TEXT: Campaign Core: 
  Rise of the Red Moon 
  By Cal Ebethan 
  Introduction 
  Hello, and welcome to the second in the 
  Campaign Core series by Ebethan Game 
  Design! If this is your first time purchasing 
  one of our Campaign Cores, let me explain 
  to you how it works: These supplements 
  provide you, the Game Master, with the 
  general premise and structure of a campaign 
  or campaign arc. The content provided is 
  system agnostic, and intentionally left 
  open-ended and malleable so that you may 
  personalize the adventure to your heart’s 
  content and make it unique. You will notice 
  that some chapters are split into different 
  parts while others are not. This is because 
  some chapters are easily self-contained, 
  however others may have distinct objectives 
  that are completed in roughly the same 
  approximate beat. 
  The Lore 
  In a Time of Legends 
  In the tangled lineage of the gods, both good 
  and evil, an abomination was born. This 
  demon was a perverse bridge between the 
  hunting instincts of the natural world and the 
  cruelty and hungers of humans. He was the 
  First Werewolf, and he spread his curse 
  across the realms. To prevent this 
  abomination from subverting the world into 
  his own hunting grounds, the hosts of the 
  gods imprisoned the First Werewolf on a 
  barren red moon, alone and unable to slake 
  his hunger. However, his curse lived on in 
  the worlds he had already visited, passed 
  from one to another by blood and bite and 
  foul sorcery. 
  Today 
  The legends of the First Werewolf have all 
  but disappeared from contemporary 
  mythology, and his existence is little-known 
  among regular academics and theologians. 
  Instead, his legend, and the legend of the 
  Red Moon, is shared between members of 
  marauding packs of were-creatures. 
  Lately, such monsters have been 
  spotted with increasing frequency, 
  especially in the disputed territory of 
  Grimmeran between the Siloron States to the 
  West and the Alimep Dynasty to the East. 
  While these resurgences are not uncommon 
  themselves, what is uncommon is the 
  behavior and composition of these wild 
  packs: organized, almost uniform with no 
  clear alpha, and with different 
  were-creatures as members. 
  
  If there is any stock in rumor, then 
  these monsters are not content with their 
  typical pillaging and murdering. They leave 
  their victims alive, sometimes taking people 
  alive, tormenting and biting them, and 
  letting them go. To the everyday folk, these 
  changes are unremarkable, merely new 
  exercises in cruelty by cruel monsters. But 
  the discerning mind may see something 
  more taking shape, a plot growing in the 
  occult underworld, perhaps even an 
  encroaching ​Werewolf Invasion​. 
   
  Campaign Core Synopsis 
  The party wanders through 
  Grimmeran and begins to hear various 
  rumors. Tales of werewolf attacks and 
  abductions can be heard coming from a 
  couple of villages spread through the 
  province. Grimmeran is heavily disputed 
  between the two powers to the East and 
  West of it, and there are stories aplenty 
  covering topics from long-ago battles to war 
  machines unearthed on a nearby farm. The 
  party may even witness patrols from both 
  Alimep and Siloron as they venture through 
  the province. 
  The adventure begins in earnest 
  when a werewolf pack attacks the village the 
  party is staying in. The goal of the 
  werewolves is to take villagers hostage to 
  later infect with their lycanthropic curse. 
  How successful the werewolves are depends 
  on how well the players fend them off: they 
  may retreat to their den with none, some, or 
  most of the villagers as captives. 
  Pursuing the werewolves to their 
  den, the party may note that this pack of 
  werewolves is particularly well organized 
  and devout. The pack even has its own 
  symbol -- a wolf’s profile in black against a 
  red moon. They also uncover the intent of 
  the werewolves to deliberately infect and 
  release other people. 
  Following clues left in the werewolf 
  den, the party begins to uncover a greater 
  plot between werewolf packs, and come into 
  conflict with other cells of this lycanthropic 
  cult, trying the destabilize the region and 
  create more werewolves. In time, they 
  uncover the legend of the Red Moon and the 
  First Werewolf, as well as reference to a 
  spell: the Ritual of the Red Moon. 
  As their conflict with the Cult of the 
  Red Moon continues, the party comes across 
  more powerful and freakish lycanthropic 
  monsters. These opponents wear moonstone 
  amulets, and are able to control their 
  
  shapeshifting abilities. They may find allies 
  in their war against the lycanthropes, 
  discussed later on. 
  The party learns that the cult is 
  attempting to perform the Ritual of the Red 
  Moon, and makes their way to a hidden 
  sanctuary of the cult. There, the Ritual of the 
  Red Moon is performed at a temple devoted 
  to the First Werewolf, and all of the infected 
  lycanthropes in Grimmeran are forced into 
  their shifted form and driven feral. The 
  cultists who wear the moonstone amulets 
  retain their minds, and direct the new feral 
  horde in the conquest of Grimmeran, and the 
  people who do not flee the onslaught are 
  enslaved, killed, or systemically infected. 
  The party is forced to flee, either to 
  the mystic Alimep Dynasty to the East, or 
  the devout Siloron States to the West, and 
  take part in the defense against the werewolf 
  army. However it quickly becomes clear that 
  conventional warfare will not see them 
  through. 
  The party learns that the Ritual of the 
  Red Moon needs to be maintained through a 
  living conduit, a Vessel or Chosen of the 
  First Werewolf, an apex predator. Their only 
  chance of winning this war is to infiltrate 
  Grimmeran, and its capital city of the same 
  name, and slay or subdue the Chosen. Upon 
  doing so, the influence of the First Werewolf 
  is ended, his disciples’ power begin to wane, 
  and those forced to change against their will 
  regain control. 
   
   
  Incorporating Good Were-Creatures 
  While werewolves in the lore provided are 
  closely connected to the demonic First Werewolf, 
  not all were-creatures need be connected to this 
  curse. Good-aligned, or at least non-evil, 
  were-creatures may be the disciples of different 
  nature gods or practitioners of shamanistic 
  traditions. Consider how this might play a role in 
  the story: they may serve as valuable allies, 
  sources of information, or even quest-givers in 
  this campaign core. Do they carry moonstone 
  amulets that grant them control, like the cultists 
  do? When the Ritual of the Red Moon occurs, 
  how does it influence them? Is there any backlash 
  against these communities early in the Campaign 
  Core when werewolf attacks are increasing, or 
  later after the Red Moon Ritual? 
   
   
   
   
   
  
  Altering Assets 
  If you enjoy the Campaign Core, but are not a fan 
  of some of these assets, consider replacing them 
  to suit your needs. For my home campaign, I 
  wanted a region that was not well controlled, and 
  created the St. Petersburg-esque Grimmeran, with 
  an international struggle that matched its historic 
  template. I also wanted to use a traditional 
  creature and utilize its mechanics differently. 
  Here are some suggestions on how to switch up 
  the original recipe: 
  ●
  Replace the Werewolves with Ghouls. A 
  cult to a god of Undeath systemically 
  infects and curses the populace, and the 
  transformation is completed by means of a 
  large ritual. 
  ●
  Remove the political machinations, or 
  alter them. The political conflict over 
  Grimmeran is meant as a backdrop, but is 
  not necessary to the plot as written. 
  ●
  Accentuate the political machinations. 
  Provide clues that indicate one of the 
  neighboring countries is working with the 
  Cult of the Red Moon. These may be false 
  leads, or there may be plots, great or 
  small, originating from these countries. 
   
   
   
  Adventure Hooks 
  This adventure is easy enough to start, 
  especially if you are beginning with the 
  werewolf attack on the village the party is 
  passing through. However, there are 
  alternatives that might suit your party and 
  make the adventure more personal: 
  ●
  Favor for a Friend: ​An ally from 
  the party’s past has either been 
  injured in a werewolf attack or has 
  grown concerned by the increasing 
  frequency of the attacks, and has 
  summoned them to Grimmeran. 
  ●
  An Ancient Evil: ​A druidic enclave 
  or tribe of good-aligned shapeshifters 
  with which the party is connected 
  has had visions of the encroaching 
  chaos, and called the party for aid. 
  ●
  Investigators in the Making: ​The 
  authorities in Grimmeran, limited as 
  they are by the influence of the 
  neighboring countries, has enlisted 
  the help of the party to stop the 
  werewolf attacks. 
  ●
  Exterminators: ​The party is enlisted 
  by or connected to a group of 
  monster hunters (either mercenaries 
  or a devout order) and sent to 
  
  Grimmeran to investigate the 
  frequent attacks. 
  ●
  Ghost Town: ​Rather than being in 
  the village when the werewolves 
  attack, the party comes across the 
  destroyed town after the fact, and 
  track the werewolves to their lair. 
  Note: ​Both ​Investigators in the Making 
  and ​Exterminators ​gives the party a steady 
  stream of resources and information for a 
  more structured campaign, but these 
  elements can be added in later, as discussed 
  below. The ​Ghost Town ​adventure hook, or 
  the basic beginning of the adventure, allow 
  you to make the quest personal by allowing 
  an ally, friend, or relative of the party 
  members to be captured. 
   
  Chapter One: Predator and Prey 
  Note: You may need to adjust or skip the 
  first two paragraphs if you are running 
  one of the alternative adventure hooks. 
  1. ​The adventure begins simply 
  enough, as the party arrives in a small 
  village within the Province of Grimmeran. 
  Allow the opportunity for the players to get 
  a feel for the region. The province has been 
  disputed for several hundred years, well 
  before the current argument between the 
  Alimep and Siloron sovereignties. That 
  history has made the people stoic and 
  somber, and the land unsecure and in 
  disrepair. Regarding history, the party may 
  hear stories of long-ago battles, folk heroes, 
  or even ancient war machines excavated on 
  someone’s farm. Be sure they also overhear 
  rumors of werewolf sightings or attacks, 
  though none have occurred close-by (yet). 
  As the party is winding down or 
  making plans for their next step, the village 
  they are staying in is attacked. The 
  werewolves begin at the outlying homes and 
  farms and move quickly through the village, 
  biting, wounding, and kidnapping as many 
  as possible. They will fight the characters if 
  they put up any kind of defense, but are not 
  interested in picking a fight they won’t win 
  for sure. However, depending on how the 
  encounter goes, the werewolves may be 
  inclined to capture at least some party 
  members. In either case, the party soon find 
  their way to the werewolf lair 
  Whether they are brought to the 
  werewolf lair against their will, or 
  deliberately follow the monsters there, the 
  party makes their way to one of the 
  province’s many abandoned fortresses 
  
  where this particular pack of lycanthropes 
  has established their base. 
  This is where they realize how well 
  organized this pack is, and may begin to 
  unveil their religious side with the discovery 
  of the symbol of the Red Moon, and maybe 
  by encountering a werewolf shaman or 
  sorcerer. However, the meaning of the 
  symbol is beyond them at the moment. The 
  one revelation they have to have during this 
  sequence is that the werewolves are willfully 
  and intentionally inflicting their curse on 
  other people. 
  2. ​As the party investigates more 
  werewolf activity and the clues left in the 
  previous den, they uncover more pieces of 
  the puzzle, such as: 
  ●
  The werewolf packs are working in 
  tandem to some extent 
  ●
  The packs follow the same ideology 
  ●
  Some were-creatures are becoming 
  more powerful, and retain control of 
  their transformation 
  This investigatory path in Chapter 1.2 may 
  take as long or as short as you wish. Below, 
  I have outlined some example werewolf 
  schemes and encounters, in case you are not 
  sure how to proceed: 
  ●
  The werewolves attempt to inflict 
  their curse on someone influential. 
  ●
  Werewolf attacks are plaguing a 
  neighborhood in Grimmeran, the 
  capital city of the province that 
  shares its name. It turns out to be 
  several werewolves taking turns 
  hunting and infecting citizens.  
  ●
  Investigating the symbol of the Red 
  Moon draws the attention of the cult, 
  which sends assassins after the party. 
  ●
  Werewolves are attacking both 
  Alimep and Siloron patrols, 
  discouraging the already 
  unenthusiastic soldiers from policing 
  the province. 
  ●
  Sizeable amounts of moonstone are 
  being stolen, either within a town or 
  at a mine. A cell of the werewolf cult 
  is behind it. 
  ●
  Livestock is being found dead in the 
  fields, and it turns out to be an 
  unwilling recruit of the werewolves. 
  ●
  A village is blaming a nearby druid 
  enclave for the werewolf attacks. 
  ●
  (Re)use the adventure hooks 
  provided: ​Exterminators, 
  Investigators in the Making, ​and 
  
  An Ancient Evil ​all make suitable 
  bridging points. 
  3. ​Chapter One ends when the 
  players encounter a more critical, more 
  religious cell of the werewolf cult. Here, the 
  legend of the First Werewolf and the Red 
  Moon are explained (although the party may 
  have discovered bits and pieces before, this 
  is where the story is filled in). According to 
  the gospel of this cult, the First Werewolf 
  would see a Red Moon rise above the mortal 
  world, turning it into his own personal 
  hunting ground. 
  Note: ​You have one of two notes to end 
  Chapter One on: on the one hand, the party 
  may not know how expansive the werewolf 
  cult is, and believe that they have dealt them 
  a crushing blow by this point. However, 
  perhaps there are clues in this final den, or 
  perhaps there have been enemies that 
  survived or escaped, indicating that this is 
  just the beginning of something much 
  greater and darker. 
   
   
   
   
   
   
  Chapter Two: The Red Moon Rises 
  Depending on what note you ended 
  Chapter One, the party goes into Chapter 
  Two with one of the following assumptions: 
  The werewolves are on the run and just need 
  to be rounded up; or, the Cult of the Red 
  Moon is still out there, and needs to be 
  stopped. In either case, if the party is not 
  already allied with some sort of 
  organization, this would be a reasonable 
  time to introduce those allies if you intend to 
  do so. 
  The werewolf cult becomes far more 
  organized in Chapter Two. They target 
  particular individuals and places to inflict 
  their curse upon. In addition to the potential 
  events listed in Chapter One are the 
  following: 
  ●
  The cult attacks a prison, destroying 
  the garrison, and afflicting the 
  prisoners before they escape. 
  ●
  A werewolf pack equipped with 
  moonstone amulets occupy entire 
  villages and cut them off from the 
  outside. 
  ●
  The werewolves attack roadside 
  shrines and fanes to various gods, 
  leaving profane scrawlings. 
  
  ●
  The werewolves begin stealing 
  magical items and magical 
  components (for the Red Moon 
  Ritual they are planning to cast). 
  In this chapter, the party should definitely 
  encounter some exceptionally powerful 
  werewolves, as well as discover the power 
  of the moonstone amulets if they haven’t 
  already. 
  All of the werewolf activity in 
  Chapter Two points to something big 
  happening soon, and the party learns of the 
  Ritual of the Red Moon. The party may 
  come across the ritual site either by tracking 
  the stolen moonstone and magical items, or 
  by deducing the best location after finding a 
  description of the spell somewhere else 
  (though the party may find a copy of the 
  ritual with another cell of the cult, that does 
  not mean they know what the spell will do 
  when cast). 
  Try as the players might to reach the 
  ritual site in time, they fail to interrupt the 
  spell. The moon, regardless of phase or 
  visibility, becomes a glowing, blood-red 
  celestial sphere. All were-creatures in the 
  province, without a moonstone amulet to 
  control it, are forced to transform, losing 
  their control in the process. The grand plan 
  of the Red Moon Cult is realized as the 
  capital city and border towns fall within 
  their control, and the populace must either, 
  serve, turn, or die. 
  Note: ​If you prefer, you may end the 
  campaign arc in Chapter Two by allowing 
  the party to interrupt the Ritual of the Red 
  Moon, thus thwarting the Red Moon Cult, at 
  least for a time. 
   
  Chapter Three: Moon Madness 
  At the beginning of Chapter Three, 
  the party is deep in the Grimmeran province, 
  with a cult of werewolves and an army of 
  feral lycanthropes on the loose. While they 
  will most likely be forced to escape, there 
  may be optional objectives they want to 
  complete while doing so. 
  Optional objectives may be 
  determined by the party’s allies if they have 
  any: rescuing comrades or friends, 
  preventing certain items from falling into 
  werewolf hands, et cetera. [​Author’s Note: 
  In my home game, the party was working 
  with authorities from the Siloron States, and 
  their objective was to rescue the province’s 
  leadership and take them to the West]. 
  Escaping may be as simple or as 
  difficult as you wish it to be. Keep in mind, 
  
  werewolves typically have the instincts of a 
  hunter, not a tactician, so while they can be 
  dogged pursuers, they don’t necessarily 
  make the best watchmen or guards. 
  Whether Chapter Three takes several 
  sessions or less than an hour, use it to show 
  the tyranny and demonic influences of the 
  Cult of the Red Moon: The disciples of the 
  cult gain control of their transformation, and 
  serve as vindictive wardens of this 
  lycanthropic state. Individuals infected 
  against their will are feral, used as an animal 
  and tormented for amusement. Uninfected 
  people (those that aren’t killed) are 
  enslaved, and are often forced to run in the 
  werewolves’ predatory games. Each night, 
  the moon above Grimmeran has an eerie red 
  glow to it. 
  If your game has more of a 
  steampunk or dungeonpunk aesthetic, you 
  could show evidence of the werewolves 
  unearthing or discovering the buried or 
  hidden warmachines talked about in Chapter 
  One, adding artillery to the list of the 
  lycanthropes’ weapons. 
  Chapter Three ends once the party is 
  officially out of lycanthrope-controlled 
  territory. 
   
  Chapter Four: Wolves at the Door 
  1.​ Chapter Four opens on the party in 
  either the Siloron States or the Alimep 
  Dynasty, having escaped the lycanthropic 
  horde taking over Grimmeran.  Having 
  reached some semblance of asylum, the 
  main objective of the party should be to put 
  a stop to (or at least defend against) the 
  werewolf threat. Some of the quests 
  involved in this portion, may include: 
  ●
  Defending a border town or fort from 
  a werewolf assault 
  ●
  Securing silver weapons, or other 
  means of fighting the werewolves 
  ●
  Investigating suspected werewolf 
  infectees 
  ●
  Investigating various cures for 
  werewolfism: both contemporary 
  theories and old folk tales 
  For more of a political quest, you may 
  consider the following obstacles: 
  ●
  The party must sue for asylum for 
  themselves and any allies 
  ●
  Werewolf supporters and cultists 
  infiltrate the new safe haven 
  ●
  The party must decide what to do 
  with refugees from Grimmeran, who 
  may or may not be infected (this one 
  
  can play out well in Chapter 4.2 if 
  you want it to). 
  2.​ However, it quickly becomes obvious that 
  the werewolves cannot be fought like any 
  traditional foe. The lycanthropes wear no 
  uniforms, can infiltrate secure places, and 
  are considerably stronger than most soldiers. 
  Consider conveying this through a sudden, 
  dramatic attack on the party’s new safe 
  haven, perhaps as a result of a betrayal by a 
  previous ally, or resulting in an ally’s death. 
  The attack does not need to be a success for 
  the werewolves, but rather a hit-and-run 
  show of strength by the lycanthropes. 
  Disheartened, or more likely 
  angered, the party must now pursue some 
  other way of overcoming their foe. Quests 
  for this portion may include: 
  ●
  Hunting down cells of the werewolf 
  cult for information 
  ●
  Pursuing old werewolf legends and 
  stories in hope of uncovering some 
  kind of solution 
  ●
  Reaching out to druidic or 
  shapeshifter communities for 
  assistance 
  ●
  Visiting libraries, monasteries, and 
  temples that may hold forgotten lore 
  ●
  Searching for allies to help 
  defending from the werewolves 
  The end result of this portion of Chapter 
  Four is to learn that the Red Moon Ritual 
  must constantly be maintained, by 
  something called the Vessel (in fact, you 
  may incorporate rumors of an apex predator 
  werewolf lording over the city of 
  Grimmeran from refugees and scouts). With 
  this discovery, the party must now find a 
  safe way to the center of Grimmeran and 
  end the Red Moon Ritual. 
   
  Chapter Five: The Hunters 
  The party has exhausted other means of 
  dealing with the werewolf threat, and every 
  delay or change in plan has prolonged the 
  danger that they, their friends, and their 
  allies have been threatened with. Now the 
  characters must march into the heart of the 
  lycanthrope controlled region of Grimmeran 
  to end the werewolf apocalypse. 
  Like other finales in the Campaign 
  Core series, the design will be left mainly to 
  you, with some suggestions and notes on 
  how to do things. 
  The first thing to be considered is 
  the approach.​ This will be the deadly 
  journey into Grimmeran. They will 
  
  undoubtedly run into lycanthropes during 
  this course of the adventure, but not try not 
  to bog down the adventure by having them 
  fight their way through an army. By this 
  point, the party has had their fill of 
  werewolves, and has their sights set on one 
  in particular. And remember that this is 
  where the lycanthropes are most 
  complacent, and that the party is 
  well-adapted to their foe at this point. 
  Along the approach, describe the 
  lycanthrope regime, similar to what you did 
  in Chapter Three. By now the werewolves 
  have had time to settle into the role of 
  “occupying force.” Do they maintain their 
  monstrous forms permanently to better exert 
  control? Is their control ruinous and 
  dystopian, controlled by their savagery and 
  cruelty? Or is it surprisingly organized, 
  driven by their pack mentality? If the party 
  wanders near towns and villages, describe 
  the plights of the villagers, if any remain. 
  You may also describe the operations of the 
  werewolves; fortresses and war-machines 
  are plentiful in Grimmeran as pointed out 
  before, do the werewolves make an attempt 
  to salvage these things for their own ends? 
  The next, and trickiest part, is 
  getting into the werewolf-controlled city 
  of Grimmeran​, specifically to where the 
  Vessel resides. Both aspects of a werewolf’s 
  dual nature are obsessed with dominance, 
  and the elite of the Red Moon Cult are likely 
  to set up their base within the temple of an 
  enemy god, or a political seat of power. 
  There are a couple of avenues in that you 
  can provide your players, but you may be 
  able to make your own depending on what 
  changes you make to the story and setting: 
  ●
  The party sneaks their way in. 
  Straightforward, simple, and 
  dangerous if they make a mistake. 
  This can easily get them past the 
  outer defenses of Grimmeran 
  (remember, werewolves are hunters, 
  not watchmen), but may not serve 
  them so well in the lycanthropes 
  inner sanctum. 
  ●
  The party fights their way in. 
  While not exactly subtle, this is not 
  necessarily the worst plan, especially 
  if the party is well equipped and 
  bring strong allies with them. 
  However, this plan might work better 
  if they sneak past as many obstacles 
  as possible first. 
  ●
  The party takes secret tunnels into 
  Grimmeran. ​A modification of 
  
  option 1. If you adhere to the lore 
  that Grimmeran was the subject of 
  many battles and conquests, it is easy 
  to explain underground paths and 
  networks that may allow easier 
  access than the surface. This option 
  works well in combination with 
  others, also. 
  ●
  People within the city help the 
  party gain access. ​Although it might 
  get them closer to their goal, a 
  potential issue here is whether this 
  impromptu ally’s agenda will blow 
  the party’s cover before they can 
  strike the Vessel. 
  ●
  The party talks their way in. ​If the 
  party has a shapeshifter as a member 
  or ally, they might be able to pass 
  themselves off as subjects of the Red 
  Moon regime, though it will be up to 
  you how easy or difficult it is to pass 
  as followers of the cult. Another 
  option here is for the party to act as 
  non-lycanthrope subjects, but this 
  route has even less guarantee of 
  safety or access to where the Vessel 
  resides. 
  Note: ​As I’m sure you can see, there are 
  many more ways into Grimmeran than we 
  have listed here. The methods available to 
  your players will largely depend on how you 
  write and structure your finale, and to some 
  extent on how previous episodes of the 
  campaign transpired. The journey, as it 
  were, writes the destination, which is where 
  the players find themselves now. 
  The final scene of our adventure is 
  the confrontation with the Vessel of the 
  Red Moon. ​As stated above, the Vessel 
  likely makes their den in an opulent or 
  culturally significant building towards the 
  center of Grimmeran, the better to oversee 
  their hunting grounds. The flavor of your 
  final scene may be determined by your 
  design of your Vessel. 
  ●
  You may embrace the occult aspects 
  of the Cult of the Red Moon, and 
  make the Vessel a practitioner of 
  dark magic. 
  ●
  On the other hand, the Chosen of the 
  First Werewolf should be an apex 
  predator, their shapeshifting abilities 
  extremely powerful, and disturbingly 
  unstable. 
  ●
  Perhaps they are perturbingly human 
  in their appearance and intellect, but 
  still possessed of the raw physical 
  strength of their mutated form. 
  
  If this confrontation turns bloody, it should 
  be dramatic. Consider letting the fight spill 
  out into the open, the Vessel corralling and 
  pursuing the players like predator and prey 
  in the wild. If the encounter takes place in a 
  single area, make the party feel as though 
  they have cornered a dangerous animal 
  whose ferocity grows in tandem with its 
  frustration. 
  If you are concerned about whether 
  other were-creatures intervene during this 
  fight, you may incorporate them into the 
  battle. But if that does not suit you, keep in 
  mind that a were-creature’s pack mentality 
  insists they obey a strong alpha, and that the 
  party’s deeds so far may have earned a little 
  trepidation in the hearts of their foes. 
  When the Vessel is defeated, the Red 
  Moon Ritual ends. Those that were forced to 
  transform revert back, although the process 
  is painful and horrendous. Lycanthropes 
  devoted to the Red Moon lose the bolstered 
  strength it granted them, and their 
  shapeshifting ability is stunned for a time. 
  The sudden withdrawal of the Red Moon 
  may drive the werewolves away in panic, or 
  at least give the party a chance to escape to 
  safety, but that’s your call. 
  Without a Vessel to follow, there is 
  no clear hierarchy or cohesion among the 
  ranks of the lycanthropes, leading to 
  dissolution and defeat. Although large packs 
  may still rove the countryside, none rival the 
  former might of the Cult. The political 
  struggle for Grimmeran continues, and may 
  soon reach a boiling point. And there is sure 
  to be fallout for those afflicted with 
  lycanthrope against their will, and for 
  benevolent shapeshifting communities. The 
  party will have to decide their next step as 
  well, and whether they will play a part as the 
  future of Grimmeran unfolds, as they are 
  now ​The Saviors of Grimmeran, Heroes 
  of the Werewolf Invasion. 
   
  Note from the Author:​This is 
  where the Campaign Core: Rise of the Red 
  Moon ends. I hope you’ve enjoyed the 
  schemes of the Red Moon Cult, and that 
  you’ve found something to keep those 
  dogged ​adventurers busy. Be sure to ​sniff 
  out ​other products from Ebethan Game 
  Designs, there will be more Campaign Cores 
  in the works, and I promise they won’t end 
  with dog puns, this was a one time, 
  thematically-driven thing. Promise. 
   
  
   
  Designation of Product Identity: 
  All place names, character names, organization names, and similar 
  proper nouns and associated lore presented in this publication are 
  product identity, including, but not limited to: Campaign Core: the 
  Werewolf Apocalypse, Grimmeran, Alimep Dynasty, Siloron States, 
  Cult of the Red Moon, Red Moon Ritual, the First Werewolf, Chosen of 
  the First Werewolf, the Vessel of the Red Moon, and associated lore 
  Designation of Open Game Content 
  Game statistics, attributes, conditions, and rules included in this 
  publication are designated open game content. This includes, but may 
  not be limited to, character attributes (e.g.: Strength), game mechanics, 
  and spells. 
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)"Derivative Material" 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, 
  correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) "Distribute" means to reproduce, license, rent, 
  lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)"Open Game Content" means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) "Product Identity" means product and product 
  line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity 
  by the owner of the Product Identity, and which specifically excludes the 
  Open Game Content; (f) "Trademark" means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or "Using" means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or "Your" means the 
  licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights to 
  grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, and 
  the copyright holder's name to the COPYRIGHT NOTICE of any original 
  Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner of 
  such Trademark or Registered Trademark. The use of any Product Identity 
  in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any 
  Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.1 Copyright 2016, Wizards of  the Coast, 
  Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney 
  Thompson,  Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
  Chris Sims, and Steve Townshend, based on original material
  by E. Gary 
  Gygax and Dave Arneson 
  Campaign Core: The Werewolf Apocalypse, Copyright 2017 Ebethan Game 
  Designs 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ebethan Game Designs/Campaign Core Rise of the Red Moon.pdf