TEXT: Shadows of the Blood Moon
  A dark shadow creeps over the small village of Redcraft, leaving deep red trails of blood in its 
  wake. Missing villagers and livestock plague the town and it is up to the adventurers to discover 
  the root of the problem...was that a wolves howl that just broke the silence of the night? 
  A 4-Hour Adventure for five-8th Level Characters 
  Part One of the Blood Moon Chronicles 
  Jessie Swinton & Aaron Jones 
  Authors 
  Adventure Code:​ CCC-Ziege-01 
  Optimized For:​ APL 8 
  Version:​ 2.1 
  Development and Editing:​ Claire Hoffman, Travis Woodall 
  Organized Play:​ Chris Lindsay 
  D&D Adventurers League Wizards Team:​ Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators:​ Bill Benham, Alan  Patrick, Travis Woodall, Lysa Chen, Claire Hoffman, Greg Marks 
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  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Introduction 
   Welcome to ​Adventure Name​ , a ​​D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League​™​
  ™​ organized play system and the 
  Storyline Name​™​
  ™​ storyline season.
  Insert two to three sentence paragraph describing 
  physical location of adventure. 
  This adventure is designed for ​three to seven 
  5th-10th level characters​ and is optimized for ​five 
  characters with an average party level (APL) of 8​. 
  Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
  To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength​ for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party 
  Strength 
  3-4 characters, APL less than
  Very weak 
  3-4 characters, APL equivalent
  Weak 
  3-4 characters, APL greater than 
  Average
  5 characters, APL less than 
  Weak 
  5 characters, APL equivalent 
  Average 
  5 characters, APL greater than 
  Strong 
  6-7 characters, APL less than
  Average 
  6-7 characters, APL equivalent
  Strong 
  6-7 characters, APL greater than 
  Very strong
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  ● Read through the adventure, taking notes of
  anything you’d like to highlight or remind yourself
  of while running the adventure, such as a way
  you’d like to portray an NPC or a tactic you’d like
  to use in a combat. Familiarize yourself with the
  adventure’s appendices and handouts.
  ● Gather any resources you’d like to use to aid you
  in running this adventure--such as notecards, a
  DM screen, miniatures, and battlemaps.
  ● Ask the players to provide you with relevant
  character information, such as name, race, class,
  and level; passive Wisdom (Perception), and
  anything specified as notable by the adventure
  (such as backgrounds, traits, flaws, etc.)
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
  To facilitate this, keep in mind the following: 
  You’re Empowered.​ Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
  Challenge Your Players.​ Gauge the experience 
  level of your ​players​ (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
  Keep the Adventure Moving.​ When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  2 
  
  Adventure Primer
  “These woods weren’t always so dark.” 
  - Randolf Borrel
  Adventure Background
  The village of Redcraft, deep in the Cormanther 
  Forest, has been experiencing trouble in the woods 
  surrounding their small outpost .  Villagers who dare 
  wander into the forest, return claiming to have been 
  attacked by “bipedal beasts” .In addition, over the 
  past few months villagers have gone missing from 
  their homesteads. Recently, the young daughter of 
  the local smith, Ellie Oakburst, has joined the ever 
  growing list of missing villagers.,. Her upbeat 
  attitude and golden smile have been a beacon of 
  hopefulness  for Redcraft.  With her  missing, the 
  townsfolk sink further into fear. Rastol Shan, head of 
  the Cloaks of Mulmaster, has heard of the attacks 
  and the disappearance of  the villagers and has 
  asked for daring adventurers to investigate. 
  Devoutees of Malar, the god of the hunt and 
  lycanthropy, are rumored to have set up a temple in 
  the surrounding area, their presence in the city 
  undeniable. Cloaked in the skins of animals, 
  unwashed, and generally dislikable, these Malanites 
  have been seen slaughtering animals in vicious ways 
  and laying the remains of their animal victims on 
  makeshift altars around the city.  
  Location and NPC Summary 
  Redcraft. ​Small village where the adventure takes place.
  Ellie Oakburst. ​Young halfling daughter of Oris Oakburst. 
  She has gone missing and is presumed to have been 
  kidnapped. 
  Oris Oakburst. ​The local halfling blacksmith. Father of Ellie 
  Oakburst. 
  Rastal Shan. ​Head of the Cloaks of Mulmaster. Spooky and 
  mysterious. 
  Boric. ​The local town hoodlum. If he got himself into 
  trouble no one would be surprised. 
  Jezzebelle​.​ Originally from Waterdeep, this bar maid 
  moved to Redcraft to get away from the drama and danger of 
  the big city. 
  Missus Gallum. ​She has lived in Redcraft her entire life and 
  intends on keeping it that way. Very kind and attentive. 
  Randolf Borrel. ​Standoffish, gruff, and odorous , Randolf 
  means well but doesn’t come off that way. 
  Adventure Overview 
  The adventure is broken down into 4 parts: 
  Part 1.​ The adventure begins with the characters 
  meeting with Rastol Shan of the Cloaks of 
  Mulmaster(Mulmaster’s r magic users guild). He 
  asks them to investigate the happenings around 
  Redcraft and to report back their findings. He 
  suggests they meet with Oris Oakburst, Redcraft’s 
  local smith, whose daughter recently disappeared 
  without a trace. 
  On their way out of the city the adventurers have a 
  run in with a group of individuals leaving offerings 
  at an altar. Investigation reveals the symbols on the 
  altar are  associated with Malar, the god of the hunt. 
  Worship of Malar is frowned upon  in the Forgotten 
  Realms due to the bloodlust of those who follow him. 
  Part 2.​ Adventurers arrive in the village of 
  Redcraft. The party  meets with Oris Oakburst in the 
  local tavern, The Ziegenbart. He tells the party  about 
  the night his daughter went missing.  
  Oris also explains that villagers have been 
  experiencing problems when they enter the woods. 
  Those that venture into the woods, return to tell 
  tales of viscious encounters with the beasts that live 
  there.  Surviors bareclaw and bite marks, grim 
  reminders of their encounters He suggests talking to 
  Randolf Borrel, one of the survivors of such attacks. 
   The party finds Randolf in his hut, just outside 
  village limits. He will tells the party that while he 
  was checking his traps he was suddenly attacked 
  from behind. A creature bit him and clawed at him. 
  He will explainsthat the noisethat came from the 
  beast was almost human like.
  Randolf offers to lead the party to the site of 
  hisattack.   Randolf suggests talking to three more 
  people before they head out: Missus Gollan, Boric, 
  and Jezzebelle the waitress: all three have had run 
  ins with these beasts as well, and were the only ones 
  who lived to tell of it.  
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  3 
  
  Part 3.​ Missus Gollan, Boric, and Jezzebelle can all 
  be found in the Ziegenbart. They tell the stories of 
  their encounters 
  Part 4. ​ It takesfour hours to get to the location of 
  Randolf’s attack The evidence of a struggle is still 
  there and there are wolf-like tracks in the dirt. 
  Investigating this area, the party finds a gathering of 
  werefolk around a large altar of Malar. 
  After fighting and investigating the altarthe 
  charactersfind a notebook at the altar detailing plans 
  to abduct the villagers  turning them into 
  lycanthropic slaves of Malar. Randolf will tell them 
  they must return to the village and inform the others 
  before it’s too late. 
  Adventure Hooks 
  Fairy Tales. ​Residents of Mulmaster and the 
  surrounding communities have heard rumors of 
  strange beasts in the woods as of late. A curious 
  mind might just want to find out what terrors lurks 
  in the forests. 
  Lords Alliance (Faction Assignment). 
  Maintaining a good relationship with the 
  Brotherhood of the Cloaks is high on the priority list 
  for faction leaders of Lords Alliance. Helping Rastol 
  Shan with this mission should tighten the bonds 
  shared between the two groups. 
  A Penny For Your Troubles. ​There is always 
  money to be made, and the offer the village of 
  Redcraft has made and Rastol Shan has 
  communicated proves it. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  4 
  
  Part I. A Dark Room and a 
  Darker Messenger 
  Estimated Duration:​ 60 minutes 
  General Features
  Terrain.​ Dark, flat wood covers the floor of this office, with 
  dark drawn curtains covering the windows. 
  Weather.​ Overcast, though one can’t tell through the 
  curtains. 
  Light.​ Flickering firelight. 
  Smells and Sounds.​ The raspy breathing of Rastol Shan and 
  the crackling of the fire. 
  01. Meeting Rasol Shan
  The party has been summoned to meet with Rastol 
  Shan, the mysterious head of Mulmaster’s wizard 
  guild, the Brotherhood of Cloaks. He meets with 
  them in a shuttered room high in a tower occupied 
  by the Brotherhood. As the party enters the meeting 
  room they are met with high stocked bookshelves, a 
  dark wooden desk, and the masked figure of Rastol 
  Shan seated in an elaborately carved chair before a 
  roaring fireplace. 
  Read or paraphrase the following: 
       ​The late afternoon sunlight seems to rush out of 
  this dark room as the great double doors close 
  behind you. A roaring hearth is the only source of 
  the light, illuminating the towering bookshelves 
  and the spines of its residents, casting dancing 
  shadows over the faces of your companions. A 
  hooded figure sits behind the only piece of 
  furniture in the room, a great dark desk carved by 
  the hands of elves. 
       “Thank you for coming so quickly, adventurers. 
  I am Rastol Shan, head of the Brotherhood of the 
  Cloaks.” A deep voice echoes over the wooden 
  floor. “The people of Redcraft require your 
  assistance. About a month ago an urget message 
  from the villagers r asking for assistance. They 
  said mutated creatures were dragging their 
  livestock away into the woods slaughtering these 
  animals mercilessly. We wrote it off as the 
  ramblings of a superstisious folk and ​subsequently 
  ignored their requests. However, a fortnight a 
  second messenger arrived in an agitated state. He 
  had been attacked on the road to Mulmaster, by a 
  rabid creature that teared into him and killed his 
  horse. The creature chased him down as he tried 
  to escape The messenger also said that the 
  reported livestock killings have escalated to now 
  include other animals, and most ​disturbingly​, 
  people.  The villagers believe that these 
  monstrosities are not killing people. It is their 
  belief that these missing individuals have ​been 
  kidnaped​.” Rastol Shan rises suddenly, walking 
  from behind his desk to face the party. “The 
  messenger was particularly worried because the 
  most recent victim is only thirteen years old.  I am 
  told that her name is Ellie Oakburst, and that she 
  if the daughter of the local smith Oris Oakburst. 
  The people of Redcraft have offered a reward for 
  any group that is able to find the threat, and 
  destroy it.” 
  Rastol Shan will tell the players how to get to 
  Redcraft, by following one of the major roads south 
  into the Cormanthor forest. He will tell them the 
  village of Redcraft have offered  2,000 gold for 
  ridding Redcraft of this nuisance. After a day of 
  travel, they should arrive in Redcraft and start their 
  investigation withOris Oakburst.  Oris will be able to 
  tell them more of the attacks and his theories 
  regarding those perpetrating them.  
  02. Into the Woods
  Travelling the road from Mulmaster to Redcraft, the 
  characters find  few others on the road.. 
  Read or paraphrase the following: 
  As you come upon a bend in the path, you see a 
  small encampment set up under a  sign that reads 
  “Redcraft”. As you approach, you smell soup 
  cooking over a fire and hear the cherubic voices of 
  two halflings singing . 
  The two halflings are Liam Lightfoot and Rosco 
  Underburrow, bards of little renown but great skill. 
  Rosco is the more talkative of the two and greets the 
  players with enthusiasm. The pair aren’t from 
  around Mulmaster and they’ve been travelling for a 
  while. They’ve decided to camp here for a while. 
  They have been at this location for about a week and 
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  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  5 
  
  have talked to a few travellers making their way to 
  Redcraft. Rosco  tells the  characters of a rumor he 
  heard from a passerby that “monsters in human 
  flesh suits are attacking those who walk along the 
  road”  . Neither Liam or Rosco have seen these 
  creatures, but Rosco voices his desire to see one, 
  much to Liam’s disdain. 
  As the players continue toward Redcraft have them 
  make a ​DC 15 Wisdom (Perception) check​. Those 
  succeeding (or those with a ​Passive Perception of 
  12 or more​) s ee a strange structure just beyond the 
  edge of the tree line , seemingly hidden from view. 
  Note if any character attempts a stealth check as 
  they approach,. If they don’t, the werefolk will be 
  waiting for them when they emerge into the 
  clearing. 
  03. Shrine of Malar
  Walking through the woods the characters will see 
  the mangled remains of scattered forest animals: a 
  few squirrels, a rabbit, and the rotting carcass of a 
  deer (terrifyingly flayed and hanging from a tree) . 
  Stepping into the small clearing will reveal a group 
  of savage looking humans praying to what appears 
  to be an altar, the skins of animals draped over their 
  shoulders. 
  When the party enters the clearing the ​two 
  wereboar and two werewolves​ will use their 
  actions to shift into their Hybrid forms and attack. 
  Infuriated that non-believers dare enter the sacred 
  circle of their shrine, the Malanites are eager to offer 
  the characters to thier god. If the characters are able 
  to sneak up undetected they hear one of the 
  wereboar speaking  to the others of how they will 
  soon take the “scum of the village and sacrifice them 
  all the Malar, just as the high priest commanded.” 
  Tips for this encounter: All werefolk are shifted into their hybrid 
  form prior to the start of combat unless otherwise stated. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. 
  These adjustments are not cumulative: 
  ●
  Very weak party:​ Remove ​two werewolves​, 
  add ​two wererats​. The werefolk use their 
  first action of combat to use their 
  shapechanger​ ability. 
  ●
  Weak party:​ Remove ​one werewolf​, add ​one 
  wererat 
  ●
  Strong party:​ Add ​one werewolf 
  ●
  Very strong party: ​Replace the ​two 
  wereboars​ with ​two werebears 
  Once the werefolk are killed they will revert to their 
  humanoid forms. A ​DC 15 Intelligence (Religion) 
  check​ will recognize this altar as a tribute to the god 
  Malar, the god of evil lycanthropes, savagery, and 
  bloodlust, his symbol is a  bloody werewolf paw 
  painted in blood. 
  Treasure 
  Among the altar they will find the rotting remains of 
  animals, bones, and trinkets worth 200 GP. On one of 
  the werefolk they also find a leather bag containing a 
  set of ​Figurines of Wondrous Power - Ivory Goats​. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  6 
  
  Part II. Arrival in Redcraft
  Estimated Duration:​ 30 minutes 
  Redcraft is a tiny village sporting only a tavern, a 
  smith, and a general store. The road that the 
  characters travel on lead them straight into the town 
  square where these three buildings stand. 
  General Features 
  Redcraft has the following general features: 
  Terrain.​ Dirt walkways and roads, well worn and packed 
  tightly from years of use. 
  Weather.​ Chilly and  brisk. 
  Light.​ Sunlight occasionally filtering through the clouds. 
  Smells and Sounds.​ Relatively quiet with the occasional 
  bray of a farm animal or yell of a child. 
  Entering the tavern, The Ziegenbart, all eyes turn to 
  the outsiders. Despite the time of day, the Ziegenbart 
  is quite crowded,as if every member of the village is 
  in attendance. From the back of the crowd a burly 
  halfling approaches the party. This is Oris Oakburst, 
  an older halfling with a shock of red hair jutting from 
  his jaw. He ushers the party to a table in the back 
  corner, away from prying ears.
  Roleplaying Oris Oakburst 
  Oris is a very proud halfling, happy with  his simple life 
  in the village of Redcraft.. He is distraught over the 
  kidnapping of his daughter Eillie,, but is too scared to 
  venture out into the woods alone. He is kind but speaks 
  gruffly, worried for his daughters safety. 
  Oris orders a round of drinks for the party andtells 
  them the story of Ellie’s kidnapping. 
  Read or paraphrase the following: 
  It was late evening and all was quiet, when out of 
  nowhere, Ellie’s screams pierced the night. I 
  grabbed my axe and ran into her room where I 
  was confronted by the sight of a monstrous beast 
  cradling my poor, sweet Ellie in its arms. Its 
  blood-red eyes pierced my soul and I felt my 
  hands trembling - I was too scared to move!  The 
  beast jumped out the window, stealing Ellie into 
  the night. The next morning I investigated outside 
  her broken window  to findwhat looked like wolf 
  prints under the sill. I reported my findings to 
  Randolf Borrel, a ranger living on the outskirts of 
  the town.  He told me that hehad gone into the 
  woods earlier that day to check his traps  and had 
  been attacked by an animal that matched the 
  description of the beast that took my Ellie. 
  Oris pauses, takes a deep swig of beer, and 
  reaches to his belt. The jingling of coin distracts 
  you for a moment as Oris sets his purse on the 
  table, offering you 100 gold, if  you’re able to save 
  his daughter. He reminds you all that the village 
  has mustered together 2000gp as a bounty for the 
  party that can find this threat and remove it 
  quickly. 
  The players are directed to head to Randolf’s house. 
  On their way, they will notice a distinct lack of 
  villagers milling about. The town is near deserted, 
  save for those holed up in the Ziegenbart.  
  Randolf’s house is tucked away from the village a 
  few hundred feet into the woods off a well-worn 
  path. As the players go to knock, the door swings 
  open to reveal a tall man with a dark beard and fresh 
  gashon his face. His hard eyes glance over the party 
  before curtly asking, “Who are you and what brings 
  you to my doorstep?” 
  Roleplaying Randolf Borrel 
  Randolf Borrel is a hard man, who has spent his whole 
  life learning the ways of the woods. He settled in 
  Redcraft over thirty years ago after he injured his back 
  on a particularly dangerous mission. He speaks in short, 
  cliped phrases, states the facts, and doesn’t let his 
  emotions betray him. Randolf is furious that a mangy 
  beast could sneak up and attack him.  He is intent on 
  bringing this creature's head back to mount on his wall. 
  When the players explain why Oris sent them, 
  Randolf lets them into his house. It is a small, single 
  room hut, with only a  bed, a hearth, and a washsink. 
  The hut cannot hold more than six medium sized 
  creatures. Randolf explains to the party that the day 
  Ellie was kidnapped he had been checking his traps 
  deep in the woods when he was attacked by an 
  animal he had never seen before. He managed to 
  fight it off by bringing a dagger down across the 
  creature’s muzzle.  Randolf’s pride has been 
  damaged and he wants revenge. He also believes 
  (along with most of the townsfolk) that this beast, 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  7 
  
  the beasts that have been  killing livestock, and the 
  beast that kidnapped Ellie, are same creatures. 
  Randolf recalls  that when he first moved to Redcraft 
  there had been a village elder who had told him 
  about rumors of werefolk in the woods, that worship 
  an old, dangerous god. Randolf had never believed 
  the stories, but  he believes there may be some truth 
  in the elder’s ramblings . , Randolf asks if any of the 
  party currently possess silvered weapons. He offers 
  a silvered longsword up to the party if they’re able to 
  help him destroy these beasts.  He  tells the party 
  that he plans to go into the woods this night. 
  While Randolf  maks preparations for the 
  hunt, he  suggests talking to three other people in 
  town: Missus Gollan, Boric, and Jezzebelle the 
  waitress. These three are the only ones who have 
  been attacked and have lived to tell the tale. Randolf 
  tells the party the three survivors can all be found at 
  the Ziegenbart, as that’s where most townsfolk have 
  been staying  since the attacks increased in 
  frequency. He tells the party that Missus Gollan has 
  an amazing garden and has recently been growing 
  wolfsbane root. If they ask, they should be able get 
  some fromher. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  8 
  
  Part III. Gathering the Stories
  Estimated Duration:​ 45 minutes 
  As dusk settles in around Redcraft, the party 
  returns to the Ziegenbart. Inside, there seems to be 
  even more townsfolk than when they first arrived. 
  Characters notice that some of the villagers appear 
  to besleeping in the tavern instead of in their 
  homes.Sleeping rolls strewn about the floor of the 
  tavern indicate as much.  
  General Features
  Terrain.​ Rough, hewn wood tables, chairs, and bar. 
  Weather.​ Cold enough to draw breath from your lips. 
  Light.​ Flickering firelight from candles. 
  Smells and Sounds.​ Quiet mumbling, scraping of chairs, 
  clinking of silverwear. 
  Jezzebelle 
  As the party  enter the bar, a particularly pretty 
  human waitress with brunette hair asks them what 
  they’d like to drink. This is Jezzebelle, the waitress 
  that Randolf spoke of earlier. A ​DC 12 Wisdom 
  (Perception) check​ reveals three jagged scars on 
  the waitresses chest. If she notices the characters 
  starting (​contested Perception Check​), she  moves 
  to cover herself, becoming  self-conscious.  If this 
  happens increase the DC of the following checks by 
  2. 
  Jezzebelle is hesitant to talk about her encounter 
  with the beasts from the woods, but a ​DC 14 
  Charisma (Persuasion)​ will convince her to talk. 
  Failing the check by 5 or more makes her clam 
  up,.She refuses to speak further unless a ​DC 16 
  Charisma (Persuasion) check​ is successfully made 
  to assuage her. Jezzebelle tells the party that she was 
  cleaning up the Ziegenbart after a busy night, when 
  she heard noises from outside. She went to 
  investigate, when a creature rushedher and slashed 
  her chest, leaving her with three jagged scars . She 
  managed to fend off the beast somehow, and 
  retreated into the bar to tend her wounds. 
  A particularly insightful character (or a ​DC 18 
  Wisdom (Insight) check​) t ells the party that if 
  these terrifying beasts were able to best both Oris 
  Oakburst and Randolf, it is not very probable that 
  the small statured Jezzebelle would be capable of 
  fighting one off alone. If questioned about this, 
  Jezzebelle becomes defensive, firmly stating she 
  fought it off before seeking saftey in the tavern. 
  Missus Gollan 
  Resting in a rocking chair by the hearth, Missus 
  Gollan has been staying at the Ziegenbart in a private 
  room since she was attacked a tenday ago. Her arm 
  remains in a sling from when the creature attacked 
  her sinking its fangs into her arm. She is very soft 
  spoken, a shock of long gray hair flows around her 
  shoulders like a shawl. 
  She does not look at the characters or speak unless 
  spoken to first. She simply rocks in her chair, 
  cradling her arm. When disturbed, she keeps her 
  gaze low, nervously looking about the room. If 
  pressed shetells the characters that she was 
  gardening behind her house early in the morning 
  (before the sun was full in the sky), when the 
  creature attacked her . 
  As the creature sank its teeth into her exposed arm, 
  Missus Gollan screamed, causing  the creature to 
  retreat to the woods. After she tells her story, she 
  asks the party to “leave her be” so that she may res., 
  Night is coming soon. 
  If the characters ask about wolfsbane root she  turns 
  pale, asking” why would you need such a thing.”  A 
  DC 16 Wisdom (Insight) check​  reveals Missus 
  Gollan is terrified of the thought that what attacked 
  her could be lycanthrope. She is able to sell each 
  character one wolfsbane root for 5 sp. She reminds 
  the party that it will go bad within 24 hours. 
  Boric
  Finding Boric is a greater  challenge than the party 
  was told it would be. Villagers  had seen him around 
  the Ziegenbart all night, but it appears now that he is 
  needed, he is nowhere to be found. If the party asks 
  about Boric’s whereabouts, any villager tells the 
  party they saw him slinking out the back door of the 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  9 
  
  tavern. If the party pursues Boric they find him 
  standing in the center of town square, walking on 
  the lip of the central fountain. 
  Read or paraphrase the following: 
  A low wind howls through the deserted town 
  square, kicking up leaves and dust around the 
  central fountain.  There you see a man matching 
  the description of  Boric,  erratically muttering to 
  himself and scuttering around the edge of the 
  fountain.   The man scratches his face and his 
  arms feverishly. As you move toward the man, 
  your muffled footsteps alert Boric of your 
  presence.  He dives behind the worn fountain 
  statue, his wild eyes peering over the weathered 
  top. 
  “Stay back!” Boric barks, his frightened voice 
  echoing in the night. He continues to murmur 
  gibberish,  he hits himself, and stares balefully at 
  the moon, glancing in your direction every few 
  moments. 
  Boric has recently been infected with the 
  lycanthropic curse and is about to undergo his first 
  transformation.  A group of werefolk are hiding in 
  the treeline of the  forest, waiting for Boric’s 
  transformation to be complete.  The werefolk lay in 
  wait and will ambush the party! 
  Read or paraphrase the following: 
   Suddenly,, Boric stops, turns his eyes to the 
  moon, and begins to scream as his skin is ripped 
  from his muscles. His bones begin to snap and 
  reform, falling into a lycanthropic transformation. 
  Within  moments Boric  turns to the party, baleful 
  hatred reflecting in his dark werewolf eyes.  His 
  beastial head turns back to the moon and you 
  hear a gutteral howl as ​five more werewolves 
  stalk out of the woods: its a trap! 
  Tips for this encounter: All werefolk are shifted into their hybrid 
  form prior to the start of combat unless otherwise stated. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this 
  encounter. These adjustments are not cumulative: 
  ●
  Very weak party:​ Remove ​five
  werewolves​, add ​four wererats​. They
  spend their first action of combat shifting.
  ●
  Weak party:​ Remove ​two werewolves​,
  add ​one wererat
  ●
  Strong party:​ Remove ​one werewolf​,
  add ​one wereboar
  ●
  Very strong party: ​Remove ​two
  werewolves​, add ​two wereboars
  Once the party takes care of Boric and his pack, 
  Randolf  appears and summons the party into the 
  woods - there’s more werefolk where they came 
  from! 
  Treasure 
  The party finds ​ 200 scattered gold pieces​ on the 
  corpses of the werefolk. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  10 
  
  Part IV. Hunting in the Dark 
  Estimated Duration:​ 60 minutes 
  The party travels into the woods for what feels like 
  about four hours. Dusk turns to night as the party 
  reaches Randolf’s hunting location. The party comes 
  to a small stream, where there is evidence of a 
  recent struggle still plainly displayed in the forest 
  undergrowth.. Deep gouges can be found in the soft 
  dirt, bushes have been flattened, and Randolf shows 
  the party what remains of his now twisted and 
  ruined hunting trap. Players with a ​Passive 
  Perception of 13 or higher​ realize this clearing in 
  the forest are eerily quiet. 
  Randolf walks around the clearing, pointing at 
  various marks, explaining the struggle with the beast 
  moment by moment. In the middle of his 
  explaination, he stops suddenly, his hand drifts to 
  the silver shortsword on his belt. “I believe we have 
  visitors.” Hesays quietly, before heading deeper into 
  the forest. Randolf holds a finger to his lips, signaling 
  for the party to move quietly. Take note of whether 
  or not the group chooses to Stealth. Making  too 
  much noise will cause the party  to be spotted. 
  The party stops outside of a  clearing with a roaring 
  fire in the center taking up a 20x20 foot space. There 
  sits a group of werefolk, shapeshifted and talking 
  among themselves, seemingly praying to the altar 
  that stands behind the fire. At the altar’s base a 
  human in dark robes stands, preaching to the 
  werefolk about the way of Malar. 
  Read or paraphrase the following: 
  As you skirt the edge of the clearing a commanding 
  figure in dark robes stands  before a roaring fire, 
  preaching over werefolk gathered at his feet. “The time 
  has come to strike down the Village of Redcraft! Our 
  new brothers and sisters  have achieved  their true 
  forms  and await further instructions inside of the 
  village. Soon, we will take the village in the name of 
  Malar! I will wait for you in the Temple of the Blood 
  Moon, my disciples.The Cult of the Blood Moon will 
  soon wreak havoc, transforming the weak, pathetic 
  villagers into servants of Malar!” The werefolk howl 
  and yip in response, throwing rocks and branches into 
  the fire pit, sending sparks into the air as the cloaked 
  figure runs off into the woods. 
  ​Randolf steps forward, silver longword in hand. 
  The party hears an audible snap as Randolf and any 
  character within 10 feet of him are swept up into a 
  trap, alerting the werefolk of the group's presence! 
  Net Trap 
  Trigger. ​A tripwire strung across the path is rigged to a 
  large net. If the tripwire is broken, the net falls on 
  intruders. 
  Effect.​ A net covering a 10-foot-by-10-foot area 
  centered on the tripwire falls to the floor, covering 
  those caught under it. Any creature fully within this 
  area must succeed on a DC 15 Dexterity saving throw or 
  be restrained. A creature can use its action to make a 
  DC 10 Strength check to try to free itself or another 
  creature in the net. Dealing 5 slashing damage to the 
  net (AC 10) also frees a creature without harming the 
  creature. 
  Countermeasures.​ A DC 15 Wisdom (Perception) 
  check reveals the tripwire and the net. A DC 15 
  Dexterity check made with thieves’ tools disables the 
  tripwire without dropping the net. 
  Once the trap is triggered the werefolk turn to face 
  the net trap and chargethe party! ​wo weretigers, 
  two werewolves, and one wereboar​ attack! The 
  hooded figure, Maz Dormur, High Priest of the Blood 
  Moon Cult, uses his turn to Hide and escape as soon 
  as the first scent of danger appears. Randolf, once 
  freed from the trap, shouts that he is going to track 
  down the hooded figure, leaving the party to deal 
  with the werefolk. 
  Tips for this encounter: All werefolk are shifted into their hybrid 
  form prior to the start of combat unless otherwise stated. 
  Adjusting the Encounter 
  Here are some suggestions for adjusting this encounter. 
  These adjustments are not cumulative: 
  ●
  Very weak party:​ Remove ​two weretigers​, 
  add ​two wererats​. The werefolk spend their 
  first round of combat shapeshifting. 
  ●
  Weak party:​ Remove ​one weretiger​, add
  one wererat 
  ●
  Strong party:​ Add ​one wererat 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  11 
  
  Treasure 
  As the players search the altar they find scattered 
  jewels and trinkets worth 300 gold. Randolf thanks 
  the party for saving him and offers his ​silvered 
  longsword​ as a gift​. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  12 
  
  Conclusion
  After the run in with the second group of Malanites, 
  Randolf  insists the party return to Redcraft to 
  regroup and share the news. Randolf  puts the 
  characters up in the Ziegenbart for the night. 
  Tensions run high among the townsfolk.e tells those 
  in the Ziegenbart  what the group found in the 
  woods. Orismeets the party and tells them he has 
  sent a messenger to  Rastol Shan regarding what has 
  been discovered Oris also offers the group the ​2,000 
  gold reward​ for discovering the source of the 
  troubles plaguing Redcraft. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  13 
  
  Rewards 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  Experience 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. 
  Combat Awards 
  Name of Foe
  XP Per Foe 
  Werewolf
  700 
  Wererat
  450 
  Werebear
  1800 
  Wereboar
  1100 
  Weretiger
  1100 
  The adventures minimum and maximum XP awards 
  are located on the Adventure Rewards document. 
  Note that DDAL adventures award a maximum of the 
  “target XP” award. Only epics may grant the 
  “maximum” amount. 
  The ​minimum ​​total​ ​award for each character 
  participating in this adventure is 2500 ​experience 
  points​. 
  The ​maximum ​​total award for each character 
  participating in this adventure is 3500​ experience 
  points. 
  Treasure 
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name
  GP Value 
  Werewolf Gold
  700 
  Town Reward
  2000 
  Consumable magic items ​ should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide.  
  Permanent magic items ​ are divided according to 
  a system detailed in the ​D&D Adventurers League 
  Dungeon Master’s Guide​ . 
  Silvered Longsword 
  Nonmagical silvered weapon 
  This item can be found in the ​Player’s Handbook. 
  Figurines of Wondrous Power - Ivory 
  Goats 
  Wondrous magic item, rare 
  These small figurines appear to be miniaturized and 
  petrified goats. The first and smallest is brown and 
  white. The second is gray and black. The final goat is 
  teal and purple with golden horns. The owner of 
  these figurines always manages to smell like wet 
  goat. 
  Story Awards 
  During the course of this adventure, the characters 
  earn the following story award: 
  Malar’s Bane. ​ Werefolk everywhere hear of your 
  exploits against Malar and come to despise you for it. 
  You have disadvantage on all Charisma checks 
  against lycanthropes, whether or not you know they 
  are cursed. 
  Renown 
  Each character receives ​one renown​ at the 
  conclusion of this adventure. 
  Members of Lords Alliance ​that​ ​complete this 
  adventure earn ​one additional renown point​. 
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the ​D&D Adventurers 
  League Dungeon Master’s Guide​ (ALDMG). 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  14 
  
  Appendix. Monster/NPC 
  Statistics 
  Werebear 
  Medium humanoid (human, shapechanger), neutral 
  good 
  Armor Class ​​13 (chain shirt), 14 (natural armor) in 
  bear or hybrid form 
  Hit Points ​135 (18d8+54) 
  Speed​ 30 ft. (40 ft., climb 40 ft. in bear or hybrid 
  form) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4)
  10 (+0)
  17 (+3)
  11 (+0)
  12 (+1)
  12 (+1) 
  Senses​ Perception +7 
  Damage Immunities​ bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses​ passive Perception 17 
  Languages​ Common (can’t speak in bear form) 
  Challenge​​ 5 (1,800 XP) 
  Shapechanger. ​ The werebear can use its action to 
  polymorph into a Large bear-humanoid hybrid or 
  into a Large bear, or back into its true form, which is 
  humanoid. Its statistics, other than its size an AC, are 
  the same in each form. Any equipment it is wearing 
  or carrying isn’t transformed. It reverts to its true 
  form if it dies. 
  Keen Smell.​ The werebear has advantage on 
  Wisdom (Perception) checks that rely on smell. 
  Actions 
  Multiattack​. In bear form, the werebear makes two 
  claw attacks. In humanoid form, it can attack like a 
  bear or a humanoid. 
  Bite (Bear or Hybrid Form Only)​. ​Melee Weapon 
  Attack​. +7 to hit, reach 5 ft., one target. ​Hit​: 15 
  (2d10+4) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 14 Constitution 
  saving throw or be cursed with werebear 
  lycanthropy. 
  Claw (Bear or Hybrid Form Only)​. ​Melee Weapon 
  Attack​: +7 to hit, reach 5 ft., one target. ​Hit: ​13 
  (2d8+4) slashing damage. 
  Greataxe (Humanoid or Hybrid Form Only).​ Melee 
  Weapon Attack:​ +7 to hit, reach 5 ft., one target. ​Hit: 
  10 (1d12+4) slashing damage. 
  Wereboar 
  Medium humanoid (human, shapechanger), neutral 
  evil 
  Armor Class ​​13 (chain shirt), 14 (natural armor) in 
  bear or hybrid form 
  Hit Points ​78 (12d8+24) 
  Speed​ 30 ft. (40 ft., in boar form) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3)
  10 (+0)
  15 (+2)
  10 (+0)
  11 (+0)
  8 (-1) 
  Senses​ Perception +2 
  Damage Immunities​ bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses​ passive Perception 12 
  Languages​ Common (can’t speak in boar form) 
  Challenge​​ 4 (1,100 XP) 
  Shapechanger. ​ The wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a 
  boar, or back into its true form, which is humanoid. 
  Its statistics, other than its size an AC, are the same 
  in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form 
  if it dies. 
  Charge (Boar or Hybrid Form).​ If the wereboar 
  moves at least 15 feet straight toward a target and 
  the hits it with its tusks on the same turn, the target 
  takes an extra 7 (2d6) slashing damage. If the target 
  is a creature, it must succeed on a DC 13 Strength 
  saving throw or be knocked prone. 
  Relentless (Recharges after a Short or Long Rest). 
  If the wereboar takes 14 damage or less that would 
  reduce it to 0 hit points, it is reduced to 1 instead. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). ​The 
  wereboar makes two attacks, only one of which can 
  be with its tusks. 
  Maul (Humanoid or Hybrid Form Only). ​Melee 
  Weapon Attack:​ +5 to hit, reach 5ft., one target. ​Hit: 
  10 (2d6+3) bludgeoning damage. 
  Tusk (Boar or Hybrid Form Only).​ ​Melee Weapon 
  Attack:​ +5 to hit, reach 5 ft., one target. ​Hit:​ 10 
  (2d6+3) slashing damage. If the target is a 
  humanoid, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with wereboar 
  lycanthropy. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  15 
  
  Wererat 
  Medium humanoid (human, shapechanger), lawful 
  evil 
  Armor Class ​​15 (chain shirt) 
  Hit Points ​33 (6d8+6) 
  Speed​ 30 ft.  
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0)
  15 (+2)
  12 (+1)
  11 (+0)
  10 (+0)
  8 (-1) 
  Senses​ Perception +2, Stealth +4 
  Damage Immunities​ bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses​ darkvision 60 ft. (rat form only), passive 
  Perception 12 
  Languages​ Common (can’t speak in rat form) 
  Challenge​​ 2 (450 XP) 
  Shapechanger. ​ The wereboar can use its action to 
  polymorph into a boar-humanoid hybrid or into a 
  boar, or back into its true form, which is humanoid. 
  Its statistics, other than its size an AC, are the same 
  in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form 
  if it dies. 
  Keen Smell.​ The wererat has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). ​The 
  wererat makes two attacks, only one of which can be 
  a bite. 
  Bite (Rat or Hybrid Form Only).​ ​Melee Weapon 
  Attack​: +4 to hit, reach 5 ft., one target. ​Hit:​ 4 
  (1d4+2) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 11 Constitution 
  saving throw or be cursed with wererat lycanthropy. 
  Shortsword (Humanoid or Hybrid Form Only)​. 
  Melee Weapon Attack:​ +4 to hit, reach 5ft., one target. 
  Hit:​ 5 (1d6+2) piercing damage. 
  Hand Crossbow (Humanoid or Hybrid Form Only)​. 
  Ranged Weapon Attack:​ +4 to hit, range 30/120 ft., 
  one target. ​Hit:​ 5 (1d6+2) piercing damage. 
  Werewolf 
  Medium humanoid (human, shapechanger), chaotic 
  evil 
  Armor Class ​​14 (chain shirt), 15 (natural armor) in 
  wolf or hybrid form 
  Hit Points ​58 (9d8+18) 
  Speed​ 30 ft. (40 ft. in wolf form) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2)
  13 (+1)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0) 
  Senses​ Perception +4, Stealth +3 
  Damage Immunities​ bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses​ passive Perception 14 
  Languages​ Common (can’t speak in wolf form) 
  Challenge​​ 3 (700 XP) 
  Shapechanger. ​ The werewolf can use its action to 
  polymorph into a wolf-humanoid hybrid or into a 
  wolf, or back into its true form, which is humanoid. 
  Its statistics, other than its size an AC, are the same 
  in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form 
  if it dies. 
  Keen Smell and Hearing.​ The werewolf has 
  advantage on Wisdom (Perception) checks that rely 
  on smell or hearing. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). ​The 
  werewolf makes two attacks: one with its bite and 
  one with its claws or spear. 
  Bite (Wolf or Hybrid Form Only).​ ​Melee Weapon 
  Attack​: +4 to hit, reach 5 ft., one target. ​Hit:​ 6 
  (1d8+2) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 12 Constitution 
  saving throw or be cursed with werewolf 
  lycanthropy. 
  Claws (Hybrid Form Only).​ ​Melee Weapon Attack​: 
  +4 to hit, reach 5ft., one creature. ​Hit:​ 7 (2d4+2)
  slashing damage.
  Spear (Humanoid Form Only).​ ​Melee or Ranged
  Weapon Attack:​ +4 to hit, reach 5 ft. or range 20/60
  ft., one creature. ​Hit:​ 5 (1d6+2) piercing damage, or
  6 (1d8+2) piercing damage if used with two hands to
  make a melee attack.
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  16 
  
  Weretiger 
  Medium humanoid (human, shapechanger), neutral 
  Armor Class ​​15 (chain shirt) 
  Hit Points ​120 (16d8+48) 
  Speed​ 30 ft. (40 ft. in tiger form) 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3)
  15 (+2)
  16 (+3)
  10 (+0)
  13 (+1)
  11 (+0) 
  Senses​ Perception +5, Stealth +4 
  Damage Immunities​ bludgeoning, piercing, and 
  slashing from nonmagical attacks not made with 
  silvered weapons 
  Senses​ darkvision 60 ft., passive Perception 15 
  Languages​ Common (can’t speak in tiger form) 
  Challenge​ 4 (1,100 XP) 
  Shapechanger. ​The weretiger can use its action to 
  polymorph into a tiger-humanoid hybrid or into a 
  tiger, or back into its true form, which is humanoid. 
  Its statistics, other than its size an AC, are the same 
  in each form. Any equipment it is wearing or 
  carrying isn’t transformed. It reverts to its true form 
  if it dies. 
  Keen Hearing and Smell.​ The weretiger has 
  advantage on Wisdom (Perception) checks that rely 
  on smell or smell. 
  Pounce (Tiger or Hybrid Form Only)​. If the 
  weretiger moves at least 15 feet straight toward a 
  creature and then hits it with a claw attack on the 
  same turn, that target must succeed on a DC 14 
  Strength saving throw or be knocked prone. If the 
  target is prone, the weretiger can make one bite 
  attack against it as a bonus action. 
  Actions 
  Multiattack (Humanoid or Hybrid Form Only). ​In 
  humanoid form, the weretiger makes two scimitar 
  attacks or two longbow attacks. In hybrid form, it 
  can attack like a humanoid or make two claw 
  attacks. 
  Bite (Tiger or Hybrid Form Only).​ ​Melee Weapon 
  Attack​: +5 to hit, reach 5 ft., one target. ​Hit:​ 8 
  (1d10+3) piercing damage. If the target is a 
  humanoid, it must succeed on a DC 13 Constitution 
  saving throw or be cursed with weretiger 
  lycanthropy. 
  Claw (Tiger or Hybrid Form Only)​. ​Melee Weapon 
  Attack​: +5 to hit, reach 5 ft., one target. ​Hit:​ 7 
  (1d8+3) slashing damage. 
  Scimitar (Humanoid or Hybrid Form Only).​ ​Melee 
  Weapon Attack:​ +5 to hit, reach 5 ft., one target. ​Hit: 
  6 (1d6+3) slashing damage. 
  Longbow (Humanoid or Hybrid Form Only). 
  Ranged Weapon Attack: ​+4 to hit, range 150/600 ft., 
  one target. ​Hit:​ 6 (1d8+2) piercing damage. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  17 
  
  Appendix. Map 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  18 
  
  Player Handout I. Story Award 
  During the course of this adventure, the characters may earn the 
  following story award. If you are printing these out for your 
  characters, print as many as you may need to ensure that any eligible 
  character receives a copy: 
  Malar’s Bane 
  Werefolk everywhere hear of your exploits against 
  Malar and come to despise you for it. You have 
  disadvantage on all Charisma checks against 
  lycanthropes, whether or not you know they are 
  cursed. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  19 
  
  Player Handout I. Magic Item 
  During the course of this adventure, the characters may find the 
  following permanent magic item: 
  Figurines of Wondrous Power - Ivory Goats 
  Wondrous magic item, rare 
  These small figurines appear to be miniaturized and 
  petrified goats. The first and smallest is brown and 
  white. The second is gray and black. The final goat is 
  teal and purple with golden horns. The owner of 
  these figurines always manages to smell like wet 
  goat. 
  Not for resale. Permission granted to print or photocopy this document for personal use only​. 
  CCC-ZIEGE-01 ​Shadow of the Blood Moon
  20 
  
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