
In either case, you can’t use this property again until you
finish a long rest.

Night Caller
Wondrous Item, Uncommon
This side-blown flute is made from a single piece of
bamboo. It has been painted repeatedly—each time with
the blood of an inhabitant from a forgotten elf village,
giving it a dark wood color. The knot of the crimson tassel
attached to this flute is hidden within a small jade carved
into the shape of a skull.
The name Night Caller is etched on the whistle in
Dwarvish runes. Characters who succeed on a DC 20
Intelligence (Arcana or History) check recall lore that says
the duergar made several such whistles for various groups
in an age past.
You can blow the whistle while in darkness or under the
night sky to cast the animate dead spell. The target can
be affected through up to 10 feet of soft earth or similar
material, and if it is, it takes 1 minute to claw its way to
the surface to serve you. Once the whistle has animated
an Undead creature, it can’t do so again until 7 days
have passed.
Once every 24 hours, you can blow the whistle to
reassert control over one or two creatures you have
animated with it.

Potion of Advantage
Potion, Uncommon
When you drink this potion, you gain advantage on one
ability check, attack roll, or saving throw of your choice that
you make within the next hour.
This potion takes the form of a sparkling, golden mist
that moves and pours like water.

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Appendix B: Dungeon Master Maps

Map 1: Caer Westphal Floor 1 (Parts 2 and 3)

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Map 2: Caer Westphal Floor 2 (Part 2)

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Map 3: Caer Westphal Floor 3 (Part 2)

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30 Not for resale. Permission granted to print or photocopy this document for personal use only.
Map 4: Caer Westphal Basement (Parts 2 and 3)

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Appendix C: Friends and Foes
Dramatis Personae Arthus Rhosier
LG Male (He/Him) Human (Ffolk) Callidyrr Dragoon
The following NPCs feature prominently in this adventure.
Arthus is younger than the rest of the dragoons and is
the twin brother of Arthes. He is mischievous and takes
Roleplaying Identities You Don’t Share nothing seriously except when he is on duty. He cracks
Concerns about respectfully portraying identities are jokes and makes silly references as much as he can. He
natural; it shows you care. Omitting identities wouldn’t prefers using a bow to fight.
be respectful. Instead, use correct pronouns, describe
What They Want. To protect his sister for as long
appearances, respond to incorrect assumptions, research
what you are unsure of, and remember that marginalized
as he can.
identities shouldn’t be made fun of, shamed, or othered. Last Words. Mother needs only to know that we died
Representation matters, and identifying the NPCs as together and well.
described could have a significant impact on players you
may encounter at your table. Leaving identities unspoken Bronwyn Peredine
leads to a bias that they are of a binary gender, and could be LG Female (She/Her) Half-Elf (Ffolk, Wood Elf)
interpreted as omission. Please take care in this regard. Callidyrr Dragoon
Bronwyn has a prosthetic leg and an eye patch with a
blue moonstone that matches her blue eye. She uses her
Pronunciation Guide longbow with swift efficiency and is deadly with a blade.
Name Pronunciation Bronwyn is very serious and the first to suggest that they go
with caution. She comes from a large family of hunters.
Arthes Rhosier AAR-thes RO-zhr
What They Want. To survive and make it home in time for
Arthus Rhosier AAR-toos RO-zhr
her sister’s wedding.
Bernard Duth BUR-nuhd DUH-th Last Words. Tell my sister she was right, she will be
Bronwyn Peredine BRON-win PEH-ruh-din beautiful at her wedding.
Caer kay-er
Captain Steffan Conwirdin
Derid Kendrick DAY-rid KEN-drik
LG Male (He/Him) Human (Ffolk) Callidyrr Dragoon
Gurdis Strakeln GHUR-d-IS STRAH-kelhn
A native of Alaron, this 30-year-old captain is on track to
Mrendan Mlezzarn MREN-duhn MHE-zarn success. He keeps his head down and works hard to keep
Orianna Gaelen AW-REE-aa-nuh GEY-laen everyone safe. Born the first son in a long line of farmers,
Owaren Kendrick O-wa-REN KEN-drik he has a practical head on his shoulders and knows his way
around a map and the wilderness.
Steffan Conwirdin STEFF-n CON-wir-dun
What They Want. Captain Steffan’s greatest desire is to
Telar Cennard TUH-lar SE-nard serve the realm and keep everyone safe.
Varis Amakiir VAH-rees AM-A-khir Burden of Command. The oldest of six siblings, Captain
Conwirdin, is no stranger to command and has the
maturity and patience to keep peace in a chaotic
Arthes Rhosier household whether it be his family or those under
LG Female (She/Her) Human (Ffolk) Callidyrr Dragoon his command.
Arthes is the twin sister to Arthus. She is always focused
on improving her skills with the sword, and favors it
over other weapons. Arthes is serious, exasperated, and
constantly pulling her brother out of scrapes.
What They Want. To protect her brother for as long
as she can.
Last Words. Mother need only know that we died together
and bravely, she expects this.

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High King Derid Kendrick Telar Cennard
LG Male (He/Him) Human (Ffolk) Monarch LG Male (He/They) Human (Ffolk) Callidyrr Dragoon
High King Derid is short and bookish, trained in the Telar is a mountain of a man who wields his sword with
magical arts, and devoted to his people. He is the grandson ease. He is protective of the Rhosier twins, as they are still
of the legendary Alicia Kendrick, but he rules over a young. He speaks in little more than grunts and mostly
diminished realm. Between his stature and his political peers at people shortsightedly before dismissing them.
fortunes, Derid is sometimes known as Derid the Small. Telar grew up an only child and feels no need to spare
Derid was always more inclined to study than physical anyone’s feelings.
pursuits, and learned magic from his grandfather Keane. What They Want. To be with his squad and to honorably
His lack of martial prowess has dimmed his authority in serve House Kendrick.
the eyes of the Northlander jarls. His decision to open Last Words. Serving High King Derid was the only thing I
diplomatic channels with the leShay of Sarifal has lessened ever wanted. I will serve Prince Owaren until death. His
his prestige with the Ffolk. His decision to marry an or mine, it doesn’t matter.
outlander has weakened his standing even further, but he
is dependent upon Amcathran support to maintain his
realm and he is deeply in love with High Queen Cefrey. The
fate of their son weighs heavily on Derid’s mind, but he is
determined to guide his people through the challenges they
face by making enemies into friends.
What They Want. To finally rescue his son, Prince Owaren
Kendrick, from his Amnian abductors.
Powerless King. High King Derid spent most of the War of
Rose and Shadow as a captive of the Slain.

Prince Owaren Kendrick


LN Male (He/Him) Human (Ffolk) Prince
Prince Owaren is a young man with a toned physique, long
dark hair, and a square jaw. Among other things, Owaren is
highly trained in Amnian-style swordplay, arcane arts, Fey
etiquette, and warfare strategies.
Thirteen years ago, when Owaren was nine years old,
Lady Erliza Daressin took him as a political prisoner to
safeguard Amnian interests in the Moonshaes. Owaren
didn’t really feel like a captive while in Snowdown. In fact,
he was treated like a prince, and not long after he started
living in Caer Westphal, Lady Erliza started treating him
like her own son.
What They Want. To restore the honor of the Kendrick
name and be known as a bloodline of heroes again.
Cold Attitude. The prince has only set foot outside the
castle a few times during his stay in Caer Westphal.
Mostly, he studies in his tower, giving him no opportunity
to hone his social skills.

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Creature Statistics Bandit
Medium Humanoid, Any Alignment
The following creatures appear in this adventure.
Armor Class 12 (leather armor)
Alhoon Hit Points 11 (2d8 + 2)
Medium Undead (Mind Flayer, Wizard), Typically Neutral Evil Speed 30 ft.

Armor Class 15 (natural armor) STR DEX CON INT WIS CHA
Hit Points 150 (20d8 + 60) 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Speed 30 ft., fly 15 ft. (hover)
Senses passive Perception 10
STR DEX CON INT WIS CHA Languages any one language (usually Common)
11 (+0) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3) Challenge 1/8 (25 XP) Proficiency Bonus +2

Saving Throws Con +7, Int +8, Wis +7, Cha +7


Skills Arcana +8, Deception +7, History +8, Insight +7, Perception Actions
+7, Stealth +5 Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Damage Resistances cold, lightning, necrotic Hit: 4 (1d6 + 1) slashing damage.
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
paralyzed, poisoned ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Senses truesight 120 ft., passive Perception 17
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 10 (5,900 XP) Proficiency Bonus +4 Bandit Captain
Medium Humanoid, Any Alignment

Magic Resistance. The alhoon has advantage on saving throws Armor Class 15 (studded leather)
against spells and other magical effects. Hit Points 65 (10d8 + 20)
Speed 30 ft.
Turn Resistance. The alhoon has advantage on saving throws
against any effect that turns Undead.
STR DEX CON INT WIS CHA
Actions 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
Multiattack. The alhoon makes two Chilling Grasp or Arcane
Saving Throws Str +4, Dex +5, Wis +2
Bolt attacks.
Skills Athletics +4, Deception +4
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Senses passive Perception 10
Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points. Languages any two languages
Challenge 2 (450 XP) Proficiency Bonus +2
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one
target. Hit: 28 (8d6) force damage.
Mind Blast (Recharge 5–6). The alhoon magically emits psychic Actions
energy in a 60-foot cone. Each creature in that area must succeed Multiattack. The captain makes two Dagger ranged attacks or
on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic one Dagger melee attack and two Scimitar attacks.
damage and be stunned for 1 minute. A target can repeat the
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
saving throw at the end of each of its turns, ending the effect on
range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
itself on a success.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Spellcasting. The alhoon casts one of the following spells,
Hit: 6 (1d6 + 3) slashing damage.
requiring no material components and using Intelligence as the
spellcasting ability (spell save DC 16): Reactions
At will: dancing lights, detect magic, detect thoughts, disguise self, Parry. The captain adds 2 to its AC against one melee attack that
mage hand, prestidigitation would hit it. To do so, the captain must see the attacker and be
1/day each: dominate monster, globe of invulnerability, invisibility, wielding a melee weapon.
modify memory, plane shift (self only), wall of force

Reactions
Negate Spell (3/Day). The alhoon targets one creature it can see
within 60 feet of it that is casting a spell. If the spell is 3rd level or
lower, the spell fails, but any spell slots or charges are not wasted.

Stat Block Modifications


Apply these changes to the alhoon stat block:
Mind Blast. This action targets a single creature the alhoon
can see within 60 feet of it.
Spellcasting. Remove the 1/day each spells except invisibility.

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Brain in a Jar Callidyrr Dragoon
Small Undead, Any Alignment Medium Humanoid, Typically Lawful Good

Armor Class 11 (natural armor) Armor Class 16 (breastplate)


Hit Points 55 (10d6 + 20) Hit Points 36 (8d8)
Speed 0 ft., fly 10 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (−5) 3 (−4) 15 (+2) 19 (+4) 10 (+0) 15 (+2) 12 (+1) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 15 (+2)

Saving Throws Int +6, Cha +4 Saving Throws Dex +4, Wis +5
Damage Immunities poison Skills Intimidation +4, Survival +5
Condition Immunities exhaustion, paralyzed, poisoned, prone Senses darkvision 60 ft., passive Perception 13
Senses blindsight 120 ft. (blind beyond this radius), passive Languages Common, Elvish, Sylvan
Perception 10; see also “Detect Sentience” below Challenge 3 (700 XP) Proficiency Bonus +2
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2
Find Steed (Recharges after a Long Rest). The dragoon casts find
steed (Fey steeds only), using Wisdom as the spellcasting ability.
Detect Sentience. The brain can sense the presence and location
of any creature within 300 feet of it that has an Intelligence of 3 or Actions
higher, regardless of interposing barriers, unless the creature is Multiattack. The dragoon makes two Longsword or
protected by a mind blank spell. Longbow attacks.
Magic Resistance. The brain has advantage on saving throws Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
against spells and other magical effects. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage
Unusual Nature. The brain doesn’t require air, food, when used with two hands, plus 10 (3d6) fire damage.
drink, or sleep. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6)
Actions fire damage.
Chill Touch (Cantrip). Ranged Spell Attack: +6 to hit, range 120
ft., one creature. Hit: (3d8) necrotic damage, and the target
can’t regain hit points until the start of the brain’s next turn. If Champion
the target is an Undead, it also has disadvantage on attack rolls Medium Humanoid, Any Alignment
against the brain until the end of the brain’s next turn.
Armor Class 18 (plate)
Mind Blast (Recharge 5–6). The brain magically emits psychic Hit Points 143 (22d8 + 44)
energy in a 60-foot cone. Each creature in that area must succeed Speed 30 ft.
on a DC 14 Intelligence saving throw or take 17 (3d8 + 4) psychic
damage and be stunned for 1 minute. A stunned creature can STR DEX CON INT WIS CHA
repeat the saving throw at the end of each of its turns, ending the 20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)
effect on itself on a success.
Spellcasting. The brain casts one of the following spells, requiring Saving Throws Str +9, Con +6
no components and using Intelligence as the spellcasting ability Skills Athletics +9, Intimidation +5, Perception +6
(spell save DC 14): Senses passive Perception 16
Languages any one language (usually Common)
At will: detect thoughts, mage hand, zone of truth Challenge 9 (5,000 XP) Proficiency Bonus +4
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version),
Tasha’s hideous laughter Indomitable (2/Day). The champion can reroll a failed
saving throw.

Actions
Multiattack. The champion makes three Greatsword or
Shortbow attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing
damage if the champion has more than half its total hit points
remaining.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing
damage if the champion has more than half its total hit points
remaining.

Bonus Actions
Second Wind (Recharges after a Short or Long Rest). The
champion regains 20 hit points.

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Crawling Claw Guard
Tiny Undead, Typically Neutral Evil Medium Humanoid, Any Alignment

Armor Class 12 Armor Class 16 (chain shirt, shield)


Hit Points 2 (1d4) Hit Points 11 (2d8 + 2)
Speed 20 ft., climb 20 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+0) 5 (−3) 10 (+0) 4 (−3) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Damage Immunities poison Skills Perception +2


Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 12
Senses blindsight 30 ft. (blind beyond this radius), passive Languages any one language (usually Common)
Perception 10 Challenge 1/8 (25 XP) Proficiency Bonus +2
Languages understands Common but can’t speak
Challenge 0 (10 XP) Proficiency Bonus +2
Actions
Turn Immunity. The claw is immune to effects that turn Undead. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
Unusual Nature. The claw doesn’t require air, food, 5 (1d8 + 1) piercing damage if used with two hands to make a
drink, or sleep. melee attack.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).

Dread Warrior
Medium Undead, Typically Neutral Evil

Armor Class 18 (chain mail, shield)


Hit Points 37 (5d8 + 15)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Wis +3


Skills Athletics +4, Perception +3
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2

Undead Fortitude. If damage reduces the warrior to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a success, the warrior drops to 1 hit point instead.
Unusual Nature. The warrior doesn’t require air, food,
drink, or sleep.

Actions
Multiattack. The warrior makes two melee attacks.
Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage
if wielded with two hands.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

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36 Not for resale. Permission granted to print or photocopy this document for personal use only.
Hobgoblin Warlord Intellect Devourer
Medium Humanoid (Goblinoid), Any Alignment Tiny Aberration, Typically Lawful Evil

Armor Class 20 (plate, shield) Armor Class 12


Hit Points 97 (13d8 + 39) Hit Points 21 (6d4 + 6)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 14 (+2) 11 (+0) 15 (+2) 6 (−2) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 10 (+0)

Saving Throws Int +5, Wis +3, Cha +5 Skills Perception +2, Stealth +4
Senses darkvision 60 ft., passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing from
Languages Common, Goblin nonmagical attacks
Challenge 6 (2,300 XP) Proficiency Bonus +3 Condition Immunities blinded
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 12
Martial Advantage. Once per turn, the hobgoblin can deal an Languages understands Deep Speech but can’t speak, telepathy
extra 14 (4d6) damage to a creature it hits with a weapon attack if 60 ft.
that creature is within 5 feet of an ally of the hobgoblin that isn’t Challenge 2 (450 XP) Proficiency Bonus +2
incapacitated.

Actions Detect Sentience. The intellect devourer can sense the presence
Multiattack. The hobgoblin makes three melee attacks or two and location of any creature within 300 feet of it that has an
Javelin ranged attacks. Intelligence score of 3 or higher, regardless of interposing
barriers, unless the creature is protected by a mind blank spell.
Javelin. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Actions
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Multiattack. The intellect devourer makes one Claw attack and
Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage uses Devour Intellect.
if used with two hands. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one 7 (2d4 + 2) slashing damage.
target. Hit: 5 (1d4 + 3) bludgeoning damage. If the target is a Devour Intellect. The intellect devourer targets one creature it can
Large or smaller creature, it must succeed on a DC 14 Strength see within 10 feet of it that has a brain. The target must succeed
saving throw or be knocked prone. on a DC 12 Intelligence saving throw against this magic or take
Leadership (Recharges after a Short or Long Rest). For 1 minute, 11 (2d10) psychic damage. Also on a failure, roll 3d6; if the total
the hobgoblin can utter a special command or warning whenever rolled equals or exceeds the target’s Intelligence score, that score
a nonhostile creature that it can see within 30 feet of it makes an is reduced to 0. The target is stunned until it regains at least one
attack roll or a saving throw. The creature can add a d4 to its roll point of Intelligence.
provided it can hear and understand the hobgoblin. A creature Body Thief. The intellect devourer initiates an Intelligence contest
can benefit from only one Leadership die at a time. This effect with an incapacitated Humanoid within 5 feet of it that isn’t
ends if the hobgoblin is incapacitated. protected by a protection from evil and good spell. If it wins the
Reactions contest, the intellect devourer magically consumes the target’s
brain, teleports into the target’s skull, and takes control of the
Parry. The hobgoblin adds 3 to its AC against one melee attack target’s body. While inside a creature, the intellect devourer
that would hit it. To do so, the hobgoblin must see the attacker has total cover against attacks and other effects originating
and be wielding a melee weapon. outside its host. The intellect devourer retains its Intelligence,
Wisdom, and Charisma scores, as well as its understanding of
Deep Speech, its telepathy, and its traits. It otherwise adopts
the target’s statistics. It knows everything the creature knew,
including spells and languages.
If the host body dies, the intellect devourer must leave it. A
protection from evil and good spell cast on the body drives the
intellect devourer out. The intellect devourer is also forced out if
the target regains its devoured brain via a wish spell. By spending
5 feet of its movement, the intellect devourer can voluntarily
leave the body, teleporting to the nearest unoccupied space
within 5 feet of it. The body then dies, unless its brain is restored
within 1 round.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 37
Relentless Juggernaut Stat Block Modifications
Large Fiend, Typically Chaotic Evil Apply this change to the relentless juggernaut stat block:
Legendary Actions: Add the following option:
Armor Class 17 (natural armor) Stone Toss. A creature the juggernaut can see within 60 feet
Hit Points 161 (14d10 + 84) of it must succeed on a DC 18 Dexterity saving throw or take
Speed 30 ft. 22 (5d8) bludgeoning damage.

STR DEX CON INT WIS CHA


22 (+6) 12 (+1) 22 (+6) 8 (−1) 15 (+2) 16 (+3)
Skeleton
Saving Throws Dex +5, Wis +6, Cha +7 Medium Undead, Typically Lawful Evil
Skills Perception +6, Survival +6
Condition Immunities charmed, exhaustion, frightened Armor Class 13 (armor scraps)
Senses darkvision 120 ft., passive Perception 16 Hit Points 13 (2d8 + 4)
Languages understands all languages but can’t speak Speed 30 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
Legendary Resistance (3/Day). If the juggernaut fails a saving
throw, it can choose to succeed instead.
Damage Vulnerabilities bludgeoning
Regeneration. The juggernaut regains 20 hit points at the start of Damage Immunities poison
its turn. If the juggernaut takes radiant damage, this trait doesn’t Condition Immunities exhaustion, poisoned
function at the start of its next turn. The juggernaut dies only if it Senses darkvision 60 ft., passive Perception 9
starts its turn with 0 hit points and doesn’t regenerate. Languages understands the languages it knew in life but can’t
speak
Unusual Nature. The juggernaut doesn’t require air, food, Challenge 1/4 (50 XP) Proficiency Bonus +2
drink, or sleep.

Actions Unusual Nature. The skeleton doesn’t require air, food,


Multiattack. The juggernaut makes two attacks. It can replace drink, or sleep.
one attack with a use of Deadly Shaping, if available.
Actions
Executioner’s Pick. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
one target. Hit: 17 (2d10 + 6) piercing damage, and if the target
target. Hit: 5 (1d6 + 2) piercing damage.
is a creature, its speed is reduced by 10 feet until the start of the
juggernaut’s next turn. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
Fist. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit:
11 (1d10 + 6) bludgeoning damage, and if the target is a Large
or smaller creature, it must succeed on a DC 18 Strength saving
throw or be knocked prone.
Deadly Shaping (Recharge 5–6). The juggernaut magically shapes
a feature of its surroundings into a deadly implement. A creature
the juggernaut can see within 60 feet of it must succeed on a DC
18 Dexterity saving throw or be struck by one of the following
options (juggernaut’s choice):
Flying Stone. The target takes 22 (5d8) bludgeoning damage and
is incapacitated until the start of the juggernaut’s next turn, and
the implement vanishes.
Scything Shrapnel. The target takes 14 (4d6) slashing damage,
and the implement vanishes. At the start of each of its turns,
the target takes 10 (3d6) necrotic damage from the wound
left by the shrapnel. The wound ends if the target regains any
hit points or if a creature uses an action to stanch the wound,
which requires a successful DC 15 Wisdom (Medicine) check.

Legendary Actions
The juggernaut can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
a time and only at the end of another creature’s turn. Relentless
Juggernaut regains spent legendary actions at the start of its turn.
Implacable Advance. The juggernaut moves up to its speed,
ignoring difficult terrain. Any object in its path takes 55 (10d10)
bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3 Actions). The juggernaut recharges Deadly
Shaping and uses it.

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38 Not for resale. Permission granted to print or photocopy this document for personal use only.
Swarm of Rot Grubs Veteran
Medium Swarm of Tiny Beasts, Unaligned Medium Humanoid, Any Alignment

Armor Class 8 Armor Class 17 (splint)


Hit Points 22 (5d8) Hit Points 58 (9d8 + 18)
Speed 5 ft., climb 5 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (−4) 7 (−2) 10 (+0) 1 (−5) 2 (−4) 1 (−5) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Damage Vulnerabilities fire Skills Athletics +5, Perception +2


Damage Resistances piercing, slashing Senses passive Perception 12
Condition Immunities charmed, frightened, grappled, paralyzed, Languages any one language (usually Common)
petrified, prone, restrained Challenge 3 (700 XP) Proficiency Bonus +2
Senses blindsight 10 ft., passive Perception 6
Languages —
Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions
Multiattack. The veteran makes two Longsword attacks and one
Swarm. The swarm can occupy another creature’s space and Shortsword attack.
vice versa, and the swarm can move through any opening large Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
enough for a Tiny maggot. The swarm can’t regain hit points or Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage
gain temporary hit points. if used with two hands.
Actions Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Bites. Melee Weapon Attack: +0 to hit, reach 0 ft., one creature
in the swarm’s space. Hit: 7 (2d6) piercing damage, and the Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400
target must succeed on a DC 10 Constitution saving throw or ft., one target. Hit: 6 (1d10 + 1) piercing damage.
be poisoned. At the end of each of the poisoned target’s turns,
it takes 3 (1d6) poison damage. Whenever the poisoned target
takes fire damage, it can repeat the saving throw, ending the Zombie
effect on itself on a success. If the poisoned target ends its turn Medium Undead, Typically Neutral Evil
with 0 hit points, it dies.
Armor Class 8
Hit Points 22 (3d8 + 9)
Stat Block Modifications Speed 20 ft.
Apply this change to the swarm of rot grubs stat block:
STR DEX CON INT WIS CHA
Bites. This action deals psychic damage.
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Saving Throws Wis +0


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Languages understands the languages it knew in life but can’t
speak
Challenge 1/4 (50 XP) Proficiency Bonus +2

Undead Fortitude. If damage reduces the zombie to 0 hit points,


it must make a Constitution saving throw with a DC of 5 + the
damage taken, unless the damage is radiant or from a critical hit.
On a successful save, the zombie drops to 1 hit point instead.
Unusual Nature. The zombie doesn’t require air, food,
drink, or sleep.

Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) bludgeoning damage.

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Appendix D: Dungeon Master Miscellany

Moonshae Isles Map

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40 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix E: Dungeon Master Tips
To run an adventure as a DM, you must have 3 to 7 players,
each with their own character within the adventure’s level
Adjusting the Adventure
range (see the Adventure Primer). To determine whether you should consider adjusting the
adventure, assess the party strength by consulting the
New to D&D Adventurers League? table below. To determine the group’s average party level
(APL), add up the characters’ levels and divide the result by
Head to https://dnd.wizards.com/ddal_general for more the number of characters (rounding .5 or greater up; .4 or
information about the D&D Adventurers League such as less down).
supporting resources and documents, how to find places to
play, and how to organize events. The following links may
Determining Party Strength
also prove useful:
• https://discord.gg/dnd Party Composition Party Strength
• https://yawningportal.dnd.wizards.com/ 3–4 characters, APL less than Very Weak
3–4 characters, APL equivalent Weak
Preparing the Adventure 3–4 characters, APL greater than Average
Before you start play, consider the following: 5 characters, APL less than Weak
• Read through the adventure, taking notes of anything 5 characters, APL equivalent Average
you want to highlight or remind yourself of while 5 characters, APL greater than Strong
running it, such as how you want to portray an NPC
or a tactic you want to use during combat. Familiarize 6–7 characters, APL less than Average
yourself with the adventure’s appendixes and handouts. 6–7 characters, APL equivalent Strong
• Gather any aids you want to use while running the 6–7 characters, APL greater than Very Strong
adventure, such as note cards, a DM screen, miniatures,
and battle maps.
• Ask the players for relevant character information
Safety Tools
such as name, race, class, and level; passive Wisdom
These tools can help you and your players have a fun game:
(Perception) score; and any backgrounds, story awards,
or similar that the adventure specifies as notable. • Code of Conduct: This group agreement outlines desired
and prohibited behaviors, confidential reporting, and
Players can play an adventure they have run as a DM possible consequences.
or played before, but may do so only once with a given • Be Welcoming: Encourage respectful and open
character. Make sure each player has their character’s conversations about issues before and as they arise. Show
adventure logsheet (if not, obtain one from the organizer) you are listening and avoid defensive responses.
with their starting values for level, gold, and downtime • Pregame and Postgame Discussions: Use the time before
days. These values are updated at the end of the session. the game to explain content warnings, set boundaries,
The adventure information and your information are and collaborate on a safety plan. At the end of the game,
decompress and discuss improvements.
also added then, whether the character completed
• DM Empowerment: If someone is uncomfortable with
the adventure or not. Each player is responsible for
a specific theme in any content warning, description,
maintaining an accurate logsheet. encounter, or trap, make adjustments that remove the
If you have time, you can do a quick scan of a player’s negative experience. Keep settings, major story details, and
character sheet to ensure nothing looks out of order. If you key NPCs largely the same. Don’t change challenge ratings
see magic items of high rarities or strange ability score and keep character rewards in line with guidelines and the
arrays, you can ask players to provide documentation for adventure’s text.
the irregularities. If they can’t, feel free to restrict item use • More Safety Tools: A broad range of tools are available
or ask them to use a standard ability score array. Point online. You can also reach out to your event organizer or
players to the D&D Adventurers League Players Guide [email protected].
for guidance.
If players wish to spend downtime days and it is the
beginning of an adventure or episode, they can declare
their activity and spend the days immediately, or they can
do so at the end of the adventure or episode.
Players should select their characters’ spells and other
daily options prior to the start of the adventure unless
the adventure specifies otherwise. Feel free to reread the
adventure description to help give the players hints about
what they might face.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 41
Congratulations on completing this adventure,
but the journey has only just begun!!

CONTINUE THE JOURNEY


From daring expeditions to magical quests, our full
collection of modules is available for purchase at:
Baldman.link/Adventures

To find out more about other adventures in this series, or


our other exciting storylines, visit our website:
BaldmanGames.com

JOIN THE COMMUNITY


From online to in-person, Baldman Games is the largest
purveyor of D&D Organized Play. Join us on Discord to
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of fellow fans:
Discord.gg/BMG

Thank you, DMs and Players, for bringing the


magic to our adventures!

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