TEXT: The Convent of 
  The Weeping Moon
  A scenario for character parties, Level 4+
  Intended for 5e compatible Fantasy Role-Playing systems
  Black Arts
  Suitable for mature audiences
  1
  
  - The Convent of The Weeping Moon-
  II
  
  - The Convent of The Weeping Moon -
  III
  Contents
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Game System  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  Scenario Level  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  The Plot  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 4
  The Convent as it is now  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 5
  Convent History  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 6
  The Village of Stoneleigh .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .7
  The village  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  Buildings  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 7
  The Villagers  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 9
  The trip to the Convent .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 10
  The Convent of The Weeping Moon  .  .  .  .  .  .  .  .  .  .  .  .  .12
  Level 1 . The Ruins  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 12
  Level 2 . The Cellars  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 16
  Level 3 . The Catacombs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  3a . Catacombs Entrance .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 21
  3b . The Barracks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 24
  3c . The Chapel  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 30
  Notes  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .37
  Clerics of Umara in Darkness .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 37
  Poisons and Drugs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 39
  Alternate scenario hooks  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Module Text Styles Key  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
  Map Symbols  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 40
   Legal & OGL  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .41
  Product Identity  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Open Content  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  OPEN GAME LICENSE Version 1 .0a   .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 41
  Thanks To .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  . 43
  
  - The Convent of The Weeping Moon-
  Introduction
  Game System
  The Convent of the Weeping Moon, is intended 
  for [the fifth edition of] The World’s Most Popular 
  Role-playing Game, and all other 5e compatible, 
  fantasy role-playing systems.
  Scenario Level
  For parties of 4+ PCs of approximately 4th+ level.
  It is a small scenario that could be inserted in a 
  current campaign as a side-mission, or run as a 
  short, stand-alone adventure. 
  Scenario Difficulty
  The lower levels of the convent: The Catacombs 
  could be deadly, if the PCs are few/low level or don’t 
  prevent the occupants from calling to each other for 
  reinforcements. The scenario is set up, so an intelli-
  gent party could prevent this, get the drop on 
  enemies and so on. Stealth and reconnaissance will 
  be key, and it will help having a cleric to turn 
  undead. Blundering in, without regard to the 
  consequences, may lead to party-death. Retreat 
  should always be an option. 
  Treasure and XP levels
  If the treasure levels are not to your liking: i.e. too 
  low or high, please feel free to change them. That 
  also goes for any other element in the scenario, 
  there will probably be some alterations needed to 
  make this fit in with your campaign, if something 
  needs altering, change it. 
  There is no XP given for finishing the scenario, or 
  goal completion; this is intentional, change it if you 
  wish. If the PCs defeat monsters via either violent, 
  or non-violent means, it is intended that they 
  should get equivalent XP. 
  Party alignment
  It is assumed that the PCs are generally of non-evil 
  tendencies/alignment. If they are, the intro-hook 
  may need to be tweaked, but the rest of the scenario 
  should run the same.
  The Plot
  It begins in the nondescript village of Stoneleigh, 
  in Mirnshire Valley, which can be placed along any 
  minor trade route out of the way of larger towns. 
  The plot comes in two parts: the plot outline as told 
  to the PCs, and the actual situation, which they will 
  only discover later.
  The Plot (players)
  While travelling, the PCs come upon a small village: 
  Stoneleigh, in the early evening and gravitate to the 
  Inn, where they are told the following:
  Two days ago, the innkeeper’s daughter, and her 
  fiancé wandered up to the ruins of an old convent 
  nearby, and have not returned. The Innkeeper, and 
  some inn regulars went up to the ruins to look for 
  them the next day, but could find no trace of the 
  missing couple!
  The inn regulars are now refusing to help the 
  innkeeper any further, because: 
  they now believe the couple has just run off, and 
  some villagers drunkenly claim to have seen mys-
  terious lights up there at night, and no-one goes up 
  there at night, since at night it’s a spooky old place, 
  and if there really is something up there, they want 
  nothing to do with it anyway.
  The innkeeper, is too old for adventuring now, and 
  turns to the PCs for help!
  The Real Story (DM)
  The once-abandoned Convent of the Weeping 
  Moon has been re-occupied by a Witch Cult of evil 
  Moon-Worshippers, who are in league with the 
  innkeeper and the few inn regulars. 
  4
  
  - The Convent of The Weeping Moon -
  The Inn regulars send travellers up to the Convent 
  ruins, using whatever story they can concoct, that 
  they think the victims will fall for.
  If the victims are just ordinary travellers, they are 
  sent up to the Convent, and when on the way, the 
  innkeeper rings a bell in the old tower on the top of 
  the Inn. This can magically be heard in the Cata-
  combs Chapel (Rm. 19/20) and warns the Witches 
  of the Convent that victims are on the way, and they 
  should capture them for sacrifice. 
  If the victims are adventurers, they are sent up to 
  the Convent, without ringing the bell; confident the 
  defences of the Convent will kill them off.
  In return for regularly providing regular sacrifices, 
  food and supplies, the Witches provide the Inn-folk 
  with a share of the loot from the victims, which they 
  keep as payment and money for supplies.
  The previous two victims sent up there were a 
  brother and sister, travelling to the nearest town to 
  attend a wedding, and not in any way the innkeep-
  er’s daughter, or her fiancé.
  Discovering the Truth
  The brother is now dead, the sister is going to be 
  sacrificed, and the PCs must rescue her, and then 
  talk to her. They will then discover they have been 
  tricked, when she reveals that she’s not the innkeep-
  ers daughter, and she desperately asks them “have 
  you found my brother?”
  Aftermath
  With the Witches destroyed, and sacrifices saved, 
  the PCs may want to get some revenge on the 
  double-dealing villagers. 
  If the DM wishes, a bell rings when the Convent 
  falls, warning the guilty villagers. The PC’s return to 
  find the culprits fled, and the Inn abandoned apart 
  from Jeb, the Inn-boy. 
  Alternatively, and more morally messily, the DM 
  can let the PCs decide catch the culprits and then 
  choose what to do to a group of cunning, but largely 
  defenceless village-folks. 
  The Convent as it is now
  Even though the upper part of the Convent is just 
  a few ruined walls and tiled floors, the cellars, and 
  lower chambers remain intact, and now house the 
  moon-worshipping Witch-cult, and their undead 
  thralls.
  By daylight, the convent is just ruins, but by moon-
  light, the Convent building appears intact, as it once 
  was, silhouetted against the night sky, a light in one 
  window. As you approach, the path dips and when 
  the convent comes back into view, only the ruins 
  remain.  
  5
  
  - The Convent of The Weeping Moon-
  Convent History
  For a hundred years or more, the Convent of the 
  Weeping Moon was a place of pilgrimage, curing 
  travellers, accepting offerings and so on. Travellers 
  stayed at the Moonshadow Inn (now the Long-
  shadow Inn), in the village of Stoneleigh, visiting 
  the convent that lay just over a mile away.
  About 40 years ago, however, just as the moon 
  itself shifts from light to dark, the character of the 
  Convent slowly changed. 
  A new Mother Superior, Alensia was appointed, at 
  this time. She was far more inclined to the darker 
  side of her faith, and her influence for evil turned 
  some convent members to her cause, drove others 
  away, and eventually the last opposition met a 
  unknown, and likely grisly end. The occupants 
  turned from a convent of Healers to a sacrificial 
  Witch-cult.
  The change in the character of the Convent did not 
  go unnoticed, and after several years, the local lord: 
  Teremon, decided that enough was enough. This 
  place had clearly become evil, travellers were disap-
  pearing the final straw was when a delegation from 
  a neighbouring Lord vanished. Teremon needed 
  to act. To save face, loot any artefacts and treasure 
  from what was once a prosperous Convent, and to 
  remove a nest of evil from his lands. 
  Teremon set out with a retinue of troops, assaulted 
  the Convent, and defeated the Witches and their 
  minions. In the aftermath of the battle, the full 
  horror of the atrocities that were being carried out 
  there was discovered. Teremon ordered the place 
  sacked, burned to the ground and cursed, never to 
  be reoccupied. The catacombs below the convent 
  escaped intact.
  Thirty five years later, as magic decays, and curses 
  slowly lose their power, the ruins of the Convent 
  were reoccupied by the Cult.
  The Witches offered the innkeeper a bargain: send 
  travellers up to the Convent, and in return get 
  money and protection, and return the Inn to the 
  fortune it enjoyed, when pilgrims flocked to the 
  Convent for healing.
  The bargain was struck, and the situation has been 
  the same for the last five years. 
  The Moon Cult of Umara
  Use the cult as listed here, or insert any appropriate 
  moon god/goddess that you wish, or make Umara 
  the counterpart of your regular moon deity.
  The Moon Cult worship Umara: the Moon goddess, 
  twin-sister to the Sun, soothing worshippers with 
  healing sleep. However, there is another ancient and 
  darker side to this celestial coin. A heretical offshoot 
  once worshipped Umara, as Umara in Darkness. 
  Outsiders know almost nothing of this stain on 
  Umara’s name, the Umaran hierarchy regard it as a 
  minor, long-forgotten heresy. The evil cult survives 
  however, remaining hidden, in the darker corners of 
  the world.
  Even if mainstream Umara worshippers would deny 
  it, Umara has two opposed faces, as does the moon. 
  Just as there is no shadow without light, there is 
  eternally Umara, in Light and Umara in Darkness. 
  The sickle reaps the bountiful harvest, and the 
  sickle-claw slashes throats at midnight.
  Mainstream Umaran shrines, offer healing and rest 
  for the night, while a secretive witch-cult of Umara, 
  might inflict the local lord with mind-destroying 
  nightmares.
  Umaran clerics have spells and powers related to 
  healing, light, prophesy, and rest.
  Clerics of Umara In Darkness have spells and 
  powers of chaos, darkness, nightmares, seduction 
  and betrayal.
  The DM can decide whether the Evil Umaran cult 
  is known to the population, and therefore how 
  difficult any Religion DC roll needs to be, to get any 
  knowledge about it, or its followers.
  Needless to say, the present inhabitants of the 
  Convent of The Weeping Moon, are sharpening 
  their claws, and spitting other peoples’ blood into 
  the Sacrificial Bowl of Umara In Darkness.
  6
  
  - The Convent of The Weeping Moon -
  The Village of Stoneleigh
  The village of Stoneleigh is sleepy and nondescript. 
  Lying in the Mirnshire Valley off the major trade 
  routes, only a few travellers come through it. There 
  are few notable buildings in the village, all the rest is 
  outlying farms, woods ... and of course the ruins of 
  a Convent.
  The village
  The village consists of the Longshadow Inn, 
  a donkey-powered mill, a small general store, a 
  disused watchtower, and is surrounded by the 
  remains of a long-lost defensive wall, and the run-
  down shacks of the farmers who tend the strips of 
  fields either side of the only, rather dismal street.
  The farmers hereabouts keep to themselves, keep 
  their heads down and don’t go to the Inn as a rule. 
  They will not talk to the PCs under any circum-
  stances, apart from a mumbled :“I don’t know 
  nothin’ ”, and hurrying inside. 
  They know there’s something going on, and that 
  terrible things happened to the last farmer who 
  caused trouble for the Inn-crowd. He was slashed 
  to pieces by invisible creatures in the middle of the 
  street in broad daylight, and the same may very well 
  happen to them, if they don’t keep their gap-toothed 
  mouths shut.
  The owners of the village’s main buildings are the 
  Inn’s permanent customers and the de-facto rulers 
  of the village.
  Buildings
  1 . The Longshadow Inn
  A slightly dilapidated 2-storey structure of stone 
  and timber, topped with the remains of an old 
  bell-tower. A sign hung outside proclaims “The 
  Longshadow Inn” together with a peeling rendition 
  of a stylised sun, of no artistic merit.
  7
  
  - The Convent of The Weeping Moon-
  (The inn was once the Moonshadow Inn, trading on 
  the Convent’s reputation, but was renamed some 40 
  years ago, and the old sign painted-over.)
  The main room
  The main room is cosy enough, the smell of this 
  evening’s dish floating out of some back room. A 
  few tables are occupied by patrons who look like 
  they have grown into their regular seats.
  The Innkeeper introduces himself “Bran Ford-
  ing: barman and Owner - what can I do for you 
  gentlemen - a room for the night? ... Some ale, 
  I’m sure.” He immediately starts pulling pints, the 
  patrons eye the adventures with the usual mixture 
  of annoyance, trepidation end envy.
  The Inn’s regular patrons
  The Inn’s regular patrons are all in on the arrange-
  ment with the Convent, and have cooked-up a story 
  to use on passing adventures, based on their last 
  customers.
  Bran Fording: Barman/Innkeeper, widower and 
  ex-adventurer. 50s, steely-haired, steely-eyed, sturdy 
  build, now with a pronounced gut, rosy cheeks and 
  a limp (goblin scimitar wound). 
  Jed Hengeforth: Storekeeper, 60s, tall but stooped, 
  long inquisitive nose. Saw lights up at the ruins a 
  few weeks back, he’s sure something is amiss.
  Edmund Hengeforth 25, storekeeper’s son, tall 
  brown hair. Thinks they ran off - and that she was 
  probably already expecting.
  Kell Hengeforth: 28, storekeeper’s son, tall, brown 
  hair, boxers nose. Thinks they ran off, but it is a bit 
  strange nonetheless.
  Merin Kelsoe: Miller. 50s, Squat broad fellow, bald, 
  in a well-worn beige leather apron. Married, thinks 
  the couple just ran off.
  Jeb Skivey: dark haired, sullen 16 yr old orphan and 
  Innkeeper’s helper/cook/cleaner. Claims to know 
  nothing, plans to somehow get in on the scheme, 
  and/or inherit the Inn one day.
  The Setup
  The patrons have to convince the PCs to look for the 
  couple as soon as possible, and they should go (at 
  some point) AFTER DARK. 
  Bran, the Barman will implore the adventures to 
  go as soon as possible, offering them free room and 
  board and ale and ‘all the money he has’ (78g to be 
  precise)
  Also the patrons must make sure the PCs know the 
  following:
  • 
  The couple are missing, they went to the ruins.
  • 
  They looked for the couple, during the daytime, 
  but found nothing. 
  • 
  It used to be the Convent of the Weeping Moon 
  but fell into disrepair, after a fire, 50+ years ago.
  • 
  There’s definitely something slightly spooky 
  about the old ruins.
  • 
  At one time it was wealthy and pilgrims use to 
  go up there.
  • 
  Emmy Fording, barman’s daughter. Slim, 
  blonde, was wearing her new green dress. 
  • 
  Col Hazelman: farmer, no family. Tall, sandy 
  brown hair, was wearing a plain linen shirt 
  & some fashionable, and fancy red trousers 
  he got last month in the nearest town. The 
  general opinion of which, is that they are fairly 
  ridiculous.
  For example the conversation might start something 
  like this: at some point, one of the regulars will ask 
  the barman: 
  Jed: “You gonna tell ‘em then?”
  Bran: “Well I ... er ... Might you fine folks be able to 
  help me out with a little matter? It’s my daughter 
  you see, her and her fiancé have disappeared. They 
  went off two days ago and haven’t been seen since. 
  We went looking yesterday but there was no sign of 
  them at all, and I’m worried to death now some-
  thing’s happened.” 
  Bran the barman explains that his daughter Emmy 
  and her fiancé Col (a farmer) were going out to 
  some local ruins for a picnic, never returned ...
  Merin: “We went up there yesterday, found nuthin’ 
  - I reckon they ran off, is all”
  Jed: “I seen some strange lights up there, of a night, 
  I swear I did.”
  8
  
  - The Convent of The Weeping Moon -
  Merin: “Yeah and how many d’you have before 
  you saw them lights then eh, Jed? I reckon you was 
  well-pissed!”
  Jed: “You wouldn’t know nothing about it, all you 
  Hengeforths are all the same, an I still ain’t going 
  up there after dark ....”
  Once the PCs agree, the patrons will give them 
  directions to the old ruins, and send them on their 
  way, with any supplies they need & a well concealed, 
  evil chuckle:
  “It’s about a mile up the road, north out of the 
  village, just follow the road until you see a 6-foot 
  standing stone on the right. There’s a moon carved 
  on it. 
  Turn off there, then follow the path about another 
  half mile, through the woods and up into the hills. 
  There’s another three stones along the way. You 
  come out the trees, you can see it on top of the hill - 
  some low ruins. We was up there, just yesterday.”
  2 . Hengeforth’s General Store
  A low, but well-kept building, Hengeforth’s 
  general store stocks all the provisions necessary 
  for the surrounding farms. Ploughing equipment, 
  barrels, tools etc. 
  The owner Jed Hengeforth can be found at the Inn, 
  jovial and probably drunk.
  The PCs can buy anything here, that could be feasi-
  bly useful to a village of farmers, and Jed will bring 
  them over here, from the Inn, if they need anything 
  before heading off.
  Weapons stocked: arrows, crossbow bolts, short-
  bows, spears, daggers, staves. Also one nice set of 
  (looted) chain, helmet and shield. He will sell this to 
  PCs, claiming they caught some goblins with it, five 
  months ago.
  His two sons: Edmund and Kell Hengeforth, often 
  take their donkey cart to the nearest town, trading 
  looted armor, weapons and so-on, and bringing 
  back supplies for the store, and the Convent.
  3 . Kelsoe’s Mill
  Merin Kelsoe’s mill grinds the grain for the village, 
  for a small fee. Merin is to be found at the inn, he 
  has a son and daughter, who left a few years ago 
  for the nearest large town, unable to stomach the 
  goings-on in the village.
  4 . The ruined Watchtower
  A round ruin, some 20’ across, the remains of 
  a thick wall, and a doorway, mark the spot where 
  Stoneleigh’s only watchtower once stood
  The watchtower and its occupants: sheriff, and con-
  stable were disposed of by the witches, when they 
  took over, 5 years ago, the ruins have been gutted.
  5 . The surrounding farms
  A smattering of peasant shacks are dotted along the 
  village road, strips of fields spread out behind them, 
  along with some animal and grain sheds. Nothing of 
  note for the PCs, unless they are interested in 
  slightly off turnips and lice. 
  The Villagers
  The villagers do not generally wear armour, unless 
  they are expecting trouble, or the storekeeper’s 
  sons are on a trip for supplies. They will be armed 
  though, just in case.
  Innkeeper [1] (Bran Fording) 
  Human, Neutral Evil, Ftr 2nd
  Armor Class 16 (chain shirt & shield + F. Style) 
  Hit Points 15 (2d10 + 2) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1) 12(+1) 15(+3) 15(+3) 14(+2) 15(+3)
  Skills Perception +4, Intimidation +4
  Senses passive Perception 14
  Languages Common
  Challenge 1/2 (100 XP) 
  Fighting Style: Defence +1 to AC
  Second Wind (1d10+2), Action Surge (one use)
  Actions 
  Longsword. Melee Weapon Attack: +3 to hit, 
  reach 5 ft. one target. Hit: 4 (1d6 +1) slashing damage.
  9
  
  - The Convent of The Weeping Moon-
  Shortbow. Ranged Weapon Attack: +2 to hit, 
  range 80/320. one target. Hit: 3 (1d6) piercing damage.
  Stats Black Arts
  Storekeeper [1] (Jed Hengeforth) 
  Human, Neutral Evil
  Armor Class 13 (hide vest) 
  Hit Points 12, (2d8 + 2) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+2) 12(+1) 12(+2) 13(0) 
  10(0) 
  10(0)
  Skills Perception +2
  Senses passive Perception 12 
  Languages Common
  Challenge 1/8 (25 XP) 
  Actions 
  Hand-axe. Melee Weapon Attack: +3 to hit, 
  reach 5 ft. one target. Hit: 3 (1d6) slashing damage.
  Stats Black Arts
  Storekeeper’s sons [2] (Edmund & Kell) 
  Human, Neutral Evil
  Armor Class 14 (chain shirt + Dex) 
  Hit Points 13, 15 (2d8 + 2) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15(+2) 12(+1) 15(+2) 11(0) 
  10(0) 
  10(0)
  Skills Perception +2
  Senses passive Perception 12 
  Languages Common
  Challenge 1/8 (25 XP) 
  Actions 
  Spear. Melee or Ranged Weapon Attack: +3 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d8 + 
  1) piercing damage, used with two hands.
  Hand-axe. Melee Weapon Attack: +3 to hit, 
  reach 5 ft. one target. Hit: 3 (1d6) slashing damage.
  Stats Black Arts
  Miller [1] (Merin Kelsoe) 
  Human, Neutral Evil
  Armor Class 14 (leather armor + Dex) 
  Hit Points 12, (2d8 + 2) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1) 16(+3) 10(0) 
  12(+1) 13(+1) 9(-1)
  Skills Perception +2
  Senses passive Perception 12 
  Languages Common
  Challenge 1/8 (25 XP) 
  Actions 
  Mace. Melee Weapon Attack: +2 to hit, 
  reach 5 ft. one target. Hit: 3 (1d6) bludgeoning 
  damage.
  Stats Black Arts
  The Inn-boy [1] (Jeb Skivey) 
  Human, Neutral
  Armor Class 10 (scruffy clothes) 
  Hit Points 6 (d8)
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1) 12(+1) 10(0) 
  13(+1) 12(+1) 9(-1)
  Skills Perception +2
  Senses passive Perception 11
  Language Common
  Challenge 1/8 (25 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft. one 
  target, Hit: 2 (1d4) bludgeoning  damage.
  Stats OGL
  The trip to the Convent
  The PCs will have an easy and uneventful trip to 
  the Convent hill; the directions to the Convent are 
  accurate.
  By Night
  Their journey is by bright moonlight. There will be 
  a moon, its phase will be important later, and if this 
  doesn’t match with the lunar cycle of the campaign, 
  that’s just the effect of the Convent’s weird pale 
  shadow.
  As the PCs come out of the woods:
  The woods clear, and you see a large building 
  some way up ahead, silhouetted against the moon-
  lit sky. It has a bell-tower with a moon-symbol 
  atop the highest point. From one tall long widow, a 
  10
  
  - The Convent of The Weeping Moon -
  flickering unearthly, blue-white light can be seen. 
  The path dips down again in front of you into a 
  small bushy glen, past a last standing stone.
  As you make your way up out of the glen, 
  you cannot see the building, but in the place you 
  thought it was, some low ruins crown a small 
  hilltop. A few tendrils of ground-mist weaving in 
  and out of the blasted stones, now well-lit by the 
  pale moonlight...
  By Day
  If the PCs insist on going there in daytime. 
  The description is as above, except there is no 
  illusion of an intact building:
  The path dips down again in front of you into a 
  small bushy glen, past a last standing stone As you 
  make your way up out of the glen, you see some 
  low ruins crown a small hilltop. A few last tendrils 
  of ground-mist weaving in and out of the stones, in 
  the watery sunshine.
  11
  
  - The Convent of The Weeping Moon-
  The Convent of The Weeping Moon
  Level 1 . The Ruins
  On the top of the hill stands the remains of the 
  convent, the walls have been reduced to no more 
  than head-height, and some are simply lines of 
  rubble on the ground. No walls are high enough 
  to reach the bottom of any windows there might 
  have once been. Tendrils of mist, thread in and out 
  of the lichen covered walls. Everything is utterly 
  silent. Waiting.
  The convent floors are all mostly intact, and PCs can 
  easily make out the plan of the building.
  Undead guards
  The undead guards in the cellars, and ruins, are 
  checked on every few days, and repairs & replace-
  ments made if possible.
  1 . Doorway
  Where the main door used to be.
  The path still leads up to The Convent entrance, 
  all that remains of which is two stone door-posts, 
  and some walls at knee height. 
  2 . Entrance 
  The walls are at knee-height, plain grey flag-
  stones cover the floor area. The remains of a large 
  door lie in the SE corner of the room.
  The door is ancient & bronze-covered. Its shred-
  ded remains are blackened by fire and covered by 
  symbols embossed in the bronze plating.
  Examining the symbols: Roll Religion DC 17 to 
  recognise the symbols as those of the (normal)
  moon cult of Umara.
  3 . Main Hall
  The walls are at chest height here, the floor is a 
  chequerboard of patterned tiles, alternately moon 
  and star symbols. 
  The remains of large painted columns in the 
  corners of the room indicate this must have been a 
  tall, and impressive hall at one point. The room has 
  no western wall, but there is a smashed balustrade, 
  12
  
  - The Convent of The Weeping Moon -
  between two staircases leading down to a lower 
  floor.
  4 . Eating hall
  Chest-high walls show friezes of figures eating at 
  long tables. Blown leaves are the only furnishings 
  on the well-worn, flagstone floor.
  5 . Bell tower
  Ruins that once held a large wooden staircase.
  The walls are low and the floor plain. There is 
  a lot of rubble. There are the charred remains of 
  some old and very heavy wooden beams, and some 
  boards seem to indicate this room once housed a 
  large wooden staircase. 
  Perception DC 10, reveals a bronze-coloured metal 
  object under the pile of beams. A DC 15 Str check 
  clears them, revealing the Convent bell.
  A large, dented bronze bell lies under the beams, 
  carved with scenes of moons and worship, portions 
  of these have been hacked-at and obliterated. The 
  whole thing, blue-green with verdigris.
  When the convent turned to evil, the scenes of 
  the good Umara were destroyed by the Convent 
  members.
  6 . Mother Superior’s Office
  A once-ornate office. 
  This room has an ornate black-and white tiled 
  floor, rubble and smashed wood cover the east end.
  Investigating the floor/rubble: Perception DC 17 
  discovers that one tile has a small cut-out and seems 
  to be removable.
  This conceals a small compartment, containing 
  several long rotted bundles of parchment, a small 
  mummified hand, either from child or young 
  woman, and a small bronze figure. The figure is of 
  a robed woman, in the middle of a whirling dance, 
  holding sickle-shaped swords, a small pile of heads 
  lie at her feet.
  7 . Moon-pool
  Contains a hypnotic gazing pool still retaining some 
  of its magical power.
  The walls are knee high, and the floor has the 
  remains of a swirling pattern of painted greenish 
  tiles, around a low stone-lipped pool,10’ across. 
  The pool is full of water. A large moon is carved in 
  the bottom of the pool, partially obscured by black 
  ooze. The water surface swirls lazily.
  13
  
  - The Convent of The Weeping Moon-
  Gazing in the pool
  If PCs gaze into the pool by moonlight, it results 
  in the gazer becoming hypnotised by the lurking 
  presences there, Wis DC 10 to break free, and if 
  they don’t, they can be shaken or slapped out of 
  it, or dragged away automatically by others. If left 
  alone they will remain trapped for 10 minutes, 
  having visions as follows:
  You are pulled down into the pool by myriad 
  pallid hands, caressing you with their cold fingers. 
  The grey-robed figures swirl around you, dragging 
  you further down into a dark place, lit by thin 
  silver blades of moonlight and trickles of blood on 
  pale stone, running black in the twilight.
  You see snatches of unconnected images, perhaps 
  long ago, fleeting visions of the destruction of some-
  where ... the Convent? Some of subterranean halls 
  where bodies writhe in either torment or ecstasy, 
  or both. You see fire, screaming, torture, and sharp 
  pale claws drawn over trembling flesh, on ash-grey 
  stone plinths far below the earth.
  8 . Dormitories
  Just the bare outlines of walls, and plain flag-
  stones remain here. There are some charred scraps 
  of furniture, and cloth, perhaps rough bedlinen.
  9 . Hall of Worship
  By moonlight: As soon as the PCs descend the 
  staircase, an encounter is triggered. See Encounter/
  Skeletons, below. Hides the main secret entrance 
  to the Convent Cellars, that only opens, also by 
  moonlight.
  The walls here are barely knee height, but the 
  floor is sunken 10’ below ground level. Two stone 
  staircases run down to the sunken floor, the once 
  fine balustrades are now just stumps.
  The floor is of cracked, colourful tiles showing 
  stars and the moon in various phases, although 
  they are presently covered with a cold mixture of 
  rotted brown leaves & detritus. In the east end, 
  are piles of wood, scraps of cloth, maybe some 
  weapons, and rusty metal.
  Perception DC 17 notices there are bones, armor, 
  and weapons in the piles. [Skeletons]
  Around the walls, there is a frieze of moon carv-
  ings and other mystical symbols, at head height.
  Examining the frieze: Religion DC 17 discovers the 
  symbols are those of the normal cult of Umara.
  There is a sundial-like pedestal in the centre of 
  the room, partially covered with thin wiry, sharp-
  thorned vines.
  The pedestal
  The top of the pedestal is covered with a ring 
  of carvings of the moon in various phases, with 
  sturdy, but finely engraved bronze gnomon (sun-
  dial pointer) in the centre. The engravings are an 
  intricate tracery of swirling lines that trap the eye.
  Dex DC 13 to avoid some nasty vine scratches, to 
  bare hands: no real damage, just throbbing later, as 
  if they might be infected.
  An Int DC 10 check reveals that the gnomon 
  rotates, and is attached to a mechanism within the 
  pedestal. Or if they say they try to move it, the PCs 
  find out anyway. The pedestal also detects as magic.
  If the PCs rotate the gnomon to the current phase of 
  the moon, if the moon is in the sky, and leave it for a 
  few seconds: 
  The carving you selected starts to glow with an 
  eerie blue-white light, there is a loud ‘click’ from 
  east of you, and two large hidden doors between 
  the staircases, swing quietly outwards. 
  NOTE: The adventure only continues if the PCs 
  figure this out, so ... if they are somehow having 
  trouble guessing this, or are particularly hung-over, 
  you might have mercy on them, and let them have 
  Int DC 12 checks.
  Secret door
  In the middle of the east wall there are 10’ wide 
  secret double-doors, opening outwards. Normal 
  Perception check to spot. This section of wall also 
  detects as magic. A successful Dex check to try and 
  open it, reveals there is in fact no obvious way of 
  opening it, and the doors are very heavy and not 
  14
  
  - The Convent of The Weeping Moon -
  breakable, due to magical reinforcement. 
  There is a lever on the wall on the inside to open 
  and close the doors, this works all hours of the day 
  and night, irrespective of the moon.
  Encounter (by moonlight only)
  As you descend the stairs, there is movement 
  in the piles of trash at the far eastern end of the 
  room, as skeletons lever themselves up and start to 
  advance, grimy weapons in hand.
  Outside the Convent walls you hear other simi-
  lar noises, clacking of bones & rattling of armor.
  12 Skeletons in total, 4 in the room, 4 from the 
  north, and 4 from the south. Marked 9a, b, c, d. The 
  skeletons from outside are hidden in shallow graves, 
  and so will take one round extra to arrive.
  All are armed with hand-weapons and armor 
  from previous victims, and if examined, have been 
  re-wired together, and patched-up many times.
  Skeletons [12]
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 13 (all of them) (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10(+0) 14(+2) 15(+2) 6(-2) 
  8(-1) 
  5(-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities Exhaustion, Poisoned 
  Senses darkvision 60 ft., passive Perception 9
  Languages understands common, but can’t speak
  Challenge 1/4 (50 XP)
  Actions
  Shortsword/Mace: Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing/bludg-
  eoning damage.
  Stats: OGL
  10 . Kitchen
  The walls are barely outlines, the flooring 
  flagstones, remains of ovens and storage jars 
  remain.
  11 . Stairs down (blocked)
  To the west, a stone stairway leads down some 
  15’ to a collapsed & blocked tangle of stone blocks, 
  rubble and debris.
  Int DC 10 discovers that this is thoroughly blocked 
  and digging is likely to result in more collapsing 
  masonry. 
  If they start digging
  Dex DC 13 to avoid d8 bludgeoning damage, from 
  falling masonry. The staircase would have lead 
  down to the cellars. 
  12 . Graves
  Graves long ago looted of valuables, and the skel-
  etons they once contained are re-uses as undead 
  guards.
  North of the Convent ruins are the weed-covered 
  mounds of graves making up the old graveyard. 
  Examining further
  The mounds have depressions in them, now 
  overgrown as though they had been dug up long 
  ago. There are a few fragments of smashed ash-
  coloured stone grave markers, worn and scratched.
  15
  
  - The Convent of The Weeping Moon-
  Level 2 . The Cellars
  1 . Cellar main room
  Occupied by two motionless zombies at the far 
  eastern end. If the PCs advance within 30’ of the 
  end, the Zombies will rise up and attack.
  The stairs lead down to a dank-looking and 
  smelling, vaulted, unlit, cellar room. Two carved 
  stone column sit opposite the stairs. They are 
  carved with moons and intertwining, thorny vines.
  Against the south wall lies the remains of a row 
  of large barrels, now ruined, to the north a row of 
  doorways some with stout wooden doors. The room 
  continues onto the darkness eastwards. There is a 
  smell of dankness and decay, mixed with a smell 
  of old wine, turned to vinegar in the air. A second 
  wooden rack of smaller wooden barrels follows the 
  first. One of the small barrels seems intact.
  Investigating the barrels:
  The small barrel has a tap, which is intact as 
  well. The barrel is almost full of old, and now very 
  good red wine. It would fetch a tidy sum, in a large 
  city.
  This cask may be destroyed if PCs set off any 
  high-impact pyrotechnics nearby, worth 80g.
  As the east wall comes into view, you can see 
  there is a pair of large double doors in it, and 
  two corpses propped up against them, in a sitting 
  position. They are wearing normal clothes, they 
  look somewhat decayed, but don’t seem to smell.
  Zombies, Normal [2]
  Medium undead, neutral evil
  Armor Class 8
  Hit Points 18, 24 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  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 common but can’t speak
  Challenge 1/4 (50 XP)
  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 success, the 
  zombie drops to 1 hit point instead.
  Actions
  Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Stats: OGL
  2 . Storage, general
  Unoccupied storage room.
  This plain, unlit box-room has no door. Piles of 
  16
  
  - The Convent of The Weeping Moon -
  timber flooring planks and some long metal rods 
  are stacked against the back wall, along with an 
  open barrel that has a couple of shovels in it.
  3 . Storage, animal sacrifices
  Unoccupied. Was used as storage for small animals 
  to be used as sacrifices, when the Convent initially 
  turned to evil.
  The door is slightly open leading to an unlit, 
  box-room. Shelves line the walls, on which lie small 
  wooden and metal cages. Everything smells dusty 
  and long unused.
  About half of the cages contain the remains of 
  animals, dogs, rodents, birds, (no cats) all are long 
  dead, and dried to husks. A pair of long-handled 
  tongs lie on a shelf, still trapping the neck of the 
  desiccated remains of a crow. 
  4 . Storage, grain
  Unoccupied, an unused grain storage room.
  The door is slightly ajar, but completely rusted 
  stuck. Plain unlit box-room, smelling slightly of 
  grain.
  Str DC 12 to force the door open.
  Inside the are the remains of some sacks, and 
  food jars, in the NW corner. Smashed and empty.
  5 . Passage, stairs and trap
  Hidden controls for the levels secret doors, traps 
  etc. Unoccupied.
  5a. Passage
  In this alcove, an eastern passage soon turns to 
  stairs going down, spiralling clockwise round the 
  corner.
  Spiked Pit trap
  Perception: Passive DC 20, active DC 12, noticing:
  Footprints pass around the back walls of this 
  alcove only, and off round the corner. The middle 
  of the floor seems to be some sort of camouflaged 
  cover, leaving a 2’ walkway around the outside. 
  When triggered: The thin stone-covered 
  floor-section falls open, hinged on the western edge, 
  dumping the victim into a 15’ deep pit with crude 
  metal spikes at the bottom. Luckily not poisoned.
  Dex DC 20 to jump off, grab the edge when the trap 
  is sprung.  
  Spiking it shut, or similar: Dex DC 12 with thieves 
  tools.
  Dam: falling d8, +2d10 impaling. The pit will 
  remain open until reset via the levers at 5b.
  5b. Stairs and control levers
  The stairs continue round the corner, and down 
  to a 5’ landing. On the back wall is a grey metal 
  panel with 4 bronze levers in vertical slots. 
  Above each lever there is a small bronze plaque, 
  each with a symbol engraved on it. 
  Levers will be up, if traps are set, and doors shut, 
  down if traps are triggered, or doors open. 
  The Levers, from left to right: 
  Lever 1. Symbol: a square with half-moon in 
  bottom right corner.  
  Opens and closes the 11a secret door.  
   
  Lever 2. Symbol: a square with half-moon in the 
  middle of top side. 
  Opens and closes the 11b secret door.  
   
  Lever 3. Symbol: a square with 3 crescent moons 
  pointing upwards at the bottom.  
  Opens, closes and resets the spiked pit trap at 5a.
  Lever 4. Symbol: a square with full-moon in top left 
  corner.  
  Opens and closes the 9 to 14 iron door leading to 
  the lower Catacombs.
  6 . Large doors (trapped)
  Triggers the opening of Rm. 11a/11b, and release of 
  zombies there.
  Two ornate wooden double doors, with large 
  handles, banded in bronze, with bronze friezes, 
  across the middle depicting dancing figurers, 
  17
  
  - The Convent of The Weeping Moon-
  mostly female, and the moon in all its phases above 
  them.
  Examining the doors:
  They show no sign of being locked, it is dark 
  behind them.
  There is about 1’ of space behind the door, and then 
  a black curtain, absorbing all light. 
  If the PCs investigate: Perception DC 17: 
  It is pitch-black behind the doors, even shining 
  a lantern under them does nothing. But there are a 
  series of rods attached to the back of the doors, and 
  the handles. You cannot see what they do.
  Trying the door 
  When/if the PCs attempt to open this door, rotate/
  pull the handles, secret doors to 11a/11b both open, 
  and the Zombies inside are released, to attack. The 
  door itself cannot actually be opened more than an 
  inch or so.
  The handles turn, and there is a series of clicks, 
  as a mechanism operates, behind the door, also 
  there are some other mechanical noises from the 
  NW & SE of the room. The door does not open, 
  more than a crack however.
  7 . Storage, repair supplies
  Unoccupied. Used for storing supplies for repairing 
  skeletons, armor, general upkeep, etc. The swords 
  are 1d6 dam. DC 12 to pick the locked door.
  This stout door is locked. 
  Small room with plain vaulted ceiling. Inside 
  there is a long wooden chest in the SE corner, and 
  a small anvil next to it. Some brooms and 3 leather 
  buckets, are in the SW corner. There are 2 unlit 
  lanterns suspended from the E & W walls.
  The chest is unlocked. Inside are: 2 sickle-shaped 
  swords, both a bit rusty but sharp, handles however 
  are very loose. Also spools of tough wire, leather 
  strips, a roll of canvas, nails, hammers, whetstone 
  and other carpentry and metalworking tools.
  8 . Storage, robes
  Storage for robes that are new ... and in use. Door is 
  unlocked.
  The door is shut, but opens easily.
  The vaulted room has wooden peg-racks 
  attached to the walls, with several(3) long pur-
  plish-grey, hooded robes hanging on them. The 
  robes have belts made of loops of white rope 
  around the waist. They are reasonably clean, not 
  dusty, and in good condition. 
  9 . Ossuary
  Where the Umarans used to store the bones of their 
  most venerated dead Superiors. Unoccupied.
  Two old bronze-bound doors, have engraved 
  lead sheets attached to them. Images on the sheets 
  are of what looks like a graveyard, skeletons are 
  climbing out of open graves, under a large moon, 
  that seems to be dripping. The doors do not seem to 
  be locked, but are slick with condensation. 
  The doors open easily and quietly.
  The room inside has a vaulted ceiling. In the 
  north wall there is an alcove containing two old 
  stone sarcophagi, then a large pair of iron doors. 
  At the end of the room, lying on the floor, are three, 
  lead-coloured coffins. Behind the coffins, four 
  skeletons are propped up, seemingly attached to the 
  wall. They are dressed in tattered, damp-looking, 
  grey robes, arms outstretched.
  The skeletons are now just there for morbid decora-
  tion, they are the remains of leaders of the convent 
  from the time when it was a place of good. 
  The skeletons are held up by iron spikes in the 
  wall, and their outstretched arms are clearly held 
  in place by rods and wire. 
  A normal perception roll reveals: 
  The central part of the room, up to the iron door 
  seems to be definitely in regular use.
  Stone sarcophagi in the N alcove: 
  One is partially open, one closed, the pale stone 
  is carved with moon symbols. 
  Str DC 13 to remove the heavy stone lid. 
  Both are empty. Carved in the bottom of each, 
  18
  
  - The Convent of The Weeping Moon -
  on the inside, is a figure of a woman, face in the 
  darkness of a cowled robe, holding twin sick-
  le-shaped swords. 
  Lead Coffins at the back of the room: 
  Two of three are shut, the lids have iron handles, 
  they are made of thick heavy dark wood, with 
  lead sheets nailed to the surface. The nails make 
  swirling moon patterns. 
  The open coffin:
  This has its lid slid half-off. There are some small 
  dusty, leather bags inside. These are Empty. 
  The two closed coffins:
  Poisoned spikes on lid-handles
  Perception DC 16 passive, or automatic if the 
  handles are carefully examined. 
  The two closed coffins have had small, sharp, 
  iron spikes attached to the insides of the handles. 
  There is some clear, slightly glittery, liquid sub-
  stance on the spikes.
  Grabbing the handles is a +4 attack vs. the inside of 
  the PCs hand, i.e. skin AC10 or leather gloves AC11, 
  no Dex bonus.  
  Dam: 1pt + Con DC 12 poison. 
  A sharp object pierces your hand, and as you 
  pull your hand away, both the wound, and then 
  your vision begins to pulsate strangely.
  Poison: Lesser Tears of the Moon. DC 12 (Injury) 
  See Notes section for details. 
  Exhaustion level 2: disadvantage on ability checks, 
  speed halved. 1 hour.
  Iron Doors to 14
  They can only be opened from the lever in 5b, or 
  from another lever inside. 
  A pair of solid iron double-doors, well-fitted into 
  the stone of the wall. The seem built for defence, 
  but have swirling pattern carved into a wide band 
  running at waist height across their width.
  Perception, DC 12 reveals that:
  The doors are locked somehow, and open from 
  elsewhere, with rods and some kind of mechanism 
  behind them.
  It would take some considerable effort to break 
  them, it would probably be easier to destroy the 
  stone frame, which would take hours, and some 
  decent tools. 
  10 . Door (trapped)
  Triggers the opening of 11a/11b, and release of 
  zombies there.
  A stout wooden door, banded in bronze, drip-
  ping with condensation, and green algae. It doesn’t 
  look like it’s been opened for a long time. It is dark 
  beyond the door,
  Perception DC 17 active only: Trapped. There 
  is about 1’ of space behind the door, and then a 
  black curtain, absorbing all light.
  There are a series of rods attached to the back 
  of the doors, and the handles. You cannot see what 
  they do.
  Trying the door 
  When the PCs attempt to open this door the secret 
  doors to 11a/11b both open, and the Zombies inside 
  are released, and attack.
  11a, 11b Secret rooms
  Note
  Have the PCs find the secret doors if they haven’t 
  accidentally opened them, it’s important that ‘the 
  fiancé’ is found.
  Zombie occupied 2/room. When the PCs attempt to 
  open doors 10, or 6, the secret doors to these rooms 
  open, and the Zombies inside are released. One of 
  them is what remains of Col Seremel: “the fiancé”. 
  Searching the rooms, afterwardss: 
  The rooms are small bare cells with nothing but 
  shuffling footprints in the dust, and a few frag-
  ments of old cloth.
  These rooms each contain 2 zombies (4 total), that 
  have been upgraded by the Witches, by adding 
  better amour; and some heavy maces, acquired by 
  the villagers.
  19
  
  - The Convent of The Weeping Moon-
  Zombies, Armored [4]
  Medium undead, neutral evil
  Armor Class 14 (ragged chain, scraps of banded mail)
  Hit Points 22, 22, 20, 23 (3d8 + 9)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  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 common, but can’t speak
  Challenge 1 (200 XP)
  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 success, the 
  zombie drops to 1 hit point instead.
  Actions
  Heavy Mace: Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage. 
  Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  Stats: OGL
  The PCs then notice:
  One of the armored zombies seems to be a lot 
  fresher than the others, very recently dead, and 
  bearing a noticeably gaudy, and overly-fashionable 
  pair of red-velvet trousers. 
  All of the zombies have long scraps of something, 
  nailed to their heads. It turns out to be skin. The 
  strips of skin have some kind of lettering, scrawled 
  on them in what looks like blood. (it is)
  Not magic, as such, but part of the zombification 
  ritual. The writing is snatches/paraphrases from the 
  Catechism of Umara in Darkness (see Notes) for 
  example:
  “I am the thing that crawls in lust”
  “My claws burn with their aching for blood”
  “I taste my blood burning in moonlight” etc.
  “The Fiancé” Col Seremel
  This is all that remains of “the fiancé of the Innkeep-
  er’s daughter”, aka “Col Hazelman”:
  He is ... or was, tall, with sandy brown hair, 
  wearing a plain, linen shirt, now tattered and 
  drenched with dried blood.
  Covering his chest are a multitude of short, 
  sharp slashing wounds, through which he probably 
  bled to death. His mouth is still open in an ever-si-
  lent scream.
  12 . Ablutions
  A small unlit box-chamber, with holes in the 
  floor leading down into natural-looking fissures, 
  and holed wooden seats above them.
  Feel free to try to get your PCs to stick their arms 
  down there, if you wish.
  13 . Collapsed tunnels
  The passage leads to a dead end, blocked by 
  rubble from the collapsed ceiling.
  Int DC 12: This is in no danger of collapsing but the 
  tunnels are thoroughly blocked, and excavation is 
  pointless.
  14 . Stairs down
  The stairs spiral down until they get to 3a. The 
  Catacombs Entrance (see next section)
  The stairs lead down, unlit into darkness, and 
  round in a spiral of alternating stairs and square 
  landings. 
  There is an iron lever in a slot on the west wall, 
  at chest height. It is down.
  Raising it closes the iron door, the mechanism 
  sounds well-oiled, and functions smoothly. Lower-
  ing it opens the door again.
  The stairway and heavy doors mean that the 
  Witches aren’t disturbed by the noise of unwelcome 
  guests being disembowelled upstairs.
  20
  
  - The Convent of The Weeping Moon -
  Level 3 . The Catacombs
  The rooms and corridors of the Catacombs are 
  slightly damp, and remain at the same, somewhat 
  acceptable temperature all year. The walls are of ash-
  grey stone, and unlit unless noted in the description.
  Tactics
  The inhabitants of the Catacombs are fairly fanat-
  ical, and only a few of them will even consider 
  running. None will surrender, except maybe as a 
  ruse. If the PCs try to negotiate, surrender, or oth-
  erwise talk their way out of it, the inhabitants will 
  only go along with it, if they can use it as a pretext 
  for gaining an advantage, turning a losing fight, or 
  capturing the PCs for later sacrifice. 
  Captives will be searched, stripped, gagged, and 
  manacled in the cells north of the chapel. They will 
  be especially thorough with anyone who looks like a 
  spellcaster.
  If the PCs take more than one try at attacking the 
  Catacombs, the Convent will be in emergency 
  mode. All Sacrifices will be put on hold until they 
  believe the crisis is over, ensuring that Emmy 
  remains alive, for the plot Pay-off. 
  Otherwise, the remaining inhabitants will be ready 
  for the PCs when they come back, as follows:
  The door at Rm. 3 will be locked, with guards 
  behind, and when the PCs get to Rm. 4, they will 
  be ambushed from both sides and the rear, with 
  everything the Witches have got. 
  The PCs can only risk resting is a few places in the 
  Catacombs, when everyone is still alive: The Escape 
  Passage (Rm. 17) or maybe the passage (Rm. 5) the 
  cellars are a much better option.
  There is a sacrifice scheduled for just-before dawn, 
  so all the Witches will be rounded up for this. Any 
  bodies or bloodshed, i.e. dead/missing sentries, 
  will therefore be discovered eventually The entire 
  place will then be searched from top to bottom, by 
  large parties of the remaining Witches. If the PCs 
  are suffering, the DM may let them have a long rest 
  after say, killing everyone in the Barracks.
  Sacrificing Captives or the PCs
  If the PCs are captured or surrender, the exact 
  details of the Sacrificial Service, and them being sac-
  rificed, possibly one per night, is left up to the DM. 
  It should probably include chanting, the PC dying a 
  slow and agonising death, bleeding on the sacrificial 
  framework, & participants writhing in an orgy of 
  blood and cult-ecstasy. 
  3a . Catacombs Entrance
  1 . Stairs Down from the Cellars
  The stairs from the Cellars spiral down to here.
  The stairs spiral down for about 40’, the walls 
  21
  
  - The Convent of The Weeping Moon-
  are dripping with condensation running through 
  green algae. You can see some traces of light 
  filtering up the stairs from further down. 
  Perception:
  You hear human-sounding speech: chanting.
  2 . Guard post
  Occupied by 2 Acolytes chanting, and 2 Skeletons as 
  backup guards. 
  If the PCs take one of them alive, they might be 
  tortured to reveal there is the chapel to the west 
  and the living quarters to the east, confident in the 
  ability of the occupants to defeat the PCs. 
  The stairs spiral downwards, to Rm. 3 Upper 
  Landing.
  The stairs come out in an open landing area. 
  The speech seems to be 2 people, one male, one 
  female chanting something, you hear snatches 
  about “the moon in darkness drinking the fountain 
  lines of your blood ... black in moonlight”, and 
  similar.
  The guard post is lit by a lantern, on a rough 
  table, with 2 chairs. There are two grey-robed 
  acolytes, kneeling on a thin blue rug, opposite each 
  other, chanting, over and over, deep in concentra-
  tion. Two armored but battered skeletons stand 
  motionless against the N wall.
  If the PCs sneak down, the chanting acolytes will 
  not notice them, while any noises will cause them 
  to look up. When the PCs are detected, the acolytes 
  will attack without mercy, Screaming “Umara”.
  They repeatedly cast charm person, to take out 
  anyone in armor, bane, and then inflict wounds 
  on Spellcasters. Their AC is already 14 (Cloak of 
  Umara). The skeletons will lurch to the attack, as 
  soon as the battle starts.
  Acolytes of Umara [2] (Samaal & Selia)
  Human, male/female, chaotic evil
  Armor Class 14 (spell + dex + robes)
  Hit Points 16, 14 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 13(+1) 12(+1)
  11(+0) 14(+2) 10(+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 12
  Language Common
  Challenge 1 (200 XP)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of Mage Armor).
  Spellcasting. 2nd-level spellcasters. 
  (Spell save DC 12, +4 to hit with spell attacks).  
  The following cleric spells are prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  thaumaturgy.
  1st level (3 slots): inflict wounds, cure wounds, bane, 
  charm person.
  Actions
  Sickle-sword: Melee Weapon Attack, finesse: +3 to 
  hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing 
  damage.
  Stats: Black Arts
  Skeletons [2]
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit Points 12, 14 (2d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10(+0) 14(+2) 15(+2) 6(-2) 
  8(-1) 
  5(-3)
  Damage Vulnerabilities bludgeoning
  Damage Immunities poison
  Condition Immunities Exhaustion, Poisoned 
  Senses darkvision 60 ft., passive Perception 9
  Languages understands common, but can’t speak
  Challenge 1/4 (50 XP)
  Actions
  Shortsword: Melee Weapon Attack: +4 to hit, reach 5 
  ft., one target. Hit: 5 (1d6 + 2) piercing damage.
  Stats: OGL
  The table has nothing but the lamp. The acolytes 
  have robes tied with belts of loops of black rope, 
  clothes underneath, soft boots, crescent-shaped 
  22
  
  - The Convent of The Weeping Moon -
  swords, and tattoos of the moon on the back of 
  their hands.
  3 . Upper landing
  Unoccupied. There is an stout door behind the west 
  tapestry. Unlocked.
  The stairs continue down to a vaulted-landing 
  with a pair of 10’ alcoves, cut into the grey stone, 
  on either side. More stairs continue south & down. 
  There is a glowing curved moon carving on the 
  ceiling, illuminating the room with a pale light.
  The backs walls of the alcoves are both covered 
  by large tapestries. The tapestries are thick and 
  musty, depicting dark abstract swirling patterns of 
  white, grey, purple, and black.
  4 . Lower landing
  This vault-ceilinged area has large ornate doors 
  to the west, partially covered by more thick tapes-
  tries. The tapestries are hooked aside on iron hooks 
  set into the walls. The room is lit by another moon 
  carving in the ceiling,
  A plain set of wide-open double doors is to the 
  east. A corridor stretches off into the darkness 
  beyond them. 
  The west doors have with a bronze panel across 
  the centre. The panels depict a huge bowl with 
  people floating above it, dripping blood or some-
  thing similar, down into the bowl.
  East/doors, if anyone looks or Perception:
  There is a large, bronze key in a lock on the back 
  of the open doors. The keyhole is only accessible 
  from the back.
  There seems to be the smell of food (maybe meat 
  stew?) faintly coming from the east passage.
  5 . Balcony corridor
  Unoccupied. Sounds from The Chapel (Rm. 19)
  cannot be heard from down this corridor, in the 
  Upper Landing (Rm. 3), and vice versa. End door 
  unlocked.
  A long empty, unlit, corridor stretches straight 
  into darkness. There is an ordinary door at the 
  other end.
  6 . Lower corridor
  Unoccupied. Long ceremonial corridor.
  A long, wide corridor stretches the west. It is lit 
  by glowing moon carvings every 15’ in the ceiling, 
  the walls are decorated with a band of carvings at 
  head height.
  The carvings are of processions of robe-dressed 
  people, moons, struggling captives, all heading 
  westwards. 
  Around a corner the corridor ends in two large 
  wooden doors, surfaces covered with bronze. The 
  bronze panels are both engraved with a female 
  figure in hooded robes, she is engaged in some kind 
  of swirling dance and holds a sickle-like sword in 
  either hand. She dances on a river, that looks like it 
  has arms reaching out from below the surface. The 
  door has no lock.
  The doors are heavy, very solid, and Perception DC 
  12 reveals an occasional, faint, human voice, talking, 
  and:
  You can feel some sort of presence, evil, dream-
  like, and powerful, almost pulsing through the 
  door.
  If the PCs try the door, it is not barred. 
  23
  
  - The Convent of The Weeping Moon-
  3b . The Barracks
  The Umaran Acolytes/Cultists are presently getting 
  ready for the Sacrificial Ceremony later tonight. 
  They are preparing dinner, cleaning, doing religious 
  devotions, and are not expecting any attacks.
  Tactics
  It is usually quiet in the Barracks, and unless the 
  PCs are very quiet in combat, e.g. a silence spell, all 
  the Acolytes will become altered, come to see what’s 
  happening. The PCs will end up being attacked by 
  everyone in the Barracks at once.
  The Acolytes will also attempt to get down the 
  corridor to the Chapel, and alert their Superiors. 
  The PCs can try and cut them off from the Caves 
  Rm. 7, and/or lock the door at Rm. 4.
  NOTE: Possible Total Party Kill
  If the Acolytes are NOT prevented from alerting the 
  Chapel Superiors, EVERYONE in the complex will 
  end up in the fight, with potentially party-killing 
  results. 
  Also if some of the PCs surrender, or are captured, 
  they will end up in the cells awaiting a long, excru-
  ciatingly painful trip to see Umara personally, via 
  the sacrificial scaffold. (Rm. 20)
  If the combat starts to go very badly for the Uma-
  rans here, a couple of the Cultists may attempt to 
  flee, via the escape passage at 11. The more fanatical 
  Acolytes will fight to the death, or pretend to 
  surrender, and then re-attack the PCs using spells. 
  (Inflict Wounds for example)
  7 . Caves
  Unoccupied, natural cavern area - generally unused.
  The passage opens out into a cave-roofed area, 
  the room has been enlarged, by regular cut-stone 
  sections. The room is faintly lit by from the north, 
  There is a natural cave area to the east with large 
  rock pillars reaching from floor to ceiling. 
  24
  
  - The Convent of The Weeping Moon -
  The floor of the east area is more uneven. 
  The pillars will allow the PCs to sneak around the 
  back of this area unobserved, if they are quiet and 
  hug the back wall.
  8 . Meeting area
  This area serves as the main eating, and gather-
  ing, area for the complex. Unoccupied except for 
  residents occasionally going back and forth to the 
  latrine.
  The ceiling is high and vaulted and cut from 
  the natural rock, there are lit candelabras dotted 
  around the room. Two long tables with stools are 
  to the north. Doors lead off to either side, the smell 
  of food is stronger, and you can hear sounds of 
  activity from the east doors.
  There is a bronze bell attached to an iron frame 
  high on the west wall, its clapper is attached to a 
  black rope, the rope disappears into the wall.
  Perception: cooking is being done in the first room 
  on the east(the kitchen), and you can hear several 
  voices chanting, coming from the north somewhere 
  9 . Stream-passage
  This unoccupied passage can be used to get more 
  information on the rooms on the east of the 
  complex, by peering in through the water-related 
  openings. The stream masks the noise of any normal 
  movement here.
  This natural, unlit, rock passage has been 
  enlarged and a man-made path runs along the side 
  of an underground stream, running south to north.
  The stream has several openings of various sizes, 
  to other chambers along the west wall, with light 
  beyond.
  9a. Stream exit
  Jumping the stream: DC 10 Dex (Acrobatics) check 
  to land on your feet, on the slippery rocks. Other-
  wise, you fall over on landing. Or just wade.
  There is a crossing place, you need to jump the 
  5’ stream, to a path cut into the rock on the other 
  side. The floor looks slippery.
  9b. The drain openings
  If the PCs get down into the 3’ deep stream, and 
  peer into the openings, they can see through 
  assorted drain holes/bucket-openings into Rooms: 
  10, 11 & 12. As long as they don’t deliberately alert 
  the occupants, they will not be noticed.
  The furthest south opening you smell food, the 
  second not much, and the third smells like the 
  outflow of a latrine. You cannot quite see into 
  the chambers from up on the path, but you can 
  definitely see light from the openings.
  9c. Jumping spot
  Jumping the stream: DC 10 Dex (Acrobatics) check 
  to land on your feet, on the slippery rocks. Other-
  wise, you fall over on landing.
  There is a crossing place, you need to jump the 
  5’ stream. The passage ends, but the stream heads 
  out northwards, and dives impassably down into a 
  rock fissure.
  10 . Kitchen
  Evening meal is being prepared, by Nirgala the cook 
  and her helper, Gretchen.
  This vault-ceilinged room is lit by lanterns and 
  cooking fires. There are ovens on the north wall, 
  a large tables in the centre, and a big cauldron of 
  some stew bubbling in the NE corner. There are 
  basins and water trough, against the east wall. 
  Smoke exits through vents in the room ceiling.
  A voluptuous, raven-haired woman, stirs a large 
  pan of something on one of the stoves, lost in rapt 
  concentration. A rather scrawny urchin-like girl 
  assistant, jumps at her command, fetching and 
  stirring as required.
  There are a couple of beds against the south 
  wall. Unlocked chests under them, contain a 
  variety of robes, clothes, and kitchen wear.
  Acolyte of Umara [1] (Nirgala The Cook)
  Human, female, chaotic evil
  25
  
  - The Convent of The Weeping Moon-
  Armor Class 14 (spell + dex + cooking apron)
  Hit Points 13 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 12(+1) 12(+1)
  14(+2) 14(+2) 17(+3)
  Skills Deception +2, Religion +2
  Senses passive Perception 12
  Language Common
  Challenge 1 (200 XP)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of Mage Armor).
  Spellcasting. 2nd-level spellcaster. 
  (Spell save DC 12, +4 to hit with spell attacks).  
  The following cleric spells are prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  resistance.
  1st level (3 slots): inflict wounds, cure wounds, bless, 
  purify food and drink.
  Actions
  Kitchen cleaver: Melee Weapon Attack, +3 to hit, 
  reach 5 ft., one creature. Hit: 3 (1d6) slashing damage.
  Stats: Black Arts
  Umaran Cultist [1] (Gretchen, kitchen helper)
  Human female, chaotic evil.
  Armor Class 10 (robes & cooking apron) 
  Hit Points 8 (2d8) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 12(+1) 10(+0)
  10(+0) 11(+0) 10(+0)
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages Common
  Challenge 1/8 (25 XP) 
  Dark Devotion The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Kitchen knife. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one creature. Hit: 2 (1d4) slashing damage.
   
  Stats: OGL
  Searching the kitchen:
  Amongst the cooking equipment, herbs and 
  spices, the only thing of note is a large brass bottle, 
  marked with a moon-symbol. Contains a glimmer-
  ing, red liquid.
  Contains 4 doses of Potion of Healing (2d4+2) each.
  Note
  The DM may wish to increase this, if the PCs are 
  particularly injured/low level, or if the DM is feeling 
  uncharacteristically merciful.
  11 . Wash-room
  This is where the Acolytes keep themselves pure, in 
  terms of cleanliness anyway. Unoccupied.
  Vaulted ceiling, the room is lit by a single candle 
  on a shelf, and is unoccupied. There are low basins 
  around the room, together with ropes and leather 
  buckets to pull water up from the stream. 
  There are some small wooden stools, scrubbing 
  brushes, rags and rough soap. The basins flow out 
  back into the stream again. There are several buck-
  ets and large scrubbing brushes in the SW corner,
  12 . Latrine
  Presently one (female) occupant. Possibly the only 
  resident the PCs could easily kill, without alerting 
  everyone, especially if they quietly shut the door 
  first.
  A plain box-room, lit by a couple of candles in 
  wall brackets, either side of the door. Curtains hang 
  on wooden rails from the ceiling, wooden seats 
  around the walls, sit over holes in the floor. 
  One of the curtains is pulled around, and there 
  is female humming coming from within.
  Booted feet can be seen under the curtain.
  Umaran Cultist [1] (Cynthis)
  Human female, chaotic evil.
  Armor Class 10 (robes) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  26
  
  - The Convent of The Weeping Moon -
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 12(+1) 10(+0)
  10(+0) 11(+0) 10(+0)
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages Common
  Challenge 1/8 (25 XP) 
  Dark Devotion The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Curved dagger. Melee Weapon Attack: +3 to hit, reach 
  5 ft., one creature. Hit: 2 (1d4) slashing damage.
   
  Stats: OGL
  13 . Food stores
  Unoccupied. Storage for the barracks supplies of 
  food and beer, all supplied from the villagers.
  An unlit, vaulted room, a lantern hangs next to 
  the door. There are boxes and crates and barrels 
  around the walls, dried meats hang from hooks on 
  the north wall. The crates contain food supplies: 
  sacks of grains, vegetables; the barrels, ale of 
  varying quality, and some salted fish. 
  14 . Other stores
  Unoccupied. This room houses all the other supplies 
  needed to keep the Convent running, together with 
  some of the spoils from sacrificing random trav-
  ellers. The other loot having been delivered to the 
  villagers, and sold for supplies.
   The room is vaulted and unlit, another lantern 
  sits inside the entrance, on a shelf with a flint and 
  steel. Boxes and crates line the walls, there is a long 
  wooden chest in the SE corner. 
  The boxes contain raw materials: cloth, leather, 
  wood boards, stone and woodworking tools, 200’ 
  of rope. There are also large boxes of hundreds 
  of candles, some barrels of lamp oil, and 3 spare 
  tinderboxes. Some boxes contain a large variety of 
  random clothing: boots, shoes, dresses, travelling 
  cloaks and so on. Two of the finer robes might fetch 
  30-40g each. They clearly came from someone with 
  money. 
  The chest is unlocked, it contains 2 sets of 
  chainmail, 2 medium shields, 2 shortbows, 1 heavy 
  crossbow, about 30 arrows. Also there are assorted 
  swordbelts, 3 common helmets and a couple of 
  uniform tabards, worn over armor. 
  Roll DC 12 History, or DC 17 Int to realise:
  These are from guards, employed in the service 
  of the earldom immediately to the north. 
  15 . Dormitory, Acolytes
  This room is the living quarters of the Acolytes of 
  Umara. Occupied by 3 of them (female & human), 
  engaged in reading religious texts.
  This vaulted room is lit by candles, the first area 
  has tables and some quite comfortable looking 
  chairs. It smells of incense. There is a tinderbox on 
  the table.
  The rear section of the room, has beds against 
  the walls, some small tables, and a few wall hang-
  ings of swirling white grey and purple patterns, 
  around moon-symbols. There are a few wooden 
  cups and a jug of water on a stool.
  If the occupants have not been killed they will be 
  sitting on their beds, heads down in books, chanting 
  to themselves.
  There are several (6) books on three of the beds. 
  One bed has some intricate woven straw moons 
  placed on the bed-head. 
  The books describe human sacrifices, detailed 
  descriptions of drug-fuelled debaucheries com-
  mitted by cultists, torture methods, heretical 
  chants and so on. The books are from some kind 
  Moon-worshipping sect, venerating Umara The 
  Moon in Darkness.
  Collectors of esoteric and erotic manuscripts, and 
  not to mention religious authorities, would defi-
  nitely like to get their hands on these. Six books, 
  each worth 20g. Although the authorities would just 
  confiscate them without paying, and the PCs would 
  do well not to get caught with them.
  27
  
  - The Convent of The Weeping Moon-
  Acolytes of Umara [3] (Barvia, Shara, Keris)
  Human, females, chaotic evil
  Armor Class 14 (spell + dex + robes)
  Hit Points 16, 14, 14 (2d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 13(+1) 12(+1)
  11(+0) 14(+2) 11(+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 12
  Language Common
  Challenge 1 (200 XP)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of mage armor).
  Spellcasting. 2nd-level spellcasters. 
  (Spell save DC 12, +4 to hit with spell attacks).  
  They have the following spells prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  thaumaturgy.
  Barvia & Shara:
  1st level (3 slots): inflict wounds, cure wounds, bane, 
  guiding bolt.
  Keris:
  1st level (3 slots): inflict wounds, cure wounds, bless, 
  charm person.
  Actions
  (Barvia & Shara) Sickle-sword: Melee Weapon 
  Attack, finesse: +3 to hit, reach 5 ft., one creature. Hit: 
  4 (1d6 + 1) slashing damage.
  (Keris) Poisoned Claws: Melee Weapon Attack, 
  finesse: +3 to hit, reach 3 ft., one creature. Hit: 2 (1d4) 
  slashing damage + poison Con DC 12. 
  Poison: Lesser Tears of the Moon. DC 12 (Injury) 
  See Notes for details. 
  Exhaustion level 2: disadvantage on ability checks, 
  speed halved, 1 hour.
  Stats: Black Arts
  The Acolytes have almost no possessions but robes 
  clothes, and weapons, having devoted themselves 
  body and soul to Umara. 
  Barvia is 23, tall, rangy, with medium length 
  mousy-brown hair,, and an owlish nose.
  Shara is 35, short, stocky with long straight black 
  hair, and a determined expression.
  Keris is 28, of medium height and build, with short 
  bleached-white hair, and a long scar down the inside 
  of her right fore-arm, now embellished with a long, 
  bleeding-moon tattoo. She has a small green bottle 
  in a robe pocket (1 dose of Poison: Lesser Tears of 
  the Moon, see Notes).
  16 . Dormitory, cultists
  This room is the living quarters of the lowly cultists 
  of Umara. Occupied by 4 of them.
  This low, vaulted room, has rows of beds along 
  the north wall, it is lit by candles on shelves on the 
  south. There are pens, ink and parchment and a 
  tinderbox on the shelves.
  Under the candles are stools, prayer rugs, low 
  tables and pair of manacles, fixed firmly in the 
  stone of the wall.
  If the occupants have not been killed they will be 
  sitting on their beds, reciting catechism, throwing 
  things at each other, squabbling and groping each 
  other when no-one’s looking, and sometimes when 
  they are.
  Four young human women in grey robes 
  occupy the room, and look up as you enter. They 
  have several loops of white rope made into belts, 
  and moon-tattoos on the backs of their hands, 
  they snatch up long curving swords, and advance 
  menacingly. 
  Umaran Cultists [4] (Mina, Carmella, Kari, Savara)
  Human females, chaotic evil.
  Armor Class 10 (robes) 
  Hit Points 10, 8, 10, 12 (2d8) 
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 12(+1) 10(+0)
  10(+0) 11(+0) 10(+0)
  Skills Deception +2, Religion +2 
  Senses passive Perception 10 
  Languages Common
  Challenge 1/8 (25 XP) 
  Dark Devotion The cultist has advantage on saving 
  throws against being charmed or frightened. 
  Actions 
  Sickle-sword: Melee Weapon Attack, finesse: +3 to 
  28
  
  - The Convent of The Weeping Moon -
  hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing 
  damage.
   
  Stats: OGL
  Mina is 27, medium height, mousy-brown hair, 
  pale-skinned, wears heavy black eye-liner. Also has 
  black moon-tattoos on the backs of her hands.
  Carmella is 30, tall, athletic, brown-skinned, with 
  short-cropped dark hair. She has a white moon-tat-
  too on the back of her left hand.
  Kari is 28, medium height and build, long curly red 
  hair, looks mischievous.
  Savara is 23, medium height and build, medium 
  straight red hair, long thin nose.
  Kari and Savara appear to perhaps be sisters at first 
  glance, are having an on-off affair, and will stick 
  together, and defend each other to the death. They 
  will make a run for the escape tunnel, if things go 
  badly.
  Searching the beds turns up: 32cp 16sp 2gp, a 
  ring of twisted electrum wires(2gp), some home-
  sketched drawings of winged demons torturing, and 
  molesting male & female cultists tied to assorted 
  wooden frames.
  17 . Escape passage
  Unoccupied. Natural rock fissure, enlarged to 
  provide escape to the surface. 
  The cavern narrows to a small passage that runs 
  unlit, eastwards, next to the underground stream. 
  Perception: the air is fresher here.
  The passage continues, upwards and eastwards, 
  separates from the stream, and then after some 
  200’ comes to a small mouldy looking, but very 
  stout door.
  There is a mechanism and lever, on the back of 
  the door to open it rather than a conventional lock.
  The door is very heavy but opens smoothly. It 
  exits to the outside world, behind a rock in some 
  bushes. You find yourself outside, to the east of 
  the Convent ruins, lower down the hill, in dense 
  undergrowth.
  The outside of the door is stone covered, and has 
  massive but well-oiled hinges.
  You can see from the mechanism, there is a 
  hidden catch in the base of the door to open it from 
  the outside.
  29
  
  - The Convent of The Weeping Moon-
  3c . The Chapel
  18 . Chapel Balcony
  Unoccupied. Overlooking the main Chapel room.
  18a. Entrance corridor
  The door opens onto a long unlit, north-south 
  passageway, there is light coming from round 
  corners at both ends. 
  Carvings of moons, & clouds stretch along the 
  corridor in a band at head height, there are a 
  couple of wooden benches opposite the door, and 
  an unlit lantern hangs from a wall-chain between 
  them.
  Perception DC 15 reveals an occasional, faint, 
  human voice, talking sternly. You smell incense.
  18b. North balcony
  A long, unlit gallery, with a carved stone bal-
  ustrade, overlooking a large columned temple-like 
  room. (See The Chapel Nave Rm. 19) At the far 
  end, the corridor turns to stairs spiralling down, to 
  the north.
  18c. South balcony
  A long, unlit gallery, with a carved stone bal-
  ustrade, overlooking a large columned temple-like 
  room. (See The Chapel Nave Rm. 19)
  The balcony continues round the far corner to a 
  dead end with a single wooden stool in it.
  19 . The Chapel Nave
  NOTE: Possible Total Party Kill
  If the Superiors get to ring the bell (Rm.20) alerting 
  everyone in the Barracks if alive, EVERYONE in 
  the complex will end up in the fight, with poten-
  tially party-killing results. 
  The Superior of the Convent is dispensing discipline 
  to an Acolyte guilty of some minor, possibly imagi-
  nary, rule infraction.
  Read all descriptions including Rm.20
  A large room, with 6 columns holding up its 
  vaulted ceiling, At the back of the room, some 
  curved steps lead up, through a huge arch, to a 
  raised area. Two lit braziers stand either side of the 
  steps, leaving a trail of lazily moving smoke heavy 
  with the swell of dark incences, and oils. 
  30
  
  - The Convent of The Weeping Moon -
  The room is dimly lit by a pale purplish glow, 
  from the back (Altar Rm. 20), and bronze lanterns 
  in the shape of human heads, one side of which are 
  skulls, the other a beautiful female face, hanging 
  from the columns. The columns are painted grey 
  and purple as well as inlaid with brass as if they 
  were being wrapped in sinuous vines, that seem to 
  writhe slightly. The room is misty with incense, and 
  small glinting motes circulate in the air, the whole 
  room seems as if it is in a fevered moonlit night.
  In the centre of the room are two female figures, 
  one in purple-belted grey robes, standing over 
  another on her hands and knees, wearing only 
  undergarments, who is scrubbing determinedly at 
  the floor with a scrubbing brush, and a bucket.
  The standing figure has greying black hair, 
  scraped back in a severe pony-tail, and has a short 
  whip in her right hand, and a curved sword at 
  her waist. The kneeling figure has cropped black 
  hair, some whip marks on her exposed flesh, and is 
  chanting something quietly.
  Every so often the standing figure barks an 
  order at the kneeling one, as if she had forgotten 
  something, or not scrubbed properly, and lets fly 
  with her whip. The kneeling figure yelps, and scrubs 
  more frantically.
  Perception DC 12: they both seem to be enjoying 
  this a lot more than one would normally expect.
  If the PCs come back later, Greta will be either 
  inventing new, onerous things for Justienne to do: 
  scrubbing the statue of Umara with a very small 
  brush, licking the sacrificial bowl clean, etc.  
  Eventually Justienne will be dragged off into Greta’s 
  room for the rest of the night.
  Greta is the guiding light, head and steel spine of 
  the Convent. She will be obeyed unquestioning by 
  everyone here, ruling with a soft spoken word, a 
  gentle caress, and any more painful methods she 
  deems necessary, or enjoyable.
  Convent Superior [1] (Greta Xetria)
  Human, female, chaotic evil
  Armor Class 14 (spell + dex + robes)
  Hit Points 41
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10(+0) 12(+1) 12(+1)
  17(+3) 17(+3) 16(+3)
  Skills Deception +6, Religion +6, Persuasion +6
  Senses passive Perception 13,
  Language Common
  Challenge 3 (700 XP)
  (Prof bonus +3)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of Mage Armor).
  Divine Domain Feature: Umara (1/Wis+ /long rest). 
  Bleed for me (d10 then d6/rd dam, see Notes)
  Channel Divinity 2/rest
  Spellcasting. 6nd-level spellcaster. Spells 9 total 
  (Spell save DC 14, +6 to hit with spell attacks).  
  The following cleric spells are prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  resistance, thaumaturgy.
  1st level (4 slots): guiding bolt(4d6), inflict 
  wounds(3d10), cure wounds, bless. 
  2nd level (3 slots): silence, augury, hold person
  3rd level (3 slots): Spirit guardians, animate dead
  Actions
  Sickle-sword: Melee Weapon Attack, finesse: +4 to 
  hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing 
  damage.
  Stats: Black Arts
  Greta carries her sword, whip, a bunch of keys for 
  all the doors in the Convent, she has 2 platinum 
  moonstone rings: 30gp total for the pair.
  Acolyte of Umara [1] (Justienne Morat)
  Human, female, chaotic evil
  Armor Class 14 (spell, when cast + dex + underwear)
  Hit Points 14
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11(+0) 12(+1) 12(+1)
  10(+0) 14(+2) 10(+0)
  Skills Deception +2, Religion +2
  Senses passive Perception 12
  Language Common
  Challenge 1 (200 XP)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of Mage Armor).
  31
  
  - The Convent of The Weeping Moon-
  Spellcasting. 2nd-level spellcaster. 
  (Spell save DC 12, +4 to hit with spell attacks).  
  The following cleric spells are prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  thaumaturgy.
  1st level (3 slots): guiding bolt, cure wounds, bane, 
  charm person.
  Actions
  (In Greta’s quarters:) Sickle-sword: Melee Weapon 
  Attack, finesse: +3 to hit, reach 5 ft., one creature. Hit: 
  4 (1d6 + 1) slashing damage.
  Otherwise unarmed & spells only.
  Stats: Black Arts
  Tactics
  Greta will die defending the Convent, and will fight 
  intelligently: a mixture of hold-person on fighter 
  types, and silence on spellcasters, Spirit Guardians 
  on herself, and attack physically.
  If fighting starts, Greta will scream at Justienne to 
  “ring the bell”; assuming they think the rest of the 
  convents inhabitants are still alive. Justienne will try 
  to do just that: pull the bell-rope (Altar Rm. 20) that 
  rings the bell in the barracks, and then attack.
  The ogre skeleton will lurch to the attack as soon as 
  Greta starts fighting. Tisane (Rm. 24) will come out 
  of her room immediately there’s any noise, and join 
  the attack. None of the inhabitants of the Chapel 
  will give or expect any mercy, except as a prelude to 
  capture and sacrifice.
  Fighters will be charmed/disabled, wizards damaged 
  and blinded, they know they can physically kill 
  spellcasters after their fighters are removed.
  20 . The Chapel Altar
  Where sacrifices take place, and the focal point of 
  the chapel: the statue of Umara in Darkness. The 
  altar-statue amplifies the Superior’s control over 
  undead, allowing them to maintain a large number, 
  within the Convent area. The statue and sacrificial 
  bowl, detect as evil and magic. The “Innkeeper’s 
  daughter” is strapped unconscious to the sacrificial 
  frame under a thick tapestry. An Ogre Skeleton 
  guards the area. A bell-rope alerts the barracks if 
  rung.
  The curved steps lead up, through a huge arch, 
  to a raised area with a domed roof and a curved 
  rear wall. At the front of the raised area is a huge 
  low bronze bowl, on a grey marble pedestal.
  Behind the bowl is some kind of dark wooden, 
  horizontal framework in the shape of an upside-
  down Y, with a heavy tapestry draped over it.
  At the back of the altar area is a huge bronze 
  statue of a figure, in front of a large crescent moon, 
  points upwards. The statue is of a cowled female 
  figure, in a swirling dance, robes whirling about 
  her, as are her two long, curved, swords.
  In the north of the area, there are two long, 
  coloured, braided ropes, one black; one white; that 
  stretch from waist height up and into the ceiling. 
  They look like they might be bell-ropes.
  Note:
  Noticing the bell-ropes could be critical for party 
  survival! 
  The black rope rings the bell in the barracks. The 
  white rope rings a spectral bell, in the ruins of the 
  convent above ground, that can be heard all the way 
  to the village of Stoneleigh. If the Chapel falls, this 
  bell will toll automatically. 
  Against the south buttress of the archway, stands 
  a large motionless armored skeleton, possibly of an 
  ogre or similar sized humanoid. 
  You can see that its skeleton has been reinforced 
  with a series of metal plates, and rods, which 
  would definitely provide extra protection against 
  breaking its bones. Its bones are massively thick, 
  the thing has a black-iron helmet on its head, a few 
  scraps of assorted human-sized armor attached to 
  it, a long, spiked iron mace in its hands, and two 
  small, but bright points of blue-white light, in its 
  eye-sockets.
  Ogre Skeleton [1]
  Large undead, lawful evil 
  Armor Class 13 (armor scraps, metal reinforcement) 
  32
  
  - The Convent of The Weeping Moon -
  Hit Points 59 (7d10 + 21) 
  Speed 40 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19(+4)
  8(−1)
  16(+3)
  6(−2)
  8(−1)
  5(−3)
  Damage Vulnerabilities none: reinforced structure.
  Damage Immunities poison
  Condition Immunities Exhaustion, Poisoned 
  Senses darkvision 60 ft., passive Perception 9
  Languages understands giant, common, but can’t 
  speak.
  Challenge 3 (700 XP) 
  Actions 
  Spiked 2h Mace. Melee Weapon Attack: +6 to hit, 
  reach 9 ft., one target. Hit: 13 (2d8 + 4) bludgeoning 
  damage. 
  Stats: Black Arts
  Investigating the area further:
  The heavy bronze bowl is 5’ across and carved 
  with intricate swirling designs. Inside and out.
  The framework look like it could be raised up 
  on a pivot at the front until it would hang over 
  the bronze bowl. The tapestry is also covered in 
  swirling patterns in white black grey and purple, 
  shot through with veins or red. You notice there is a 
  female hand dangling out from under the tapestry. 
  Removing the tapestry, there is a pale uncon-
  scious woman, blonde hair, clamped to the heavy 
  dark-stained wood, wearing a fine emerald-green 
  dress.
  “Innkeeper’s Daughter” Emmy Seremel
  The object of the PCs search. Not in reality named 
  Emmy Fording. She is due to be sacrificed later this 
  evening, in an orgy of blood and cultist-ecstasy. 
  She has been drugged, but is now only very heavily 
  asleep, and must be shaken, or slapped out of it.
  Emmy Seremel [1]
  Human, neutral good 
  Armor Class 10  
  Hit Points 5 (1d8)  
  Speed 30 ft. 
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8(-1)
  13(+1)
  10(+0)
  12(+2)
  12(+2)
  15(+2)
  Senses passive Perception 12 
  Languages Common
  Challenge 0 (10 XP) 
  Actions 
  Unarmed, but if provided with a weapon: 
  Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) puncture damage. 
  Stats: OGL
  The Plot Pay-off
  Emmy is physically unharmed, and if woken she 
  will ask what the PCs are doing, & when she sees 
  she’s being rescued she will frantically ask:
  “Where ... where’s my brother? ... Have you seen 
  my brother Col? 
  She is a normal citizen, and was on the way to 
  a cousin’s wedding in the next large town to the 
  north, when they stopped for the day in Stoneleigh, 
  and were directed to go look at “the romantic and 
  spectacular sunset from the old convent ruins”.
  21 . Torture chamber
  Unoccupied. Where captives are interrogated if 
  necessary, and just tortured if not, with an efficient 
  mixture of pain and pleasure. 
  This plain box-room is unlit, and smells of fresh 
  scrubbing, masking some nastier terror-sweat 
  smell. There is a large X-shaped, wooden frame-
  work against the east wall, attached to it are 
  various leather straps, and manacles. 
  There is a table against the west wall with a 
  neatly arranged selection of torture tools, and a 
  tinderbox. There is a small, unlit, brazier full of 
  coals, and branding irons in the NW corner. The 
  frame has traces of blood, and other stains on it. 
  The floor slopes inwards to a central drain.
  There are 4 unlit, bronze lanterns hanging from 
  chains in the ceiling, And a barrel of water in the 
  NE corner.
  22 . Cells
  Unoccupied (although may have prisoners if the 
  DM is using another scenario hook). A room for 
  the temporary storage of prisoners and sacrifices. 
  If the PCs are looking for anyone else than the 
  Innkeeper’s daughter, they will be found manacled 
  33
  
  - The Convent of The Weeping Moon-
  here, repeatedly tortured until only a couple of HP 
  remain. The keys to the cells are in Tisane’s quarters 
  (Rm. 24)
  A plain unlit box-room, there are 3, lockable 
  iron cell-cages attached to the north wall, each one 
  has a set of iron manacles at the back. 
  There are 2 unlit, bronze lanterns hanging from 
  chains in south wall. There is a couple of buckets 
  and a mop in the SE corner. There are 3 sets of iron 
  ‘gloves’ with chains between them, hung over a peg 
  on the south wall.
  These can be strapped over the hands of spellcasters 
  to prevent them casting spell that have Somatic 
  components.
  23 . Cells
  More cells, occupied by one of the material com-
  ponents for the Umarans’ zombification rituals. A 
  tortured hireling guard.
  An unlit box-room, with 2 iron cell-cages 
  attached to the west wall, there is a heap of rubble 
  against the east, and some picks and shovels 
  propped in the SE corner. The room smells of 
  blood and urine. The south cell has a male occu-
  pant manacled to the back wall. He seems to be 
  unconscious.
  He is dressed in what are now shredded rags, 
  and were once a militia uniform. His legs are bare, 
  and it is obvious that a multitude of strips of skin 
  have been removed from his legs, one after the 
  other. His chest is covered in healed and healing 
  slash marks. 
  He is basically delirious and will start screaming as 
  soon as anyone interferes with him.
  If freed, he is only be able to stumble around unless 
  helped, and will assume the foetal position if threat-
  ened or in combat, whilst whimpering.
  He is a hire-guard captured several months ago, 
  from a small group of wine-merchants, directed up 
  to the Ruins in search of fine local produce. He has 
  been declining mentally by the day. After an hour or 
  so he may start to try to communicate, basic desires 
  such as “food”, “take home”. 
  He could be used as a scenario hook, his 
  ex-employers would probably pay for information 
  about what happened to one of their caravans.
  Captured Guard [1] Talbot Minch
  Male Human, Neutral
  Armor Class 11 (rags) 
  Hit Points 11 (now 5) (2d8 + 2) 
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13(+1) 12(+1) 12(+1)
  10(0) 
  11(0) 
  10(0)
  Skills Perception +2
  Senses passive Perception 12 
  Languages Common
  Challenge 1/8 (25 XP) 
  Actions (theoretically)
  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 5 (1d8 + 1) piercing damage if 
  used with two hands to make a melee attack.
  Stats: OGL
  24 . 2nd Superior’s quarters
  Quarters of the 2nd in command of the Convent: 
  Tisane Serefin. Occupied by her. Door unlocked.
  She has sinuous, vine-like tattoos down her arms 
  and crescent moons tattooed on her palms. Tall 
  with flowing dark, fiery-red hair, and an air of 
  command.
  Tactics
  Tisane will make her escape at all costs, and has 
  NO INTENTION of dying for the cause. She may 
  well seek convoluted vengeance on the PCs, at a 
  later time of the DMs convenience. 
  She will fight cunningly, and if things go badly 
  wrong: she will cast Meld Into Stone, and fall 
  backwards with her arms crossed, into the floor and 
  vanish. 
  34
  
  - The Convent of The Weeping Moon -
  If she’s surprised in her office, she will be checking 
  the ledger of Convent supplies. The room:
  The room is lit by an oil lamp on a desk in the 
  SW corner, there is a bed on the north wall, and 
  a small chest in the south-east. Everything is neat 
  and tidy. There is a painted moon-symbol, on the 
  wall opposite the foot of the bed.
  The desk has an open book on it, inkwell, pens, 
  jug of water, a large bunch of keys, tinderbox, 
  and a comfortable chair next to it. There is a pile 
  of books on the desk. Accounts, ledgers and an 
  expensively-bound Umaran prayer book (15g)
  The chest is locked. Dex DC 12 to open
  The chest contains robes, clothes, boots, belts, 
  etc. all of normal quality, a fine chain shirt, a small 
  bronze bottle and a 3 leather coin bags.
  The bottle is a potion of water-breathing, and the 
  bags contain 250cp, 70sp, 120gp.
  Convent 2nd Superior [1] (Tisane Serefin)
  Human, female, chaotic evil
  Armor Class 14 (spell + dex + robes)
  Hit Points 31
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12(+1) 12(+1) 12(+1)
  15(+2) 17(+3) 14(+2)
  Skills Deception +5, Religion +5, Persuasion +5
  Senses passive Perception 13,
  Language Common
  Challenge 3 (600 XP)
  (Prof bonus +3)
  Divine Domain Feature: Umara (1/short rest). 
  Cloak of Umara (equivalent of Mage Armor).
  Channel Divinity 2/rest
  Spellcasting. 5nd-level spellcaster. Spells 8 total 
  (Spell save DC 14, +6 to hit with spell attacks).  
  The following cleric spells are prepared:
  Cantrips (at will): Sacred flame(d8), spare the dying, 
  resistance, thaumaturgy.
  1st level (4 slots): guiding bolt(4d6), inflict 
  wounds(3d10), cure wounds, bless. 
  2nd level (3 slots): blindness, hold person
  3rd level (2 slots): meld into stone, Step in Shadow*
  *New spell. 
  (See ‘Clerics of Umara in Darkness’ in Notes)
  Actions
  Glaive: Melee Weapon Attack, +4 to hit, reach 10 ft., 
  one creature. Hit: 5 (1d10) slashing damage.
  Curved dagger: Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one creature. Hit: 2 (1d4) slashing damage.
  Stats: Black Arts
  She has robes, a purple rope belt, comfortable 
  clothes underneath, a bunch of keys to all normal 
  doors and chests in the place, and the single key to 
  the chest in her room.
  25 . Superior’s quarters
  Quarters of the Convent Superior Greta Xetria (in 
  Rm. 19). Unoccupied. Door locked. Dex DC 12 to 
  open. Greta has the key. 
  This vault-ceilinged room is candle-lit, there is 
  large double-bed against the south wall, the walls 
  are lined with deep red tapestries. The room smells 
  of expensive incense and heady perfumes. Incense 
  is lit in small stone dishes, on 2 small tables either 
  side of the bed, as are two large candles.
  At the foot of the bed: a recurved sword in a 
  scabbard lies atop a neatly folded pile of robes, 
  boots and outer-clothes (Belonging to Justienne, 
  Rm 19).
  There is a table in the NW corner, with 2 chairs, 
  a wine-filled crystal decanter, a jug of water, two 
  crystal goblets. (15g total), a pewter plate with a 
  half-eaten meal & some silver cutlery (5g) and two 
  brass lanterns.
  There is a large chest in the NE corner. 
  (Unlocked), containing ordinary, neatly folded 
  clothes, grey robes and bed-linen.
  26 . Treasure storage
  Where Greta keeps the Convent’s very-ill-gotten 
  gains. Chests are locked and trapped. Keys hidden 
  beneath a loose floor slab under the lamp. 
  This box-room is unlit, although there is an oil 
  lamp on the floor, by the door. There are 2 chests in 
  the room, a large one to the SW and a small sturdy 
  iron one to the NE. There is a table in the north 
  35
  
  - The Convent of The Weeping Moon-
  with a pile of books and manuscripts on it. These 
  are Umaran religious texts, and illustrations.
  Religious texts worth 120gp total to the right collec-
  tor, but best not to get caught by the authorities with 
  them.
  Both chests are locked, there are no keys.
  Perception DC 15:
  There is a loose floor slab beneath the oil lamp. 
  A small hollow underneath contains 2 keys.
  Small iron chest, trapped magically
  Dex DC 15 to unlock without the key. Anyone 
  opening the chest without praising Umara in 
  Darkness in some way verbally, suffers the Umaran 
  Divine Domain power: Bleed for Me (see Notes)  
  d10 dam immediately, and d6/round until healed or 
  dead. Unlike the Power, this has a save: Con DC 17. 
  Counts as a 3rd lvl spell, so Dispel magic will also 
  remove it.
  The small iron chest contains:  
  2 green glass bottles (potions of healing). 1 red glass 
  bottle (potion of fire resistance), a large black flask 
  (10 doses, essence of Green Lotus, used to drug 
  Emmy, see Notes)
  Three leather bags of coins: 3513 cp, 1755 sp, 
  136 gp
  A pair of Engraved Ivory Earrings (25 gp). 
  Carved alabaster Statue of Umara (30 gp). Thin 
  Gold necklace (20 gp), a silver covered mask with 
  moonstone inlay (20g). 3 crystal bottles of perfume 
  (20, 25, 45 gp)
  Large wood chest, trapped poison spores
  A large sturdy, iron-bound wooden chest. 
  (Locked)
  To unlock without the key: Dex DC 12
  Opening the lid reveals the shapes of some 
  long objects beneath an expensive-looking velvet 
  dust-covering.
  Perception DC 15: the velvet cover is attached to 
  wires at the front, if it is moved so the wires are 
  pulled (i.e. not slid to the front), poison spores are 
  puffed out of the lid, filling 5’ in front of the chest. 
  Poison: Breath of the Black Maggot  
  Con save or suffer 3d6 damage from inhaling the 
  fungal toxins and suffering severe bleeding of the 
  lungs. The chest holds 1 ‘charge’ of poison spores 
  (see Notes for full poison details)
  It contains: several expensively embroidered 
  robes, dresses, and boots (120g total). A selection of 
  manacles. A long leather spiked whip. Two sick-
  le-swords, leather belt and scabbards, a chain shirt, 
  and a steel helmet. Two curved daggers and a small 
  black glass bottle. 
  The bottle contains two doses of the Poison: Lesser 
  Tears of the Moon (see Notes)
  36
  
  - The Convent of The Weeping Moon -
  Notes
  Clerics of Umara in Darkness
  Clerics of the Domain of Umara in Darkness have 
  spells and powers of chaos, darkness, nightmares, 
  seduction and betrayal.
  They revel in blood, in the moonlight, bad dreams, 
  and madness, and torture, pain, joy and despair.
  They usually wear little or no armor, just robes, rely-
  ing on spells for protection (The Cloak of Umara: 
  the clerical equivalent of mage armor).
  Their preferred weapons are anything of moon-re-
  lated shape. Curved daggers, sickles, sickle-swords 
  (d6+1 dam, slashing, finesse) similar to a scimitar 
  but with a cresent-shaped, inward-curving blade; 
  even up to scythe, glaive or bardiche.
  Missile weapons are thrown daggers, or chakram 
  (d4).
  Robes & Rank
  They wear pale grey robes, with belts made out of 
  several loops of rope. The colour of their rope-belts 
  show their position in the Umaran hierarchy. White, 
  black, or purple, depending on whether they are a 
  new Convert, full Acolyte, or a Superior. 
  All Umarans wear clothes, usually a shirt and 
  trousers under their robes, and supple, quiet, leather 
  boots.
  Holy Symbol
  The Umarans’ holy symbol is perhaps unsurpris-
  ingly the moon, when in slimly-crescent form. They 
  can also use any suitably crescent-bladed weapon 
  they may have on them, as long as it’s been con-
  secrated correctly, in the (menstrual) blood of an 
  unbeliever.
  Channel Divinity: Turn / Re-turn Undead
  As an action, you present your holy symbol and 
  speak a prayer exhorting Umara’s power over the 
  undead. You can use this power to turn undead in 
  the conventional way, or if the undead has been 
  raised by an Umaran cleric you can bend it to your 
  will. 
  This means taking control of temple undead, or 
  re-controlling undead turned by enemy clerics.
  e.g. Each Umaran undead that can see or hear you 
  within 30 feet of you must make a Wisdom saving 
  throw. If the creature fails its saving throw, it is bent 
  to your will, and becomes under your control.
  Divine Domain Feature: Cloak of Umara
  Starting at 2nd level, you can use your Channel 
  Divinity to cast the Umaran equivalent of Mage 
  Armor (AC13) once per short rest. The Cleric’s 
  robes swirl around them as they fight, magically 
  slowing & deflecting blades.
  Divine Domain Feature: Bleed for Me
  Starting at 6th level you can beseech Umara, to 
  make one target Bleed for you.
  You can use this feature a number of times equal 
  to your Wisdom modifier (minimum of once). You 
  regain all expended uses when you finish a long rest. 
  You point your claws at the victim, who is sur-
  rounded by pale flying talons, whirling about them. 
  There is no save vs. this expression of Umara’s divine 
  pleasure. 
  The target immediately takes d10 slashing damage 
  irrespective of armor, & starts bleeding for 1d6/
  round thereafter, until cured or dead, from a mass 
  of slash-wounds that appear randomly over the 
  body. ‘Cured’ in this case, includes any healing spell, 
  or stabilizing/Spare the Dying whilst unconscious. 
  You cannot inflict Bleed for Me more than once, on 
  the same target, at the same time.
  37
  
  - The Convent of The Weeping Moon-
  Note: Damage while Unconscious
  If you suffer damage, whilst already at 0 hp, (i.e. are 
  suffering from Bleed for Me) every time you suffer 
  damage, you will automatically fail one of your 
  Death Saving Throws. This means that if no-one 
  helps you, you WILL very likely die in 3 rounds or 
  less.
  Divine Domain Feature: Claws in Blood
  Starting  at  8th  level, you can make one target feel 
  Umara’s Sickle-Claws. You can use this feature a 
  number of times equal to your Wisdom modifier 
  (minimum of once). You regain all expended uses 
  when you finish a long rest.
  As an action, in one interpretation of the power, 
  the Cleric can break an egg, and stir the yolk with 
  a metal claw, all the while chanting from the Cate-
  chism of Umara in Darkness,
  Save Con vs. Caster’s Wis 
  The Victim is crippled, screaming with agony, as if a 
  giant sickle-claw is raking through their guts. 
  They are at Disadvantage for everything, attack rolls 
  included, whilst the caster chants, max. one minute.
  The Cleric must use at least one hand throughout, 
  & cannot do anything that requires both hands or 
  voice. When you reach 14th level, there is no save 
  against this.
  Bonus Proficiency
  When you choose this domain at 1st level, you 
  automatically gain an extra proficiency in Persua-
  sion (mainly used for seduction).  
  Then choose two more from History, Insight, 
  Medicine, Deception, and Religion
  Umara in Darkness Domain Spells
  Cleric Level  
  Spells
  1st  
  charm person, disguise self
  3rd  
  darkness, darkvision
  5th  
  fear, Step in Shadow*
  7th  
  confusion, Umara’s Nightmare*
  9th  
  dominate person, legend lore
  * New spells, see below
  New Spells
  Step in Shadow
  3th-level transmutation 
  Casting Time: 1 action  
  Range: Self 
  Components: V, S, M (a scrap of a ‘killed’ undead 
  Shadow, in a black glass jar.) 
  Duration: Concentration, up to 10 minutes
  You transform yourself, along with everything you 
  are wearing and carrying, into the form of a shadow 
  for the duration. The spell ends if the you drop to 0 
  hit points, or your concentration is disturbed.
  While in this form, you can enter and occupy the 
  space of another creature. Your stats remain the 
  same, abilities become as follows:
  Umaran Shadow
  Armor Class 12 
  Speed 40 ft. 
  Skills Stealth +4 (+6 in dim light or darkness)
  Damage Vulnerabilities. radiant
  Damage Resistances acid, cold, fire, lightning, 
  thunder; bludgeoning, piercing, and slashing from 
  non-magical attacks
  Damage Immunities necrotic, poison
  Condition Immunities exhaustion, frightened, grap-
  pled, paralyzed, petrified, poisoned, prone, restrained 
  Senses darkvision 60 ft., passive Perception 10
  Amorphous. You can move through a space as narrow 
  as 1 inch wide without squeezing. Under doors, 
  through bars.
  Shadow Stealth. While in dim light or darkness, you 
  can take the Hide action as a bonus action.
  Sunlight Weakness. While in sunlight, you have 
  disadvantage on attack rolls, ability checks, and saving 
  throws.
  You cannot physically attack, or interact with physical 
  objects more than perhaps blowing out a candle, but 
  you can whisper and cast spells as long as they do not 
  interrupt the concentration of this spell.
  Stats OGL
  Umara’s Nightmare
  4th-level illusion  
  Casting Time: ritual only. 
  38
  
  - The Convent of The Weeping Moon -
  Range: Special 
  Components: V, S, M (object owned by target, bod-
  ily fluids/clippings, worn clothing etc.) 
  Duration: 8 hours
  As Dream (5th lvl), except: 
  The caster must have something of the target in 
  order to cast the spell, but the target is not at a 
  disadvantage vs. saves because of it.  
  The dream-messenger can only be the caster.  
  The nightmare cannot cause actual damage (the 3d6 
  on waking of the original spell), but can prevent 
  recuperative rest.
  The Catechism of Umara in Darkness
  Repeated over and over, by Acolytes, and during the 
  various sacrificial rituals.
  “I am the thing that crawls in lust in the moonlight, 
  licking the trail of burning blood.
  I feast in the blood, l am the sickle-clawed whore of 
  blood, I devour the shining trail of blood.
  Blood turned black in the moonlight, black as hate, 
  black as despair.
  Despair black, against my claws, burning sharp 
  and white.
  My claws burn with their aching for blood  
  scoring rivulets of searing blood, drowning the 
  darkened face of the moon.
  The moon in darkness drinks the fountain lines 
  of my blood, black in the moonlight, like burning 
  wires of lust piercing my soul as I die.
  I die the death of ecstasy, the black wires piercing 
  me, burning with hate and love and lust and pain.
  Pain as l lick down the black crescent razors edge, 
  and taste my blood burning in moonlight.”
  Poisons and Drugs
  Poison: Lesser Tears of the Moon. (Injury) 
  Slightly glittering clear liquid, effect starts after 3 
  minutes, lasts 1 hour.  
  Victim’s sight progressively fades to black and 
  white, they feel very weak, seeing small grey clawed 
  things crawling at the edge of their vision hissing 
  and whispering to each other, and can only taste a 
  powerful metallic tang.  
  Exhaustion level 2: disadvantage on ability checks, 
  speed halved.
  Poison: Tears of the Moon. (Injury) 
  Slightly glittering blue-clear liquid. 
  Effect starts after 3 rounds, lasts 10 minutes.  
  Victim’s sight fades immediately to black and white, 
  they feel incredibly weak, they see small claws in the 
  edges of their vision, scratching towards their eyes, 
  making them twitch, and dodge to avoid them. They 
  taste and smell nothing but acrid burning brass.  
  Exhaustion level 3: disadvantage on ability checks, 
  attack rolls and saving throws. Speed halved.
  Poison: Breath of the Black Maggot (Inhaled) 
  Fine, black-brown powder. 
  This poison is concocted from the spores of the 
  small but deadly puff-ball: The Black Maggot, and 
  various arcane incantations.  
  Con save or suffer 3d6 damage from inhaling the 
  fungal toxins in the next round. These airborne 
  spores cause severe bleeding of the lungs, when 
  inhaled in significant quantities, and cause the 
  victim to scream, puffing out small quantities of the 
  spores in the ‘Black Breath’. 
  The effects are fortunately short-lived, a cloud of the 
  spores typically filling a 5’ square area. They can be 
  blown at an adversary from a specially constructed 
  tube, or projected by trap mechanism as a gas-trap.
  Drug: Essence of Green Lotus (Ingested) 
  The drinker must save Con DC 20 or be incapac-
  itated for 4 hours per dose, slipping in and out 
  of consciousness, while experiencing interesting 
  hallucinations. Afterwards the imbiber falls into a 
  very deep sleep for a few hours, which they have to 
  be physically shaken or slapped out of.
  39
  
  - The Convent of The Weeping Moon-
  Alternate scenario hooks
  Some other possible methods of getting the PCs 
  involved could be as follows.
  Chasing a messenger
  The PCs can be following a messenger, or any 
  person or small group with something the PCs are 
  after. The villagers tell the messenger that there is 
  a good spot to camp, up at the ruins. He was in 
  too much of a hurry, and/or wanted some secrecy, 
  rather than staying at the inn. The messenger and 
  his stuff can be found dead in one of thee cells in the 
  Catacombs.
  Following another party
  The PCs can be following another group of 
  adventurers, and the villagers can alter the story as 
  follows. They told the first group of adventures the 
  story of the Daughter and her Fiancé, and the other 
  group went up to the Convent looking for them, 
  and did not return. The other party can be found in 
  the cells or as some of the Zombies in the Cellars. 
  The treasure may have to be adjusted to account for 
  a NPC adventurer party’s equipment.
  Sent by Umara
  The PCs are hired to investigate rumours of a 
  renegade Umara sect, by the main Cult of Umara. 
  The Cult wants the whole thing kept quiet, and so is 
  sending the PCs rather than giving the rumours any 
  acknowledgement by going themselves.
  Module Text Styles Key
  There is text and paragraph formatting to help 
  the overworked DM spot things of interest in the 
  module, and hopefully make it clearer. For example:
  This text is General Description Text (for the DM)
  This text can be read out loud to the PCs, it is 
  description text, and is usually split into sections, 
  to be read as they investigate further. Or even 
  pasted into a virtual tabletop chat-box.
  “This is speech, usually by an NPC”
  This is a Thing of Interest
  For example “Pulling the iron lever”
  This is a Dangerous Thing
  For example something potentially damaging to the 
  PCs like “100’ pit with poisoned spikes”
  Monster Name [1]
  This is the start of a monster stat-block, with the 
  type of Monster and [1] the number of monsters.
  the end of a stat-block
  This is the end of a stat-block, and indicates the 
  copyright status of the monster above: e.g. repro-
  duced under OGL, copyright Black Arts, or some 
  other option.
  Map Symbols
  Symbols on maps used in this module, anything not 
  listed is a top-down pictorial representation of the 
  object, e.g. tables & misc. furniture.
  40
  
  - The Convent of The Weeping Moon -
   Legal & OGL
  Product Identity
  The following items are hereby identified as Prod-
  uct Identity, as defined in the Open Game License 
  1.0a, Section 1(e), and are not Open Content: All 
  trademarks, registered trade-marks, proper names 
  (characters, deities, cults etc.), dialogue, plots, 
  story-lines, locations, characters, artwork, and trade 
  dress. (Elements that have previously been desig-
  nated as Open Game Content are not included in 
  this declaration.) 
  Open Content
  Except for material designated as Product Identity 
  (see above), the game-mechanics of this game prod-
  uct are Open Game Content, as defined in the Open 
  Game License version 1.0a Section 1(d). No portion 
  of this work other than the material designated as 
  Open Game Content may be reproduced in any 
  form without explicit written permission. 
  The terms of the (OGL) Open Gaming License Ver-
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  OPEN GAME LICENSE Version 
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  - The Convent of The Weeping Moon-
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  15. COPYRIGHT NOTICE Open Game License 
  v1.0a Copyright 2000, Wizards of the Coast, LLC. 
  System Reference Document 5.1 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thomp-
  son, 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. 
  The Convent of The Weeping Moon ©  
  Copyright 2019 - Nicholas Smith (Black Arts), 
  Author: Nicholas Smith.
  Stock No. BA-A4-001  
  Version-36
  42
  
  - The Convent of The Weeping Moon -
  Thanks To
  Thanks to the following people, whose free resources I used, and/or was inspired by. The hobby needs you!
  Tutorial: how to draw a fantasy village map.  
  by Niklas Wistedt 
  https://blog.prototypr.io/tutorial-how-to-draw-a-fantasy-village-map-6d4a4efeaf81
  Dysonesque crosshatching  
  A First Hatching Pattern for Dyson Style Maps, by dagorym. March 15, 2016 
  http://www.arcanegamelore.com/a-first-hatching-pattern-for-dyson-style-maps/  
  “Feel free to use the pattern in your own drawings and be sure to share where you used it.”
  Assorted rubble brushes 
  Rubble and Broken Wall Ruins PS Map Brush Pack, by MissTakArt 
  ©2014-2019 MissTakArt 
  https://www.deviantart.com/misstakart/art/Rubble-and-Broken-Wall-Ruins-PS-Map-Brush-Pack-47765921 
  “Hope they’re of use to you, and please credit and link me to anything you use them on” 
  Blood Ceremony 
  ... and their albums: Blood Ceremony, Living with the Ancients, The Eldritch Dark, Lord of Misrule.  
  “Flute-tinged Witch Rock”! 
  https://www.amazon.com/s?k=blood+ceremony&i=digital-music&ref=nb_sb_noss
  Make Good Art 
  by Neil Gaiman  
  https://jamesclear.com/great-speeches/make-good-art-by-neil-gaiman 
  - pretty good advice if you ask me. Art makes the world a better place.
  And finally  . . .
  I hope you enjoy the Convent, as much as I did making it,  
  and as much as the occupants would enjoy torturing you in it. 
  Be good, make art, and most of all ... Have fun!
  Nick Smith / Black Arts 
  BlackArts@email.com
  15.10.2019
  Tisane Serefin will return in: “Black Claws by Moonlight”
  43
  
  Black Arts
  BA-A4-001
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Convent of The Weeping Moon.pdf