TEXT: EYES OF BLOOD 
   
  Recent goblin attacks near the outskirts of Hulburg prompted Lord Eorl Hulmaster to send 
  a band of mercenaries into the foothills of the Galena Mountains to thin out their numbers. 
  It was supposed to be an easy task, but it ended in disaster. The band’s leader remains 
  trapped in goblin territory with their chieftain as his prisoner. Lord Hulmaster now needs 
  skilled adventurers to retrieve the mercenary and his captive before it is too late. 
   
  A Four-Hour Adventure for 1st - 4th Level Characters 
   
  DAVE ZAJAC 
  Adventure Designer 
   
  Adventure Code: CCC-RPR-01 
   
   
   
  Development and Editing: Dave Zajac & Jonathan Grabert 
  Organized Play: Chris Lindsay 
  D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 
  D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, 
  Alan Patrick 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards 
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  Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the 
  express written permission of Wizards of the Coast. 
   
  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, 
  Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  2 
   
  INTRODUCTION 
  Welcome to Eyes of Blood, a D&D adventure that is 
  part of the official D&D Adventurers League™ 
  organized play system. 
   This adventure is designed for three to seven 1st-
  4th level characters, and is optimized for five 3rd-
  level characters. Characters outside this level range 
  cannot participate in this adventure. Players with 
  ineligible characters can create new 1st-level 
  characters or use pregenerated characters. 
   The adventure is set in the Moonsea region of the 
  Forgotten Realms. During play, the party journeys 
  into the foothills northeast of the city of Hulburg to 
  rescue a mercenary leader and his goblin prisoner. 
  Can the characters find the pair before it is too late? 
  THE D&D ADVENTURERS 
  LEAGUE 
  This adventure is official for D&D Adventurers 
  League play. The D&D Adventurers League is the 
  official organized play system for DUNGEONS & 
  DRAGONS®. Players can create characters and 
  participate in any adventure allowed as a part of the 
  D&D Adventurers League. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that will continue their 
  story. 
   If you’re running this adventure as a part of a store 
  event or at certain conventions, you’ll need a DCI 
  number. This number is your official Wizards of the 
  Coast organized play identifier. If you don’t have a 
  number, you can obtain one at a store event. Check 
  with your organizer for details. 
   D&D Adventurers League play is broken up into 
  storyline seasons. When players create characters, 
  they attach those characters to a storyline season, 
  which determines what rules they’re allowed to use 
  to create and advance their characters. Players can 
  continue to play their characters after the storyline 
  season has finished, possibly participating in a 
  second or third storyline with those same characters. 
  A character’s level is the only limitation for 
  adventure play. A player cannot use a character of a 
  level higher or lower than the level range of a D&D 
  Adventurers League adventure. 
   For more information on playing, running games 
  as a Dungeon Master, and organizing games for the 
  D&D Adventurers League, please visit the D&D 
  Adventurers League home at: 
   
  www.dndadventurersleague.org 
  PREPARING THE ADVENTURE 
  Before you show up to Dungeon Master this 
  adventure for a group of players, you should do the 
  following to prepare: 
   Make sure to have a copy of the most current 
  version of the D&D Basic Rules or the Player’s 
  Handbook. 
   Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. 
   Get familiar with the monster statistics in the 
  Appendix. 
   Gather together any resources you’d like to use to 
  aid you in running this adventure--such as 
  notecards, a DM screen, miniatures, and 
  battlemaps. 
   If you know the composition of the group 
  beforehand, you can make adjustments as noted 
  throughout the adventure. 
  BEFORE PLAY AT THE TABLE 
  Ask the players to provide you with relevant 
  character information: 
   Character name and level 
   Character race and class 
   Passive Wisdom (Perception)—the most common 
  passive ability check 
   Anything notable as specified by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Players that have characters outside the adventure’s 
  level range cannot participate in the adventure 
  with those characters. Players with ineligible 
  characters can make a new 1st-level character or use 
  a pregenerated character. Players can play an 
  adventure they previously played or ran as a 
  Dungeon Master, but not with the same character. 
   Ensure that each player has an official adventure 
  logsheet for his or her character (if not, get one from 
  the organizer). The player fills out the adventure 
  name, session number, date, and your name and DCI 
  number. In addition, the player also fills in the 
  starting values for experience, gold, downtime, 
  renown, and number of permanent magic items. He 
  or she fill in the other values and write notes at the 
  conclusion of the session. Each player is responsible 
  for maintaining an accurate logsheet. 
   If you have time, you can do a quick scan of a 
  player’s character sheet to ensure that nothing looks 
  out of order. If you see magic items of very high 
  rarities or strange arrays of ability scores, you can 
  ask players to provide documentation for the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  3 
   
  irregularities. If they cannot, feel free to restrict item 
  use or ask them to use a standard ability score array. 
  Point players to the D&D Adventurers League Player’s 
  Guide for reference. 
   If players wish to spend downtime days and it’s 
  the beginning of an adventure or episode, they can 
  declare their activity and spend the days now. 
  Alternatively, they can do so at the end of the 
  adventure or episode. Players should select their 
  characters’ spells and other daily options prior to the 
  start of the adventure, unless the adventure specifies 
  otherwise. Feel free to reread the adventure 
  description to help give players hints about what 
  they might face. 
  ADJUSTING THE ADVENTURE 
  Throughout this adventure, sidebars provide 
  information to assist you in making adjustments for 
  smaller or larger groups and characters of higher or 
  lower levels than the adventure is optimized for. 
  This is typically used for combat encounters. 
   You may adjust the adventure beyond the 
  guidelines given in the adventure, or for other 
  reasons. For example, if you’re playing with a group 
  of inexperienced players, you might want to make 
  the adventure a little easier; for very experienced 
  players, you might want to make it a little harder. 
  Therefore, five categories of party strength have 
  been created for you to use as a guide. Use these as a 
  guide, and feel free to use a different adjustment 
  during the adventure if the recommended party 
  strength feels off for the group. 
   This adventure is optimized for a party of five 
  3rd-level characters. To figure out whether you 
  need to adjust the adventure, do the following: 
   Add up the total levels of all the characters. 
   Divide the total by the number of characters. 
   Round fractions of .5 or greater up; round 
  fractions of less than .5 down. 
  You’ve now determined the average party level 
  (APL) for the adventure. To figure out the party 
  strength for the adventure, consult the following 
  table. 
  Determining Party Strength 
  Party Composition  
   
  Party Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Average party strength indicates no recommended 
  adjustments to the adventure. Each sidebar may or 
  may not offer suggestions for certain party strengths. 
  If a particular recommendation is not offered for 
  your group, you don’t have to make adjustments. 
  RUNNING THE ADVENTURE 
  As the Dungeon Master of the session, you have the 
  most important role in facilitating the enjoyment of 
  the game for the players. You help guide the 
  narrative and bring the words on these pages to life. 
  The outcome of a fun game session often creates 
  stories that live well beyond the play at the table. 
  Always follow this golden rule when you DM for a 
  group: 
   
  Make decisions and adjudications that enhance 
  the fun of the adventure when possible. 
   
  To reinforce this golden rule, keep in mind the 
  following: 
   You are empowered to make adjustments to the 
  adventure and make decisions about how the 
  group interacts with the world of this adventure. 
  Doing so is especially important and applicable 
  outside of combat, but feel free to adjust the 
  adventure for groups that are having too easy or 
  too hard of a time. 
   Don’t make the adventure too easy or too difficult 
  for a group. Never being challenged makes for a 
  boring game and being overwhelmed makes for a 
  frustrating one. Gauge the experience of the 
  players (not the characters) with the game, try to 
  feel out (or ask) what they like in a game, and 
  attempt to give each of them the experience 
  they’re after when they play D&D. Give everyone a 
  chance to shine.  
   Be mindful of pacing, and keep the game session 
  moving along appropriately. Watch for stalling, 
  since play loses momentum when this happens. At 
  the same time, make sure that the players don’t 
  finish too early; provide them with a full play 
  experience. Try to be aware of running long or 
  short. Adjust the pacing accordingly. 
   Read-aloud text is just a suggestion; feel free to 
  modify the text as you see fit, especially when 
  dialogue is present. 
   Give the players appropriate hints so they can 
  make informed choices about how to proceed. 
  Players should be given clues and hints when 
  appropriate so they can tackle puzzles, combat, 
  and interactions without getting frustrated over 
  lack of information. Doing so helps to encourage 
  immersion in the adventure and gives players 
  “little victories” for figuring out good choices from 
  clues. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  4 
   
  In short, being the DM isn’t about following the 
  adventure’s text word-for-word; it’s about 
  facilitating a fun, challenging game environment for 
  the players. The Dungeon Master’s Guide™ has more 
  information on the art of running a D&D game. 
  DOWNTIME AND LIFESTYLE 
  At the beginning of each play session, players must 
  declare whether or not they are spending any days 
  of downtime. The player records the downtime 
  spent on the adventure logsheet. The following 
  options are available to players during downtime 
  (see the D&D Basic Rules or the D&D Adventurers 
  League Player’s Guide for more information): 
   Catching up 
   Crafting (exception: multiple characters cannot 
  commit to crafting a single item) 
   Practicing a profession 
   Recuperating 
   Spellcasting services 
   Training 
  Other downtime options might be available during 
  adventures or unlocked through play, including 
  faction-specific activities. 
   In addition, whenever a character spends 
  downtime days, that character also spends the 
  requisite expense for his or her lifestyle. Costs are 
  per day, so a character that spends ten days of 
  downtime also spends ten days of expenses 
  maintaining his or her lifestyle. Some downtime 
  activities help with or add lifestyle expenses. 
   
   
  SPELLCASTING SERVICES 
  Any settlement the size of a town or larger can 
  provide some spellcasting services. Characters need 
  to be able to travel to the settlement to obtain these 
  services. Alternatively, if the party finishes an 
  adventure, they can be assumed to return to the 
  settlement closest to the adventure location. 
   Spell services generally available include healing 
  and recovery spells, as well as information-gathering 
  spells. Other spell services might be available as 
  specified in the adventure. The number of spells 
  available to be cast as a service is limited to a 
  maximum of three per day total, unless otherwise 
  noted. 
  Spellcasting Services 
  Spell 
   
   
   
  Cost 
  Cure wounds (1st level) 
   
  10 gp 
  Identify  
   
   
  20 gp 
  Lesser restoration 
   
  40 gp 
  Prayer of healing (2nd level) 
  40 gp 
  Remove curse 
   
   
  90 gp 
  Speak with dead  
   
  90 gp 
  Divination 
   
   
  210 gp 
  Greater restoration 
   
  450 gp 
  Raise dead 
   
   
  1,250 gp 
  Acolyte Background 
  A character possessing the acolyte background requesting 
  spellcasting services at a temple of his or her faith may 
  request one spell per day from the Spellcasting Services table 
  for free. The only cost paid for the spell is the base price for 
  the consumed material component, if any. 
  DISEASE, DEATH, AND RECOVERY 
  Sometimes bad things happen, and characters get 
  poisoned, diseased, or are killed. Since you might not 
  have the same characters return from session to 
  session, here are the rules when bad things happen 
  to characters. 
  DISEASE, POISON, AND OTHER DEBILITATING 
  EFFECTS 
  A character still affected by diseases, poisons, and 
  other similar effects at the conclusion of an 
  adventure can spend downtime days recuperating 
  until such time as he or she resolves the effect to its 
  conclusion (see the recuperating activity in the D&D 
  Basic Rules). 
   If a character doesn’t resolve the effect between 
  sessions, that character begins the next session still 
  affected by the debilitating effect. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  5 
   
  DEATH 
  A character who is killed during the course of the 
  adventure has a few options at the end of the session 
  (or whenever arriving back in civilization) if no one 
  in the adventuring party has immediate access to a 
  raise dead or revivify spell, or similar magic. A 
  character subject to a raise dead spell is affected 
  negatively until all long rests have been completed 
  during an adventure. Alternatively, each downtime 
  day spent after raise dead reduces the penalty to 
  attack rolls, saving throws, and ability checks by 1, in 
  addition to any other benefits the downtime activity 
  might provide. 
   Create a New 1st-Level Character. If the dead 
  character is unwilling or unable to exercise any of 
  the other options, the player creates a new character. 
  The new character does not have any items or 
  rewards possessed by the dead character. 
   Dead Character Pays for Raise Dead. If the 
  character’s body is recoverable (it’s not missing any 
  vital organs and is mostly whole) and the player 
  would like the character to be returned to life, the 
  party can take the body back to civilization and use 
  the dead character’s funds to pay for a raise dead 
  spell. A raise dead spell cast in this manner costs the 
  character 1,250 gp. 
   Character’s Party Pays for Raise Dead. As above, 
  except that some or all of the 1,250 gp for the raise 
  dead spell is paid for by the party at the end of the 
  session. Other characters are under no obligation to 
  spend their funds to bring back a dead party 
  member.  
   Faction Charity. If the character is of level 1 to 4 
  and a member of a faction, the dead character’s body 
  can be returned to civilization and a patron from the 
  faction ensures that he or she receives a raise dead 
  spell. However, any character invoking this charity 
  forfeits all experience and rewards from that session 
  (both those earned prior to and after death during 
  that session) and cannot replay that episode or 
  adventure with that character again. Once a 
  character reaches 5th level, this option is no longer 
  available. 
   
  Additional Credits 
  Red eyes title page glyph Dave Zajac 
  Adventurers League logsheet image Dave Zajac & Wizards of 
  the Coast 
  Faction images Wizards of the Coast 
  All battlemap images Dave Zajac 
  Centaur image by Mariana Ruiz Villarrea, from Classic Stock 
  Art Pack on dmsguild.com 
  Adventurers League “We Want You” promotional image 
  Wizards of the Coast 
  Battleaxe image public domain from openclipart.org 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  6 
   
  EYES OF BLOOD 
  Rikerd Pallas is a good man, and I do not say that 
  about many mercenaries. 
  —Lord Eorl Hulmaster 
  ADVENTURE BACKGROUND 
  The Blood-Eye goblin tribe has grown substantially 
  over the past 25 years. They have increased in size 
  to the extent that they have started displacing 
  nearby tribes of orcs in the Galena Mountains and its 
  foothills. The goblins follow their chieftain, One-
  Blood, who is said to be over 75 years old, which is 
  well past the normal life expectancy of a goblin. 
   Wary of the Blood-Eye tribe’s growth, aggression, 
  and proximity to Hulburg, Lord Eorl Hulmaster, the 
  fledgling city’s ruler, agreed to send a force of twenty 
  mercenaries into the foothills to thin out their 
  numbers. Part of their assignment was to capture 
  the goblin’s chieftain and return him to Hulburg. The 
  mercenaries expected an easy mission, but they did 
  not get one. Unlike most goblins, the Blood-Eyes 
  proved to be vicious and capable warriors, and the 
  mercenary force was almost destroyed. 
   Only the band’s leader, Rikerd Pallas, managed to 
  survive the attack, and he did so with the goblin 
  leader as his prisoner. Rikerd has been in touch with 
  Artis Letch, a wizard also hired by Lord Hulmaster, 
  via a pair of magical sending stones. The mercenary 
  is seriously injured and trapped within Blood-Eye 
  territory. Unless Rikerd receives help soon, he will 
  likely perish, and his mission will have been for 
  naught. 
  ADVENTURE OVERVIEW 
  Eyes of Blood consists of four parts. 
   Part 1: A Rescue Mission. The characters arrive at 
  Hulmaster manor. Lord Hulmaster asks them to 
  travel to the foothills of the Galena Mountains, 
  rescue Rikerd Pallas, and bring back the goblin 
  chieftain the mercenary leader captured. 
   Part 2: The Journey There. To reach the 
  mercenary leader, the characters must travel 
  through territory claimed by the Broken Fang orc 
  tribe. Along the way, they encounter the denizens 
  that dwell within the mountain’s foothills. 
   Part 3: The Journey Back. As the characters make 
  their way back to Hulburg with One-Blood in tow, 
  the Blood-Eye goblins attempt a rescue mission of 
  their own. 
   Part 4: Unexpected Information. The characters 
  encounter a druid and learn Lord Hulmaster’s true 
  intentions for the goblin chieftain. 
  ADVENTURE HOOKS 
  The characters may already have their own reasons 
  for being in Hulburg, but if not, use the following 
  adventure hooks to draw them into the story. 
   Summoned. Lord Eorl Hulmaster’s advisors 
  inform him that capable adventures are in the area, 
  and he sends an envoy requesting their assistance. 
   Vengeance. The characters knew one of the 
  mercenaries killed in the expedition. They have 
  come to Hulburg to exact revenge upon the goblins. 
   Travel. The characters are traveling via ship from 
  one location in the Moonsea region to another, and 
  their boat has docked in Hulburg’s harbor for several 
  days to unload and undergo minor repairs. While 
  exploring the town, they learn of the ill-fated 
  mercenary expedition and offer their services to 
  Lord Hulmaster. 
   Faction assignment: Emerald Enclave. The 
  Emerald Enclave would like to incorporate a local 
  circle of druids known as the Oaken Branch into 
  their organization. Enclave members arrive in 
  Hulburg before journeying into the foothills of the 
  Galena Mountains to make contact with the druids. 
  About Hulburg 
  Hulburg has been plundered and razed many times over the 
  centuries, but each time industrious folk have returned to 
  rebuild atop its ruins. While small in comparison to its former 
  size, modern-day Hulburg is undergoing steady growth. The 
  town consists mainly of three distinct areas: Tent City, the 
  Harbor District, and Hulmaster Manor. 
   
  Tent City. The bulk of the town rests atop a tall plateau on 
  the northern banks of the Moonsea, with the heights of Thar 
  to the north. A steep and rocky hill blocks expansion to the 
  east, and the stony cliffs along the Moonsea lie to the south. 
   
  Known by Hulburg’s residents as Tent City, the plateau is 
  home to a haphazard collection of large canvas tents and 
  makeshift wooden buildings. 
   
  Harbor District. The lifeline of Hulburg is its harbor, which 
  lies to the south of Tent City along the northern shore of the 
  Moonsea. A large, rocky bluff separates it from Tent City, and 
  travel between the two districts is limited to a steep man-
  made trail that traverses the stony face of the slope. 
   
  Warehouses and rows of docks make up the bulk of the 
  Harbor District, but the area is also home to a tariff office, 
  guard post, and many other smaller businesses built to 
  service ships and their crews. 
   
  Hulmaster Manor. Lord Eorl Hulmaster’s manor lies a 
  short thirty-minute walk to the northwest of Tent City on the 
  outskirts of the ruins of old Hulburg. The current lord and his 
  trusted retainers live in a small wooden fortress that backs 
  up to a tall bluff. Residents of Hulburg jokingly (and never in 
  the presence of the lord or his retainers) refer to the 
  structure as the Hedge Lord’s Manor. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  7 
   
  PART 1: A RESCUE MISSION 
  Expected Duration: 15 minutes 
   
  Either on their own or by invitation from Lord 
  Hulmaster, the characters arrive at Hulmaster 
  Manor. If they arrive of their own volition, simply 
  mentioning they wish to discuss the recent 
  mercenary expedition is enough for the manor’s 
  guards to grant them an audience with Lord 
  Hulmaster, who is eager to find individuals to rescue 
  the mercenary leader and his captured quarry. 
  Recent goblin attacks near the outskirts of Hulburg prompted 
  Lord Eorl Hulmaster to send a band of mercenaries into the 
  foothills of the Galena Mountains to thin out their numbers. 
  It was supposed to be an easy task, but it ended in disaster. 
  Rumors in Hulburg say there is more to the story, and they 
  must be true. Just this morning, Lord Eorl Hulmaster posted a 
  summons for capable adventures, and you answered.
   
  After arriving at Hulmaster Manor and announcing your 
  intentions, guards escort you and your companions to a 
  waiting room. Minutes later, a butler retrieves you and leads 
  you to Lord Hulmaster’s meeting chamber. A man wearing 
  fine clothes and a serious expression greets you. He is 
  accompanied by a brown-haired half-elf in dark blue robes. 
  Roleplaying Lord Eorl Hulmaster 
  At thirty-five years of age, Lord Hulmaster focusses on the 
  accumulation of wealth. He owns the gem mine, most of the 
  warehouses in the Harbor District, and nearly all the 
  legitimate businesses in Tent City. He has a wife and several 
  young children, but they remain in Mulmaster until he can 
  bring Hulburg to heel. 
   
  Lord Hulmaster has bold plans for Hulburg but currently 
  lacks the coin to see those plans realized. While not an evil 
  man, his drive makes him a bit insensitive toward the 
  working conditions of the miners and the living conditions in 
  Tent City. 
   
  He considers himself better than the characters (except for 
  other nobles), and while blunt, he is not rude or haughty. 
  LORD HULMASTER’S EXPEDITION 
  After formal introductions, Lord Hulmaster asks the 
  characters to sit at a long wooden table set with cups 
  and several pitchers of water. As is his custom, he 
  prefers to get straight to the point, and he relays the 
  information below. 
   Over the past year, goblin attacks have increased 
  near the outskirts of Hulburg. The Blood-Eye 
  goblins (named for their blood-red eyes) used to 
  stay away from the ruins, but they seem to be 
  getting bolder. 
   The Broken Fang orc tribe once claimed all the 
  lands to the east of the city, but over the past 
  several years, the Blood-Eyes have grown in 
  number. Hulburg’s scouts report they are starting 
  to make incursions into orc territory as well. 
   As a precautionary measure, eight days ago Lord 
  Hulmaster hired the Iron Bannermen, a small 
  group of mercenaries from Mulmaster, to journey 
  into the foothills and thin out the goblins’ numbers. 
   The band’s leader, Rikerd Pallas, and twenty 
  mercenaries entered the foothills. After five days 
  of eliminating small groups of goblins, a large 
  force of the creatures attacked them in the night. 
   During the fight, Rikerd managed to pull the 
  goblin’s chieftain from the back of his giant wolf, 
  but in the course of the scuffle, they both tumbled 
  into a deep ravine, suffering severe wounds. 
   Knowing the fight was lost, Rikerd subdued the 
  goblin chieftain and dragged him from the scene to 
  a cave hidden behind a waterfall. 
   Lord Hulmaster only knows what happened, 
  because he sent Rikerd on his mission with a 
  sending stone. His hired wizard, Artis Letch, has 
  the other sending stone, and they have been 
  communicating daily. 
   Rikerd sustained a deep puncture to his left side 
  during the fall. After securing his prisoner, he did 
  his best to patch the injury, but he has lost a 
  considerable amount of blood, and he fears the 
  wound has become septic. He is weak, unable to 
  travel, and in need of rescuing. 
   From their communications, Artis Letch has been 
  able to pinpoint the area where Rikerd is hiding. It 
  lies roughly a day and a half east of Hulburg. The 
  quickest route there is through lands still occupied 
  by the Broken Fang orc tribe. (Lord Hulmaster can 
  provide the characters with a map.) 
   Lord Hulmaster does not have the time to muster 
  a sizeable force for a rescue, and he fears another 
  large incursion could spark an all-out war 
  between Hulburg and the humanoids of the 
  foothills. For these reasons, he needs a small 
  group of individuals to retrieve Rikerd Pallas and 
  the goblin chieftain, who he has learned is named 
  One-Blood. 
   It is imperative that One-Blood be brought back 
  alive. Lord Hulmaster hopes that by interrogating 
  the goblin chieftain, Artis Letch can learn how 
  many goblins are in the Blood-Eye tribe and how 
  best to protect Hulburg from them. 
   As this is a dangerous mission, Lord Hulmaster is 
  willing to pay the characters 100 gp each. He 
  considers the payment more than fair and will not 
  negotiate or provide any of the amount in advance. 
  Assuming the characters agree to Lord Hulmaster’s 
  terms, continue to Part 2: The Journey There. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  8 
   
  PART 2: THE JOURNEY THERE 
  Expected Duration: 90 minutes 
   
  The area marked on the map given to the characters 
  by Lord Hulmaster lies roughly a day and a half 
  northeast of Hulburg. To reach it, the characters 
  must navigate the foothills of the Galena Mountains 
  and travel through lands occupied by the Broken 
  Fang orc tribe. 
  THE FOOTHILLS 
  As the characters navigate the foothills, allow each 
  member of the party to make a DC 13 Wisdom 
  (Perception) check. Characters who succeed or those 
  with a passive Perception of 13 or higher notice a 
  group of orcs hunting several hundred feet ahead 
  near the base of a long, tall ridge. Not enough cover 
  exists for the party to sneak through the area, but if 
  the characters wish to circumvent the orcs, they can 
  do so by descending into a nearby deep ravine that 
  follows the ridgeline for several miles. 
   If the characters attempt to sneak through the 
  hunting ground using stealth, an orog (G) and five 
  orcs (O) notice them when they pass within 60 feet 
  and move to attack. If they opt to use the ravine, 
  proceed to the Barely Escaped encounter below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove one orog and two orcs. 
   Weak party: Remove one orog. 
   Strong party: Add one orc. 
   Very strong party: Add one orc and one orog. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight. 
   Trees. The surrounding trees provide half cover. 
  TACTICS 
  Upon spotting the characters, the orcs and orog close 
  the distance using their Aggressive ability and attack 
  with their greataxes. If they fail to reach the party on 
  the first round, they hurl javelins instead. 
   The orog targets the character that looks the most 
  threatening, hoping to overpower them and claim 
  the most prestigious kill. The orcs fight in small 
  groups of two or three, targeting a single enemy. 
  TREASURE 
  The orcs carry 50 gp in miscellaneous gems. The 
  orog has a potion of fire resistance in his belt pouch. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  9 
   
  BARELY ESCAPED 
  The ravine you have been following has grown progressively 
  deeper and narrower over the past mile. Rocks of various 
  sizes litter its floor, making travel slow and difficult. When 
  you round a turn in its meandering path, you spy a man 
  hiding in the shadows created by the ravine’s steep walls. 
  Dressed only in loose-fitting breeches, he has long wild hair 
  that covers his head, face, and large portions of the rest of 
  his body. A bloodstained spear lies near him, and the coarse 
  hair on his left shoulder is matted with fresh blood. He eyes 
  you warily, but makes no move toward you or the weapon. 
  The man’s name is Went, and he is a werebear (W). 
  As long as the characters do not insult, threaten, or 
  attack him, he remains calm, but cautious. A 
  successful DC 12 Charisma (Persuasion) check 
  convinces Went that the characters mean him no 
  harm, and he shares the following information. 
   Went lives a solitary life in the foothills of the 
  Galena Mountains, where he acts as a warden, 
  protecting the local flora and fauna from 
  humanoid and monstrous incursions. 
   Recently, mercenaries entered the region and 
  attacked the goblins of the Blood-Eye clan. While 
  Went has no love of the goblins, he decided to 
  investigate. When he arrived in Blood-Eye 
  territory, he found dozens of dead goblins and 
  mercenaries, but the conflict seemed to be over. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Roleplaying Went 
  Decades ago, Went Darkwood was a ranger of the Misty 
  Forest, sworn to protect his home from the threats of the 
  High Moor. As a young man, he was good at what he did, but 
  he viewed the world as black and white. When a family of 
  werebears entered his forest seeking refuge, and he learned 
  of their true nature, Went slaughtered half their number 
  without a second thought before their clan captured him. To 
  teach the man a lesson, the clan’s elder inflicted Went with 
  lycanthropy and left him in his forest. The ranger struggled 
  for many years to control his affliction, often journeying into 
  the High Moor to slake his bloodlust upon the numerous 
  trolls that lived within. 
   
  Eventually, the elves of the Misty Forest learned of his 
  curse and drove him from his home. Went wandered for 
  nearly a decade, simmering with a rage he could barely 
  control. He finally made his way to the Moonsea and settled 
  in the foothills of the Galena Mountains. While his affliction 
  still drives him to kill when the moon is full, he has finally 
  found a measure of peace, and he no longer looks to violence 
  as a first solution. He has bonded with the animals and plants 
  of the region, and he considers himself their protector. 
   With nothing else to learn, he departed the Blood-
  Eye’s lands and was making his way back to his 
  home in the western foothills when he was 
  attacked by an orc hunting party. (He was in bear 
  form when attacked, but he does not mention this, 
  or his lycanthropy, which he considers no one’s 
  business but his own.) 
   He fled and eventually circled back to hide in the 
  ravine and tend to his wounds. (He is currently 20 
  hit points below his maximum). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  10 
   
  If a character asks Went about the Oaken Branch, he 
  replies that he knows of their organization. The 
  Oaken Branch has been trying to persuade him to 
  join their cause for years, but in spite of the fact that 
  they seem to have the best interest of the region at 
  heart, he prefers a solitary life. 
   If the players do not come up with the idea on 
  their own, allow any character who is a member of 
  the Emerald Enclave to make a DC 8 Wisdom 
  (Insight) check. If successful, they realize that 
  persuading Went to join the Oaken Branch could go 
  a long way toward allowing the Emerald Enclave to 
  incorporate the Oaken Branch into their 
  organization. Convincing Went to join the Oaken 
  Branch requires a successful DC 15 Charisma 
  (Persuasion) check. If the party healed any of the 
  werebear’s wounds, or if they roleplay the exchange 
  well, grant advantage on the check. 
   Special. If Went agrees to join the Oaken Branch, 
  all Emerald Enclave party members successfully 
  complete their faction assignment and earn extra 
  renown at the end of the adventure. 
   If the characters ask Went to join them in their 
  search for Rikerd Pallas and the goblin chieftain, 
  One-Blood, he respectfully declines. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: The werebear has a max of 68 hit points. 
   Weak party: The werebear has a max of 100 hit points. 
   Strong party: The werebear has a max of 166 hit points. 
   Very strong party: The werebear has a max of 198 hit 
  points. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight. 
   Ravine. The ravine is about 40 feet wide. Uneven 
  rocks cover its floor, making the entire area difficult 
  terrain. Its 20-foot-tall walls are natural limestone. 
  Climbing them requires a successful a DC 10 
  Strength (Athletics) check. 
  TACTICS 
  If the party manages to draw the ire of the Went, he 
  transforms into his hybrid form and attacks. In spite 
  of his bloodlust, he does not use his bite attack, as he 
  fears spreading his lycanthropy to others. He fights 
  until reduced to 30 or less hit points before fleeing.  
   Note. Went is not carrying the greataxe listed in 
  his stat block, so he cannot use that attack. 
  AWARDING XP 
  If the party ends the encounter without fighting the 
  werebear, award them XP as if they had defeated it. 
  CONTINUING THE ADVENTURE 
  Once the characters encounter either the orcs or the 
  werebear, continue to the Last Watch encounter. 
  LAST WATCH 
  When the characters entered the foothills, they drew 
  the notice of a circle of druids known as the Oaken 
  Branch. The Oaken Branch watches over the area, 
  and the recent mercenary foray into Blood-Eye 
  territory has drawn their attention. 
   Six days ago, the druids sent operatives to Hulburg 
  to learn Lord Hulmaster’s intentions concerning the 
  goblin tribe. Their spy has yet to report back, leaving 
  the Oaken Branch with little information. The druids 
  know the goblin chieftain, One-Blood, was captured 
  during the fighting, but they do not know where he 
  and the mercenary leader are currently hiding. 
   When the characters entered the foothills from 
  Hulburg, the Oaken Branch tasked one of their 
  scouts, a centaur named Jamorin, with keeping track 
  of the group in hopes of finding One-Blood and his 
  captor. The druids have not made a decision on how 
  or if they will interfere with Lord Hulmaster’s plans. 
  For now, they simply desire enough information to 
  make a decision that preserves the natural balance 
  in the region. 
  As dawn draws near, the embers of your campfire burn low. 
  Even though you are still in orc territory, your rest was 
  uneventful, and you woke for your turn at watch several 
  hours ago. 
  As the characters rest, the centaur, Jamorin, watches 
  their campsite from a distance. Allow the character 
  on last watch to make a DC 15 Wisdom (Perception) 
  check as they scan the area in the dawn’s grey light. 
  If they succeed on the check, read the text below. 
  While the sun has yet to break the horizon, the black of night 
  has given way to shades of grey. As you scan the area, you 
  spy movement several hundred yards away. Narrowing your 
  eyes, you make out what looks like a horse and rider moving 
  through the scrub brush. After several seconds, you lose 
  track of the form among a copse of trees. 
  If the characters attempt to investigate the area 
  where they saw the creature, they find hoof prints 
  that appear to be from a horse. If they try to follow 
  the tracks, they quickly disappear in a nearby stream. 
  CONTINUING THE ADVENTURE 
  Once the characters are ready to continue their 
  journey, proceed to the Under Attack encounter. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  11 
   
  UNDER ATTACK 
  It is late morning under cloudy skies, and the rolling foothills 
  of the Galena Mountains have taken on a steeper incline as 
  you’ve traveled. You are halfway up a small rise covered in 
  pine trees when you hear the unmistakable ringing of metal 
  on metal ahead. 
  If the characters choose to investigate, they see eight 
  orcs (O) attacking a centaur (C) when they crest the 
  rise. At 80 feet away, they are safe from notice, and it 
  is up to the party to decide if they wish to intervene. 
  If they choose to watch, it only takes a minute before 
  the orcs overcome the centaur. Once it is dead, the 
  brutes dismember it with their greataxes and carry 
  it off for food. If the characters decide to help the 
  centaur, combat ensues. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove four orcs. 
   Weak party: Remove two orcs. 
   Strong party: Remove two orcs. Add one orog. 
   Very strong party: Replace two orcs with two orogs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight. 
   Trees. The surrounding trees provide half cover. 
  TACTICS 
  The centaur, Jamorin, recognizes he is in peril, but he 
  does not flee if the party joins the battle. Instead, he 
  fights with glee, complementing the characters when 
  they strike a good blow or fell one of the orcs. 
   When the characters join the fight, four orcs break 
  off to engage them. The remaining orcs focus their 
  attacks on the centaur. The orcs fight until three or 
  less of them remain before fleeing. 
  TREASURE 
  The orcs carry 75 gp in coins between them. 
  Roleplaying Jamorin 
  Jamorin has spent his life protecting the woodlands that dot 
  the foothills of the Galena Mountains. While he is a member 
  of the Oaken Branch, his lack of druidic magic means his 
  opinions carry less weight within the organization. In spite of 
  this, he is loyal to their cause, as they have managed to keep 
  relative peace in the region for decades. 
   
  The centaur is easygoing and quick to laugh. If the 
  characters come to his aid, he feels indebted to them, which 
  only makes his task of spying on them more difficult. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  12 
   
  DEVELOPMENTS 
  Jamorin speaks Common as well as Elvish and 
  Sylvan. If the characters come to the centaur’s aid, he 
  is genuinely grateful. He does not volunteer any 
  information about his mission, but he does not lie 
  either. If asked, he admits to watching the party and 
  states he is curious of their intentions in the region. 
  While not a druid, he also admits to being part of the 
  Oaken Branch, but only if asked directly. 
   Jamorin offers to guide the characters through the 
  foothills as thanks for coming to his aid. A successful 
  DC 15 Wisdom (Insight) check reveals his intentions 
  are genuine, but there may be more he is not saying. 
  If the party rejects his offer, he departs without 
  incident and continues to observe them from afar. 
   If the characters insist on relentlessly questioning 
  Jamorin about his reason for watching the party, he 
  finally admits the Oaken Branch has reservations 
  about Lord Hulmaster’s recent incursion into the 
  foothills. He also confesses the druids sent him to 
  spy on them. He truthfully tells the party that the 
  Oaken Branch only seeks information so they can be 
  sure the natural balance in the region is preserved. 
   Note. If the characters allow Jamorin to join the 
  party, consider using the Adjusting the Encounter 
  sidebars to increase the difficulty of each encounter 
  he takes part in. When fighting, the centaur prefers 
  to keep his distance and attack with his longbow. 
  CONTINUING THE ADVENTURE 
  Regardless of the outcome with the centaur, proceed 
  to the Water’s Edge encounter. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  13 
   
  WATER’S EDGE 
  The clouds that covered the sun earlier in the day have 
  moved off to the south, leaving clear, blue skies. It is late 
  afternoon when you finally arrive at the waterfall marked on 
  your map. As you emerge from the woods, you see a giant 
  vulture running about near the edge of the water. It pauses 
  occasionally to flap its wings or to wade in and out of the 
  deep blue pool and shake the water from its feathers. 
  The giant vulture (V) is One-Blood’s personal pet. 
  From high above, it located and followed tracks to 
  the pool in search of its master, but it did not spot 
  the cave beyond the waterfall. When it could not 
  locate a departing trail, it decided to pause to drink, 
  bathe, and sun. It is engrossed in its activity and does 
  not initially notice the party. Any character with a 
  passive Perception of 10 or higher observing the 
  vulture notices a tarnished silver collar around its 
  neck that is set with a blood-red stone. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight. 
   Trees. The surrounding trees provide half cover. 
   Water. The water near the shoreline quickly 
  drops to a depth of 15 feet. 
  TACTICS 
  If the vulture spots the party, it immediately 
  attempts to flee, squawking loudly in an effort to 
  draw the notice of any Blood-Eye goblins that might 
  be near. If it gets away, note its hit points, as it 
  returns in the Last Chance encounter to aid in One-
  Blood’s rescue. 
  TREASURE 
  The giant vulture wears a tarnished silver collar set 
  with a sizeable piece of red jasper. It is worth 50 gp. 
  CONTINUING THE ADVENTURE 
  The hidden cave where the mercenary leader, Rikerd 
  Pallas, sought refuge lies beyond the waterfall. To 
  access it, the characters must swim below the falls. 
  Doing so requires no special check. Once they enter 
  the cave, proceed to the Untimely Rescue encounter. 
  Keeping Time 
  Eyes of Blood is designed to be played in a standard 4-hour 
  convention timeslot. If the first two fights fight took longer 
  than expected, or if you need to reduce the time required to 
  play the adventure, consider eliminating the wyvern from 
  this encounter and skip the On the Trail encounter in Part 3: 
  The Journey Back. Doing so shortens the adventure without 
  upsetting the story. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  14 
   
  About One-Blood 
  When One-Blood was a young, he was a small goblin known 
  as Reeg the Runt. Reeg was part of a raiding party that 
  overtook a caravan bound for Thentia. Among the bounty of 
  furs, jewels, and other goods was an ancient Nar tome on the 
  art of demonbinding. Since none of the other goblins wanted 
  a book as treasure, the tome was given to Reeg, because he 
  was the weakest and youngest member of the party. 
   
  Reeg spent many days and nights studying the text, 
  struggling to understand its strange symbols and complex 
  rituals. After numerous failed summoning attempts, he finally 
  succeeded, but when a leathery black babau demon arrived, 
  it was neither bound by the summoning ritual’s magic, nor 
  amused at being called from the lower planes by such a 
  pathetic creature as a goblin. 
   
  In true goblin form, Reeg pleaded and begged for his life, 
  swearing fealty to the demon, Arzantilor, and offering his 
  unending service in both life and death. This amused the 
  babau, and instead of killing Reeg on the spot, it offered the 
  young goblin a deal. Like nearly all goblins, Reeg feared his 
  own death and eternal service to Maglubiyet the Mighty One 
  on the plane of Acheron, so he was only too happy to agree. 
   
  In exchange for Reeg’s service, the demon touched the 
  goblin, turning his eyes blood red. Arzantilor’s touch also 
  granted Reeg long life, superior physical strength (for a 
  goblin), and exceptional virility. The demon tasked Reeg with 
  spreading his progeny far and wide, with the understanding 
  that, following his death, Arzantilor would return and 
  transform the goblin’s offspring into an army of lesser 
  demons to wreak havoc upon the surrounding lands. 
   
  As the years passed, Reeg grew strong. Eventually he 
  challenged and killed the leader of the Black Blade goblin 
  tribe and assumed the role of chieftain. He renamed himself, 
  One-Blood, and because all of his descendants are born with 
  blood-red eyes, he changed the tribe’s name to Blood-Eye. 
  Since that time, his has continued his task of spreading his 
  tainted seed to as many goblins as possible. 
   
  Note. In spite of the fact that he has been touched by a 
  demon, One-Blood is not a fiend. The demon blood that 
  flows through his veins is not detectable by a Paladin’s Divine 
  Sense or any other spell or item that detects or affects fiends. 
   
  Roleplaying One-Blood 
  At over 100 years of age, One-Blood is old for a goblin. The 
  deal he struck with Arzantilor has kept his body going, but his 
  joints ache with pain and his disposition has soured 
  considerably over the past few decades. 
   
  Unless gagged, One-Blood regales the party with tales of 
  his misspent youth as they travel, often repeating the same 
  story multiple times in the span of an hour. He boasts about 
  the number of children he has sired during his long life, and 
  even though he has no real feelings for his kin, he does his 
  best to let the characters know how well he has been able to 
  provide for them. Under no circumstances does he reveal the 
  pact he made with the demon. 
   
  While not suicidal, One-Blood no longer fears death the 
  way did in his youth. He does not try to escape unless a 
  genuine opportunity for success arises, and if one does, he 
  attempts to cause a distraction to grant his rescuers surprise. 
  One-Blood’s Prattle 
  Did I ever tell you about the time I tried to make a female 
  hobgoblin my wife? My knee still hurts when it rains… 
  I used to love to raid. The smell of the blood. The glow of the 
  firelight. But after a 100 years, even that loses its luster, and 
  all you’re left with are scars and a bad back! 
  Back in my day, we fought with clubs, and we liked it! But the 
  younglings today got to have their swords and fancy magic 
  and all kinds of crazy stuff. Now we even have goblin 
  paladins! Who ever heard of such a thing? It’s embarrassing! 
  Sure, YOU call it pillaging. WE call it liberating chickens and 
  cows from their oppressive overlords! 
  I read a book once. It changed my life. 
  I’ve sired over 1,000 goblins in my life. What have YOU done? 
  What are you looking at? When you get to be my age, 
  EVERYTHING gives you gas! 
  UNTIMELY RESCUE 
  By the time the characters enter the cave, Rikerd 
  Pallas has succumbed to his injuries. A successful DC 
  10 Wisdom (Medicine) check shows a deep puncture 
  wound in his left side that smells strongly of 
  gangrene. The goblin chieftain, One-Blood, is in poor 
  shape, having suffered a compound fracture to his 
  right leg and numerous other scrapes and bruises. 
  He is unconscious and severely dehydrated, but he is 
  still alive. Any amount of magical healing or a 
  successful DC 15 Wisdom (Medicine) check brings 
  him back to consciousness with 1 hit point. 
   Before the mercenary leader perished, he had 
  enough strength to secure One-Blood to the cave 
  floor with chains, pitons, and a lock, preventing his 
  escape. Rikerd put the key to the lock in his left boot. 
  If the characters search his body, they automatically 
  find it. Otherwise, a successful DC 10 Dexterity 
  (thieves’ tools) check allows a character to pick the 
  lock. Alternatively, one or more characters can 
  attempt to pull the pitons from the cave floor with a 
  successful DC 17 Strength (Athletics) check. 
   Even if the characters heal One-Blood, he remains 
  weak and is no real threat. If fully healed, he has the 
  stats of a goblin boss with maximum hit points. 
  Upon seeing the characters, he accepts his fate. He 
  does not try to escape unless an optimal situation 
  presents itself. Under no circumstances does he 
  revel any information about his past or his red eyes. 
  See the About One-Blood sidebar for more 
  information concerning the goblin chieftain. 
   If desired, the party can rest in the cave before 
  departing for Hulburg. If the characters performed a 
  successful Wisdom (Medicine) check on One-Blood 
  or healed him using magic, he regains all of his hit 
  points during the long rest. If not, he remains 
  unconscious until his wounds are treated. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  15 
   
  PART 3: THE JOURNEY BACK 
  Expected Duration: 90 minutes 
   
  The cave where Rikerd Pallas sought shelter with 
  One-Blood lies inside Blood-Eye territory. To return 
  to Hulburg, the characters need to travel through the 
  goblin’s lands and back through territory claimed by 
  the Broken Fang orcs. Unfortunately, the goblins 
  have been out searching for their chieftain and have 
  made their way into the area near the waterfall. 
  ON THE TRAIL 
  Once the characters depart the waterfall and begin 
  their journey back to Hulburg, four goblin (G) 
  scouts riding worgs (W) pick up their scent and 
  quickly move to intercept the party. 
  It has been several hours since you departed the relative 
  safety of the waterfall and its cave. As you make your way 
  through the foothills, the goblin chieftain, One-Blood, plods 
  along, constantly complaining about the pain in his knees. 
  When not complaining, he repeatedly tells tales of his youth 
  and brags about the children he has sired over his long life. 
  Allow each character to make a DC 13 Wisdom 
  (Perception) check. Characters who succeed, or 
  those who have a passive Perception of 13 or higher, 
  hear movement and catch a brief glimpse of a goblin 
  riding a worg in the trees 100 yards behind them. 
  When this happens, the spotted rider pulls a horn 
  from its belt and blows loudly to alert any other 
  goblins that might be in the area. The party can 
  either stand and meet the goblins or attempt to run. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   If they choose to fight, the goblins arrive in three 
  rounds. If the party decides to flee, allow each 
  character to make a DC 12 Wisdom (Survival) check 
  as they run through the forest, helping each other 
  along. If half or more of the characters fail, the 
  goblins catch up with the party in patch of thorny 
  trees and attack. If half or more of the characters 
  succeed, they quickly arrive at the edge of a 50-foot-
  tall cliff with a deep blue river running along its base. 
  If the characters wish to avoid a fight with the 
  goblins, they will have no choice but to jump into the 
  river below. Describe the goblins as fast approaching, 
  and give the players one minute of real time to make 
  their decision. If they decide to jump, allow each 
  character to make a DC 12 Strength (Athletics) check 
  to clear the edge of the cliff and jump far enough 
  outward to land in deep water. Characters that fail 
  take 7 (2d6) bludgeoning damage from landing on 
  underwater rocks near the river’s edge. Those who 
  succeed take no damage from the fall. Regardless of 
  the result, the river is narrow enough for all of the 
  characters to swim to the other side (or walk along 
  its bottom if they are weighted down with heavy 
  armor) without the need for any checks. 
   If the characters decide not to jump, the goblins 
  arrive three rounds later and attack. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove two goblins and two worgs. 
   Weak party: Remove one goblin and one worg. 
   Strong party: Add one goblin and one worg. 
   Very strong party: Add two goblins and two worgs. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  16 
   
  Traveling Companions 
  If Jamorin and One-Blood are traveling with the party, they 
  must make their own checks to flee from the goblins and 
  jump from the cliff. If a character decides to carry the goblin 
  chieftain, they suffer disadvantage on their checks due to the 
  awkwardness of carrying him while they perform the tasks. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight (or as appropriate). 
   Trees. Thorny trees cover the area. Any creature 
  that enters a square containing a tree must make a 
  DC 10 Dexterity saving throw or suffer 2 (1d4) 
  points of piercing damage from the thorns. 
  TACTICS 
  Although the worgs have riders, they act individually 
  in combat, with the goblins focusing their scimitar 
  attacks on the same enemy as the worg. For 
  simplicity, allow the worg and its goblin rider to act 
  of the same initiative count. 
   The goblins and their worgs target the characters 
  nearest to One-Blood. If necessary, they squeeze 
  between the thorny trees to reach him. If the 
  creatures manage to defeat the character(s) 
  restraining their chieftain, a goblin grabs him and 
  attempts to flee on its mount. 
   The goblins and worgs fight to the death to 
  retrieve One-Blood. 
   Note. Because of the demon blood flowing in their 
  veins, all of the Blood-Eye goblins have 12 hit points 
  instead of 7. 
  TREASURE 
  The goblins carry 25 gp in coins between them. 
  DEVELOPMENTS 
  If the characters let the goblins get away with One-
  Blood, they find the worg’s agility and familiarity 
  with the local terrain make it impossible to track. 
  They fail their mission and must return to Hulburg 
  empty handed. If this occurs, the goblins still attack 
  in the Last Chance encounter, but they do so only for 
  the purpose of revenge. Also, the party does not 
  encounter Brella Gladewalker in Part 4: Unexpected 
  Information, and upon returning to Hulburg without 
  One-Blood or Rikerd Pallas, Lord Hulmaster refuses 
  to pay them for their failure. 
  AWARDING XP 
  If the characters manage to evade the goblins, award 
  XP as if they had defeated them in combat. 
  CONTINUING THE ADVENTURE 
  If the party successfully defeats the goblins and their 
  worgs, proceed to the Last Chance encounter. 
  LAST CHANCE 
  As the characters near the edge of goblin territory, 
  Blood-Eye scouts finally locate the party from a 
  distance. In response, the goblins rally a force 
  consisting of two half-ogres (O), four goblins (G), 
  and four worgs (W) and make one final attempt to 
  rescue their chieftain. If One-Blood’s pet giant 
  vulture survived the Water’s Edge encounter, it 
  joins the rescue at the start of round three with the 
  express intent of snatching the goblin chieftain from 
  the fight and flying him to safety. 
  The sun rides low in the afternoon sky as you make your way 
  out of Blood-Eye territory and toward lands occupied by the 
  orcs of the Broken Fang tribe. You are halfway up a steep 
  100-foot rocky incline dominated by a wide washout when 
  two giant humanoids appear at the top, holding the trunk of 
  a giant tree above their heads. They roar in unison, hurl the 
  log down the hill, and then draw their battleaxes. Heartbeats 
  later, you see the glow of blood-red eyes and hear viscous 
  snarls coming from the woods around you. 
  When goblin scouts discovered the party moving 
  through their territory, they quickly obtained the 
  services of two mercenary half-ogres named Tronk 
  and Bront. After their earlier failed attempt to rescue 
  One-Blood, the goblins decided to stage an ambush. 
   When combat begins, roll initiative for each enemy. 
  Tronk and Bront’s thrown log acts on the initiative 
  count just before the half-ogres. It is 30 feet long, 2 
  feet in diameter and rolls 60 feet each round. Any 
  character in its path as it bounces to the bottom of 
  the hill must make a successful DC 12 Dexterity 
  saving throw or suffer 7 (2d6) bludgeoning damage 
  and be knocked prone. 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove all of the worgs and one half-
  ogre. Add one goblin. 
   Weak party: Remove one goblin, one worg, and one half-
  ogre. 
   Strong party: Remove one goblin. Add one half-ogre. 
   Very strong party: Add two half-ogres. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. Daylight (or as appropriate). 
   Rocks. Outcroppings of rocks between 1 and 3 feet 
  in height dot the area. The rocks are difficult terrain. 
   Trees. The surrounding trees provide half cover, 
  but they do not slow movement. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  17 
   
  TACTICS 
  Although the worgs have riders, they act individually 
  in combat, with the goblins focusing their scimitar 
  attacks on the same enemy as the worg. For 
  simplicity, allow the worg and its goblin rider to act 
  of the same initiative count. 
   The goblins and their worgs target the characters 
  nearest One-Blood. The half-ogres descend the hill 
  and attack the nearest enemies, each engaging a 
  different foe. If the creatures manage to defeat the 
  character(s) restraining their chieftain, a goblin 
  grabs him and attempts to flee on its mount. 
   The goblins and worgs fight to the death to 
  retrieve One-Blood, but the half-ogre mercenaries 
  flee when reduced to a quarter or less of their hit 
  points. 
   Note. Because of the demon blood flowing in their 
  veins, all of the Blood-Eye goblins have 12 hit points 
  instead of 7. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TREASURE 
  The goblins carry 25 gp in coins between them. One 
  of the half-ogres (your choice) carries Rebel’s Yell, a 
  +1 battleaxe (see the appendix for details). 
  DEVELOPMENTS 
  If the characters let the goblins get away with One-
  Blood, they find the worg’s agility and familiarity 
  with the local terrain make it impossible to track. 
  They fail their mission and must return to Hulburg 
  empty handed. If this occurs, the party does not 
  encounter Brella Gladewalker in Part 4: Unexpected 
  Information, and upon returning to Hulburg without 
  One-Blood or Rikerd Pallas, Lord Hulmaster refuses 
  to pay them for their failure. 
  CONTINUING THE ADVENTURE 
  If the party survives the goblin ambush, proceed to 
  Part 4: Unexpected Information. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  18 
   
  PART 4: 
  UNEXPECTED INFORMATION 
  Expected Duration: 30 minutes 
   
  Having successfully evaded or defeated the goblins, 
  the characters make their way out of Blood-Eye 
  territory. As night arrives, they find themselves back 
  in lands claimed by the Broken Fang orc tribe. 
  Unfortunately, they are still half a day from Hulburg, 
  and travel through the foothills at night is both 
  dangerous and impractical. 
  BY THE FIRE’S LIGHT 
  As you pushed into the lands of the Broken Fang orc tribe, 
  darkness fell, forcing you to stop your return journey to 
  Hulburg and make camp. You and your companions are 
  readying bedrolls and preparing for rest when a female voice 
  calls out from beyond the edge of the firelight, “Please stay 
  your weapons, adventurers. The Oaken Brach wishes you no 
  harm. I am Brella Gladewalker. I come with information 
  about the goblin chieftain, One-Blood, and your quest for 
  Lord Hulmaster. May I enter your camp?” 
  Any character who makes a successful DC 15 
  Intelligence (History) check knows the Oaken Circle 
  is an organization of druids and other woodland 
  creatures that operate in the foothills of the Galena 
  Mountains. Read the text below if the characters 
  allow Brella to approach. 
  Seconds later, a woman wearing an antlered headdress and 
  long green robes approaches your fire. She leans upon a plain 
  wooden staff and says, “Thank you for allowing me to speak. 
  I have news from Hulburg. I’m afraid you may not have been 
  given all of the facts when you agreed to your mission.” 
  The druid (D), Brella Gladewalker, and her two 
  black bear (B) companions come bearing 
  information about Lord Hulmaster’s true reasons for 
  wanting the goblin chieftain alive. If Jamorin is still 
  traveling with the characters, he nods to her when 
  she approaches, but says nothing. Brella feely shares 
  the following with the party. 
   When Lord Hulmaster’s mercenaries entered the 
  foothills, the Oaken Branch sent scouts to track 
  them. They also sent an operative of their own to 
  Hulburg to learn more about the expedition. 
   The Oaken Branch’s scouts reported that the 
  mercenaries slaughtered many villages of goblins 
  before the Blood-Eyes gathered a large enough 
  force to fight back. 
   After the battle, they learned the goblin chieftain 
  was missing and started their own search, but 
  they could not locate One-Blood or the mercenary 
  leader. 
   When the characters entered the foothills, the 
  Oaken Branch sent Jamorin to watch them, hoping 
  they would lead him to the chieftain. 
   The Oaken Branch only wanted information so 
  they could make a decision on how best to 
  maintain the balance of power in the region. 
   This morning, the druids’ operative returned from 
  Hulburg. Through overheard conversations (while 
  wildshaped into a spider), the operative learned 
  that Lord Hulmaster’s hired wizard, Artis Letch, is 
  a necromancer. Artis plans to use the goblin 
  chieftain’s blood to develop a magical plague that 
  will wipe out the Blood-Eye goblins completely. 
   Fighting and raiding are common among the 
  humanoids, and their actions generally hold the 
  balance of power throughout the region in check. 
  This is why the druids did not interfere with Lord 
  Hulmaster’s original mercenary expedition, but 
  the Oaken Branch cannot ignore genocide. 
  DEVELOPMENTS 
  Brella asks the characters to turn One-Blood over to 
  her or kill him on the spot so that Artis Letch cannot 
  use the goblin for his plan of mass extermination. 
  The Oaken Branch has no desire to fight the party, 
  and if money is their only concern, Brella is prepared 
  to match Lord Hulmaster’s offer of 100 gp each and 
  pay them the same amount in gems. A successful DC 
  15 Charisma (Persuasion) check even convinces her 
  to pay an additional 50 gp per character. 
   If the characters refuse to turn over One-Blood, or 
  if they did not allow Brella to approach the campsite 
  in the first place, she gives a shrill whistle and calls 
  her two black bears from the surrounding trees. She 
  then attacks. Brella has no desire to harm the 
  characters. Her main goal is to kill One-Blood and 
  prevent his delivery to Lord Hulmaster. 
   If Jamorin is present when Brella attacks, he does 
  not attack the characters. The centaur still feels 
  beholden to them for saving him from the orcs, and 
  he only attacks One-Blood. 
   If the party decides to turn the goblin chieftain 
  over to the Oaken Branch, Brella happily pays them 
  the agreed upon amount in emeralds. If Jamorin is 
  present, he thanks the characters one final time for 
  their rescue before departing the campsite with 
  Brella and One-Blood. 
   Special. If any characters are members of the 
  Emerald Enclave, turning the goblin chieftain over 
  smooths the way for a discussion with the Oaken 
  Branch and fulfills their faction assignment. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  19 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
   Very weak party: Remove both black bears. 
   Weak party: Remove one black bear. 
   Strong party: Replace both black bears with brown bears. 
   Very strong party: Replace both black bears with brown 
  bears. Add two brown bears. 
  GENERAL FEATURES 
  The area has the following features. 
   Light. The campfire provides bright light in a 20-
  foot radius and dim light for an additional 20 feet. 
   Trees. The surrounding trees provide half cover. 
  TACTICS 
  Brella begins combat with longstrider already cast 
  upon herself, increasing her speed to 40 feet. On the 
  first round, she casts entangle and tries to restrain as 
  many characters as possible in its area. She then 
  attacks One-Blood with her shillelagh and heals 
  herself as needed using cure wounds. The black bears 
  attack One-Blood directly, hoping to kill the goblin as 
  quickly as possible. If the druid or her animal 
  companions make melee attacks against the 
  characters, they do so with non-lethal force, and 
  attempt to knock them out, instead of kill them. 
   Once Brella and her allies kill the goblin chieftain, 
  they flee the combat, wanting nothing more to do 
  with the characters. 
   Note. Because of the demon blood flowing in One-
  Blood’s veins, he has 36 hit points instead of 21. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  TREASURE 
  Brella carries a small pouch containing twenty-one 
  emerald gemstones worth 1050 gold pieces. 
  CONCLUSION 
  If the party returns to Hulburg with One-Blood, Lord 
  Hulmaster pays them the agreed upon 100 gp each. 
  If the characters confront him about his plans to 
  make a magical plague that will wipe out the goblins, 
  he does not deny it. He explains that after examining 
  and interrogating several Blood-Eye goblins taken 
  near the outskirts of Hulburg, Artis Letch was able to 
  determine that trace amounts of demon blood flow 
  through their veins. Artis has also learned that none 
  of the goblins in the region had red eyes until One-
  Blood rose to power. While the creatures are not 
  fiends, they are certainly not natural. Given Artis’ 
  findings, Lord Hulmaster feels his actions, while 
  extreme, are justifiable for the security and stability 
  of Hulburg. It is up to each character to decide if they 
  agree or disagree. 
   If the party returns to Hulburg with One-Blood’s 
  corpse, Lord Hulmaster is disappointed. He conveys 
  the information above and expresses serious 
  concern for Hulburg’s safety. In spite of their failure, 
  he still pays the characters 100 gp each, hoping Artis 
  Letch can make some use of the goblin’s body. 
   If the party returns without One-Blood or his 
  corpse, Lord Hulmaster is furious. He considers their 
  contract void and refuses to pay the party for their 
  appalling failure. 
   Proceed to Rewards to wrap up the adventure. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  20 
   
  REWARDS 
  Make sure players note their rewards on their 
  adventure log sheets. Give your name and DCI 
  number (if applicable) so players can record who 
  ran the session. 
  EXPERIENCE 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character. Give all characters 
  in the party non-combat XP awards unless noted. 
  Combat Awards 
  Name of Foe 
   
   
  XP per Foe 
  Black Bear 
   
   
  100 
  Brown Bear 
   
   
  200 
  Centaur  
   
   
  450 
  Druid 
   
   
   
  450 
  Giant Vulture 
   
   
  200 
  Goblin  
   
   
  50 
  Goblin Boss 
   
   
  200 
  Half-Ogre 
   
   
  200 
  Orc 
   
   
   
  100 
  Orog 
   
   
   
  450 
  Werebear 
   
   
  1,800 
  Worg 
   
   
   
  100 
  Non-Combat Awards 
  Task or accomplishment  
  XP per Character 
  Evade the goblins by jumping  
  same as defeating 
  off of a cliff  
   
   
  the encounter 
   The minimum total award for each character 
  participating in this adventure is 900 XP. 
   The maximum total award for each character 
  participating in this adventure is 1200 XP. 
  TREASURE 
  The characters receive the following treasure, 
  divided up amongst the party. Characters should 
  attempt to divide treasure evenly whenever possible. 
  Gold piece values listed for sellable gear are 
  calculated at their selling price, not their purchase 
  price. 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system. See the sidebar if the adventure awards 
  permanent magic items. 
   
  Treasure Awards 
  Item Name  
   
   
  GP Value 
  Orc hunting party gems 
   
  50 
  Orcs attacking centaur coins 
  75 
  Giant vulture silver collar  
  50 
  Goblin scout coins 
   
  25 
  Goblin ambush coins 
   
  25 
  Brella’s emeralds  
   
  1050 
  Lord Hulmaster’s payment  
  100 per character 
  REBEL’S YELL 
  Weapon (battleaxe), uncommon 
  You gain a +1 bonus to attack and damage rolls 
  made with this magical battleaxe. In addition, the 
  weapon has the War Leader minor property, which 
  allows you to use an action to cause your voice to 
  carry clearly for up to 300 feet until the end of your 
  next turn. (See the Player Handout for more details.) 
  POTION OF FIRE RESISTANCE 
  Potion, uncommon 
  When you drink this potion, you gain resistance to 
  fire damage for 1 hour. 
  Permanent Magic Item Distribution 
  D&D Adventurers League has a system in place to determine 
  who is awarded permanent magic items at the end of a 
  session. Each character's log sheet contains a column to 
  record permanent magic items for ease of reference. 
   If the players at the table agree on one character taking 
  possession of a permanent magic item, that character gets 
  the item. 
   In the event that one or more characters indicate an 
  interest in possessing a permanent magic item, the 
  character that possesses the fewest permanent magic 
  items gets the item. If there is a tie in the total number of 
  permanent magic items owned by contesting characters, 
  the item's owner is determined randomly by the DM. 
  RENOWN 
  All faction members earn one renown point for 
  participating in this adventure. 
   
  Emerald Enclave characters earn one additional 
  renown point if convince Went to join the Oaken 
  Branch or if they turn One-Blood over to them. 
  DOWNTIME 
  Each character receives 10 downtime days at the 
  conclusion of this adventure. 
  DM REWARDS 
  You receive 400 XP, 200 gp, and 10 downtime 
  days for running this session. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  21 
   
  APPENDIX: MONSTERS 
   
  BLACK BEAR 
  Medium beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 19 (3d8 + 6) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 10 (+0) 14 (+2) 
  2 (-4) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1/2 (100 XP) 
   
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage. 
  Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) slashing damage. 
   
  BROWN BEAR 
  Large beast, unaligned 
   
  Armor Class 11 (natural armor) 
  Hit Points 34 (4d10 + 12) 
  Speed 40 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 10 (+0) 16 (+3) 
  2 (-4) 
  13 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages — 
  Challenge 1 (200 XP) 
   
  Keen Smell. The bear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. The bear makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) piercing damage. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage. 
   
   
   
  CENTAUR (JAMORIN) 
  Large monstrosity, neutral good 
   
  Armor Class 12 
  Hit Points 45 (6d10 + 12) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 14 (+2) 14 (+2) 
  9 (-1) 
  13 (+1) 11 (+0) 
   
  Skills Athletics +6, Perception +3, Survival +3 
  Senses passive Perception 13 
  Languages Elvish, Sylvan, Common 
  Challenge 2 (450 XP) 
   
  Charge. If the centaur moves at least 30 feet straight 
  toward a target and then hits it with a pike attack on 
  the same turn, the target takes an extra 10 (3d6) 
  piercing damage. 
  ACTIONS 
  Multiattack. The centaur makes two attacks: one with 
  its pike and one with its hooves or two with its 
  longbow. 
  Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one 
  target. Hit: 9 (1d10 + 4) piercing damage. 
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. 
  Longbow. Ranged Weapon Attack: +4 to hit, range 150 
  /600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. 
   
  DRUID (BRELLA GLADEWALKER) 
  Medium humanoid (human), neutral 
   
  Armor Class 11 (16 with barkskin) 
  Hit Points 27 (5d8 + 5) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 
   
  Skills Medicine +4, Nature +3, Perception +4 
  Senses passive Perception 14 
  Languages Druidic, Common, Sylvan 
  Challenge 2 (450 XP) 
   
  Spellcasting. The druid is a 4th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following druid spells 
  prepared: 
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): cure wounds, entangle, longstrider, 
  thunderwave 
  2nd level (3 slots): barkskin, hold person 
  ACTIONS 
  Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit 
  with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) 
  bludgeoning damage, or 4 (1d8) bludgeoning damage 
  with two hands (or 6 (1d8+2) with shillelagh). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  22 
   
  GIANT VULTURE 
  Large beast, neutral evil 
   
  Armor Class 10  
  Hit Points 22 (3d10 + 6) 
  Speed 10 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 (+2) 10 (+0) 15 (+2) 
  6 (-2) 
  12 (+1) 
  7 (-2) 
   
  Skills Perception +3 
  Senses passive Perception 13 
  Languages understands Goblin but can't speak 
  Challenge 1 (200 XP) 
   
  Keen Sight and Smell. The vulture has advantage on 
  Wisdom (Perception) checks that rely on sight or smell. 
  Pack Tactics. The vulture has advantage on an attack 
  roll against a creature if at least one of the vulture's 
  allies is within 5 feet of the creature and the ally isn't 
  incapacitated. 
  ACTIONS 
  Multiattack. The vulture makes two attacks: one with 
  its beak and one with its talons. 
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 7 (2d4 + 2) piercing damage. 
  Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 9 (2d6 + 2) slashing damage. 
   
  GOBLIN 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 15 (leather armor, shield) 
  Hit Points 7 (2d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  8 (-1) 
  14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  8 (-1) 
   
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1/4 (50 XP) 
   
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  ACTIONS 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Shortbow. Ranged Weapon Attack: +4 to hit, range 
  80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 
   
   
   
   
   
   
  GOBLIN BOSS 
  Small humanoid (goblinoid), neutral evil 
   
  Armor Class 17 (chain shirt, shield) 
  Hit Points 21 (6d6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 (+0) 14 (+2) 10 (+0) 10 (+0) 
  8 (-1) 
  10 (+0) 
  Skills Stealth +6 
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Goblin 
  Challenge 1 (200 XP) 
  Nimble Escape. The goblin can take the Disengage or 
  Hide action as a bonus action on each of its turns. 
  ACTIONS 
  Multiattack. The goblin makes two attacks with its 
  scimitar. The second attack has disadvantage. 
  Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6) 
  piercing damage. 
  REACTIONS 
  Redirect Attack. When a creature the goblin can see 
  targets it with an attack, the goblin chooses another 
  goblin within 5 feet of it. The two goblins swap places, 
  and the chosen goblin becomes the target instead. 
   
  HALF-OGRE 
  Large giant, chaotic evil 
   
  Armor Class 12 (hide armor) 
  Hit Points 30 (4d10 + 8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  17 (+3) 10 (+0) 14 (+2) 
  7 (-2) 
  9 (-1) 
  10 (+0) 
   
  Senses darkvision 60 ft., passive Perception 9 
  Languages Common, Giant 
  Challenge 1 (200 XP) 
   
  ACTIONS 
  Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 12 (2d8 + 3) slashing damage, or 14 
  (2d10 + 3) slashing damage if used with two hands. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 10 (2d6 
  + 3) piercing damage. 
   
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  23 
   
  ORC 
  Medium humanoid (orc), chaotic evil 
   
  Armor Class 13 (hide armor) 
  Hit Points 15 (2d8 + 6) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 12 (+1) 16 (+3) 
  7 (-2) 
  11 (+0) 10 (+0) 
   
  Skills Intimidation +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 1/2 (100 XP) 
   
  Aggressive. As a bonus action, the orc can move up to 
  its speed toward a hostile creature that it can see. 
  ACTIONS 
  Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 9 (1d12 + 3) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 
  3) piercing damage. 
   
  OROG 
  Medium humanoid (orc), chaotic evil 
   
  Armor Class 18 (plate) 
  Hit Points 42 (5d8 + 20) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) 
   
  Skills Intimidation +5, Survival +2 
  Senses darkvision 60 ft., passive Perception 10 
  Languages Common, Orc 
  Challenge 2 (450 XP) 
   
  Aggressive. As a bonus action, the orog can move up to 
  its speed toward a hostile creature that it can see. 
  ACTIONS 
  Multiattack. The orog makes two greataxe attacks. 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 10 (1d12 + 4) slashing damage. 
  Javelin. Melee or Ranged Weapon Attack: +6 to hit, 
  reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 
  4) piercing damage. 
   
  WEREBEAR 
  Medium humanoid (human, shapechanger), neutral 
  good 
   
  Armor Class 10 in humanoid form, 11 (natural armor) 
  in bear and hybrid form 
  Hit Points 135 (18d8 +54) 
  Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form) 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1) 
   
  Skills Perception +7 
  Damage Immunities bludgeoning, piercing, and 
  slashing damage from non magical weapons that 
  aren't silvered 
  Senses passive Perception 17 
  Languages Common (can't speak in bear form) 
  Challenge 5 (1,800 XP) 
   
  Shapechanger. The were bear can use its action to 
  polymorph into a Large bear-humanoid hybrid or into 
  a Large bear, or back into its true form, which is 
  humanoid. Its statistics, other than its size and AC, are 
  the same in each form. Any equipment it is wearing or 
  carrying isn't altered. It reverts to its true form if it dies. 
  Keen Smell. The werebear has advantage on Wisdom 
  (Perception) checks that rely on smell. 
  ACTIONS 
  Multiattack. In bear form, the werebear makes two 
  claw attacks. In humanoid form, it makes two greataxe 
  attacks. In hybrid form, it can attack like either. 
  Bite (Bear or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 
  4) piercing damage. If the target is a humanoid, it must 
  succeed on a DC 14 Constitution saving throw or be 
  cursed with were bear lycanthropy. 
  Claw (Bear or Hybrid Form Only). Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 
  4) slashing damage. 
  Greataxe (Humanoid or Hybrid Form Only). Melee 
  Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  10 (1d12 + 4) slashing damage. 
   
  WORG 
  Large monstrosity, neutral evil 
   
  Armor Class 13 (natural armor) 
  Hit Points 26 (4d10 + 4) 
  Speed 50 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  16 (+3) 13 (+1) 13 (+1) 
  7 (-2) 
  11 (+0) 
  8 (-1) 
   
  Skills Perception +4 
  Senses darkvision 60 ft., passive Perception 14 
  Languages Goblin, Worg 
  Challenge 1/2 (100 XP) 
   
  Keen Hearing and Smell. The worg has advantage on 
  Wisdom (Perception) checks for hearing or smell. 
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  24 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  25 
   
  PLAYER HANDOUT: 
  REBEL’S YELL 
  REBEL’S YELL 
  Weapon (battleaxe), uncommon 
  You gain a +1 bonus to attack and damage rolls 
  made with this magical battleaxe. In addition, the 
  weapon has the War Leader minor property, which 
  allows you to use an action to cause your voice to 
  carry clearly for up to 300 feet until the end of your 
  next turn. 
  HISTORY 
  Prior to the War of the Silver Marchers, Conarg 
  Skullslasher of the Uthgardt Griffon tribe underwent 
  a spirit quest to find the axe of his tribe’s greatest 
  chieftain, Kralgar Bonesnapper. After nearly five 
  years of roaming the north, the barbarian finally 
  located the weapon and reclaimed it by defeating a 
  sea hag near Luskan named Mirta Spleencarver. He 
  returned to his people a hero and quickly ascended 
  to the position of chieftain himself. 
   Throughout his rule, Kralgar Bonesnapper 
  struggled endlessly to fulfill his goal of conquering 
  and ruling one of the great cities of the North. When 
  the orcs and giants rallied against Luruar, Conarg 
  saw a chance to fulfill his dream and become the 
  greatest Uthgardt chieftain that ever lived. He used 
  the axe’s unique properties to inspire his kin to ally 
  with the orcs and giants in War of the Silver Marches. 
   Unfortunately for Conarg, the Griffon tribe came to 
  an untimely end fighting the dwarves of Mithral Hall, 
  Citadel Adbar, and Citadel Felbar, and his axe was 
  lost on the field of battle. It later resurfaced in the 
  Moonsea region. 
   
   
  WE SWOOP IN WITH FURY THAT NO ONE CAN TAME, 
  PAYING HOMAGE TO THAT WHICH GIVES US OUR NAME. 
  IN THE HEAT OF THE FIGHT, WE LET LOOSE OUR RAGE, 
  RELEASING A WRATH THAT CANNOT BE CAGED. 
  OUR BEAKS BATHED IN BLOOD AND OUR TALONS IN RED, 
  OUR AXES RAISED HIGH, WE LEAVE NOTHING BUT DEAD. 
   
                                                                            -Uthgardt Griffon Tribe Battle Song 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
  EYES OF BLOOD 
  26 
   
  RESULTS SHEET 
  The results of Eyes of Blood may influence future 
  events in or around Hulburg. Check the box below 
  that best describes the outcome concerning the 
  goblin chieftain, One-Blood. Once complete, please 
  give this sheet to the convention organizers. 
   
   
   The party returned One-Blood to Lord Hulmaster 
  alive and collected their reward. 
   
   
   The party returned One-Blood to Lord Hulmaster 
  dead and collected their reward. 
   
   
   The party turned One-Blood over to the Oaken 
  Branch. 
   
   
   The party or the Oaken Branch killed One-Blood, 
  and his corpse was not returned to Lord Hulmaster. 
   
   
   The goblins rescued One-Blood, and the party 
  failed their mission. 
   
   
   Other. (Please describe below.) 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Role Play Rally (RPR)/CCC-RPR-01 - Eyes of Blood v1.1.pdf