TEXT: CCC-BMG-MOON5-2
  BEN SANDFELDER
  Bloodlust 
  Contained
  
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  An unexpected enemy has appeared, attacking with ferocious bloodlust and  
  unknown purpose. The locals can’t defend against this threat forever; heroes are  
  needed to discover who is responsible for the attacks and stop them for good. 
  Part 2 of the Tides of Blood Trilogy, set in the Moonshae Isles, and brought to you by Baldman Games. 
  A 4-Hour D&D Adventurers League Adventure for 5th–10th Level Characters.
  By Ben Sandfelder 
  Adventure Code: CCC-BMG-MOON5-2  |  Optimized For: APL 8  |  Version: 2.0
  
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  2
  IntroductIon
  Welcome to MOON5-2 Bloodlust Contained, a D&D 
  Adventurers League™ adventure, part of the official D&D 
  Adventurers League™ organized play system, the Rising 
  Shadows™ storyline season, and the Tides of Blood trilogy.
  The adventure is set in Gnarhelm, a rural area in 
  northern Alaron. The terrain consists of rocky, grassy  
  hills interspersed by farms in the valleys.
  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.
  
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  3
  Adventure PrIMer
  MOON5-2 Bloodlust Contained is set in the proud 
  jarldom of Gnarhelm, considered weak by other 
  Northlanders because of extensive influence from Ffolk  
  to the south. They make their money through mining  
  and spend their free time on horseback instead of on 
  sailing ships. They’re loyal subjects of High King Derid 
  and the local jarl, Ulf Helmudson. 
  Not everybody is happy with the state of affairs in 
  Gnarhelm, and dark forces have used this discontent to 
  cause strife and unrest.
  Adventure BAckground
  For decades, Keolinn Ni Brialinn has served the 
  fomorian Queen Connomae of Vor Thomil as a loyal 
  shield maiden, but she has always wanted more. She’s 
  desperate to advance her position in court, but her 
  ambitious, risk-taking nature has caused her Queen  
  to limit her to tasks of only minor importance.
  This made her an ideal ally for Skorri Boarson, a 
  cultist of Yeenoghu who is stirring up trouble on the isle 
  of Alaron. His organization, the Guardians of the North, 
  believe that the Northlanders of Alaron should return to 
  their roots as reavers. He seeks to justify this by pitting the 
  Guardians against an external threat: gnoll mercenaries 
  under his control. Skorri can’t lead both sides of the conflict, 
  thought, so he offered command of the gnolls to Keolinn. 
  As she plays along with the demonologist’s scheme, 
  Keolinn secretly initiated her own gambit. She plans 
  to exhaust Skorri’s gnoll armies by running them up 
  and down the island. Haldis Ulfsdottir and the isles’ 
  defenders are similarly fatigued as they rush to respond 
  to the gnolls’ seemingly random attacks. Meanwhile, 
  Keolinn has secretly brought her own allies from Vor 
  Thomil—other fomorians, evil druids and fey, and loyal 
  warlocks. By using Skorri’s forces to defeat Gnarhelm’s 
  defenders, she can destroy the fiefdom’s defenses without 
  any risk for Vor Thomil.
  Keolinn’s hope is that this risky gambit will pay off—
  that her exploitation of Skorri’s forces leaves the door  
  open for Vor Thomil to invade Gnarhelm. When the 
  island falls under Keolinn’s control, Queen Connomae  
  has no choice but to recognize Keolinn’s prowess and 
  adjust her rank accordingly.
  Location and NPC Summary
  The following NPCs and locations feature prominently 
  in this adventure.
  Alaron (AL-aur-on). One of the largest islands in  
  the Moonsea region. After a hundred years of peace 
  and unity under the banner of House Kendrick, the 
  island is in decline.
  Gnarhelm (GNAR-helm). A fiefdom on the 
  northwest part of the isle of Alaron. Although its 
  people answer to High King Kendrick, it has its own 
  king (known as a jarl), proud history, and traditions.
  Haldis Ulfsdottir (HAL-diss OOLFS-dot-ter). The 
  heir to the throne of Gnarhelm and the leader of the 
  fiefdom’s defenses. She is a spirited commander who 
  leads from the front.
  Keolinn Ni Brialinn (KEE-oh-linn Ni BREE-ah-linn).  
  A fomorian with some magical skill. She is commanding 
  the gnolls in Gnarhelm at the request of Skorri Boarson, 
  but secretly, she’s using his forces for her own agenda.
  Skorri Boarson (SCORE-ree BORE-son). The main 
  antagonist of this trilogy. A worshiper of Yeenoghu, 
  leader of the Guardians of the North cult, lover of 
  Northland culture but born of Ffolk blood and exiled  
  for past deeds.
  Yeenoghu (Yee-NO-goo). The demon prince 
  of gnolls. One of his followers, Skorri Boarson, is 
  planning to cause carnage across the island as a 
  tribute to the demon lord.
  serIes
  MOON5-2 Bloodlust Contained is the second part in 
  the Tide of Blood trilogy. In the trilogy, the characters  
  deal with the consequences of the alliance between the 
  demonologist Skorri and a giantess from the isle of Oman. 
  In MOON5-1 Bloodlust Rising, the characters learned 
  that there is a large group of gnolls with demon backup 
  posed to raid the fiefdom of Gnarhelm. In MOON5-3 
  Bloodlust Tempered, the characters will deal with the  
  true culprit behind the gnoll attacks.
  The characters are assumed to play the trilogy in 
  order. Characters who haven’t played MOON5-1 Bloodlust 
  Rising can play this adventure without much trouble, 
  though if these characters later play MOON5-1, they 
  will need to accept the inconsistencies or treat it as two 
  separate events. 
  If the characters have already played MOON5-3 
  Bloodlust Tempered,  they might be suspicious of the 
  Guardians of the North. You can treat the remaining 
  cultists as the non-criminal part that remained after  
  the characters dealt with its corrupt leadership.
  
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  Adventure overvIew
  In MOON5-2 Bloodlust Contained, the party makes their 
  move against Keolinn’s forces. During a chance encounter, 
  they discover that the gnolls ravaging Gnarhelm are 
  especially interested in four locations. Haldis Ulfsdottir, 
  the leader of the forces resisting the gnolls, hires the party 
  to investigate these locations. As they investigate, they 
  discover Keolinn’s secret hideout and true agenda.
  Part 1. The party has a close encounter with marauding 
  gnolls on their way to meet Haldis and they learn about the 
  gnolls’ plans for the island.
  Interlude. If the party explores the village of Otta, 
  they encounter some members of the Guardians of the 
  North who are clueless of the larger plot.
  Part 2. The party investigates four locations the  
  gnolls are interested in: Hardangheight Peak, Nymmurh’s 
  Pass, the source of the Ironflow river, and the village of 
  Otta. At each location, they learn a bit about Keolinn— 
  the gnolls’ fomorian master—and her hideout.
  Part 3. Finally, the party finds a way into Keolinn’s 
  stronghold – an abandoned druid hideout called 
  Ironsource Cave.
  Part 4. In the adventure’s conclusion, the party 
  follows Keolinn through a rift to the Feywild and brings 
  her to justice.
  Adventure hooks
  The characters playing this adventure could be adventurers 
  from anywhere else in the Forgotten Realms, or characters 
  specifically created for Baldman Games’ Moonshae series. 
  The following adventure hooks work in either case. 
  Bloodlust Rising. If the players have played MOON5-1 
  Bloodlust Rising, then they are already in the Moonshae 
  Isles and aware of the growing gnoll threat. After the events 
  of that adventure, Haldis asks the players to meet her.
  Gnarhelm Needs Heroes! Haldis has put out a call 
  for heroes to help combat a growing gnoll threat. The 
  characters sail to the Moonshae isles and make their  
  way to Haldis’s camp.
  Moonshae Trade League (Missing Shipment). 
  Merchants from Amn were supposed to deliver some 
  supplies to the village of Otta in Gnarhelm, but they 
  are overdue. In light of the growing gnoll threat, the 
  Moonshae Trade League has asked any members in  
  the area to investigate.
  
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  5
  PArt 1: A Brush wIth dAnger
  Estimated Time: 45 minutes
  The adventure begins as the party makes their way to the 
  camp of Haldis Ulfsdottir. Travelling through the forest  
  in the late evening brings the party dangerously close  
  to a band of marauding gnolls. 
  See Appendix 1A for a map of Gnarhelm.
  General Features
  The Moonshae Isles are famously foggy. It’s beautiful 
  and scenic but an inconvenience to travelers and 
  monsters alike.
  Terrain. The terrain is a sparse and hilly forest.
  Weather. The whole area is lightly obscured by fog, 
  imposing disadvantage on Wisdom (Perception) checks.
  Light. It’s dusk, so the area is bathed in dim light.
  Smells and Sounds. The air is filled with the smell  
  of pines. It’s eerily quiet, save for the rustling of 
  branches in the wind.
  A. MIst oPPortunItIes
  The adventure starts with the characters on the road 
  heading toward Haldis’ army camp, either reacting to a 
  call for adventurers or returning from a patrol. Allow the 
  players some time to buy supplies and to prepare spells. 
  The characters are expecting to deal with gnoll raiders 
  with rumors suggesting demon and fey support.
  When ready, read aloud or paraphrase the following:
  As you make your way to the campsite of Haldis 
  Ulfsdottir’s forces, you find yourselves following a 
  winding dirt road through a sparse forest. It’s twilight, 
  and between the dimming light and the notorious 
  fog of the Moonshae Isles, you can barely see more 
  than 10 feet in front of you. The rustling of branches 
  occasionally breaks the eerie silence.
  Along the way, you’ve been surprised to stumble 
  into a few armed figures wandering through the  
  fog—other adventurers with the same destination.
  Take some time for the characters to introduce themselves 
  and to determine marching order, then continue:
  The typical sounds of an evening forest are broken by 
  the bestial cackle of hyenas coming from farther up 
  the path. The faint orange glow of a campfire ahead 
  silhouettes hunched, hyena-like creatures. You can  
  hear them talking in their growling, guttural language— 
  you don’t think they’ve spotted you yet.
  There are three gnoll flesh gnawers, four gnoll hunters, 
  and one gnoll pack lord in the campsite. 
  Adjusting this Encounter
  Weak or Very Weak: remove all 3 gnoll flesh gnawers.
  These gnolls barely pose a threat to a Tier 2  
  party. If you’re worried you won’t be able to run this 
  adventure in 4 hours, feel free to skip over combat  
  in this encounter—it is better to rush this scene than 
  risk having to cut the ending short. 
  Developments
  The party has a few options for dealing with the gnolls:
  Eavesdrop. If any of the party members can speak 
  Gnoll, or quickly cast a spell such as comprehend languages 
  (assuming the characters can do so undetected), they can 
  understand what is being said. The gnolls are restless and 
  complaining about being stuck in the same place for so 
  long. The pack leader agrees: “We have our targets— 
  we could strike whenever we wanted!” 
  Rush in Headlong. The party may choose to attack.  
  If they do, the gnolls are all surprised.
  Wait until Nightfall. Players who decide to wait 
  until the gnolls turn in for the night are disappointed to 
  discover that gnolls are nocturnal. Even though the gnolls 
  are still awake, it’s easier to sneak around at night than 
  during broad daylight.  
  The party may attempt a group Dexterity (Stealth) 
  check. On a success, the party can sneak through the 
  campsite with impunity. Assume the party can easily defeat 
  any gnolls in their path—but make them roll a Dexterity 
  (Stealth) check each time a new group is encountered.
  The party can search the gnolls’ possessions without 
  rolling, but stealing the scroll case from the pack lord 
  requires a DC 13 Dexterity (Sleight of Hand) check. It’s not 
  a difficult check, but you can use it to create a moment of 
  tension. If the would-be thief manages to fail, the pack lord 
  catches the character. The party must fight the gnolls, but 
  the gnolls are all still surprised. 
  
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  Treasure
  The gnolls have assorted trinkets and salvage worth 100 
  gold pieces. The gnoll pack lord is carrying a scroll case 
  filled with a long roll of parchment. The instructions 
  on it are written in the Gnoll language, but in massive 
  handwriting. A player who reads it can glean the 
  following information:
  •   The gnolls and their allies are gathering at three locations: 
  Hardangheight Peak, Nymurrh’s Pass, and the source of 
  the Ironflow River. These locations are all easy landmarks 
  to find on a map. 
  •   The village of Otta is their next target, but the gnolls 
  were instructed to wait until “my signal.” The note is 
  signed by someone named Keolinn.
  Questioning the Gnolls. The characters can also learn 
  these facts by questioning the gnolls. Gnolls respect 
  strength but are relatively easy to convince to talk. The 
  creatures know that Keolinn is a giant, but they do not 
  know what kind. They fear her but seem a bit disdainful. 
  The Fangs of Yeenoghu made an alliance of convenience 
  with the giant, but they do not trust the fey mages she’s 
  bringing to the island. Of course, the gnolls have no idea 
  where Keolinn is hiding.
  Obviously, Haldis Ulfsdottir will be interested in 
  anything the party finds out.
  B. MeetIng hAldIs
  Once the characters are through with the gnolls, they 
  resume their journey towards the Gnarhelm military 
  camp. Here the adventurers meet Haldis Ulfsdottir,  
  the future ruler of Gnarhelm and the woman leading  
  the effort to deal with the gnoll threat.
  Haldis’s camp is a hastily-constructed assortment of 
  tents and temporary defenses – the whole place looks 
  like her army is ready to pick up and move at a moment’s 
  notice. When you state your business, the guards quickly 
  lead you to one of the larger tents. Inside, a pale, freckled 
  woman in studded leather hunches over a map of the 
  northern part of the Isle of Alaron. 
  “This is Haldis Ulfsdottir, heir to the throne of 
  Gnarhelm,” one of the guards gestures at the woman.
  “Hey.” She says casually, with a friendly nod.  
  “I heard you’re here about the gnoll problem?”
  Haldis takes a much more interested tone once the party 
  mentions the orders they overheard or stole from the 
  gnolls. If they show her the scroll they found, she lights 
  up with excitement. During the conversation, she reveals 
  the following information:
  •   If the players haven’t participated in MOON5-1, she tells 
  them that livestock has been disappearing for some time 
  and recently people have disappeared and farms were 
  found burned down. Investigations revealed the presence 
  of gnolls. Obviously, it’s vital that the gnolls are dealt 
  with as soon as possible before more damage is dealt.
  •   Haldis explains that her forces have been able to fend  
  off the marauding gnolls, but she’s no closer to finding 
  out who’s leading them.
  •   If the party mentions the name on the scroll, Keolinn, 
  she remarks that it sounds like a giant’s name. She could 
  be one of the fomorians from Vor Thomil, since she 
  seems to have fey allies.
  •   Vor Thomil is one of many parts of the Feywild that is 
  intruding into the Moonshaes of late. Evil giants called 
  fomorians have taken over the island of Oman, but 
  fortunately the seas have kept them trapped there. 
  •   If Vor Thomil is behind the gnoll attacks, then this 
  could be the beginning of an even larger incursion.
  Developments
  If the party shows Haldis the scroll, she pays them 100 
  gold pieces up front for “taking initiative.” She asks if 
  they can check on the village of Otta, and investigate the 
  other three locations mentioned in the scroll. She offers 
  to pay an additional 100 gold pieces for each location  
  the party investigates. 
  Roleplaying Haldis Ulfsdottir
  Haldis “Swift Feet” Ulfsdottir is a short human woman 
  with pale, freckled skin and spiky red hair. 
  As the heir to the Jarl of Gnarhelm she is conscious 
  of her position, but prefers blunt directness and warm 
  camaraderie to politeness and feigned friendship. She 
  has a good sense of humor, a competitive streak and  
  a talent for archery and long-distance running.
  Quote: “What? Three whole hours? I could run to 
  that pass in half as much time, and barely break a sweat!”
  Moving Forward
  Now the party has their quest: check on the village of  
  Otta and investigate the three points of interest where the 
  gnolls are gathering. The village of Otta is described in  
  the Interlude, while the other three locations are in Part 2.  
  The players can approach these challenges in any order. 
  
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  7
  Interlude: the vIllAge of ottA
  Estimated Duration: 60 minutes
  This section describes the village of Otta. Although it’s 
  safe for now, there are rumors abound, and a troublesome 
  cult called the Guardians of the North.
  General Features
  The village of Otta is small, with scarcely over a hundred 
  occupants. 
  Mead Hall. The largest building in the village is the 
  mead hall, a social meeting place that doubles as the 
  seat of the village’s government. 
  Shrine of the Earthmother. Rather than any typical 
  deity of the Faerûnian pantheon, the people of Gnarhelm 
  keep a shrine dedicated to a local goddess called the 
  Earthmother.
  A. unwelcoMe guests
  As the party attempts to enter the village, they’re 
  approached by several rough-looking men – recruiters 
  from a growing cult called the Guardians of the North. 
  As you approach the village of Otta, a handful of rough-
  looking men approach you. “Stop there, Outlander,” 
  one says, folding his arms. He’s wearing fur armor,  
  with an amulet of Tempus around his neck. “I’m Osgar. 
  We’re from the Guardians of the North, and this village  
  is under our protection.”
  The Guardians of the North focus their attention on the 
  physically (and visibly) strongest characters in the party and 
  show little respect for the others. Characters that aren’t from 
  the Moonshaes have disadvantage on any Charisma checks 
  they make involving Osgar and his friends. As he and the 
  party talk, he can reveal the following.
  •   The Guardians of the North are a relatively new group, 
  but membership has grown rapidly grown since the 
  gnoll attacks started.
  •   The people of Gnarhelm have lost touch with their  
  roots as proud warriors, and it’s the Guardians’ duty  
  to remind them. 
  •   The Guardians worship Tempus, god of battle, arguing 
  that the Northlanders should embrace their history as 
  feared warriors and raiders.
  Roleplaying Osgar and the Guardians  
  of the North
  Osgar and the other Guardians present in this adventure 
  are recent additions to the cult, and they’re here to 
  recruit other strong young adults. They believe that the 
  gnolls are only  a threat because the Northerners have 
  “gotten soft.” They’re less enthusiastic about the cult’s 
  other beliefs—that the Northerners should also return 
  to their roots as reavers – but they don’t think it would 
  be the worst thing. 
  Quote: “Our great-grandfathers would have never  
  let these gnolls cause as much damage as they have.  
  They would be ashamed of how soft we have become.”
  B. exPlorIng the vIllAge
  The village of Otta provides a safe place for the party to 
  rest in between other expeditions. Despite the warning, 
  the Guardians of the North won’t do anything to the  
  party other than give dirty looks.
  Asking Around Town. An adventurer can attempt to 
  coax some information out of the stoic townsfolk. At your 
  discretion and using skills that you feel are appropriate the 
  party learns one or more of the following rumors.
  •   The Guardians of the North have been recruiting all over 
  Gnarhelm. Their headquarters is apparently on a small 
  island somewhere, but no one knows exactly where.
  •   Cultists led by a creepy-looking druid passed through 
  the village a few days ago. They were headed for the 
  Hardangheight Mountains. As far as anyone knows, the 
  druid and cultists were not affiliated with the Guardians 
  of the North. This is Ashbjorn from Part 2, Scene A.
  •   A merchant from Amn was supposed to arrive this 
  morning by Nymmurh’s Pass, but she’s nowhere to  
  be seen. 
  •   Druids who revered the Earthmother used to have 
  hideouts all over the Moonshae Islands. Legend has 
  it that one of these hideouts was at the source of the 
  Ironflow river, and that it was hidden by magic.
  Roleplaying the Villagers
  The villagers of Otta are stoic, hardy, and passive. 
  Most are farmers and shepherds. The gnoll attacks 
  are worrying, but the villagers are confident in Haldis’ 
  leadership. They talk about the gnolls with the same 
  level of concern as a very bad thunderstorm – things 
  might be dangerous for a few days, but it’ll pass, and 
  everything will go back to normal.
  Quote: “The gnolls? Well, I think Lady Haldis has done 
  an excellent job keeping them away from our little village.”
  
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  8
  Resting Between Encounters
  Despite the impending gnoll threat, there aren’t any 
  immediate dangers in the village of Otta. As long as the 
  party mentions that they’re working with Haldis or if any 
  of the adventurers are from the Moonshae isles, they can 
  stay in the village for free.
  
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  9
  PArt 2: seArchIng hIgh And low
  Estimated Time: 90 minutes
  This section describes the three points of interest that 
  Haldis asked the party to investigate. The players can  
  play these encounters in any order.
  Taking a short rest is no problem, but taking a 
  long rest definitely alerts Keolinn that adventurers are 
  hunting for her location. She’s no fool, and likely to flee, 
  especially if the characters easily handled her gnolls. Use 
  your judgement, erring on the side of the players’ fun, 
  but resting eight hours after having dealt with the first 
  opponents is usually not a good idea.
  No Mountain High Enough. The party foils a cult’s 
  diabolical activities at Hardangheight Peak
  No Valley Low Enough. The party breaks a gnoll 
  blockade in Nymmurh’s Pass
  No River Wide Enough. The party discovers a hidden 
  hideout at the source of the Ironflow river.
  A. no MountAIn hIgh enough
  Following rumors of cultists and an evil druid, the party 
  travels to Hardangheight Peak. 
  General Features
  A relentless thunderstorm is currently bombarding 
  Hardangheight Peak.
  Terrain. The rocky, uneven peak is rife with 
  difficult terrain. Additionally, the rock is slick from  
  the rain. Creatures that take the Dash action must 
  make a DC 13 Dexterity (Acrobatics) check or fall  
  prone at the end of their move. 
  Weather. The pouring rain makes the area lightly 
  obscured, while the thunder drowns out most noises. 
  Creatures have disadvantage on Wisdom (Perception) 
  checks.
  Light. The dark skies plunge the area in dim light.
  Smells and Sounds. Amidst the smell of rain,  
  a distinct odor of sulfur and brimstone is just barely 
  noticeable. 
  It takes about four hours to make the climb up Hardang-
  height Mountain, and as if the task wasn’t daunting 
  enough, one of the signature rains of the Moonshae 
  Isles has turned into a pouring thunderstorm. As you 
  trudge up the winding mountain path, stinging rain falls 
  in torrents. Thunder rumbles in the sky, and dissonant, 
  unnerving chanting is carried by the howling wind.
  At the mountain’s peak, there are 4 cultists and the evil 
  druid, who uses the modified stats of a mage (see stat 
  block in Creature Statistics). 
  The druid, named Ashbjorn, is an evil ally of Skorri. 
  Demons convinced Ashbjorn of the savagery of nature—
  violent chaos is the natural order of things. He now 
  believes civilization is a blight that must be wiped away, 
  and summoning more demons is the ideal way to do it.
  Ashbjorn showed Keolinn to Ironsource Cave, but  
  is of no further use to her and therefore has been kept  
  in the dark about the Guardians of the North and 
  Keolinn’s plans.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  The intent of the encounter is to be of medium 
  difficulty, but the arrival of the vrock can make the 
  encounter much harder. If the group is particular weak, 
  you can have Ashbjorn spend a round to summon it; with 
  a strong group, have the vrock summoned before the 
  start of initiative (unless the characters went out of their 
  way to ambush the cultists and stop the ritual). Use the 
  lightning strikes to modify the challenge up or down. 
  Very Weak: Remove four cultists. Ashbjorn has  
  the stats of a Warlock of the Archfey instead of a mage. 
  The lightning strikes always hit at least one hostile 
  creature if able.
  Weak: Remove four cultists. The mage only has  
  one 3rd-level and one 4th-level spell slot remaining.
  Strong or Very Strong: When Ashbjorn summons 
  the vrock, one additional vrock slips through the  
  portal! Ashbjorn also has Wild Shape (2/long rest with  
  a maximum CR of 1, it costs an action to change shape).
  Lightning Strikes
  Nature itself is in an uproar at the demonic ritual taking 
  place on the mountain peak. On initiative count 20 (losing 
  all ties) each round, a bolt of lightning strikes, as per the 
  call lightning spell. Choose a point. Each creature within 
  5 feet of that point must make a DC 15 Dexterity saving 
  throw, taking 22 (4d10) lightning damage on a failure,  
  or half as much on a successful one. 
  You can use the lightning strikes to control the 
  tempo of the encounter, helping or harming the players  
  as you see fit. If a creature casts call lightning, the 
  lightning strikes from this effect cease for the duration  
  of the spell.
  
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  Tactics
  At the earliest opportunity, Ashbjorn conjures a vrock by 
  spending an action to finish the ritual. Then Ashbjorn uses 
  his destructive spells, like flaming sphere and ice storm.
  The vrock has no loyalty to Ashbjorn or the cultists  
  and attacks whatever creatures happen to be easy  
  targets each round.
  The cultists avoid the obviously armored characters, 
  preferring to gang up on ones with lower ACs. If they’re 
  pressed into a fight with a more armored character, 
  the cultists will use the help action to give each other 
  advantage against them.
  A Change of Heart
  During the combat, one of the Ashbjorn’s cultists has 
  a change of heart. At your discretion, you may decide 
  to have this turncoat surrender to the party during the 
  battle, or the party might find him cowering after the 
  fight. Especially if the party vaporizes the relatively feeble 
  cultists with a single fireball, the second option might  
  be more believable.
  This cultist, named Raginald, promises to tell the 
  party everything he knows if they let him live. He offers 
  the following information about the other locations:
  •   Their cult is allied with the gnolls—the evil druid, 
  Ashbjorn, told Randolf and his fellow cultists that 
  Yeenoghu was coming, and their only chance of 
  survival was to learn to embrace the violence and  
  chaos that would be coming to the Moonshaes soon.
  •   Both the evil druid and the cultists reported to someone 
  named Keolinn—a fomorian. Raginald has never met 
  her, though.
  •   There’s a hideout at the source of the Ironflow river, 
  but you need both halves of a seal to bypass its magical 
  defenses. Ashbjorn has one half and Zuba, Keolinn’s 
  fomorian lieutenant, has the other.
  Treasure
  Ashbjorn carries half of an ancient-looking stone seal, 
  roughly the size of a dinner plate. Additionally, he carries 
  a spell scroll of summon lesser demons, and 300 gold pieces 
  in various ritual components.
  B. no vAlley low enough
  The party makes its way to Nymmurh’s Pass, a route 
  through the Hardangheight Mountains. 
  General Features
  The pass is wet and muddy from recent rains, but otherwise 
  sparse, making it difficult to hide from the gnolls.
  Terrain. The terrain is an empty road, with some 
  debris providing half cover and some pits of mud 
  presenting some difficult terrain. The sheer 60-ft. cliffs on 
  either side of the pass create a deadly ambush location.
  Weather. It’s overcast, but not raining at this time.
  Light. A bit of sunlight is peeking through the 
  clouds at this time, so the area is brightly lit.
  Smells and Sounds. The party detects a smell like 
  wet dog and the signature cackling of gnolls.
  Nymurrh’s Pass is about two hours northeast from the 
  village of Otta. The pass is barely wide enough for a 
  wagon to pass through, but the gnolls have blocked it 
  with a rockslide. Atop a makeshift barricade, you see 
  the spotted, cackling creatures taking orders from a 
  twisted, wretched-looking giant with a glowing golden 
  eye. The barricade is made from large boulders and 
  parts of a wagon – you see three humans trapped in 
  cages precariously placed beneath the rocks.
  The fomorian is Zuba. He’s Keolinn’s lieutenant and  
  here with a gnoll pack lord and four gnoll hunters.  
  See Appendix 1B for a map of the encounter.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  The fight is intended to be hard. The gnolls 
  prepared for the party’s arrival and chose their position 
  carefully; the tight quarters, long distance between  
  the party and the barricade, location of the captives, 
  and cover provided by the barricade make it difficult  
  for the party to reach and defeat their foes. 
  Weak or Very Weak: Remove the gnoll pack 
  lord. The fomorian has 112 hit points, and loses its 
  multiattack action.
  Strong: Add two gnoll fangs of Yeenoghu.
  Very Strong: Add four gnoll fangs of Yeenoghu.
  
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  Tactics
  The barricade grants half cover to the gnolls on top of  
  it and to the fomorian behind it. They all use this cover  
  for as long as possible before engaging the adventurers.
  Due to the shape of the pass, the party starts 120 feet 
  away from the barricade. The gnoll hunters fire arrow after 
  arrow at the party as they approach, while the fomorian 
  waits until the adventurers are within range of his Evil Eye.
  If a character tries to hit the barricade with a deadly 
  area-of-effect spell such as cloudkill, remind that player 
  about the prisoners beneath the barricade. Be generous 
  about letting players exclude the prisoners from effect  
  but try to make it an inconvenience.
  The Prisoners
  There are three human prisoners trapped in cages built 
  into the barricade. The cages are an especially sadistic 
  idea—they open from the top, which is why the gnolls 
  buried them under rubble. The gnolls aren’t interested  
  in taking prisoners or eating captives—they wanted to 
  trap these humans and watch them succumb to starvation 
  and thirst.
  Successfully freeing a prisoner requires 10 minutes. 
  Alternatively, the party can take creative solutions such 
  as casting levitate or telekinesis on the rocks above the 
  cage, or polymorphing the prisoners into something small 
  enough to crawl through the bars. 
  The three prisoners are all merchants from Amn. One 
  of them, named Pashar, is a low-ranking contact for the 
  Moonshae Trade League. She graciously thanks the party 
  for rescuing her and her fellow merchants and promises to 
  put a good word in with her superiors.
  Pashar and the other merchants have overheard some 
  information the party can use, which they happily reveal 
  as soon as they are freed.
  •   A few days ago, a druid from the mountain came down 
  demanding to know what the new password to Keolinn’s 
  lair was. After some arguing, the fomorian eventually 
  said it was “Connomae.”
  •   The fomorian and the druid were arguing about 
  Keolinn’s strategy. The druid thought she was holding 
  back and insisted that Keolinn let him summon more 
  demons. The fomorian disagreed, saying, “Keolinn likes 
  risks, but isn’t that crazy.”
  Treasure
  The fomorian has a dinner plate-sized half of an ancient 
  stone seal; it is the mate to the piece found on Ashbjorn  
  in Area A.
  c. no rIver wIde enough
  The party searches the length of the Ironflow River, 
  looking for the entrance to a rumored druid hideout  
  that Keolinn is using as a base of operations.
  The Ironflow River rushes south, but you’re traveling 
  to its source in the slopes of the Hardangheight 
  Mountains. You come to a valley where runoff forms 
  the surging headwaters of the Ironflow. Rumors talk of 
  an ancient druid hideout here…you just have to find it.
  Searching the Area
  A patch of the valley wall has been covered by a hallucinatory 
  terrain spell. Behind the illusion is the entrance to Ironsource 
  Cave. To find the entrance, the group must attempt a DC 20 
  group Intelligence (Investigation) check. On a success, the 
  group finds the entrance relatively quickly. On a failure,  
  the party’s loitering is noticed, and Keolinn sends guards  
  to confront them. (See Part 3, Area A).
  There are some ways the party can make their  
  search easier:
  Detect Magic. The cave radiates illusion magic. 
  Anyone who casts detect magic gains advantage on their 
  Intelligence (Investigation) check.
  Divination. If a character uses spells like arcane eye 
  or locate creature (searching for fomorians), you can count 
  the information gleaned from each spell as one additional 
  success towards the group check.
  Druids. The entrance to the cave is marked in Druidic. 
  Any druids in the party have advantage on their Intelligence 
  (Investigation) check.
  At your discretion, things like a dwarf’s stonecunning,  
  a ranger’s favored enemy or terrain, or other creative 
  solutions the party comes up with (summoning giant bats, 
  or other creatures with blindsense) can also grant advantage 
  or an automatic success towards the group check.
  The Sealed Door
  Once the entrance to the cave has been found, the party 
  can simply walk through the illusion covering the entrance. 
  However, they may choose to dispel it in case they need to 
  return to the cave later.
  Behind the illusion is a recess in the valley with a 
  stone door at the back which cannot be opened until the 
  party has both halves of the stone seal. This area and the 
  door are both described in Part 3, Area A.
  
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  PArt 3: Ironsource cAve
  Estimated Time: 90 minutes
  The party explores Ironsource Cave, the druid hideout 
  that has become the lair of the fomorian leader, Keolinn.  
  A map of the caves can be found in Appendix 1C.
  AreA 1. secret door
  This area is revealed by passing the group check in Part 2, 
  Area C. The secret door to Keolinn’s hideout is hidden here.
  General Features
  The recess has the following general features:
  Terrain. The area is rough, natural stone, with a 
  sheer 30-foot cliff forming a C-shape around the door.
  Weather. It is still overcast, threatening to rain.
  Light. It is still daytime, with bright light.
  Smells and Sounds. The area has that pleasant 
  after-rain smell, and the sounds of rushing water.
  Behind an illusionary section of the cliff, you find a 
  C-shaped recess with a large door carved into the far side. 
  The door has an ornate circular recess about the size of  
  a dinner plate, but no other visible ways of opening it.
  The first time the party finds this area, it’s unguarded. 
  If this is the party’s second trip to Ironsource Cave 
  (because they didn’t have the seal) or the party failed 
  their group Intelligence (Investigation) check in Part 2, 
  Area C, then the door is guarded. A fomorian is hiding 
  just behind the illusion, and attacks as soon as the party 
  passes through it. Characters with a passive Perception  
  of 13 or less are surprised.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Weak or Very Weak: The fomorian has 112 hit points 
  but keeps its multiattack action.
  Strong or Very Strong: Add one fomorian.
  Opening the Door
  The door to the cave is huge (one of the reasons Keolinn 
  chose it as a lair) and has no visible means of opening. It 
  can’t be picked with thieves’ tools or broken down with 
  brute strength. Even if a spell like stone shape is cast on the 
  door, ancient druidic wards flare to life, negating the spell. 
  The only way to open the door is with both halves of the 
  seal, which fits perfectly into the recess in the door. One 
  half of the seal belongs to Ashbjorn, who can be found in 
  Part 2, Area A. Keolinn entrusted the other half to Zuba 
  her lieutenant, who can be found in Part 2, Area B. She 
  has a second copy of the complete seal as well.
  If the party has both halves of the seal, they snugly fit 
  into the recess with a click and the huge door crumbles away 
  into sand. One minute later, the door magically reforms.
  The Other Side
  There’s a spacious chamber on the other side of the door. 
  The door can be opened from the inside by placing a hand 
  on a druidic rune. There is also a pedestal in the center  
  of the chamber where two halves of a new seal appear.
  A tall, wide staircase lazily descends into Area 2.
  AreA 2. trAPPed AntechAMBer
  There is a circular chamber at the bottom of the staircase 
  with a deadly hidden trap.
  Glyph of Warding
  Keolinn has programmed the glyph of warding to cast 
  spirit guardians when it is triggered. Detecting the glyph 
  requires a character to search the area and succeed on  
  a DC 17 Intelligence (Investigation) check. 
  If the glyph is triggered, it casts spirit guardians, 
  dealing 13 (3d8) necrotic damage to a creature that enters 
  the room or starts its turn there. More importantly,  
  it creates noise that warns Keolinn, giving her up to  
  10 minutes to prepare. 
  Bypassing the Glyph. If it’s detected, a character can 
  eliminate the glyph with dispel magic. It also doesn’t quite 
  reach the edges of the room—a character can attempt  
  a DC 17 Dexterity (Acrobatics) check to carefully tiptoe 
  around the glyph’s edges. Small characters have advantage 
  on this check. 
  The easiest way to bypass the glyph is to speak the 
  password, which the prisoners in Part 2, Area B happened 
  to overhear, and might have shared with the party. If a 
  character says the name “Connomae” aloud, the glyph 
  allows them to safely cross. 
  Waiting It Out. The events of the future encounters 
  depend on whether or not the party bypasses the glyph, 
  perseveres through the damage, or waits it out. If the party 
  chooses, they can take 10 minutes and wait for the spell  
  to end, but this gives their prey plenty of time to plan  
  an escape.
  Developments
  There are two tunnels leading out of this room— 
  a medium-sized passage leading to Area 3, and a huge 
  corridor leading to Area 4.
  
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  AreA 3. druIds’ QuArters
  This chamber is where the druids who originally inhabited 
  this hideout would stay. Since then, it has been occupied 
  by Keolinn’s smaller servants.
  This cramped passageway is hardly large enough for a 
  human, but it leads to an austere barracks with bunks 
  carved directly into the rock of the cave. A magical fire 
  illuminates the room.
  This room is occupied by two warlocks of the Archfey—
  friends of Ashbjorn and sycophants to Keolinn and her 
  Queen, Connomae—and five members of the Guardians 
  of the North (use the stats of berserkers) whom the 
  warlocks have charmed.
  If the party bypassed the glyph of warning in Area 2,  
  the enemies here are surprised. If the party waited for 
  the spirit guardians to end, then the creatures here have 
  had plenty of time to hide. Adventurers with a passive 
  Perception of 16 or less are surprised. 
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Weak or Very Weak: Remove one warlock of  
  the Archfey.
  Strong or Very Strong: Replace the three berserkers 
  with three gladiators.
  Developments
  The warlocks have been alternating casting charm person 
  on their captives, and thus only have two of their spell slots 
  remaining. If the warlocks are defeated, their spell on the 
  remaining berserkers breaks. The Guardians of the North 
  are confused, with no idea where they are, or how they got 
  there. The last thing they remember is their leader, Skorri, 
  telling them “a friend needed help with something.”
  AreA 4: PortAl rooM
  If the party bypassed the glyph of warding in Area 3, or 
  powered through the spirit guardians, they catch Keolinn 
  before she opens the Feywild portal. Read the following, 
  then skip to Confronting Keolinn. 
  The air in this room is positively humming with magical 
  power. It’s unnaturally cold in the room, and the shadows 
  seem thicker than normal. A massive circle is in the center  
  of the room. Intricate, arcane lines drawn within are 
  glowing as a hunched female fomorian chants over them.  
  The lines spring to life, erupting in an explosion of colorful 
  magic, and forming a swirling maelstrom—an open 
  rift to the Feywild. “It looks like I underestimated your 
  persistence!” the fomorian admits. “Another minute  
  or two and I might’ve actually gotten away!” Shaking her 
  head, Keolinn turns to face you.  
  If the party waited for the spirit guardians spell to end, 
  read the following instead:
  The air in this room is positively humming with magical 
  power. It’s unnaturally cold and the shadows seem 
  thicker than normal. A massive circle is inscribed on 
  the floor in the center of the room. Intricate, arcane 
  lines drawn within it glow and sizzle as if they’ve been 
  recently charged with energy. It seems like your target, 
  Keolinn, managed to get away—but it’s not too late  
  to follow her if you can get this portal open again.
  It’s clear to see that the portal requires four items placed  
  in a diamond around the portal. The reagents—and the 
  clues needed to place them—are in Area 5. Anybody 
  trained in Arcana realizes the circle is a portal to the 
  Feywild, but it is infused with shadow magic.
  Reopening the Portal
  If the four reagents are placed in the right locations, as 
  described in Area 5, the party can reopen the rift to the 
  Feywild. Fortunately, Keolinn is still on the other side, 
  confident that the party couldn’t follow her through. 
  Seeing them now, she realizes her mistake. You may  
  read the following:
  As you place the last reagent and read the incantation, 
  a swirling maelstrom of color rips through the room. 
  Keolinn reappears, confused at first, then dejected. “Ah,  
  it seems you found out how to reopen the portal. Well,  
  I surrender. Let me go and I’ll tell you everything you need 
  to know about the real threat festering under your nose.”
  Skip to Keolinn Surrenders in the next section. If the 
  party is intent on bringing the fomorian to justice, she 
  defends herself, but otherwise the party can avoid a 
  confrontation with her.
  AreA 5. keolInn’s chAMBers
  This giant-sized room has been repurposed as Keolinn’s 
  personal chambers. If the party needs to reopen her portal 
  to the Feywild, the ingredients they need are in here. 
  Otherwise, the room just has some valuable loot. 
  
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  These modest chambers have a lower ceiling—almost 
  like it wasn’t intended for a giant. Still, a huge cot is 
  resting along the floor, along with several long scrolls of 
  parchment written in an elegant, but enormous, hand. 
  The Portal Reagents
  Keolinn has kept a large supply of reagents for opening  
  the portal in Area 4 as if she intends to be use it for regular 
  trips. The reagents stored here are sprite wings, rainbow-
  colored flowers from the Feywild, a hag’s eye, and a twig 
  from a dryad’s tree. Conveniently, Keolinn has labeled 
  each one. Inconveniently, she has done so in Giant.
  Keolinn’s Notes
  If anyone in the party can read Giant or cast comprehend 
  languages, they can easily decode Keolinn’s notes and learn 
  all three clues. Otherwise, they must make guesses based 
  on the diagrams. Doing so requires a DC 20 Intelligence 
  check and reveals one clue for each success. Each character 
  may only attempt one Intelligence check. 
  The notes have the following clues about the 
  placement of reagents for the portal:
  •   The hag’s eye must go across from the dryad’s twig.
  •   The dryad’s twig must go in the eastern spot.
  •  The sprite wings cannot go in the northern spot.
  With all three of these clues, the party should be able  
  to determine the proper reagent placements to open  
  the portal:
  North:  
  Rainbow Flower
  East: 
  Dryad’s Twig
  South: 
  Sprite’s Wings
  West: 
  Hag’s Eye
  The dryad’s twig must go in the eastern spot, and the hag’s 
  eye must go across from it in the western one. Since the 
  sprite’s wings can’t go in the northern spot, they must go in 
  the southern one instead. That means the rainbow flower 
  must go in the only spot remaining: the northern one.
  Treasure
  Keolinn’s chambers also include art and other treasures 
  worth 1,200 gold pieces. There is also a large spell scroll  
  of hallucinatory terrain.
  confrontIng keolInn
  Racing through the spirit guardians and chasing Keolinn 
  through the portal brings the adventurers into a confron-
  tation with the fomorian. Use the stats of a stone giant 
  dreamwalker. She only fights until she’s reduced to 60  
  hit points, then she surrenders.
  Alternatively, if the party reopens the portal and 
  decides to fight Keolinn even after she surrenders, the 
   fight unfolds the same way, only she fights to the death. 
  The Unstable Portal
  In her haste to escape the party, Keolinn tore open an 
  unstable rift to a darker part of the Feywild. The two 
  planes have been brought into convergence—Keolinn and 
  the party are straddling a blurry line between the planes. 
  Chaotic magic is flooding the room, resulting in the 
  following effects:
  Wild Magic Surges. Whenever a creature casts a 
  spell of 1st-level or higher, a wild magic surge occurs 
  immediately after the spell is cast.
  Fey Magic Blasts. Ripples of Unseelie magic emanate 
  from the unstable portal. On initiative count 20 each 
  round (losing all ties), choose an effect from the list below. 
  You may not choose the same effects two rounds in a row.
  •   The chaotic magic of the portal causes two creatures to 
  teleport, exchanging places.
  •   One creature must make a DC 15 Constitution saving 
  throw or take 10 (3d6) cold damage.
  •   Each creature other than Keolinn must make a DC 
  15 Wisdom saving throw. On a failure, the creature 
  becomes charmed until the end of the round. While 
  charmed by this effect, the creature is incapacitated 
  and its speed is reduced to 0. The effect ends early if the 
  creature takes damage, or if someone uses its action to 
  shake the creature out of its stupor.
  Adjusting the Encounter
  Here are some suggestions for adjusting this encounter, 
  according to your group. These are not cumulative.
  Weak or Very Weak: Keolinn loses her multiattack 
  action and petrifying touch.
  Strong: Keolinn has 196 hit points.
  Very Strong: As above, but the save DC of Keolinn’s 
  dreamwalker’s charm increases to 15, and the DC of her 
  petrifying touch and evil eye increases to 19.
  
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  Keolinn Surrenders
  If the party successfully reopens the portal, Keolinn 
  confesses without a fight. Otherwise, she surrenders once 
  the party reduces her to 60 hit points or fewer.
  If the party decides to listen to Keolinn, she reveals  
  the following:
  •   She was approached by Skorri Boarson, the founder  
  of the Guardians of the North. He had a plan to spread 
  carnage across Alaron and needed a talented leader  
  to command his gnoll warriors.
  •   Keolinn agreed, but only so she could use the gnolls 
  to her own advantage. If she could defeat Gnarhelm’s 
  defenders with Skorri’s gnolls, then no one would be  
  left to fight back when Keolinn’s Fey and fomorian  
  allies invaded.
  •   Keolinn is willing to cut her losses, accept defeat, and 
  leave if the party lets her. Skorri will be more reluctant  
  to give up. As one final bargaining chip, Keolinn offers 
  to tell the party where Skorri is in exchange for her life.
  •   If asked about the shadow magic that is infusing the 
  portal, she tells that it is part of the magic taught to her 
  by the shadowy human wizards. It makes the magic 
  stronger than normal fey magic, but she does not know 
  the source of the dark magic and nor does she care.
  If the party had to reopen the portal, but decides to 
  fight Keolinn anyways, run the battle as described in 
  Confronting Keolinn. In this case, she fights to the death. 
  Roleplaying Keolinn Ni Brianin
  Keolinn is a shieldmaiden of Queen Connomae and a 
  fomorian of great spellcasting skill—or so she likes to 
  believe. In reality, she is simply one fomorian amongst 
  many. Ambitious and desperate to advance in the 
  court of Vor Thomil she’s willing to take big risks, 
  including making deals with human demon cultists  
  and trying to form a beachhead far away from the 
  safety of Vor Thomil.
  Quote: “Well that sounds like a terribly risky plan. 
  But sure, let’s give it a try.”
  Treasure
  Keolinn is wearing a brooch of shielding, which she either 
  gives to the party as a show of good faith, or the party  
  can take from her corpse.
  conclusIon
  After defeating Keolinn, the party may return to 
  Haldis Ulfsdottir to get their payment. Although the 
  mastermind behind the gnoll threat has been stopped,  
  the party has learned that a larger conspiracy is at work.  
  In MOON5-3, they confront Skorri and the Guardians  
  of the North, discovering the organization’s true motives.
  
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  16
  rewArds
  At the end of the session, the characters receive rewards 
  based upon their accomplishments.
  chArActer rewArds
  The characters earn the following rewards:
  Advancement
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your players 
  that the amount of gold that their characters can earn  
  per level is limited; declining advancement means that 
  they may reach a point where they earn no gold.
  Gold
  Award each character gold for each hour of the session. 
  Adventures typically features cues for this, but you can 
  add it wherever you see fit. The maximum gold that you 
  can award a character per hour is determined by their 
  tier, as follows:
  Tier 
  Hourly GP Award 
  GP Limit per Level
  2 
  30 gp 
  240 gp
  Magic Item(s)
  If found during the adventure, the characters can keep 
  the following magic items; these items are described  
  in Appendix 2:
  •  Brooch of Shielding
  •  Scroll of Hallucinatory Terrain
  •  Scroll of Summon Lesser Demons
  dungeon MAster rewArds
  For running this adventure, one of your character gains  
  a level. That character receives gold based on their tier 
  prior to advancement:
  Tier 
  GP Earned
  1 
  80 gp
  2 
  240 gp
  3 
  1,600 gp
  4 
  6,000 gp
  You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon Master’s 
  Guide for more information.
  
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  17
  drAMAtIs PersonAe
  The following NPCs are featured prominently in this 
  adventure:
  AshBjorn
  (ASH-born)  An evil druid and an ally of Skorri Boarson. 
  Skorri ordered him to show Keolinn where Ironsource 
  Cave was, and Keolinn has had to put up with the druid 
  ever since. He doesn’t know and doesn’t care about the 
  schemes of Skorri or Keolinn – he just wants to see the 
  blight of civilization wiped away by his demonic masters.
  hAldIs ulfsdottIr
  (HAL-diss OOLFS-dot-ter)  The heir to the throne of 
  Gnarhelm and the leader of the fiefdom’s defenses. She’s 
  a spirited commander who leads from the front. In this 
  adventure, she hires the party to investigate locations 
  where gnolls are supposedly gathering.
  keolInn nI BrIAlIn
  (KEELOW-oh-linn Ni BREE-ah-linn)  A fomorian 
  with some magical skill. She’s commanding the gnolls in 
  Gnarhelm at the request of Skorri Boarson, but secretly, 
  she’s using his forces for her own agenda. With the help 
  of Ashbjorn, she has set up a base in Ironsource Cave, and 
  started bringing over her own forces from Vor Thomil.
  osgAr
  (Oz-GAR)  An initiate of the Guardians of the North. 
  Along with his friends in Otta, he’s defending the town 
  and recruiting new members to the Guardian’s cause.  
  He’s blissfully unaware of the cult’s true purpose.
  PAshAr
  (Pa-SHAR)  A merchant from Amn, and an ally of the 
  Moonshae Trade League. She was supposed to be delivering 
  supplies to the village of Otta, but her caravan was attacked 
  by gnolls in Nymurrh’s Pass. 
  rAgInAld
  (RA-jin-awld)  A cultist and follower of Ashbjorn, who 
  got cold feet when the evil druid started summoning 
  actual demons right before his eyes. He offers to betray  
  his fellow cultists and help the party.
  skorrI BoArson
  (SCORE-ee BORE-sun)  A demonologist and reaver who 
  founded the Guardians of the North. Ostensibly a cult  
  of Tempus, the group is actually a cult to Skorri’s patron, 
  Yeenoghu. His scheme is to pit the Guardians against his 
  gnoll forces, creating a bloody conflict and generating 
  support for the cult. 
  
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  creAture stAtIstIcs
  Berserker
  Medium humanoid (any race), any chaotic alignment
  Armor Class 13 (hide armor)
  Hit Points 67 (9d8 + 27)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  17 (+3)
  9 (-1)
  11 (+0)
  9 (-1)
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 2 (450 XP)
  Reckless. At the start of its turn, the berserker can gain 
  advantage on all melee weapon attack rolls during that 
  turn, but attack rolls against it have advantage until the 
  start of its next turn.
  ACTIONS
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage.
  cultIst
  Medium humanoid (any race), any alignment
  Armor Class 12 (leather armor)
  Hit Points 9 (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 any one language (usually Common)
  Challenge 1/8 (25 XP)
  Dark Devotion. The cultist has advantage on saving
  throws against being charmed or frightened
  ACTIONS
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
  one creature. Hit: 4 (1d6 + 1) slashing damage.
  foMorIAn
  Huge giant, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 149 (13d12 + 65)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  20 (+5)
  9 (-1)
  14 (+2)
  6 (-2)
  Skills Perception +8, Stealth +3
  Senses darkvision 120 ft., passive Perception 18
  Languages Giant, Undercommon
  Challenge 8 (3900 XP)
  ACTIONS
  Multiattack. The fomorian attacks twice with its 
  greatclub or makes one greatclub attack and uses  
  its Evil Eye once.
  Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Evil Eye. The fomorian magically forces a creature it can 
  see within 60 feet of it to make a DC 14 Charisma saving 
  throw. The creature takes 27 (6d8) psychic damage on  
  a failed save, or half as much damage  
  on a successful one.
  Curse of the Evil Eye (Recharges after a Short or Long 
  Rest). With a stare, the fomorian uses Evil Eye, but on 
  a failed save, the creature is also cursed with magical 
  deformities. While deformed, the creature has its speed 
  halved and has disadvantage on ability checks, saving 
  throws, and attacks based on Strength or Dexterity.
  The transformed creature can repeat the saving
  throw whenever it finished a long rest, ending the 
  effect on a success.
  
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  gnoll fAng of yeenoghu
  Medium fiend (gnoll), chaotic evil
  Armor Class 14 (hide armor)
  Hit Points 65 (10d8 + 20)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2)
  10 (+0)
  11 (+0)
  13 (+1)
  Saving Throws Con +4, Wis +2, Cha +3
  Senses darkvision 60 ft., passive Perception 10
  Languages Abyssal, Gnoll
  Challenge 4 (1,100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.
  ACTIONS
  Multiattack. The gnoll makes three attacks: one with  
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one creature. Hit: 6 (1d6 + 3) piercing damage, and the 
  target must succeed on a DC12 Constitution saving 
  throw or take 7 (2d6) poison damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 7 (1d8 + 3) slashing damage.
  gnoll flesh gnAwer
  Medium humanoid (gnoll), chaotic evil
  Armor Class 14 (studded leather armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  14 (+2)
  12 (+1)
  8 (-1)
  10 (+0)
  8 (-1)
  Saving Throws Dex +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.
  ACTIONS
  Multiattack. The gnoll makes three attacks: one with  
  its bite and two with its shortsword.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,  
  one creature. Hit: 4 (1d4 + 2) piercing damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one creature. Hit: 5 (1d6 + 2) slashing damage.
  Sudden Rush. Until the end of turn, the gnoll’s speed 
  increases by 60 feet and it doesn’t provoke opportunity 
  attacks.
  
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  gnoll hunter
  Medium humanoid (gnoll), chaotic evil
  Armor Class 13 (leather armor)
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  12 (+1)
  8 (-1)
  12 (+1)
  8 (-1)
  Skills Perception +3, Stealth +4
  Senses darkvision 60 ft., passive Perception 13
  Languages Gnoll
  Challenge 1/2 (100 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.
  ACTIONS
  Multiattack. The gnoll makes two melee attacks with 
  its spear or two ranged attacks with its longbow.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  creature. Hit: 4 (1d4 + 2) piercing damage.
  Spear. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, or 6 (1d8 + 2) piercing damage when 
  used with two hands to make a melee attack.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage, 
  and the target’s speed is reduced 10 feet until the end 
  of its next turn.
  gnoll PAck lord
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 49 (9d8 + 9)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  14 (+2)
  12 (+1)
  8 (-1)
  10 (+0)
  8 (-1)
  Saving Throws Dex +4
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll can 
  take a bonus action to move up to half its speed and 
  make a bite attack.
  ACTIONS
  Multiattack. The gnoll makes two attacks, either with its 
  glaive or its longbow, and uses Incite Rampage if it can.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,  
  one creature. Hit: 5 (1d4 + 3) piercing damage.
  Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,  
  one creature. Hit: 8 (1d10 + 3) slashing damage.
  Longbow. Ranged Weapon Attack: +4 to hit, range 
  150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
  Incite Rampage (Recharge 5-6). One creature the gnoll 
  can see within 30 feet of it can use its reaction to make 
  a melee attack if it can hear the gnoll and has the 
  Rampage trait.
  
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  MAge
  Medium humanoid (any), any alignment
  Armor Class 12 (15 with mage armor)
  Hit Points 40 (9d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  14 (+2)
  11 (+0)
  17 (+3)
  12 (+1)
  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages Any four languages
  Challenge 6 (2,300 XP)
  Spellcasting. The mage is a 9th level spellcaster. Its
  spellcasting ability is Intelligence (spell save DC 14, +6
  to hit with spell attacks). The mage has the following
  wizard spells prepared:
  •   Cantrips (at-will): fire bolt, light, mage hand, 
  prestigitation
  •   1st level (4 slots): detect magic, mage armor, magic 
  missile, shield
  •   2nd level (3 slots): misty step, suggestion
  •   3rd level (3 slots): counterspell, fireball, fly
  •   4th level (2 slots): greater invisibility, ice storm
  •   5th level (1 slot): cone of cold
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) 
  piercing damage.
  Modified Mage
  Ashbjorn’s alignment is chaotic evil.
  The mage has an Intelligence of 12 and Wisdom of 17 
  and its spellcasting ability is Wisdom. Consequently, 
  his saving throws become  Int +4 and Wis +6 , and his 
  Passive Perception becomes 13.
  Spellcasting. Ashbjorn has the following spells prepared:
  •   Cantrips (at-will): druidcraft, guidance, light,  
  produce flame
  •   1st level (4 slots): entangle, fog cloud, thunderwave
  •   2nd level (3 slots): flaming sphere, moonbeam,  
  spike growth
  •   3rd level (3 slots): dispel magic, sleet storm, wind wall
  •   4th level (2 slots): blight, ice storm
  •   5th level (1 slot): contagion
  stone gIAnt dreAMwAlker
  Huge giant, chaotic evil
  Armor Class 18 (natural armor)
  Hit Points 161 (14d12 + 70)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  14 (+2)
  21 (+5)
  10 (+0)
  8 (-1)
  12 (+1)
  Saving Throws Dex +6, Con +9, Wis +3
  Skills Athletics +14, Perception +3
  Condition Immunities charmed, frightened
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Giant
  Challenge 10 (5,900 XP)
  Dreamwalker’s Charm. An enemy that starts its 
  turn within 30 feet of the giant must make a DC13 
  Charisma saving throw, provided that the giant isn’t 
  incapacitated. On a failed save, the creature is charmed 
  by the giant. A creature charmed in this way can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. Once it succeeds on 
  the saving throw, the creature is immune to this giant’s 
  Dreamwalker’s Charm for 24 hours.
  ACTIONS
  Multiattack. The giant makes two attacks with its
  greatclub.
  Greatclub. Melee Weapon Attack: +10 to hit, reach 15 ft., 
  one creature. Hit: 19 (3d8 + 6) bludgeoning damage.
  Petrifying Touch. The giant touches one Medium or 
  smaller creature within 10 feet of it that is charmed by 
  it. The target must make a DC 17 Constitution saving 
  throw. On a failed save, the target becomes petrified, 
  and the giant can adhere the target to its stony body. 
  Greater restoration spells and other magic that can 
  undo petrification have no effect on a petrified 
  creature on the giant unless the giant is dead, in which 
  case the magic works normally, freeing the petrified 
  creature as well as ending the petrified condition on it.
  Rock. Ranged Weapon Attack: +10 to hit, range 60/240 
  ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. 
  If the target is a creature, it must succeed on a DC 17 
  Strength saving throw or be knocked prone.
  
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  vrock
  Large fiend, chaotic evil
  Armor Class 15 (natural armor)
  Hit Points 114 (11d10 + 44)
  Speed 40 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  18 (+4)
  8 (-1)
  13 (+1)
  8 (-1)
  Saving Throws Dex +5, Wis +4, Cha +2
  Damage Resistances cold, fire, lightning; bludgeoning,
  piercing and slashing from nonmagical attacks
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 11
  Languages Abyssal, telepathy 120 ft.
  Challenge 6 (2,300 XP)
  Magic Resistance. The Vrock has advantage on saving 
  throws against spells and other magical effects.
  ACTIONS
  Multiattack. The vrock makes two attacks: one with  
  its beak and one with its talons.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 10 (2d6 + 3) piercing damage.
  Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,  
  one target. Hit: 14 (2d10 + 3) slashing damage.
  Spores (Recharge 6). A 15-foot radius cloud of toxic 
  spores extends out from the vrock. The spores spread 
  around corners. Each creature in that area must 
  succeed on a DC14 Constitution saving throw or become 
  poisoned. While poisoned in this way, a target takes 5 
  (1d10) poison damage at the start of each of its turns.  
  A target can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success. 
  Emptying a vial of holy water on the target also ends 
  the effect on it.
  Stunning Screech (1/Day). The vrock emits a horrific 
  screech. Each creature within 20 feet of it that can 
  hear it and that isn’t a demon must succeed on a DC 14 
  Constitution saving throw or be stunned until the end 
  of the vrock’s next turn.
  wArlock of the Archfey
  Medium humanoid (any), chaotic evil
  Armor Class 11 (14 with mage armor)
  Hit Points 49 (11d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  9 (-1)
  13 (+1)
  11 (+0)
  11 (+0)
  12 (+1)
  18 (+4)
  Saving Throws Wis +3, Cha +6
  Skills Arcana +2, Deception +6, Nature +2, Persuasion +6
  Condition Immunities charmed
  Senses passive Perception 11
  Languages Common, Sylvan
  Challenge 4 (1,100 XP)
  Innate Spellcasting. The warlock’s innate spellcasting 
  ability is Charisma. It can innately cast the following spells 
  (spell save DC 15), requiring no material components:
  •    At-will: disguise self, mage armor (self only), silent 
  image, speak with animals
  •   1/day: conjure fey
  Spellcasting. The warlock is an 11th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 14, +6 
  to hit with spell attacks). It regains its expended spell 
  slots when it finishes a short or long rest. It knows the 
  following warlock spells:
  •   Cantrips (at-will): dancing lights, eldritch blast,  
  friends, mage hand, minor illusion, prestidigitation, 
  vicious mockery
  •   1st-5th level (3 5th-level slots): blink, charm person, 
  dimension door, dominate beast, faerie fire, fear, hold 
  monster, misty step, phantasmal force, seeming, sleep
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +5 to hit,
  reach 5 ft. or range 20/60ft., one target. Hit: 4 (1d4 + 2)
  piercing damage.
  REACTIONS
  Misty Escape (Recharges after a Short or Long Rest).  
  In response to taking damage, the warlock turns 
  invisible and teleports up to 60 feet to an unoccupied 
  space it can see. It remains invisible until the start of  
  its next turn or until it attacks, makes a damage roll,  
  or casts a spell.
  
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  APPendIx 1A: gnArhelM
  
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  24
  APPendIx 1B: no vAlley low enough
  
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  APPendIx 1c: Ironsource cAve
  
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  26
  APPendIx 2: chArActer rewArds
  If found during the adventure, the characters can keep  
  the following magic items; it’s suggested that you print  
  off enough copies of this page to be able to give one to  
  each of your players (crossing out rewards they didn’t 
  receive during the session).
  Brooch of shIeldIng
  Wondrous Item, uncommon (requires attunement)
  This brooch is made out of tarnished silver which no 
  amount of cleaning changes. It’s in the shape of a stylized 
  crow, its wings spread in a half-circle and its eyes dark 
  purple amethysts. The pin looks like a broken femur  
  which it holds in its claws. It’s unnatural cold to touch 
  regardless of the surrounding warmth.
  While wearing this brooch, you have resistance to 
  force damage, and you have immunity to damage from 
   the magic missile spell. 
  This item can be found in the Dungeon Master’s Guide.
  sPell scroll of hAllucInAtory terrAIn
  Scroll, rare, 4th-level illusion
  As per the spell description in the Player’s Handbook.
  sPell scroll of suMMon lesser deMons
  Scroll, uncommon, 3rd-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of blood from a humanoid 
  killed within the past 24 hours)
  Duration: Concentration, up to 1 hour
  You utter foul words, summoning demons from  
  the chaos of the Abyss. Roll on the following table  
  to determine what appears.
  d6 
  Demons Summoned
  1-2 
  Two demons of CR 1 or lower
  3-4 
  Four demons of CR ½ or lower
  5-6 
  Eight demons of CR ¼ or lower
  The DM chooses the demons, such as manes or dretches, 
  and you choose the unoccupied spaces you can see within 
  range where they appear. A summoned demon disappears 
  when it drops to 0 hit points or when the spell ends.
  The demons are hostile to all creatures, including 
  you. Roll initiative for the summoned demons as a group, 
  which has its own turns. The demons pursue and attack 
  the nearest non-demons to the best of their ability.
  As part of casting the spell, you can form a circle on 
  the ground with the blood used as a material component. 
  The circle is large enough to encompass your space. While 
  the spell lasts, the summoned demons can’t cross the circle 
  or harm it, and the can’t target anyone within it. Using the 
  material components in this manner consumes it when 
  the spell ends.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th or 7th level, you summon twice as many 
  demons. If you cast it using a spell slot of 8th or 9th level, 
  you summon three times as many demons.
  Source: Xanathar’s Guide to Everything
  
  LeveLing
  Starting Level
  Level Accepted?
  Ending Level
  Magic iteMs
  Starting
  Earned
  Spent
  Total
  DowntiMe
  Starting
  Earned
  Spent
  Total
  goLD
  Starting
  Gained
  Spent
  Total
  sheet # 
  Character Name
  Class
  Moonshae Organization
  (optional)
  Player Name
  Event and Date
  Dungeon Master
  Adventure Logsheet
  Magic iteM UnLockeD
  Brooch of Shielding
  This brooch is made out of tarnished silver which no amount 
  of cleaning changes. It’s in the shape of a stylized crow, its 
  wings spread in a half-circle and its eyes dark purple ame-
  thysts. The pin looks like a broken femur  which it holds in its 
  claws. It’s unnatural cold to touch regardless of the surround-
  ing warmth.
  (uncommon, Table F, requires attunement)
  Consumables
  Spell Scroll of Hallucinatory Terrain (rare, Table C)
  Spell Scroll of Summon Lesser Demons (uncommon, Table B) 
  ccc-BMg-Moon5-2 BLooDLUst containeD
  aDventUre notes
  Story Awards
  None.
  story sUMMary
  Haldis Ulfsdottir required aid of adventurers in her 
  struggle against an army of gnolls, demons and dark fey. 
  On your way to the military camp you discovered that the 
  gnolls ravaging Gnarhelm were especially interested in four 
  locations: a winding valley road, a mountain peak, the source 
  of the Ironflow river, and the village of Otta. Investigating 
  the four locations lead you to hide-out of the enemy leader: 
  the fomorian shieldmaiden Keolinn Ni Brianin. Here you 
  confronted her.
  You also learned that the Guardians of the North 
  leadership are not nearly as  upstanding as the lower ranked 
  members think. Their leader Skorri Boarson provided the 
  gnolls and demons for Keolinn’s forces.
  Did you rescue the Amnite trader Pashar of the Moonshae 
  Trade League?  □ Yes / □ No
  What happened to Keolinn? 
  □ Escaped  / □ Killed / □ Surrendered
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Baldman Games (BMG)/CCC-BMG MOON5-2 - Bloodlust Contained v2.0.pdf