TEXT: Written by David Gove 
  Ravens over Hollowmoon 
  1
  An "Upturned Card" Adventure
  
  Written by David Gove 
  Ravens over Hollowmoon 
  2
  TABLE OF CONTENTS 
  Adventure Outline ..................................................... 3 
  Part 1: Fortune Favors the Foolish .......................... 5 
  The Call to Adventure............................................ 5 
  Part 2: Fade to Grey ................................................... 8 
  Lost in the Shadowfell .......................................... 8 
  Exploring the Keep ............................................... 9 
  Part 3: Twisted Retribution .................................... 16 
  Conclusion ............................................................. 19 
  Rewards .................................................................. 19 
  Appendix .................................................................. 21 
  Creature Statistics ............................................... 21 
  Maps ....................................................................... 26 
  Player Handouts .................................................. 28 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast 
  product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other 
  countries. 
  This work contains material that is copyright Wizards of 
  the Coast and/or other authors. Such material is used 
  with permission under the Community Content 
  Agreement for Dungeon Masters Guild. 
  All other original material in this work is copyright 2020 
  by David Gove and published under the Community 
  Content Agreement for Dungeon Masters Guild.Not for 
  resale. Permission granted to print or photocopy this 
  complete document for personal use only 
  DMs note: This adventure contains references to 
  refugees, horror (specifically torture) and violence 
  themes which may be unsuitable for some players. 
  Please use your discretion when using this module. 
  AUTHOR BIO
  David “Splinterbone” Gove is a long time RPG gamer 
  from Sydney, Australia. He has designed and run games 
  for several local conventions over three decades in 
  several genres and styles. He loves getting new people 
  into the hobby and is an enthusiastic advocate of the 
  power of TTRPGs to bring them together. “Ravens over 
  Hollowmoon” is his first foray into published RPG 
  writing.  
  Sources 
  The following texts were also used in the development of 
  this adventure. 
  Baker, R., Bonny E and Stout, T. Lost Empires of Faerun 
  (Wizards of the Coast 2005) 
  Forbeck, M and Noonan, D. Stronghold Builder's 
  Guidebook (Wizards of the Coast, 2002). 
  James, B and Greenwood, E. The Grand History of the 
  Realms (Wizards of the Coast 2007) 
  CREDITS 
  Designer: David Gove 
  Editor:  Vanessa Arnold 
  Template: Advanced DMs Guild Adventure Template 
  for MS Word by Stephan Rübner 
  Cover Illustrator: "IN SEARCH OF THE HOLY 
  GRAIL(DOUNE CASTLE)" by kenny barker is licensed 
  under CC BY 2.0 
  Interior Illustrators: DMs Guild Creator Resources 
  Maps: David Gove using DungeonDraft 
  Special Thanks:  Vanessa Arnold and the 
  RPGWritersWorkshop community 
  Playtesters: David Woodroffe, Laurel Kong, Ben 
  Rogers, Ben Franettovich, Nate Kai, Jarrod  
  “GameMaster Chef” Trethowen, “Jozin”, “Aevery” 
  and “Hota’Top” 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  3
  ADVENTURE OUTLINE 
  “Ravens over Hollowmoon” is a stand-alone adventure 
  that can be inserted into a larger campaign. It is 
  designed for four to seven 7-9th characters and is 
  optimized for an average party level of 8.  It should take 
  about 4 hours of playtime to run.  
  The “Upturned Card” modules are a series of 
  adventures centered around the fabled “Deck of Many 
  Things”. Each adventure uses one the cards as a 
  springboard for a quest, in this case, the Throne card. 
  Introduction
  A renowned adventurer known for their misfortune 
  finally seems have luck on their side. But luck is fickle 
  and sometimes things may not be what they seem as 
  you uncover an ancient tale of tragedy and cruel 
  revenge. 
  BACKGROUND 
  Long ago, around the time of the Fall of Netheril, a small 
  keep (Hollowmoon) was constructed as a small border 
  fortress by a forgotten hero of Cormanthyr. Several 
  years after its construction a group of elven refugees, 
  escaping the remnants of Netherese power discovered 
  the keep and holed up there, eluding their captors for a 
  brief time. Unfortunately for them, the Netherese city of 
  Thultanthar, later known as Shade, chose that time to 
  migrate into the Plane of Shadow, and for some reason 
  it took Hollowmoon with them.  
  The elves became subjects of the Raven Queen, evolving 
  into her shadar-kai servants. They harboured a deep 
  and bitter thirst for vengeance against the world of the 
  humans and their empires, passing that bitterness down 
  to the generations that followed.  
  They remain in Hollowmoon which seems to act as a 
  gateway between the two planes. Explorers and 
  wanderers happening upon the Keep find themselves 
  trapped as it shunts them across to the planes to 
  the Shadowfell. There they are captured by the shadar-
  kai and milked for their emotions forming the 
  Sorrowsworn. Blackfrond, the shadar-kai leader, has 
  been working to create more powerful Sorrowsworn and 
  is also close to making the gateway between the planes 
  more reliable, only needing a few more sacrifices.  
  Rathemar the Unfortunate is an adventurer of some 
  reputation. He has had a lengthy career with fortunes 
  that have been both shining and sour. He has also lost 
  several companions in his adventures. Recently, he and 
  his party were exploring a forgotten tomb and 
  uncovered a secret chamber. After defeating the tomb 
  guardians, the group happened upon the legendary Deck 
  of Many Things. Goaded on by his fellows and 
  adrenaline, Rathemar drew the Throne card. His 
  companions were not so fortunate and a few of them 
  were killed or simply disappeared.   
  When Rathemar returned to civilisation from the tomb 
  with wealth from the tomb, a messenger from a 
  magistrate found the adventurer with information that 
  he had inherited a keep on the edge of 
  a foreboding wilderness.  
  DMs note: Although this adventure is set in the 
  Forgotten Realms, feel free to make modifications to the 
  background and details for your setting of choice. 
  OVERVIEW 
  The main sequence of this adventure is spread over three 
  parts.  
  PART 1: FORTUNE FAVORS THE FOOLISH
  The PCs meet Rathemar who explains his situation 
  and provides the location of the keep he would like them 
  to clear out for him. They may conduct some research, 
  buy supplies, and then prepare to travel to the keep  
  PART 2: WE FADE TO GREY
  The PCs enter the keep and find it deserted but in 
  remarkably good condition from the outside. Upon 
  entering Hollowmoon the PCs are dragged to the 
  Shadowfell. The party are attacked by a group of 
  Sorrowsworn that have been released by the shadar-kai. 
  The PCs explore the Shadowfell version of the Keep, 
  encountering some of the inhabitants and can learn 
  what the shadar-kai have been doing to their captives. 
  Exploration also reveals some clues to the history of the 
  Keep and PCs may employ these to piece together some 
  of the background information. In their investigation, 
  the PCs find a puzzle in the basement. Solving the puzzle 
  reveals the passageway to the ritual room. 
  PART 3: TWISTED RETRIBUTION 
  The PCs encounter Blackfrond and some other shadar-
  kai about to send a Sorrowsworn created from one his 
  latest victims through a planar gate to the Prime. After a 
  battle, the party use the gate to travel back across the 
  veil and return to Rathemar.
  
  Written by David Gove 
  Ravens over Hollowmoon 
  4
  ADVENTURE HOOKS 
  •
  Rathemar is a former mentor or companion who
  one of the PCs has since parted ways with. They
  have requested a meeting in a tavern about a
  job.
  •
  A companion of one (or more) of the PCs has
  gone missing in the vicinity of Hollowmoon
  Keep. Now Rathemar is reported to be looking
  for adventurers to explore the area.
  •
  If the PCs are of an academic bent, they hear
  rumours of the opening of a tomb by a group of
  adventurers. The tomb was supposed to house
  an artefact of great power, but most
  importantly, some writings from the time of 
  Cormanthyr and Netheril (or some other ancient 
  powerful kingdom from your world’s 
  past). Rathemar was said to be one of the 
  adventurers who made it out alive and they 
  would like you to find out what he knows. 
  •
  Rathemar owes you a favour and you mean to
  collect!
  Authors Note: This adventure can be set in a variety of 
  locations and starting cities. Initially, I had the 
  adventure starting in Hulburg and the Moonsea area. 
  However, with only minor adjustments it could sit 
  almost anywhere in the north-eastern part of the 
  Faerunian continent, as far north as the Spine of the 
  World and as far south as the Dragon Coast.  
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  5 
   
  PART 1: FORTUNE FAVORS THE 
  FOOLISH 
  The PCs are hired by Rathemar the Unfortunate to 
  explore Hollowmoon Keep which he now owns. After 
  talking with Rathemar, they travel to the Keep. 
   
  Adjust the details of this encounter with Rathemar as 
  necessary to best suit your group and the adventure 
  hook you have chosen. When you are ready to begin read 
  or paraphrase the following text. 
   
  THE CALL TO ADVENTURE 
  THE FURIOUS OWLBEAR 
   
  When the party is settled, Rathemar approaches the 
  group. He is well-mannered and clearly spoken and will 
  order a round of drinks for the PCs. He also possesses a 
  surprising magnetic personality (effectively Expertise 
  with the Persuasion skill granted by the Throne Card) 
   
    
  • 
  A successful DC15 Intelligence (History) check 
  reveals that he is also known as Rathemar the 
  Unfortunate due to his poor luck with 
  adventuring groups, few of them stay together 
  for more than one or two expeditions. It is also 
  rumored he is woeful at cards.   
   
  DMs Note: It is advisable that the party have some 
  method of being able to read Elvish (e.g. by language 
  choices or using magic) as many of the clues require the 
  PCs to translate documents. 
   
   
  The Furious Owlbear tavern is quiet tonight with only 
  a few patrons remaining in the taproom. The smell of 
  tobacco smoke, sweat and cooking is intermingled 
  with the taste of the sturdy ales and sharp wines. Of 
  note are the many trophies around the taproom; 
  a bulette plate, the head of a stone golem, a giant’s 
  axe but most prominent is a stuffed owlbear in a 
  corner. It is said that the owner,  Orgrymm 
  Forgeborne, collected these trophies in his younger 
  days but the specifics of each story seems to change 
  with each telling. 
   
  From Basic Rules pg162: Deck of Many Things: Throne.   
   You gain proficiency in the Persuasion skill, and you 
  double your proficiency bonus on checks made with that 
  skill. In addition, you gain rightful ownership of a small 
  keep somewhere in the world. However, the keep is 
  currently in the hands of monsters, which you must clear 
  out before you can claim the keep as yours  
   
  A short half-elven man with well-worn weapons and 
  wearing leather armour approaches your table. 
  Despite his sallow appearance, there is something 
  about him you find striking.  
   “My name is Rathemar and I believe you might be 
  able to help me. “ 
  “I recently returned from an expedition with some of 
  my party when I was approached by a messenger 
  from one of the local magistrates. It turns out that 
  I’ve “inherited” a small keep that goes by the name  
  of Hollowmoon– the documentation stated that the 
  keep was constructed by a long distant ancestor – 
  some Cormanthyrian lord or warrior from long ago, 
  but by some weird twist of law was rightfully  
  mine. However, I suspect fate and the turn of those 
  damned cards are responsible” 
   
  “I would like to take possession of the keep and can 
  show you on a map where it is. I’d like you to clear it 
  of any inhabitants, if any.  I was told the place is 
  currently unoccupied, but best to check with a first-
  hand account. I can provide you with a down 
  payment of 100gp for your services and I figure you’ll 
  keep anything that you might find on any trespassers 
  within. Providing that you’ve successfully explored 
  and cleared the place, you can have another 500. 
  What say you?” 
  “Normally, I’d do this myself, but the circumstances 
  of my last expedition and taking possession of the 
  keep demand I stay behind to deal with the most 
  horrific adventure of all… bureaucracy.” 
   
  
  Written by David Gove 
  Ravens over Hollowmoon 
  6
  DISCUSSION WITH RATHEMAR 
  •
  A successful DC10 Wisdom (Insight) check 
  suggests he seems genuine about his story. He 
  was informed by the messenger of the location 
  but not much else.  He can produce a copy of 
  deed if asked – signed off by a magistrate/noble.
  •
  He is happy to take on ownership of the keep as 
  a base and a chance to stop wandering for a 
  while. He doesn’t know much about 
  Hollowmoon Keep other than its location and 
  that it hasn’t been in anyone’s possession as far 
  as the records go back.
  •
  If asked what his last adventure was or about 
  those “damned cards”, he will tell the group 
  that they were exploring a tomb from some 
  official or such from the Age of Netheril. After 
  defeating the tomb guardians, they happened 
  upon a secret room with a puzzle box.  It 
  contained a deck of ornate cards wrapped in a 
  simple cloth. They all drew from the
  deck.   Mertrus drew a card, kept it to and then 
  teleported away without a word. Rathemar drew 
  the Throne card. Declo drew two cards, the Gem 
  card and then the Void card. Finally, Trimble 
  drew the Skull and was slain by an Avatar of 
  Death. The deck itself disappeared as Trimble 
  fell. Rathemar returned with the body of Declo 
  and has been using the wealth from the Gem 
  card to locate his soul.
  •
  If asked about any glyphs from the tomb, he can 
  provide rubbings and some descriptions. Most 
  seem to have a Netherese origin but are not of 
  much significance if examined by a sage or 
  expert. (DM note: You can give a one-time 
  advantage to an appropriate skill check 
  regarding Netherese magic or history)
  •
  Upon a successful DC15 Wisdom (Insight) check, 
  the weariness described seems to be from worry 
  and regret. If pressed on the matter, he will say 
  that he has lost friends recently in his 
  explorations.
  •
  If the initial Insight check was successful, a DC18 
  Wisdom (Medicine) or Intelligence
  (Arcana) check can determine his sallow 
  appearance may be due to some sort of curse or 
  fell magic. If asked about the curse, he has been 
  feeling unwell since returning from the tomb 
  and has been getting progressively weaker but 
  has attributed that to grief. (DM note: The 
  wasting curse is due to his magical link to the 
  Keep, although he just thinks he is tired. The 
  longer the Keep remained linked to the 
  Shadowfell, the more it saps his vitality until he 
  simply wastes away.)
  •
  A successful DC15 Charisma (Persuasion) check
  can have him raise his initial down payment to
  200gp.
  INFORMATION ABOUT TOWN 
  The party might decide to seek information about the 
  Keep or Rathemar. Performing these checks should incur 
  a 5gp and 1 downtime day cost per check to represent 
  research fees, gratuities, buying drinks and donations. A 
  roll of a natural 1 on any check will incur the PC who 
  rolled it a cost of 1d4 additional downtime days as they 
  follow a messy pile of dead ends. A roll of a natural 20 on 
  any check will waive the gold and downtime cost.   
  The PCs may gain some information about the Keep 
  itself from sages, temples or other travellers 
  •
  A successful DC 15 Intelligence (Investigation)
  and/or (History) result reveals that the Keep is
  Elven in design and hails from the time of old
  Cormanthyr and Netheril. A result of 20 for
  either of those checks or 18 for both note that
  this is close to the time of Karsus’ Folly (-339
  DR) when the Weave was disrupted, and the
  Netherese Empire collapsed.
  Consulting with other adventurers, taverns and local 
  merchants about town does not provide much 
  knowledge about the keep but can tell them a few things 
  about the surrounding area.  
  •
  A successful DC13 Intelligence (History or
  Investigation) or Charisma (Persuasion) check
  confirm Rathemar’s nickname as “the
  Unfortunate” due to his poor luck with
  adventuring groups.
  •
  A successful DC 15 Intelligence (History) or DC
  18 Charisma (Persuasion) check finds
  information (e.g., public records, rumour mill)
  which says that people who have gone to that
  Keep go missing and are not heard from again.
  •
  A successful DC 15 Intelligence (Investigation)
  check finds information that people have been
  found murdered in that area over the years. They
  were presumed to be killed by monsters; torn
  and cut up as if by giant claws and teeth, and
  notably around the time of the full moon.
  Expeditions of hunters looking for lycanthropes
  after the attacks have not turned up anything or
  disappeared
  PCs can feel free to buy what they want in town 
  depending on where you have set the initial meeting. 
  Most items from the Player's Handbook would be 
  available - within reason. When they are ready they can 
  set out for Hollowmoon Keep.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  7
  HOLLOWMOON KEEP 
  APPROACHING HOLLOWMOON 
  The journey to the keep takes approximately 3 days on 
  foot, starting out on roads which soon move into wilder 
  and drier terrain. This journey can include role-playing 
  or combat encounters if the DM chooses .  
  Hollowmoon Keep is a simple stone keep with some 
  elven stylings, sitting on dry and barren scrubland. 
  Although the keep is still sturdy, many of the 
  furnishings have decayed over the roughly 1900 years it 
  has been abandoned. As the last inhabitants that had 
  stayed for any length of time were the elven refugees, 
  there is little semblance of order in the place. There are 
  occasional signs of habitation since then, but it has 
  been brief at best. Most of the time it is home to rats and 
  other vermin.  
  Light: Depending on the time of day, the light that 
  enters the place will have taken on a strange sepia tone 
  but be otherwise normal.  
  Sounds and smells: There is an occasional scuttling 
  sound of vermin but otherwise the place is deathly 
  quiet. There is a dusty dryness in the air, as well as an 
  underlying door of decay and mustiness.  
  As the PC’s approach, read or paraphrase the following. 
  As the PCs come closer and look through the doorway or 
  from above, more details will be visible. Map A (see 
  Appendix) to assist in the description but remember 
  what they will see is the Prime Material Plane version of 
  the Keep. 
  The fountain itself is dry aside from some rainwater 
  pooled at the bottom. A successful DC15 Wisdom 
  (Perception) roll will note a couple of scratch marks in 
  the stone wall near the entrance to Room 5 (cause by a 
  Lost Sorrowsworn). The bird (a raven) flies away if 
  approached or attacked. 
  DEVELOPMENT - ENTERING 
  HOLLOWMOON 
  When the PCs enter Hollowmoon Keep, either by the 
  front barbican or from above, they will have a round or 
  two before they find themselves shifted to the 
  Shadowfell as they enter the Keep grounds. 
  This effect can be detected with a detect magic or similar 
  magic as a type of Conjuration school magic relatively 
  easily. Further investigation with appropriate divination 
  spells and abilities may inform the PCs that this is a 
  form of planar gateway.  
  About a round after the first PC enters the Keep and 
  starts investigating, the rest of the group will also find 
  themselves transported across to the Shadowfell and 
  will appear in the corresponding point of the 
  Hollowmoon-Shadowfell Keep (Map A). 
  Hollowmoon Keep is a simple stone keep which has 
  survived the ravages of time very well for its age. It is 
  a simple two-storey square keep, about 130 feet and 
  made up of deep grey stone with square towers on 
  each of its corners. Arrow slits are visible from the 
  towers, withered ivy climbs the walls in places and a 
  few scraggy and skeletal trees are near it. A gravel 
  road leads towards a large entranceway visible in 
  the barbican. Both the inner and outer doors 
  and portculli have collapsed and rest on the ground. 
  As you look closer, you can see the faded elven 
  stonework and style typical of that of ages past.  
  A single black bird is flying high in the air above the 
  keep. 
  The interior of the keep is also made of stone with 
  signs of wear, although the artwork is faded but still 
  visible. Most of the wooden and other perishable 
  structures within the Keep have rotted away over the 
  ages.  
  The courtyard is a large open space covered with 
  sickly grass and gravel. There are two faded white 
  stone statues of elven guards in archaic armour at 
  the north end of the courtyard. An ornate fountain 
  sits in the middle of the area, its sides covered in 
  a pallid moss. 
  A balcony overlooks the courtyard and is bordered by 
  a  broken stone railing. There are two weathered 
  griffon statues on the front of the balcony. The 
  balcony sits between the rooms on this floor and the 
  one above. 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  8
  PART 2: FADE TO GREY 
  The PCs find themselves trapped in the Shadowfell 
  version of the Keep, finding the place is a lot more 
  perilous than its partner on the Prime. They learn about 
  the cruel experiments on previously captured visitors, 
  turning them into Sorrowsworn. They may also learn 
  about the history of the Shadar-kai in the Keep.  
  Map A, B and C are used in this section 
  LOST IN THE SHADOWFELL 
  AN UNTIMELY ARRIVAL 
  When you are ready to proceed to this section, read or 
  paraphrase the following. 
  A DC10 Charisma save is required by PCs or the character 
  will suffer disadvantage on attack rolls and ability 
  checks for the next minute. The character can make the 
  save with advantage if they have an extraplanar origin 
  (e.g. Shadar-kai, Gith) or have an appropriate 
  characteristic (e.g. Horizon Walker) that might mean 
  they might be used to planar travel. An affected PC may 
  make another saving throw at the end of each of 
  their turns to negate this effect.  
  SORROWSWORN ATTACK 
  Give them a round or two to catch their bearings, then 
  read the following. 
  The PCs are attacked by a Lost Sorrowsworn and 6 
  Wretched Sorrowsworn from Room 5.  
  Light: The interiors of rooms and corridors are in 
  darkness. Areas 10ft  from the interior and exterior walls 
  are in dim light. 
  Strategy and Tactics: The attackers  don’t use any 
  semblance of tactics other than swarming a foe, but they 
  will not attack each other unless compelled. They will try 
  to keep to areas of dim light and darkness if possible, 
  unless it means they cannot reach their prey. They will 
  fight until killed when they dissolve into grey, inky 
  shadowstuff and smoke.  
  Treasure: They carry no treasure. 
  On the Shadowfell 
  The Shadowfell is a realm of blacks, grey and white with 
  any sort of colour pale and pallid. The sky is a black with 
  neither sun nor stars providing any illumination.  
  Although it is a mirror for the Prime Material Plane, any 
  landmarks and and structures appear misshapen and 
  unnatural. A melancholic atmosphere hangs over 
  the Shadowfell like a miasma and there is a pervading 
  feeling of despair, loss, and apathy. It is a place where 
  creatures of gloom and bleakness thrive and is ruled by 
  the uncaring but manipulative Raven Queen.  
  Your vision starts to blur, and your head begins to 
  swim. Your stomach heaves with nausea and you feel 
  your balance shift.  
  As you fight to maintain your balance, you see that 
  everything around you, including your  
  companions, appear to have had the colour leached 
  from them and now appear predominantly in shades 
  of black, grey and white. The smell of decay and 
  dust is replaced with a faint aroma of steel and 
  blood.  
  You hear a hollow cry followed by light footfalls and 
  sucking sounds from the eastern side of the 
  courtyard. Before you know it, a single humanoid 
  creature, gaunt and appearing terrified lurches 
  towards you. It has four arms ending in spikes that 
  scrape along the surrounding ground. It is 
  accompanied by a group of small creatures made up 
  of a stubby body ending in a mouth filled with teeth. 
  With inhuman speed, they launch themselves 
  towards you.    
  
  Written by David Gove 
  Ravens over Hollowmoon 
  9
  EXPLORING THE KEEP 
  Dimensions and terrain 
  The rooms are made of dark stone and ceilings are 10ft 
  high. Rooms on both floors have flat stone ceilings. 
  Wooden structures are made of the strange types of 
  wood native to the Shadowfell. Most of the stonework 
  that may have been exposed to the elements show signs 
  of wear, but close examination can make out some of the 
  artwork. Most of the floors in rooms (aside from the 
  stable) are covered in dark slate tiles. There are small 
  vents for smoke to escape from the various fireplaces 
  throughout the keep.  
  The doors are made of ironwood with brass 
  bindings. The only rooms that have locked doors are the 
  upstairs bedrooms. (Detailed in the text entries for the 
  individual rooms)  
  Light: Only a few of the rooms on the upper floor have 
  windows or skylights to the outside and most rooms are 
  dark.  Areas outside in the courtyard 10ft from the 
  interior walls appear to be in dim light. Everything feels 
  cold to the touch.  
  Sounds and smells: There is the sound of movement 
  when the PCs reach the corridor in the north eastern 
  part of the keep. although it is muted. There is a smell of 
  ash, tinged with burnt metal in the air.  
  AREA DESCRIPTIONS 
  1. BARBICAN
  This simple stone gatehouse has sturdy interior and 
  exterior ironbound doors with a bracket for a bar. There 
  is also a heavy portcullis behind each door attached to 
  heavy chains that go up into the roof. There are murder 
  holes in the ceiling and a simple stone bench runs along 
  the east and west walls. On the floor above (17e) are a 
  pair of winches that operate the portculli. Trying to open 
  the portculli from the inside will require a DC16 Strength 
  check. The bar will need to be removed to open the doors 
  from the inside. 
  2. COURTYARD
  Empty torch sconces are around the courtyard, spaced 
  about 20 feet apart. The balcony, its railing and the 
  griffon statues (Room 27) can also be seen from here. 
  The water in the fountain is clear and fresh, but bland 
  and cool. 
  3. STABLES
  This has stalls for up to six mounts and a rough stone 
  trough on the east wall filled with tepid and stale water. 
  Only two are currently occupied with shadowy riding 
  horses (Normal riding horses with 60ft darkvision). 
  There are various tools, saddles, bits and bridles in the 
  back corner. There is also bedding for hounds in the 
  north west alcove. (They are currently in Room 12 and 
  15.)  
  From: Mordenkainen’s Tome of Foes (pp 60)  
  “The shadar-kai are bound to the Raven Queen, cursed 
  to forever serve her in the Shadowfell. They dwell in 
  places outside the Fortress of Memories, usually too 
  terrified of the place to enter it willingly. In their 
  communities they re-enact their old rituals and 
  ceremonies, in a pale imitation of the days when they 
  dwelled in the life and light of their now-lost kingdom.  
  When shadar-kai are in the Shadowfell, their bodies and 
  faces are old and withered, displaying the full effects of 
  the terrible magic that stripped them of their former 
  elven beauty. To hide their visages, they often wear 
  masks made of metal or wood, but even these coverings 
  are melancholic in appearance.” 
  The shadar-kai in the Keep wear white wooden masks 
  with an expressionless visage on their face when they 
  are carrying out their duties or during rituals. They are 
  fatalistic and only display the merest hints of emotion. 
  Their skin is heavily tattooed with ancient elven glyphs 
  and imagery of the Raven Queen.   
  DM tips for running this chapter 
  Crafting an atmosphere of rising and mysterious horror 
  might be helpful in getting the right feel to maintain 
  suspense. Exploring the Keep will help the PC’s unravel 
  some of the depravity but also the story of the Shadar-
  kai, and their motivation. There are signs of more of the 
  backstory scattered throughout the Keep. The use of 
  audio and descriptive cues – lighting dimming, an 
  object falling or creaking suddenly could add an element 
  of depth/anticipation/horror to the sense of loss 
  and despair in the Keep.  
  This large open space is covered with gravel. An
  ornate fountain, bubbling clear water is in the middle
  of the area, its sides covered in elven carvings.
  There are two empty statue plinths at the north end
  of the courtyard, flanking an open archway. There
  are also doors to rooms on the east and west of the
  courtyard.
  
  Written by David Gove 
  Ravens over Hollowmoon 
  10 
  4. STORAGE
  This room has a barrel of tepid water and a cabinet 
  containing simple pulleys, chains, heavy ropes, and 
  metal hooks.    
  5. HOLDING ROOM
  This is the room which the Sorrowsworn attacking the 
  party emerged from. It is where they are held after they 
  have been made in the Transformation Chamber (Room 
  11) and until they can be sent through the arcane gate to
  the Prime Material Plane.
  This room’s main feature is a large cage with a massive 
  lock on the door (DC 15 Dexterity to unlock or the keys 
  hanging by the southern door). The cage door is open, 
  and the cage is currently empty. There are misshapen 
  footprints on the floor and a dozen 10ftlong metal poles 
  with wire nooses.   
  6. BATHHOUSE
  Both west and east bathhouses contain wooden benches, 
  some metal hooks, a stone bathtub, and toilet at the end 
  of each room. Thin towels hang on several of the hooks 
  in each room.  
  a.
  West – on the metal hooks are 2 sets of simple
  grey robes. In the folds of one of the robes is an
  obsidian pendant on a silver chain worth 25 gp
  b.
  East – on a shelf above the tub is a metal tin
  containing a tattoo needle, a hand mirror, and a
  small sharp pair of shears for cutting hair.
  7. STORAGE
  This room is for storage and contains food stuffs for 
  the kitchen - bread, mushrooms, oils, dried meats 
  and pale cheeses. There are also several bottles of 
  bland wines in the cabinet at the end of the room.  
  8. CULTIST QUARTERS
  This chamber is home to two of the cultists containing 
  two simple wooden beds, a table and cabinet with 
  personal effects. A search of the room finds 26gp (DC 13 
  Intelligence (Investigation)) and a labelled drawing of a 
  brain.  
  9. CULTIST QUARTERS
  This chamber is home to two of the cultists containing 
  two simple wooden beds, a table and cabinet with 
  personal effects. The table has a few papers on it, 
  including attempts at poetry filled with lots of scribbles 
  and rewrites. A fireplace that is still slightly warm is on 
  the east wall. A successful search of the fireplace (DC 10 
  Intelligence (Investigation) will find more remnants of 
  the poetry. 
  10. VETERANS QUARTERS
  This chamber is home to the two shadar-kai veterans 
  and contains two simple wooden beds, a table and 
  cabinet with personal effects. A fireplace that is still 
  slightly warm is on the west wall. Under the 
  southernmost bed is a small ancient painting of 
  an elven child who looks remarkably 
  like Rathemar (possibly a distant ancestor).  
  11. TRANSFORMATION CHAMBER
  This room is a mad scientist-mage’s laboratory with a 
  hint of sadism. Captives are brought in after a period of 
  captivity and torture and then, using a horrific machine, 
  are ‘milked’ of their emotions creating Sorrowsworn. (If 
  you imagine Count Rugen’s machine in “The Princess 
  Bride” with a touch of weird alchemy, steampunk 
  styling and etheric Tesla coils, you’re on the right 
  track.)  
  NOTE: Some of the imagery that may be conjured in this 
  room may be unsettling to certain players, particularly 
  young gamers. Please use your discretion to adjust the 
  descriptions accordingly.  
  When the PCs enter this rooms, read or paraphrase the 
  following. 
  The cage is currently unlocked. There are scratches on 
  the inside of the glass. The drawings are like those 
  found in anatomy books, almost all being humanoids. 
  There are also technical drawings of various iterations 
  of the machine, as well as drawings of misshapen 
  creatures (Sorrowsworn).   
  The dead man has several ugly red welts across the chest 
  and sides of the head. His eyes and mouth appear to be 
  wide open. The stench of body odour, viscera and 
  vinegar is quite potent.   
  This room contains a worktable along the western 
  wall with a range of strange machinery made of 
  metal, leather, and glass suspended above it. There 
  are several knives, probes and other quasi-surgical 
  equipment also hanging above the table.  
  In the centre of the room is a large glass and steel 
  cage with a sturdy lock which is attached to the 
  strange machinery. Inside the cage, in loose 
  restraints, is a male half-orc clad slumped in the 
  cage in shredded and filthy clothing and sporting vile 
  welts on his head and torso. He appears dead. 
  Covering the walls are a haphazard collection of 
  paper drawings. There is a fireplace in the eastern 
  side of the room which is still warm.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  11
  •
  If a character examines the drawings makes a
  successful DC15 Intelligence (Investigation or
  Arcana) check will determine that the device and
  drawing match up but there are sections of
  information that are missing. Scrawled in Elvish
  are notes “upstairs in the laboratory” and
  “From the library”
  •
  A successful DC15 Wisdom (Medicine) check can
  determine that the man died from the
  torture and had something drained from him by
  the machine, but all his organs and most of his
  blood is present despite his wounds.  He is only
  recently (last few hours) dead but appears to
  have had months of abuse.
  •
  A successful DC 18 Intelligence (Arcana)
  check can determine that the man has been
  drained of his emotions by the device. The check
  can be only be made after the PCs examine the
  drawings.
  •
  A successful DC 20 Intelligence (Arcana) or
  (Investigation) check can determine that the
  emotions are used to create the Sorrowsworn.
  The check can be only be made after the PCs
  examine the drawings.
  12. ASHENHAND’S QUARTERS
  The door to this room is locked (Dexterity DC15 (Thieves 
  Tools) to unlock, or Ashenhand’s door key).   
  When the PCs enter this rooms, read or paraphrase the 
  following. 
  Strategy and Tactics: If she has not been alerted and 
  joined a combat elsewhere in the Keep, 
  Ashenhand (Shadar-kai shadow dancer) is leaning over 
  the table preparing to go to the ritual. There is also 
  a shadow mastiff by her feet. She will don her mask and 
  leap into combat accompanied by the shadow mastiff 
  but will also be shouting an alarm as she attacks. She 
  may be heard to matter “So sad. Your doom will become 
  our doom.” 
  Ashenhand will strike to subdue her opponents for 
  capture. She recognises the danger posed by spell casters 
  and will target them first.  
  The mastiff will also howl at the earliest opportunity not 
  only to terrify their foes, but also to add to the alarm.  If 
  she manages to call out an alarm Gravenleaf and the 
  mastiff from room 15 enter on the second round of 
  combat.  
  Note that is possible to convince Ashenhand also to 
  cease hostilities (DC 2o Charisma (Persuasion) check) 
  with solid arguments but will attack anyone who tries to 
  kill other shadar-kai in her view.  
  Description: Stone bookshelves sit against the north 
  wall. The fireplace in the west wall is still burning with 
  dim radiance. A weapons rack with a wicked two-handed 
  scimitar, 2 glaives, a heavy crossbow and a spiked chain 
  sits on the eastern wall. There is also a partitioned-off 
  section at the end of the room. A pair of dog beds of 
  rough straw are in the south west corner.  
  The bookshelf contains several texts on elven lore, 
  fighting styles, and maps of the surrounding region of 
  the Shadowfell (worth 100gp to a collector or sage). It 
  also holds a prayer book to Shar, a similar prayer book to 
  the Raven Queen and a few tiny crystal statues of 
  animals (worth 100gp if intact).  
  The bedroom contains a poorly made wooden bed with 
  rough blankets. The chest at the end is unlocked and 
  contains clothing and a few of Ashenhand’s keepsakes 
  and personal effects, including an assortment of needles 
  and inks in a leather case (for tattooing).  
  Underneath the bed is a locked iron box (Dexterity 
  DC15 (Thieves Tools) to unlock or 
  Ashenhand’s box key) containing a journal written in 
  Elvish, a pair of silver rings engraved with old, 
  worn elven script reading “Forever under the Stars” 
  (worth 50gp), a Potion of Diminution and an Elixir of 
  Health.  
  The journal details some of the recent history of the 
  Keep (Handout 1).  
  Treasure: Ashenhand is only carrying the key to her 
  lockbox and Room 15. Other treasure is within the box 
  itself. 
  This room contains drab looking furnishings, with a 
  table at the centre of the room with a pair of wooden 
  chairs. 
  A single lithe figure leans over the table adjusting her 
  clothing and a great black hound prowls at her feet. 
  She quickly dons a white wooden mask and grabs the 
  spiked chain. Both creatures leap to attack.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  12
  13. PRISON
  This rooms contains a large iron cage with manacles on 
  the north wall. There is a hook for the keys by the 
  door but no keys present (DC 15 Dexterity (Thieves 
  Tools) to unlock or use the keys with Gravenleaf in the 
  torture chamber in room 15). A slops bucket and small 
  wooden bowl and spoon is in the cage. The smell of 
  sewage and sweat permeates the room.  
  There is a single emaciated and unkempt male Gold 
  dwarf in here. He has been physically and emotionally 
  abused, wears filthy rags and is quietly weeping in the 
  back of the cage. He is in deep despair but can 
  acknowledge the PCs with a successful Charisma 
  (Persuasion) check.  
  Use the following table to determine the results of 
  the Persuasion check. 
  Check 
  result 
  Information 
  0-12
  No information - we’re all doomed 
  13-16
  My name is Thorvald Ironbound 
  17-20
  He was on a hunting expedition seeking 
  some lycanthropes that had been reported 
  in the area following some murders.   
  He has lost track of time since he entered 
  the Keep. Night was falling so they set up 
  camp in the courtyard, and a storm was 
  brewing so they retired for the night in one 
  of the rooms. The half-orc Anoth was on 
  watch when he woke the others, calling out 
  that there was a shimmering. Before they 
  knew it, they were set upon by shadar-kai 
  and captured.  
  He knows that Baris is dead but thinks 
  Anoth and Taegra might be alive although 
  are probably in the Torture room.  
  (Taegra is but Anoth isn’t – and his body is 
  in the Transformation Chamber (Room 11)) 
  21-24
  They take him to a room a couple of doors 
  down the corridor and torture him 
  physically and emotionally. He has seen 
  about 5 or 6 different shadar-kai and 
  occasionally one or two of 
  the Sorrowsworn (He describes The 
  Wretched and The Lost as best he can).  He 
  also hears them refer to a library and a 
  laboratory upstairs. 
  25+ 
  Their tortures seem to be geared towards 
  enhancing their fear, despair, and 
  hopelessness.  
  Thorvald would have the scout template but is currently 
  carrying 4 levels of exhaustion and is on 3 hit points. A 
  Greater Restoration spell may remove the exhaustion 
  and healing can restore him to full hit 
  points. However, the trauma he has suffered means 
  he will not fight.   
  14. KITCHEN
  This contains a central table for the preparation of food. 
  Stone shelves line the north and south walls where 
  crockery, pots, pans and foodstuffs are stored. There are 
  also long stone benches that line the north wall. There is 
  a small stonetopped box in the south west corner for 
  holding meats. Finally, a secret trapdoor can be found by 
  moving a hidden catch in the side of the shelving on the 
  north wall. (DC 15 Wisdom (Perception) or DC 15 
  Intelligence (Investigation) to find the catch) This opens 
  to a set of stairs that goes down into a basement (Room 
  28).  
  15. TORTURE CHAMBER
  NOTE: Some of the imagery  conjured in this room may be 
  unsettling to certain players, particularly to young players. 
  Please use your discretion to adjust the descriptions 
  accordingly.  
  When the PCs enter this rooms, read or paraphrase the 
  following. 
  Gravenleaf (Male Shadar-kai Warlock of the Raven 
  Queen (Variant Archfey) is in this room tormenting a 
  bedraggled female human (Taegra) captive in the left 
  most cage.  
  Strategy and Tactics: If he spots the PCs, he will 
  immediately call out an alarm and cast False Life on 
  himself. If enemies get to melee range, he will use his 
  Blink, Dissonant Whispers, Hold Monster or Sleep 
  depending on the situation. If wounded significantly he 
  will use Dimension Door to get out of the Keep. He also 
  This room is permeated by the smell of a stale 
  vinegar with tables with smatterings of blood and 
  body fluids. There are a range of grisly torture 
  implements hung on racks throughout the room. A 
  dull sepia glow from the fireplace and the scattered 
  candles dimly illuminates the room. 
  There are a group of 4 iron cages suspended from 
  metal arms, just large enough to hold a medium-
  sized humanoid. The far cage swings lazily and a 
  quiet murmuring can be heard.  
  A lone figure in a white wooden mask and grey robes 
  stands with their back to you, observing a filthy 
  human woman with scraggily blonde hair in the far 
  cage. Two large black hounds pace silently in the 
  centre of the room.   
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  13 
  has two shadow mastiffs with him. He takes care not to 
  harm the prisoner as she is necessary for Blackfrond’s 
  experiments. If he manages to call out an alarm, 
  Ashenhand and the shadow mastiff from Room 12 
  appear on the second round of combat. He will shout to 
  Ashenhand if he sees her (in Elvish) “Capture them. And 
  don’t permit them upstairs.” 
  Note that is also possible to convince Gravenleaf to cease 
  hostilities (DC 25 Charisma (Persuasion) check) with 
  solid arguments but he will defer to Blackfrond who 
  might take more convincing.  
  Gravenleaf carries keys to the Prison cage, each of the 
  cages in this room and his bedroom (Room 18). 
  Otherwise, it requires a DC 15 Dexterity (Thieves Tools) 
  to unlock the cages. He carries no other treasure. 
  The woman in the cage is Taegra Sturndottir, another of 
  the hunters who entered the keep a few months ago. 
  She is rocking back and forth murmuring a prayer to 
  Tempus but can acknowledge the PCs with a successful 
  Charisma (Persuasion) check.   
  Use the following table to determine the results of the 
  Persuasion check : 
  Check 
  result 
  Information 
  0-10 
  Catatonic weeping 
  11-15 
  Her name is Taegra Sturndottir and she was 
  on a hunting expedition seeking some 
  lycanthropes that had been reported in the 
  area following some murders.  
   
  There were 4 in her group; Baris, another 
  human, Anoth the half-orc and Thorvald 
  the dwarf. She knows that Baris and Anoth 
  are dead, but thinks Thorvald is still alive in 
  the prison room. She has lost track of time.  
  16-20 
  The shadar-kai took her to a room a couple 
  of doors down the corridor and held her 
  there, but brought her here to torture 
  physically and emotionally. She has seen 
  about 5 or 6 different shadar-kai and 
  occasionally one or two of 
  the  Sorrowsworn (She describes The 
  Wretched and The Lost as best she can).   
  21-24 
  Their tortures seem to be geared towards 
  enhancing their fear, despair, and 
  hopelessness.   
   
  Their leader is called Blackfrond and he is a 
  powerful spellcaster. He is calculating, 
  dispassionate and never raises his 
  voice. Blackfrond talks a lot about his 
  captives being “his instruments of revenge 
  for his ancestors suffering”.  
   
  She has heard him refer to “the refinement 
  in designs in the laboratory upstairs” 
   
  Taegra would have the scout template but is currently 
  carrying 4 levels of exhaustion and is on 3 hit points. A 
  Greater Restoration spell may remove the exhaustion and 
  healing can restore her to full hit points. However, the 
  trauma she has suffered means she will not fight.   
  16. STORAGE 
  This room contains a range of metal and wooden tools, 
  boxes of nails, rope, wire and glassware. It also 
  contains 2 barrels of lamp oil at the end of the room.  
  17. GUARD TOWERS 
  a-d: Each of these towers contains a weapons rack with 
  6 spears, 4 longswords, 2 light crossbows and 400 bolts 
  on its lower floor, and a set of stairs that leads to upper 
  level of the tower. The second level of each of these 
  towers is open and looks out to the surrounding lands. 
  The level is defended by battlements. It also has 
  a weapons rack with 6 spears, 4 scimitars, 2 light 
  crossbows and 400 bolts. Cultists keep watch from the 
  towers most of the time but during the ritual the towers 
  are unoccupied.   
  e: The upper level of the barbican has several murder 
  holes in the floor and pair of winches that operate the 
  portcullis below.  
  18: GRAVENLEAF’S QUARTERS 
  The door to this room is locked (DC 15 Dexterity (Thieves 
  Tools) to unlock) and the key is with Gravenleaf in Room 
  15.  
  This is Gravenleaf’s bedroom. A bed, well-made with 
  rough blankets rests against the north wall and stone 
  shelving with grisly trophies (e.g., preserved hands, 
  eyeballs in jars, etc) is on the southern wall. There is a 
  small table with a chair and a warm fireplace in the 
  eastern wall. On the table there is a text of writings from 
  a devotee of Loviatar entitled “The Art of Agony. A 
  release of suffering’. Within the book is a handwritten 
  note (in Elvish) that states “The darkness will always be 
  greater than the light in all the worlds directions” (This 
  is a clue to the Puzzle Plinth in Room 28). An ink pen and 
  paper sit next to it. There is also a shuttered window in 
  the north wall.  
  A chest sits at the south end of the room. It is unlocked 
  and untrapped. It contains clothing, personal effects and 
  a set of tattooing needles. It has a secret compartment 
  that can be located with a DC15 Wisdom (Perception) 
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  14 
  check in the bottom with a bundle of papers (some 
  surprisingly well-written poems and song lyrics 
  about suffering and loss in Elvish) tied with a black 
  ribbon. A platinum necklace of Netherese design is 
  also here, worth 250gp.  
  19: BLACKFROND’S QUARTERS 
  The door to this room is locked (DC 15 Dexterity (Thieves 
  Tools) to unlock) and the key is with Blackfrond.  
  There is a large iron four-poster bed in the northeast 
  corner of the room with a small side table next to it. The 
  bed is made, and the blankets are rough spun wool. The 
  side table contains a simple drinking glass, a few scraps 
  of parchment and an ink pen. Most of the parchment 
  have scribbles, doodles, and three by three grids of 
  numbers on them similar to Sudoku puzzles. (In Sudoku 
  puzzles, the objective is to fill a 9×9 grid with digits so that 
  each column, each row, and each of the nine 3×3 subgrids 
  that compose the grid contain all of the digits from 1 to 9.) 
  This is a clue to the Puzzle Plinth in Room 28. 
  On one of the scraps of parchment is a series of arcane 
  designs and numbers. A successful DC 18 Intelligence 
  (Arcana) check suggest they are working out methods to 
  make the link between the Shadowfell and the Prime 
  more stable.  
  There is a locked chest (DC 15 Dexterity to open or the 
  key also with Blackfrond) at the end of the bed which 
  contains personal effects, clothing, 2 bags of coins 
  (263gp, 195sp), a scroll of lightning bolt, a scroll of arcane 
  gate and a jar of Keoghtom's Ointment (3 uses). 
  The wooden wardrobe contains several pieces of simple 
  clothing e.g., robes, cloaks, shoes all with an archaic 
  design. Among the clothing is a Cloak of Elvenkind which 
  stands out in its archaic elven design.   
  This room contains a solid wooden desk. The desk 
  contains several papers, mostly mundane letters to 
  other locations in the Shadowfell. In a desk drawer is a 
  journal (written in Elven) which is detailed in Handout 
  2. 
  After the players read the journal a successful DC 15 
  Wisdom (Insight) check suggests that Blackfrond has a 
  cold and amoral personality, born of hatred and fuelled 
  by revenge. The “mission” is important, and any 
  cruelties are justified due to the crimes perpetrated on 
  him in the past. There are hints though, that he can be 
  reasoned with.  
  The shelves around the walls contain small personal 
  items and decorations. They seem to be items taken 
  from his Prime Material Plane captives and are generally 
  small trinkets that took his eye (nothing of value but you 
  can be little creative if the players ask).  
  20: GUEST BEDROOM 
  There is a large iron bed in the northeast corner of the 
  room with a small side table next to it. The bed is 
  made, and the blankets are rough spun wool. The side 
  table contains a simple drinking glass but nothing 
  else. An empty chest sits at the end of the bed.  
  There is a cold fireplace on the north wall and a table 
  with chair on the west wall. The table bears a bottle of 
  fine elven wine (5 gp value) which is unopened.   
  21. MEETING ROOM 
  There is a large table in the center of this room with 
  a canvas map. The map is of the Shadowfell around the 
  vicinity of the Keep and might be worth 50gp to a 
  scholar or interested buyer.  
  There is a glass skylight in the ceiling but only the dark 
  grey Shadowfell sky can be seen through it.   
  22. MAGICAL LABORATORY 
  The table and walls of this room are covered in a range of 
  papers, almost all arcane designs detailing machinery 
  and anatomy. There are also arcane diagrams and 
  calculations for extraplanar conjunctions and the use of 
  portals between the Shadowfell and the 
  Prime. A warm fireplace rests in the east wall. The 
  shelves are bare except for a few pieces of glassware.   
  Examining the jumble of papers (all written in Elven) 
  can glean the following information.  
  • 
  A successful DC 15 Intelligence (Arcana) check 
  determines that the machinery described is 
  being used to drain the essence and emotion 
  from beings and using them to create 
  Sorrowsworn. So far only the Wretched and the 
  Lost have been created, with recent success 
  creating a Lonely Sorrowsworn. Plans exist on 
  techniques to create Hungry and Angry 
  Sorrowsworn as well.  
  • 
  A successful DC 18 Wisdom (Insight) or 
  Intelligence (Investigation) suggests the more 
  powerful Sorrowsworn are harder to control but 
  he aims to try.  
  • 
  A successful DC 15 Intelligence (Investigation) 
  check can determine the special attacks of 
  the Sorrowsworn (See Appendix: Monsters)  
  • 
  A successful DC 15 Intelligence (Arcana) check 
  suggest that the Sorrowsworn disperse 
  into shadowstuff when killed or not “fed” 
  enough (which is why no bodies of the  
  Sorrowsworn were found after they were sent to 
  the Prime after their the murderous rampages).  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  15
  There is a shelf on the north wall containing metal, 
  glass and leatherworking tools, and spare parts for the 
  transformation machine in Room 11. There are also 
  several reagents in here and a sealed jar containing a 
  grey semi-viscous goo that is cold to the touch. A 
  successful DC 15 Intelligence (Arcana) check indicates 
  that this comes from the Shadowfell. The check can be 
  made with advantage if the PC is a Hexblade, 
  Shadow Sorceror or a Shadar-kai. 
  23. LIBRARY
  This room contains bookshelves and a stone fireplace in 
  the west wall. There are few old books on the walls 
  which were tomes from the original group of elves that 
  became stranded here. Reading through these books can 
  provide the information in Handout 3.  
  There is also a faded painting of an elven city that 
  adorns the north wall. A successful DC 18 Intelligence 
  (History) check identifies it as from the first age of 
  Cormanthyr with architecture from around -400DR. The 
  check can be made with advantage if the PC is an elf or 
  has some scholarly focus around elven history.  A 
  successful DC18 Wisdom (Perception) or Intelligence 
  (History) check identifies a constellation above the city 
  of 4 bright stars and 5 dimmer stars in the shape of a 
  hand. A subsequent DC15 Intelligence (Arcana) check 
  identifies it as corresponding to no constellations in the 
  Faerunian heavens. This is a clue to the Puzzle Plinth in 
  Room 28. 
  24. CHAPEL TO THE RAVEN QUEEN
   This chapel contains low stone benches, a pale tiled 
  floor and a simple circular black stone altar engraved 
  with a raven’s head. There is a candelabra containing 
  a few partially used candles on the altar as well as a 
  sharp ritual knife, and there are a few specks of blood on 
  the altar.    
  On the eastern wall is carved in Elvish:  
  We offer our pain and passion to her. 
  When the stars in all directions are 
  balanced  
  And the Queen grants us her gifts  
  Pain and passion are our sacrifice 
  A successful DC15 Intelligence (Investigation) or DC18 
  Wisdom (Perception) check will note that the second 
  line (When the stars are balanced) is more deeply 
  engraved than the others. This is a clue to the Puzzle 
  Plinth in Room 28. 
  There is a cracked glass skylight in the ceiling and only 
  the dim Shadowfell sky can be seen through it.   
  25. GUARD ROOM
  This room contains a wooden table and three chairs. 
  There are some cups on the table with a tepid and bland 
  tea, tasting vaguely of ashes. The guards are currently 
  downstairs at the ritual.  
  26. BATHROOM
  This room contains wooden benches, some metal hooks, 
  a stone bathtub and a toilet (with chamber pot) at the 
  end of the room.  
  27. BALCONY
  The floor of this area is covered in sky blue tiles, cracked 
  and weathered by age. It looks onto the courtyard and is 
  bordered by a stone railing. There are two worn griffon 
  statues on the front of the balcony.  
  28. BASEMENT
  This rectanglular section of this room contains 
  barrels filled with water, oil and wine. There is a set 
  of stone stairs that lead up to a secret trapdoor 
  that opens into the kitchen (Room 14).  
  When the PCs enter the circular chamber read the 
  following.  
  When the players have seen this show them Handout 4. 
  The correct solution is to press Panel F. This enables 
  there to be 4 outlined (white) and 5 solid (black) stars in 
  each row and column. 
  If they examine the plates on the top of the plinth, they 
  appear quite solid. The ones around the sides of the 
  plinth appear to be able to be pressed in.  The plinth 
  detects of magic (Abjuration, Conjuration and 
  Necromancy). 
  •
  If Panel F is pressed in, there is a momentary
  pause and then all the PCs in the basement area
  are teleported to Chapter 3
  In the south east corner is a circular alcove 
  containing a large cylindrical stone plinth carved 
  with elven symbols and glyphs, although they seem 
  to be done quite roughly. On the top of the plinth are 
  engraved a series of stone plates featuring patterns 
  of both solid and outlined stars and arranged in a 
  three-by-three grid. One of the corner plates is 
  blank.   
  You see around the upper edge of the plinth six 
  similar plates, each with a series of stars engraved on 
  them.  
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  16 
  • 
  If any of the other panels are pressed, or any 
  combination of panels is pressed, there is a click 
  after about 10 seconds as that panel pops back 
  out. The second time an incorrect panel is 
  pushed, a 30ft burst of necromantic energy will 
  burst forth from the plinth. All living characters 
  will take 1d10 necrotic damage and must succeed 
  on a DC12 Constitution saving throw or have 
  their maximum hit points reduced by that 
  amount. Subsequent failures will incur a similar 
  effect but will add a cumulative 1d10 necrotic 
  damage and increase the maximum hit point 
  loss DC by 2. An alarm spell is also activated and 
  will alert the ritual casters unless the person 
  pressing the panel is an elf or half-elf. 
  • 
  The alarm spell can be suppressed for an hour 
  with a targeted dispel magic spell. 
  • 
  The Necrotic burst effect can be suppressed for a 
  single round with a targeted dispel magic spell. 
  • 
  If the players are stuck, they may request skill 
  checks for hints. 
  • 
  Intelligence (Investigation) DC15 or 
  Wisdom (Perception) DC15 indicates 
  that several finger marks in the shape of 
  stars have been made in the blank panel 
  • 
  Wisdom (Perception) DC20 indicates 
  that Panels B, E, F seem to be pressed 
  more than the others 
  • 
  Intelligence (History) DC 15 indicates 
  that there are several references to stars 
  in elven lore – which might get them 
  exploring the upper part of the keep. 
  • 
  Wisdom (Insight) DC15 indicates that 
  this appears to be some sort of 
  mathematical puzzle 
  The DM should then refer to the boxed text at the 
  beginning of Chapter 3. 
   
   
   
  
  Written by David Gove 
  Ravens over Hollowmoon 
  17
  PART 3: TWISTED RETRIBUTION 
  In this encounter, Blackfrond is attempting to send 
  a Lonely Sorrowsworn across to the Prime Material 
  Plane to cause murder and havoc. The PCs will need to 
  stop this from taking place and use the Portal to return 
  home.  
  Dimensions The passage is 10ft high and is roughly 
  hewn stone. The chamber is 30ft high. 
  Light There is no natural light aside from a few candles 
  around the walls. The chamber is in dim light. 
  AS THE PASSAGE IS OPENED 
  When the PCs enter reveal the passageway after solving 
  the puzzle read the following.  
  Pressing the same panel as the previous plinth will send 
  the party back to Room 28. 
  A RITUAL OF TEARS 
  When the PCs enter the cavernous chamber (Ritual 
  Chamber Map) read the following.  
  THE SHADAR-KAI 
  Standing around the room are 4 shadar-kai cultists and 
  Blackfrond (shadar-kai gloom weaver). The cultists are 
  spread around the room equally spaced about 3oft from 
  the cage and Blackfrond is at the far end of the room.    
  Light: This room is dimly lit by candles unless the PCs 
  have brought brighter light. 
  Strategy and Tactics: Blackfrond will immediately call 
  on the cultists to continue the ritual and then will call for 
  the veteran guards to attack.  
  In Round 1 he will cast Armor of Agathys (if possible) and 
  may follow with other his innate spells to disrupt and 
  confuse the group on subsequent rounds (e.g., Bane, 
  Compulsion, Confusion) before entering melee range 
  (He’s pretty deadly in melee with the necrotic rider on 
  his melee strikes). Note that while the ritual is 
  progressing, he will not use his 2nd and 3rd warlock slots 
  and will restrict his spell to innate and cantrips only. 
  However, once the ritual is disrupted, he will use the 
  remaining warlock slots. He also wields a Staff of 
  Charming which he can use as a defense against 
  enchantment spells. (See stat block and item 
  description).  
  The other shadar-kai cultists continue the ceremony 
  until they are attacked in melee.  
  The 2 shadar-kai veterans stand just inside the cavern 
  by the entrance but out of view from the corridor. They 
  will move to attack as soon as they see the PCs shouting 
  an alarm. 
  Note that if possible, the shadar-kai will strike to subdue 
  and won’t kill downed opponents with the hopes of 
  capturing them for Sorrowsworn stock.   
  You find yourself standing on a rune circle with a 
  similarly marked plinth to the one you just left. You 
  see that you in a rough-hewn passageway, and  you 
  hear a dolorous chanting of arcane words 
  intermingled with a mournful weeping,  punctuated 
  by strikes of metal on stone. 
  The corridor opens into a dimly lit chamber. Five 
  lithe humanoid figures in rough spun robes and 
  white masks are arranged around the room, engaged 
  in ritual litanies. The one on the farthest side of the 
  room is clearly leading the rite and is punctuating 
  the cadence of the ritual with strikes of his staff on 
  the ground.   
  Weeping comes from an ornate iron cage which 
  hangs from huge chains in the middle of the room. 
  Within the cage is a horrifically misshapen creature, 
  vaguely humanoid in form but with spindly limbs 
  that appear to come to barbed points. It furtively 
  flicks its attention around, and you see the dark trails 
  of black tears on its contorted face.  
  Beneath the cage is an arcane gate of metal and 
  stone, carved with runes. It hums with eldritch 
  energy and purple light as it pulses with every 
  strike of the staff.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  18
  The shadar-kai fully expect to be killed by the outsiders 
  and will not surrender. If captured and offered a way 
  back to the Prime, they will refuse citing their sworn 
  service to the Raven Queen who saved their ancestors 
  long ago.  
  THE CAGED SORROWSWORN 
  The cage is hanging 15ft above the ground over the 
  arcane gate. There is a lockable door on the side and on 
  the bottom of the cage each requiring a DC 15 Dexterity 
  (Thieves Tools) to unlock as well as either a dispel magic 
  or a separate DC15 Intelligence (Arcana) check to disrupt 
  the magical wards around it. Neither of the skill checks 
  can be done at a distance. Blackfrond also has the keys to 
  the cage on his person which will also disrupt the wards. 
  Opening the cage releases the Sorrowsworn. Although 
  the sorrowsworn has ranged attacks, it can only smash 
  against the cage door while it is locked.  (Unless you 
  decide it is dramatically appropriate that the creature 
  breaks free)  
  The Lonely Sorrowsworn will not communicate in any 
  meaningful way aside from some twisted version of a 
  longing look. If released it will attack anyone visible 
  randomly, including the Shadar-kai, and can use its 
  harpoon arms to drag opponents from 60ft away. As this 
  area, unless otherwise illuminated, is in dim light it will 
  be resistant to slashing, bludgeoning, and piercing 
  damage. It will fight to the death.  
  DM’s note: The Sorrowsworn can be used as a bit of an 
  equaliser in this fight. If the party is having an easy time 
  with the Shadar-kai, the Lonely Sorrowsworn can help 
  even the odds for the villains. If the party is low on 
  resources or having serious challenges, the Lonely 
  Sorrowsworn can break free and attack the shadar-kai. 
  Note that it is still an enemy of the PCs and will have to 
  be killed.  
  THE GATE 
  The gate is an arcane contraption of metal and stone, 
  engraved with large runes that sits on the ground. It is 
  currently powering up and cannot transport anything 
  until it is fully powered. Blackfrond intends to use 
  his Arcane Gate ability to breach this weak point 
  between the planes and send the Sorrowsworn through.  
  If the cultists manage to maintain the ritual for 5 rounds 
  (at least one still standing and undisturbed), there is 
  a shimmering and Blackfrond tries to move within 10ft 
  of the gate and cast his Arcane Gate ability. On the 
  following round he produces a key from inside his robes 
  and gestures at the lock, sending the Sorrowsworn 
  through the gate and into the Prime (where it 
  immediately goes and starts looking for victims). The 
  party can follow it through if they wish as the gate 
  remains open for another 2 rounds.   
  The PCs can also determine with a DC 15 Intelligence 
  (Arcana) check that other Conjuration school spells can 
  be used to power the gate (at least 5 levels worth) for 2 
  rounds. (There is a scroll of arcane gate in Room 19 that 
  can be used for this purpose – if they make the DC check 
  to activate). If they don’t have any spells or a method of 
  getting back to the Prime available that might be useful, 
  give them a chance to exercise their ingenuity to create a 
  solution. (One of my playtesters suggested that they 
  could feed an emotion or a character trait into the gate 
  mechanism) 
  If all else fails, the gate can randomly open at a point 
  that is dramatically appropriate.  
  A SHOT OF REDEMPTION 
  Some players might try to sympathise with the shadar-
  kai and try to convince them to abandon their revenge. It 
  is possible but will take some serious convincing 
  for Blackfrond to stop his crusade.   
  The player will need to come up with a compelling 
  argument. You can give them advantage if they employ 
  some of the lore that they may have learned throughout 
  the various journals and letters scattered throughout the 
  adventure to support their case. The player will need to 
  success at a DC 25 Charisma (Persuasion) check for the 
  shadar-kai to cease what they are doing.   
  Then the Lonely Sorrowsworn, if alive, breaks free of the 
  cage and attacks.  
  Treasure: Blackfrond has the keys to his room (19) and 
  the chest as well as the key to the cage. He also carries a 
  Staff of Charming. None of the other shadar-kai carry any 
  treasure.  The Sorrowsworn also carries no treasure. 
  Blackfrond is cold and calculating and should the 
  PCs enter melee with him, he will taunt them in 
  a breathy and raspy voice.   
  To non-elves:   
  “Look upon your future for the sins of your lineage”  
  “We will not kill you. Only break you.” 
  “Revenge is that dish which is best served cold and it 
  is very cold in the Shadowfell.”  
  To elves (including shadar-kai):  
  “Once you learn what they have done to us you would 
  stand with us too. Or are you traitor to our people, 
  satisfying yourselves with the scraps the humans 
  grant you.”   
  “Your blood calls to you. Hear it... and stand against 
  our oppressors.” 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  19 
  CONCLUSION 
  OUTCOME #1 
  The PCs are successful in defeating the Shadar-kai and 
  stop them sending any more Sorrowsworn across to the 
  Prime. They can then return to Hollowmoon Keep and 
  are able to meet up with Rathemar. He is eager to hear 
  their story and will pay them the agreed sum. If told 
  about the gate he says, “I know there are ways to fix that 
  and some mages owe me a favour or three”. He also adds 
  that they will receive free lodgings and sanctuary 
  (within reason) at Hollowmoon Keep for as long as he is 
  in charge. (See Story Award: Hollowmoon 
  Sanctuary) Rathemar’s health also improves as the link 
  between the Keep and the Shadowfell is severed.  
  OUTCOME #2 
  The PCs are unsuccessful in stopping the shadar-kai but 
  escape. They can return to Hollowmoon Keep and can 
  make further attempts to cross over after regrouping to 
  try to stop the shadar-kai. When they inform Rathemar, 
  he is eager to hear the story and will pay them the agreed 
  sum, even if they were not successful. He says, “I’ll have 
  to take matters into his own hands”. Rathemar goes 
  to Hollowmoon Keep and isn’t heard from again.  
  OUTCOME #3 
  The PCs are unsuccessful in defeating the Shadar-kai 
  and are captured, and they are the next victims to be 
  transformed into Sorrowsworn. It will take them several 
  months, with appropriate rolls and role-playing to be 
  transformed. They can witness the transformation of 
  one of the other prisoners during this time to get them 
  thinking. This turns the adventure into a prison 
  breakout with an escape to the Prime.  
  REWARDS 
  EXPERIENCE POINTS 
  If you are using experience points rather than 
  milestones   
  1.
  Total up all the combat experience for defeated
  foes and divide by the number of characters
  present in the combat.
  2.
  Award non-combat experience depending on
  the engagement with the social and exploration
  encounters.  The maximum non-combat
  experience points per PC should be about the
  same as the combat experience.
  MAGIC ITEMS 
  STAFF OF CHARMING 
  Staff, rare (requires attunement by a Bard, Cleric, Druid, 
  Sorcerer, Warlock, or Wizard)  
  This staff is made of ebony and is bound by silver 
  filigree. A single clear spheroid gem sits at the end of the 
  staff.  
  While holding this staff, you can use an action to expend 
  1 of its 10 charges to cast charm person, command, or 
  comprehend languages from it using your spell save DC. 
  The staff can also be used as a magic quarterstaff.  
  If you are holding the staff and fail a saving throw 
  against an enchantment spell that targets only you, you 
  can turn your failed save into a successful one. You can’t 
  use this property of the staff again until the next dawn. 
  If you succeed on a save against an enchantment spell 
  that targets only you, with or without the staff's 
  intervention, you can use your reaction to expend 1 
  charge from the staff and turn the spell back on its 
  caster as if you had cast the spell.  
  The staff regains 1d8 + 2 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the staff becomes a nonmagical quarterstaff.  
  CLOAK OF ELVENKIND 
  Wondrous Item, uncommon (requires attunement) 
  This cloak is grey but has fine silver filigree of an ancient 
  elven design. It also has the name “Hathemar” 
  embroidered under the collar.  
  While you wear this cloak with its hood up, the 
  cloak's color shifts to camouflage you. Wisdom 
  (Perception) checks made to see you have disadvantage, 
  and you have advantage on Dexterity (Stealth) checks 
  made to hide. Pulling the hood up or down requires an 
  action.  
  POTION OF DIMINUTION 
  Potion, rare 
  When you drink this potion, you gain the "reduce" effect 
  of the enlarge/reduce spell for 1d4 hours (no 
  concentration required). The red in the potion's liquid 
  continuously contracts to a tiny bead and then expands 
  to colour the clear liquid around it. Shaking the bottle 
  fails to interrupt this process.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  20
  ELIXIR OF HEALTH 
  Potion, rare 
  When you drink this potion, it cures any disease 
  afflicting you, and it removes the blinded, deafened, 
  paralysed, and poisoned conditions. The clear red liquid 
  has tiny bubbles of light in it.  
  SCROLL OF LIGHTNING BOLT 
  Scroll, uncommon 
  A spell scroll bears the words of a single spell, written in 
  a mystical cipher. If the spell is on your class’s spell list, 
  you can read the scroll and cast its spell without 
  providing any material components. Otherwise, the 
  scroll is unintelligible. Casting the spell by reading the 
  scroll requires the spell’s normal casting time. Once the 
  spell is cast, the words on the scroll fade, and it 
  crumbles to dust. If the casting is interrupted, the scroll 
  is not lost.  
  If the spell is on your class’s spell list but of a higher 
  level than you can normally cast, you must make an 
  ability check using your spellcasting ability to determine 
  whether you cast it successfully. The DC equals 13. On a 
  failed check, the spell disappears from the scroll with no 
  other effect.  
  SCROLL OF ARCANE GATE 
  Scroll, very rare 
  A spell scroll bears the words of a single spell, written in 
  a mystical cipher. If the spell is on your class’s spell list, 
  you can read the scroll and cast its spell without 
  providing any material components. Otherwise, the 
  scroll is unintelligible. Casting the spell by reading the 
  scroll requires the spell’s normal casting time. Once the 
  spell is cast, the words on the scroll fade, and it 
  crumbles to dust. If the casting is interrupted, the scroll 
  is not lost.  
  If the spell is on your class’s spell list but of a higher 
  level than you can normally cast, you must make an 
  ability check using your spellcasting ability to determine 
  whether you cast it successfully. The DC equals 16. On a 
  failed check, the spell disappears from the scroll with no 
  other effect.  
  KEOGHTOM'S OINTMENT 
  Wondrous Item, uncommon 
  This glass jar, 3 inches in diameter, contains 1d4 + 1 
  doses of a thick mixture that smells faintly of aloe. The 
  jar and its contents weigh 1/2 pound. As an action, one 
  dose of the ointment can be swallowed or applied to the 
  skin. The creature that receives it regains 2d8 + 2 hit 
  points, ceases to be poisoned, and is cured of any 
  disease. 
  STORY AWARDS 
  HOLLOWMOON SANCTUARY 
  Rathemar the Unfortunate is a well-known adventurer 
  who has offered you sanctuary, food and lodging while 
  you are in Hollowmoon Keep, in return for your help. He 
  will assist the group in whatever way he can – within 
  reason. He knows other adventurers and has access 
  to titbits of lore. He can also act as the character’s patron 
  for further adventures. If the character abuses 
  Rathemar’s hospitality (DMs discretion) the award 
  becomes invalid.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  21
  APPENDIX 
  CREATURE STATISTICS 
  CULTIST, SHADAR-KAI 
  Medium humanoid (elf), neutral evil 
  Armor Class 14 (studded leather armor) 
  Hit Points 9 (2d8) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 14 (+2) 11 (+0) 10 (0) 11 (+0) 10 (0) 
  Skills: Deception +2, Religion+2 
  Damage Resistances Necrotic 
  Condition Immunities Sleep 
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common, Elvish 
  Challenge 1/4 (50XP) 
  Dark Devotion: The cultist has advantage on saving throws 
  against being charmed or frightened 
  Fey Ancestry. The cultist has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep. 
  Shadow Jump. As a bonus action, the cultist can teleport 
  up to 30 feet to an unoccupied space it can see. Both the 
  space it teleports from and the space it teleports to must 
  be in dim light or darkness. The cultist can use this ability 
  between the weapon attacks of another action it takes. 
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target, Hit: 5 (1d6+2) slashing damage 
  GLOOM WEAVER (BLACKFROND) 
  Medium humanoid (elf), neutral evil 
  Armor Class 14 (17 with mage armor) 
  Hit Points 104 (16d8 + 32)) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4) 
  Damage Resistances Necrotic 
  Condition Immunities Charmed, Exhausted 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish 
  Challenge 9 (5000XP) 
  Burden of Time. Beasts and humanoids, other than shadar-
  kai, have disadvantage on saving throws while within 10 
  feet of the gloom weaver. 
  Fey Ancestry. The gloom weaver has advantage on saving 
  throws against being charmed, and magic can’t put it to 
  sleep. 
  Innate Spellcasting. The gloom weaver’s innate 
  spellcasting ability is Charisma (spell save DC 16, +8 to hit 
  with spell attacks). It can innately cast the following spells, 
  requiring no material components: 
  At will: arcane eye, mage armor, speak with dead 
  1/day: arcane gate, bane, compulsion, confusion, true 
  seeing 
  Spellcasting. The gloom weaver is a 12th-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 16, +8 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): chill touch (3d8 damage), eldritch blast (3 
  beams, +4 bonus to each damage roll), minor illusion, 
  prestidigitation 
  1st–5th level: (3 5th-level slots): armor of Agathys, blight, 
  darkness, dream, invisibility, fear, hypnotic pattern, major 
  image, contact other plane, vampiric touch, witch bolt 
  ACTIONS 
  Multiattack. The gloom weaver makes two spear attacks 
  and casts one spell that takes 1 action to cast. 
  Staff of Charming. Melee Weapon Attack: +8 to hit, reach 5 
  ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage, or 8 
  (1d8 + 4) bludgeoning damage if used with two hands, plus 
  26 (4d12) necrotic damage. 
  REACTIONS 
  Misty Escape (Recharges after a Short or Long Rest). 
  When the gloom weaver takes damage, it 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 or casts a spell 
  Staff of Charming (Excerpt) 
  If you are holding the staff and fail a saving throw 
  against an enchantment spell that targets only you, 
  you can turn your failed save into a successful one. 
  You can’t use this property of the staff again until 
  the next dawn. If you succeed on a save against an 
  enchantment spell that targets only you, with or 
  without the staff's intervention, you can use your 
  reaction to expend 1 charge from the staff and turn 
  the spell back on its caster as if you had cast the 
  spell.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  22
  SHADOW MASTIFF 
  Medium monstrosity, neutral evil 
  Armor Class 12 
  Hit Points 33 (6d8+6) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 14 (+2) 13 (+1) 
  5 (-3) 
  12 (+1) 15 (-3) 
  Skills: Perception +3, Stealth +6 
  Damage Resistances Bludgeoning, Piercing and Slashing 
  from Nonmagical Attacks while in Dim Light or Darkness 
  Senses Darkvision 60 ft., Passive Perception 13 
  Languages - 
  Challenge 2 (450XP) 
  Ethereal Awareness. The shadow mastiff can see ethereal 
  creatures and objects.  
  Shadow Blend. While in dim light or darkness, the shadow 
  mastiff can use a bonus action to become invisible, along 
  with anything it is wearing or carrying. The invisibility lasts 
  until the shadow mastiff uses a bonus action to end it or 
  until the shadow mastiff attacks, is in bright light, or is 
  incapacitated.  
  Sunlight Weakness. While in bright light created by 
  sunlight, the shadow mastiff has disadvantage on attack 
  rolls, ability checks, and saving throws.  
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6+3) piercing damage. If the target is a 
  creature, it must succeed on a DC 13 Strength saving throw 
  or be knocked prone. 
  SHADOW DANCER (ASHENHAND) 
  Medium humanoid (elf), neutral evil 
  Armor Class 15 (studded leather armor) 
  Hit Points 71 (13d8+13) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  12 (+0) 16 (+3) 13 (+1) 11 (0) 12 (+1) 12 (+1) 
  Saving Throws Dex +6, Cha +4 
  Skills Stealth +6 
  Damage Resistances Necrotic 
  Condition Immunities Charmed, Exhausted 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish 
  Challenge 7 (2900XP) 
  Fey Ancestry. The cultist has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep. 
  Shadow Jump. As a bonus action, the cultist can teleport 
  up to 30 feet to an unoccupied space it can see. Both the 
  space it teleports from and the space it teleports to must 
  be in dim light or darkness. The cultist can use this ability 
  between the weapon attacks of another action it takes. 
  ACTIONS 
  Multiattack. The fanatic makes three spiked chain attacks 
  Spiked Chain. Melee Weapon Attack: +7 to hit, reach 10 ft., 
  one target. Hit: 10 (2d6 + 3) piercing damage, and the 
  target must succeed on a DC 14 Dexterity saving throw or 
  suffer one additional effect of the shadow dancer’s choice: 
  •
  The target is grappled (escape DC 14) if it is a
  Medium of smaller creature. Until the grapple
  ends, the target is restrained, and the shadow
  dancer can’t grapple another target.
  •
  The target is knocked prone.
  •
  The target takes 22 (4d10) necrotic damage.
  
  Written by David Gove 
  Ravens over Hollowmoon 
  23
  SORROWSWORN - THE LOST 
  Medium monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 78 (12d8 + 24) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 12 (+1) 15 (+2) 6 (-2) 
  7 (-2) 
  5 (-3) 
  Damage Resistances bludgeoning, piercing, and slashing 
  while in dim light or darkness  
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages Common  
  Challenge 7 (2900 XP) 
  ACTIONS
  Multiattack. The Lost makes two arm spike attacks. 
  Arm Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 14 (2d10 + 3) piercing damage. 
  Embrace. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 25 (4d10 + 3) piercing damage, and the target is 
  grappled (escape DC 14) if it is a Medium or smaller 
  creature. Until the grapple ends, the target is frightened, 
  and it takes 27 (6d8) psychic damage at the end of each of 
  its turns. The Lost can embrace only one creature at a 
  time. 
  REACTIONS 
  Tightening Embrace. If the Lost takes damage while it has 
  a creature grappled, that creature takes 18 (4d8) psychic 
  damage. 
  SORROWSWORN - THE LONELY 
  Medium monstrosity, neutral evil  
  Armor Class 16 (natural armor) 
  Hit Points 112 (15d8 + 45) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 17 (+3) 
  6 (-2) 
  11 (+0) 
  6 (-2) 
  Damage Resistances bludgeoning, piercing, and slashing 
  while in dim light or darkness  
  Senses Darkvision 60 ft., Passive Perception 10 
  Languages Common  
  Challenge 9 (5000 XP) 
  Psychic Leech. At the start of each of the Lonely's turns, 
  each creature within 5 feet of it must succeed on a DC 15 
  Wisdom saving throw or take 10 (3d6) psychic damage. 
  Thrives on Company. The Lonely has advantage on attack 
  rolls while it is within 30 feet of at least two other 
  creatures. It otherwise has disadvantage on attack rolls.  
  ACTIONS 
  Multiattack. The Lonely makes one harpoon arm attack 
  and uses Sorrowful Embrace on grappled opponents. 
  Harpoon Arm. Melee Weapon Attack: +7 to hit, reach 60 ft., 
  one target. Hit: 21 (4d8 + 3) piercing damage, and the 
  target is grappled (escape DC 15) if it is a Large or smaller 
  creature. The Lonely has two harpoon arms and can 
  grapple up to two creatures at once. 
  Sorrowful Embrace. Each creature grappled by the Lonely 
  must make a DC 15 Wisdom saving throw. A creature 
  takes 18 (4d8) psychic damage on a failed save, or half as 
  much damage on a successful one. In either case, the 
  Lonely pulls each creature grappled by it up to 30 feet 
  straight toward it. 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  24
  SORROWSWORN - THE WRETCHED 
  Small monstrosity, neutral evil 
  Armor Class 15 (natural armor) 
  Hit Points 10 (4d6 - 4) 
  Speed 40 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 (-2) 
  12 (+1) 9 (-1) 
  5 (-3) 
  6 (-2) 
  5 (-3) 
  Damage Resistances bludgeoning, piercing, and slashing 
  while in dim light or darkness  
  Senses Darkvision 60 ft., Passive Perception 8 
  Languages  - 
  Challenge 1/4 (50XP) 
  Wretched Pack Tactics. The Wretched has advantage on an 
  attack roll against a creature if at least one of the Wretched's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated. The Wretched otherwise has disadvantage on 
  attack rolls. 
   ACTIONS 
  Bite. Melee Weapon Attack: +3 to hit, reach S5ft., one target. 
  Hit: 6 (1d1O + 1) piercing damage, and the Wretched attaches 
  to the target. While attached, the Wretched can't attack, and 
  at the start of each of the Wretched's turns, the target takes 6 
  (1d1O + 1) necrotic damage. 
  The attached Wretched moves with the target whenever the 
  target moves, requiring none of the Wretched's movement. 
  The Wretched can detach itself by spending 5 feet of its 
  movement on its turn. A creature, including the target, can 
  use its action to detach a Wretched. 
  VETERAN, SHADAR-KAI 
  Medium humanoid (elf), neutral 
  Armor Class 17 (splint) 
  Hit Points 58 (9d8+18) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 14 (+2) 10 (0) 11 (+0) 10 (0) 
  Skills: Athletics +5, Perception +2 
  Damage Resistances Necrotic 
  Condition Immunities Sleep 
  Senses Darkvision 60 ft., Passive Perception 12 
  Languages Common, Elvish 
  Challenge 3 (700XP) 
  Fey Ancestry. The cultist has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep. 
  Shadow Jump. As a bonus action, the cultist can teleport 
  up to 30 feet to an unoccupied space it can see. Both the 
  space it teleports from and the space it teleports to must 
  be in dim light or darkness. The cultist can use this ability 
  between the weapon attacks of another action it takes. 
  ACTIONS 
  Multiattack. The veteran makes two longsword attacks. If 
  it has a shortsword drawn, it can also make a shortsword 
  attack. 
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands. 
  Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage. 
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  25
  WARLOCK OF THE RAVEN QUEEN, 
  SHADAR-KAI (GRAVENLEAF) 
  Medium humanoid (elf), neutral evil 
  Armor Class 12 (15 with mage armor) 
  Hit Points 60 (11d8+11) 
  Speed 30 ft. 
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  9 (-1) 
  15 (+2) 13 (+2) 11 (+1) 12 (+1) 18(+4) 
  Saving Throws Wis +3, Cha +6 
  Skills Arcana +2, Deception +6, Medicine +2, Persuasion +2 
  Damage Resistances Necrotic 
  Condition Immunities Charmed, Sleep 
  Senses Darkvision 60 ft., Passive Perception 11 
  Languages Common, Elvish, Sylvan 
  Challenge 5 (1800XP) 
  Fey Ancestry. The warlock has advantage on saving throws 
  against being charmed, and magic can’t put it to sleep. 
  Shadow Jump. As a bonus action, the cultist can teleport up 
  to 30 feet to an unoccupied space it can see. Both the space 
  it teleports from and the space it teleports to must be in dim 
  light or darkness. The cultist can use this ability between the 
  weapon attacks of another action it takes. 
  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, guidance, mage armor (self only), silent 
  image 
  1/day each: conjure shadow creature (variant conjure fey) 
  Spellcasting. The warlock is a 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): chill touch, eldritch blast, mage hand, minor 
  illusion, prestidigitation, vicious mockery 
  1st-5th level (3 5th-level slots): blink, blur, charm person, 
  dimension door, dissonant whispers, false life, faerie fire 
  telekinesis, hold monster, misty step, phantasmal force, 
  seeming, sleep 
  ACTIONS 
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 
  ft. or range 20/60 ft., 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. 
  Summon Shadow Creature 
  This ability takes 1 minute to cast and is therefore 
  unlikely to be used in this combat. If the party have 
  been particularly careless in their approach and by 
  some miracle Gravenleaf manages to cast this spell 
  add 2 more shadow mastiffs to this encounter. 
  Warlock of the Raven Queen 
  This is a modified Warlock of the Archfey from 
  Volo’s Guide to Monsters with a bit of more 
  necromantic flavour.  
  
  Written by David Gove 
  Ravens over Hollowmoon 
  26
  APPENDIX 
  MAP A: GROUND FLOOR 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  27
  MAP B: UPPER FLOOR 
  
  Written by David Gove 
  Ravens over Hollowmoon 
  28
  MAP C: BASEMENT 
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  29 
  PLAYER HANDOUTS 
  ASHENHAND’S JOURNAL (HANDOUT 1) 
  The following information can be gathered by skimming through Ashenhand’s journal (written in Elvish). It is a 
  simple leather-bound tome with a neat and succinct style of writing. 
  • 
  My kin have been in this place for close to two millenia as far as the records in the library and the tales of our 
  ancestors say. It’s said that we were abandoned, but I truth we were displaced. My ancestors staved off the 
  melancholy and ennui only by pledging themselves to the Raven Queen. What they would do to survive after 
  all they had been through.  
  • 
  The archwizards had followed us here those millenia ago. Although we struck at them in the past, the cost in 
  those of the People was too high.  I suspect our hatred for them and all they have wrought have sustained our 
  small clan better than most of our ilk. Their city of Thultanthar still floats in the sky, reminder of their power 
  and a focus for our pain. Their torment us with their cruel presence but I suspect we are beneath their notice.  
  • 
  There was a great upheaval and the Netherese city disappeared from the sky. I hope they have ended up in 
  the Abyss. Another intruder from the Prime appeared today and as they have always been, were dispatched 
  readily. However, Blackfrond has some designs how they might be used in seeking retribution for our exile. 
  He suggests capturing the next ones to test his theories. He spend so long in the laboratory upstairs trying to 
  perfect his devices. 
  • 
  The human filth we captured last week has told us that that Netherese city that tormented us for almost a 
  score of centuries has fallen on old Myth Drannor and is no more. Blackfrond says it is no matter and we 
  should continue the work. He says he is close to greater successes.  
  • 
  Blackfrond’s work harnessing the despair that this place breeds so well has been truly impressive. Creating 
  those monstrosities borne out of their fears and doubts staggers me. He says they will make excellent 
  ravagers to send out to the Prime. Our message will be loud and bloody (his words…not mine) 
  • 
  A more powerful monstrosity was birthed today although it killed Silvermourn before we could get it caged. 
  There are not many of us left. Blackfrond insists he can control them. But I am not so sure, and he will not 
  listen when I tell him… 
  BLACKFROND’S JOURNAL (HANDOUT 2) 
  The following information can be gleaned from reading through Blackfronds’s journal. Most of these relevant entries 
  span about 200 years. It is an ornate tome with several loose pages and comments in the margins neat and succinct 
  style of writing. 
  • 
  I have lain awake again last night unable to find rest in sleep. Centuries of where we were the victims. Justice 
  and blood. Justice and blood. 
  • 
  The Netherese that have been the focus of our sorrow and venom have departed the Shadowfell. How, I do 
  not know, but they are most proficient arcanists. But their departure has left a twist in the Weave. I have 
  studied it and I believe I have a new weapon to use. The creatures I can create from the despair and 
  melancholy that the Shadowfell feeds on can be harnessed. A success born of brilliance and circumstance. Our 
  ministrations on the captives have born delicious fruit for the crimes suffered by my ancestors. 
  • 
  After using the prisoner’s “gifts” we have birthed and sent those wretched creatures across the Planes. I hope 
  they feel well and with pain. 
  • 
  Another group of intruders arrived recently. I’ve been able to develop a more potent creature with a few 
  adjustments to the machinery. What I couldn’t achieve in time! 
  • 
  Ashenhand believes I don’t have mastery over them and cites the death of Silvermourn as evidence. Has the 
  spirit for this gone out of her? 
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  30 
  INFORMATION FROM THE LIBRARY (HANDOUT 3) 
  This information can be found in various tomes which span the 2 millenia that these elves have been present in this 
  place. 
  • 
  The original elves were refugees from a village (E’ldorei) displaced by the expansionist Netherese Empire at 
  the height of their power. 
  • 
  After wandering for some months, they found refuge in Hollowmoon Keep, granted by Iolas Rathemar, the 
  elven hero who built it. They were starting to settle when they were shunted to the Shadowfell. (Shifted by 
  the transition of the Netherese City of Thultanthar) 
  • 
  Several elves succumbed to malaise and despair early on. Some of the survivors sought out the Raven Queen 
  to whom they offered the service for their survival. She taught them the ways of the Shadar-kai and they 
  returned to the Keep. 
  • 
  They used their newfound abilities to defend themselves, but also to harass the inhabitants of Thultanthar, 
  although their power was still too weak to cause them any real trouble. 
  • 
  As the generations passed, they had periodic glimpses into the Prime when the Keep made occasional 
  transitions and have some knowledge of the battle outside the gates during the Weeping War. 
  • 
  Any strangers caught in the Keep when it transitioned them to the Shadowfell were captured and killed. 
  • 
  The transition of the Netherese City of Thultanthar back to the Prime is recorded as having happened about a 
  century ago. 
  • 
  There are less and less children born to each generation. There were originally over a hundred refugees. Now 
  there are only a handful left. 
  • 
  They are currently in their 6th generation since the transition to the Shadowfell. 
   
   
  
   
   
   
  Written by David Gove 
  Ravens over Hollowmoon 
  31 
  STONE PLINTH (HANDOUT 4) 
  THE TOP SURFACE OF THE PLINTH HAS THESE TILES AND 
  ENGRAVINGS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SYMBOLS ON THE PANELS ON THE RIM OF THE PLINTH 
   
   
   
   
   
   
  A 
   
  B 
   
  C 
   
  D 
   
      E 
   
        F 
   
   
   
   
  
  APPENDIX 
   
  MAP A: GROUND FLOOR 
   
   
   
   
  
  MAP B: UPPER FLOOR 
   
   
   
   
  
  MAP C: BASEMENT 
   
   
   
   
  
  PLAYER HANDOUTS 
  ASHENHAND’S JOURNAL (HANDOUT 1) 
  The following information can be gathered by skimming through Ashenhand’s journal (written in Elvish). It is a 
  simple leather-bound tome with a neat and succinct style of writing. 
  • 
  My kin have been in this place for close to two millenia as far as the records in the library and the tales of our 
  ancestors say. It’s said that we were abandoned, but I truth we were displaced. My ancestors staved off the 
  melancholy and ennui only by pledging themselves to the Raven Queen. What they would do to survive after 
  all they had been through.  
  • 
  The archwizards had followed us here those millenia ago. Although we struck at them in the past, the cost in 
  those of the People was too high.  I suspect our hatred for them and all they have wrought have sustained our 
  small clan better than most of our ilk. Their city of Thultanthar still floats in the sky, reminder of their power 
  and a focus for our pain. Their torment us with their cruel presence but I suspect we are beneath their notice.  
  • 
  There was a great upheaval and the Netherese city disappeared from the sky. I hope they have ended up in 
  the Abyss. Another intruder from the Prime appeared today and as they have always been, were dispatched 
  readily. However, Blackfrond has some designs how they might be used in seeking retribution for our exile. 
  He suggests capturing the next ones to test his theories. He spend so long in the laboratory upstairs trying to 
  perfect his devices. 
  • 
  The human filth we captured last week has told us that that Netherese city that tormented us for almost a 
  score of centuries has fallen on old Myth Drannor and is no more. Blackfrond says it is no matter and we 
  should continue the work. He says he is close to greater successes.  
  • 
  Blackfrond’s work harnessing the despair that this place breeds so well has been truly impressive. Creating 
  those monstrosities borne out of their fears and doubts staggers me. He says they will make excellent 
  ravagers to send out to the Prime. Our message will be loud and bloody (his words…not mine) 
  • 
  A more powerful monstrosity was birthed today although it killed Silvermourn before we could get it caged. 
  There are not many of us left. Blackfrond insists he can control them. But I am not so sure, and he will not 
  listen when I tell him… 
  BLACKFROND’S JOURNAL (HANDOUT 2) 
  The following information can be gleaned from reading through Blackfronds’s journal. Most of these relevant entries 
  span about 200 years. It is an ornate tome with several loose pages and comments in the margins neat and succinct 
  style of writing. 
  • 
  I have lain awake again last night unable to find rest in sleep. Centuries of where we were the victims. Justice 
  and blood. Justice and blood. 
  • 
  The Netherese that have been the focus of our sorrow and venom have departed the Shadowfell. How, I do 
  not know, but they are most proficient arcanists. But their departure has left a twist in the Weave. I have 
  studied it and I believe I have a new weapon to use. The creatures I can create from the despair and 
  melancholy that the Shadowfell feeds on can be harnessed. A success born of brilliance and circumstance. Our 
  ministrations on the captives have born delicious fruit for the crimes suffered by my ancestors. 
  • 
  After using the prisoner’s “gifts” we have birthed and sent those wretched creatures across the Planes. I hope 
  they feel well and with pain. 
  • 
  Another group of intruders arrived recently. I’ve been able to develop a more potent creature with a few 
  adjustments to the machinery. What I couldn’t achieve in time! 
  • 
  Ashenhand believes I don’t have mastery over them and cites the death of Silvermourn as evidence. Has the 
  spirit for this gone out of her? 
  
  INFORMATION FROM THE LIBRARY (HANDOUT 3) 
  This information can be found in various tomes which span the 2 millenia that these elves have been present in this 
  place. 
  • 
  The original elves were refugees from a village (E’ldorei) displaced by the expansionist Netherese Empire at 
  the height of their power. 
  • 
  After wandering for some months, they found refuge in Hollowmoon Keep, granted by Iolas Rathemar, the 
  elven hero who built it. They were starting to settle when they were shunted to the Shadowfell. (Shifted by 
  the transition of the Netherese City of Thultanthar) 
  • 
  Several elves succumbed to malaise and despair early on. Some of the survivors sought out the Raven Queen 
  to whom they offered the service for their survival. She taught them the ways of the Shadar-kai and they 
  returned to the Keep. 
  • 
  They used their newfound abilities to defend themselves, but also to harass the inhabitants of Thultanthar, 
  although their power was still too weak to cause them any real trouble. 
  • 
  As the generations passed, they had periodic glimpses into the Prime when the Keep made occasional 
  transitions and have some knowledge of the battle outside the gates during the Weeping War. 
  • 
  Any strangers caught in the Keep when it transitioned them to the Shadowfell were captured and killed. 
  • 
  The transition of the Netherese City of Thultanthar back to the Prime is recorded as having happened about a 
  century ago. 
  • 
  There are less and less children born to each generation. There were originally over a hundred refugees. Now 
  there are only a handful left. 
  • 
  They are currently in their 6th generation since the transition to the Shadowfell. 
   
   
  
  STONE PLINTH (HANDOUT 4) 
  THE TOP SURFACE OF THE PLINTH HAS THESE TILES AND 
  ENGRAVINGS 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SYMBOLS ON THE PANELS ON THE RIM OF THE PLINTH 
   
   
   
   
   
   A 
   
  B 
   
  C 
   
  D 
   
      E 
   
        F 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Ravens over Hollowmoon.pdf