Carrion Crown Adventure Path:

Broken Moon

A conversion of the classic Pathfinder Adventure Path for Dungeons and Dragons Fifth Edition (Requires Ownership of the original Trial of the Beast Adventure)

Conversion created by Jonathan Stark.

Version 1.00 last updated 12/14/18

Table Of Contents

BROKEN MOON

Broken Moon

Wolves howling in the night. A distant scream of terror. Whispers gently rolling from the shadows. These are the songs that usher adventurers into the Shudderwood for a brush with the supernatural perils of lycanthropy. This adventure is designed for three to four characters, taking them from level 7 to level 9, and throughout its course players will encounter curses and old powers that will challenge their skills and abilities more than any adventure they've yet embarked on. They will run with wolves, meet the undead in combat, and may even come face to face with a goddess.

This conversion will cover every situation, encounter, and challenge you may encounter in the original. It also seeks to solve some of the issues that have come up in playthroughs of the original module. Most notably, navigating the many NPCs and werewolf tribes. I've organized the conversion to match as closely as possible the flow of the original module, though many of the combatants I've organized into three appendices at the end, to make navigating the document easier for a GM. If something is mentioned in the original that isn't discussed here, assume the original text holds. The one exception is combat gear. Enemies only carry combat gear and loot where indicated by me.

General Changes

Advancement Track

Players begin Broken Moon at 7th level and should be 9th level by its conclusion. Because there is no reliable way to convert experience points between Pathfinder and D&D 5e, this guide recommends instead leveling the characters at specific milestones in the adventure as listed below:

  • Gain a level: After defeating Mathus Mordinacht.
  • Gain a level: After defeating Auren Vrood.

Setting Up for Success

The set up for Broken Moon is a little weak. The players know The Whispering Way had some business in the Shudderwood but they don't know what it was. They hope to find a clue at the Ascanor Lodge, as it is the only civilized place in the Shudderwood. The problem is that The Whispering Way only stopped here briefly.

I know when I played this adventure as a player, my group's inclination was to immediately leave the Lodge and keep trying to track The Whisperers through the Shudderwood. Players need something further to keep them at the Lodge and push them to investigate Estovian and discover the involvement of the Werewolves.

The murder mystery is fun, but at its heart it is nothing more than a side quest, something mostly unrelated to The Whispering Way, and so the players may not be all that motivated to solve it, especially if they believe The Whisperers are getting further and further away from them with each pasing moment.

To this end, I recommend lampshading events a little more, informing the players that something terrible is going to happen at the Lodge and that surviving this will give them much needed clues to what The Whispering Way was after. I've built this set up as a new event in the adventure that takes place before they arrive, called The Harrowing.

Also, players will lack the ability to purchase most items once they begin this adventure, a fact they should be warned of before they begin. They may wish to stop in Lepidstadt and resupply before heading into the Shudderwood. For rules on purchasing items in Lepidstadt, see the conversion of The Trial of the Beast. You may wish to allow them to purchase as many common healing potions as they like, and maybe a couple greater healing potions as well if they have less than four party members... there are some enemy gauntlets to run in this adventure. Also keep in mind there are a lot of enemies with immunity to non-magical weapons here. If no one in your party has the ability to bypass this, you may want to have a magic sword for sale. Just sayin'.

In fact, things work better if they stop in Lepidstadt first and can be met by Judge Daramid and given invitations from the Order of the Palantine Eye. The original module assumes that this has happened and events play out a little smoother if The Order is involved, especially where Estovian is concerned, as he highly suspects and reacts more to their involvement.

The Lodge Guests

The hardest part of running this adventure is tracking all of the guests at the lodge. There are thirteen NPCs described in the module. That's a lot of people to track, let alone provide voices and meaningful roles for.

There are only four NPCs at the lodge who are critical to the story. These are Estovian (who runs the lodge and controls the murderous vilkacis), Duristan (who is transformed into a werewolf and fights against the players later in the module), Corvin (who is possessed by the vilkacis and carries out the murders in its name), and Cilas Graydon (who will be the first victim). These are people the players need to meet and have interactions with for the story to work.

Everyone else is there to help solve the case, be red herrings, or used as cannon fodder. I use the new The Harrowing event to mark one as a specific ally, as you'll see later on. Where indicated in the original module, continue to use NPCs as described in scenes which they appear, but having a specific ally gives you someone to hook the players and keep them moving in the right direction.

Having an ally is actually suggested in the original module, but it lacks a good way to point out who they are to the player. The Harrowing solves this by setting up the ally to be less subtle, tasking the players directly to find them.

BROKEN MOON

Werewolf Clans

The werewolf war can be a little confusing. A lot of it happens before the players arrive on the scene. Here's what the players need to know before they assault the Stairway to the Moon...

As things currently stand, the Silverhides' leader, Mathus Mordinacht, worked with the Whispering Way to murder the old packlord (think of her as the mafiosa godfather of the tribes). With her dead but her heart missing, the tribes are forced to go to war in order to determine their new leader. Right now, the Silverhides and the Broken Ones are teamed up against the Demon Wolves and the Primals. The Prince’s Wolves are staying neutral for now, waiting to see how the conflict turns out before they pick a side.

You should tell the players these things verbatim at some point during their investigations or at the very least by the time they defeat Mathus.

You may also have noticed that I'm using the more evocative names for the werewolf tribes. Get rid of the secondary names. It's too confusing otherwise and I promise your players won't remember who is who (if they can even manage to spell the secondary names, like "Mordinachts," in the first place).

Along with this, make sure you differentiate each tribe clearly, beyond just saying "this is a silver haired werewolf." The Primals might all speak in gentile terms with overbearing politeness, while the Demon Wolves may slather from the mouth and howl madly before launching into combat. The more exagerated the differences, the more your players will recognize the conflict.

One other sligaht change: I have the Demon Wolves worship Baphomet in this version so that they gain access to some of his boons as described on pe 30 of Mordenkainen's Tome of Foes. It's a better known god and easier to reference in DnD 5, but you can stick to the original demoness as listed in the module if you wish (still give them access to the same boons).

Ham up Duristan

Duristan represents a wonderful opportunity for some over-the-top comic relief. I've found that making Duristan as ridiculous as possible really brings some life to this adventure. If your table prefers a more realistic, solemn, game, then you can achieve this by making him overblown in his boasts and entirely ineffective in his hunts yet seemingly completely unaware of this. Make him reasonably goofy in this case. Maybe give him disadvantage on all his attacks just due to overzealousness.

But if it won't totally destroy your mood, then I recommend going way beyond this. I personally like to have Duristan's arrival preceded by the saxophone solo from Baker Street. I roleplay him as showing up shirtless, blowing madly on a saxophone, before handing it to a servant and breathlessly introducing himself as "Duristan the Daring, dare I say so myself!" while he mops himself off with a towel and starts dressing. It's wildly over the top and players love it. The touch of humor never goes awry nor takes the game off track. It also makes his eventual fate all the more effective, when the goofball turns into a legitimate threat.


Temple of...?

As written in the original module, the Dusk Moth is a monument to Desna that gives the players a chance to actually meet the goddess if they take the right actions. I reccomend changing which god the Dusk Moth is a relic of to someone worshipped by one of your party members, if you have a character in your party for whom religion is important.

This will give further incentive for the party to figure out how to use the device and makes the subsequent meeting more meaningful and personal.

Waiting in the Wings: The Whispering Way

Broken Moon is the adventure where finally the Whispering Way is given a proper introduction. The players are actively hunting them now and finally fight their forces and one of their lieutenants directly at the adventure's conclusion. They also will finally be given some sense of the Whispering Way's larger plans. That said, you may have taken my advice in earlier adventures and have already been building up the Whispering Way's presence more than in the original adventure path. Continuing on from Trial of the Beast, here are some things you can do with the characters to carry on that work:

Adivion Adrissant You may wish for Adivion to accompany the heroes to the lodge and act as an ally and traveling companion to them. In truth, he is accompanying them in order to get closer to Feldgrau and the components needed for the Elixer. When the vilkacis starts murdering people at the lodge, Adivion fakes his own death by using necromantic magic to craft a convincing corpse double of his own body and spreading blood and guts around his room. He then quietly leaves the Shudderwood to oversee operations in Feldgrau. From here, things can develop in one of two ways. In one scenario, he is gone by the time the players arrive in Feldgrau, having taken the components himself to Caliphas and sending his rider to retrieve the Raven's Head mace in Thrushmoor. This makes his return in later adventures a bit of a surprise.

In another scenario that several DMs have suggested on Reddit and other forums, Adivion is fought at Feldgrau in place of Auren Vrood. Basically, Auren Vrood is removed from the adventure path entirely and Adivion reveals his duplicitous nature in his place, deciding the heroes need to be stopped here and now (still use Auren Vrood's statistics for the fight). In this case, when/if the players defeat him, he teleports away, promising to see them again, and leaves behind in his haste the scroll and a note saying "Bring the statue from Lepidstadt to Thrushmoor and meet me there."

Note that if you are going to use Adivion Adrissant as a duplicitous ally, you need to remove his name from Estovian's journal or the gig will be up! Same goes for if you remove Auren Vrood from the adventure: remove mention of him from the journal too.

BROKEN MOON

Auren Vrood If you introduced Auren Vrood in The Trial of the Beast then his presence here will feel more natural.

You can also play up a rivalry between Auren and Adivion if both have been introduced in your campaign. If you wish to use the scenario where the players fight Adivion instead of Auren, for instance, they find Adivion standing over Auren's dead body when they arrive in Feldgrau (this would also explain why they are able to face Adivion and possibly win: his powers have been drained by his battle with Auren).

In another scenario, perhaps Adivion wants Auren out of the picture because he is a contender for leader of the Whispering Way. In this scenario, he may arrive after the fight with Auren to gleefully thank the players for their help, taunting them by saying that with the necromancer's death, all the obstacles to his ascension have been removed. He will then tell them that as a reward he won't kill them, provided they now leave well enough alone and leave Ustalav.

Of course, the players shouldn't be allowed to kill Adivion now. Hopefully they are too weak from their recent battle to attempt to fight Adivion and are forced to let him go. Otherwise, he teleports away after delivering his warning, or the spell creating his speaking illusion ends (if you think that is a safer scenario all around).

Kendra Lorrimor Several DMs have mentioned that in the final adventure in the module, Kendra should replace the Count as the intended recipient of the Elixir. To that end, keeping her involved in events is important, to keep her presence fresh in the players' minds. Having her decide to help the players and accompany them to the Lodge gives them another ally who is willing to help them sneak around the Lodge and research what they need to know about the Whispering Way. Use her in as many scenarios as you wish, for as long as you wish, even in subsequent adventures. Just be careful not to kill her off if you still intend to use her as the Whispering Tyrant's descendent later on. Find some way to get her out of harm's way in critical moments. You can even get creepy with this: maybe the Way recognizes the power in her blood and won't harm her as a result.

Tar-Baphon Because the Whispering Way finally becomes the main series antagonist in this module, it is not a bad time to bring its terrible former master into the picture. Tar-Baphon has strong influence over dreamers who are delving into his dark secrets and may begin to appear to the players in dreams and visions or you may choose to include details of his legend (found in the various Carrion Crown modules, especially the Shaodws of Gallowspire) in the research that the players conduct.

The Shudderwood

Traveling to the Shudderwood

DMs may wish to include some random encounters on the way from Lepidstadt or Schloss Caromarc to Ascanor Lodge. It takes about four days of travel to reach the Lodge from either location, during which time you can use the Shudderwood random encounter table at the end of this module. Roll a d20 once during the day, on a roll of 18-20 there is an encounter. Also roll once at night, on a roll of 16-20 there is an encounter.

The Eyes in the Woods event takes place an hour or two before sunset on their last full day of travel, abourt 12 miles from Ascanor. The Wolftrap event occurs on the morning before reaching Ascanor, and new event The Harrowing occurs later that same day, only an hour before reaching Ascanor.

A. Eyes in the Woods

  • The enemies here are 4 Ettercaps (MM 131). They can be spotted with a DC 14 Perception check. Note their tactics: they are not here to fight but to try and lure players into the wood to fall into the snare of the Weaver. They are particularly skilled at mimicry, and have a +4 to performance to convince players that their cries for help are cries coming from children stuck in the woods.

B. The Weaver's Tower

  • Resisting the song requires a DC 17 Wisdom Save. The Weaverwurm is described on the next page.

B1. Chamber of Cocoons

  • Deciphering the letter is a DC 18 Intelligence check.
  • If you would like this fight to be harder, then 1d4+1 Ettercaps (MM 131) join the Weaverwurm (see next page) in battle on the round that it reaches half of its health, acting on initiative 1 this round and every round after.

B2. Lair of the Weaverwurm

  • The treasure is as listed. The Potion of Heroism is listed on page 188 of the DMG, and the Ring of Feather Fall is listed on page 191.

C. Wolftrap

  • The trap requires a DC 19 Perception check to spot. Disabling the device requires a DC 15 Dexterity check with thieves tools. Failure springs the trap.
  • If the trap is sprung, everyone within 10 feet of the corpse is atacked by +8 ranged attacks (make two attacks per character), those hit take 14 (4d6) piercing damage per hit.
  • Evidence towards him being a werewolf: DC 12 Nature check reveals the flowers for what they are. DC 12 Perception check on the crossbow bolts notices the tips are smeared with paste. DC 18 Arcana check (advantage if the player has proficiency in alchemists tools) reveals what it is. Only after all of these things are discovered can a DC 10 Investigation check reveal this man was a werewolf.
  • The hunting knife is a dagger which does not tarnish or rust and has resistance to all damage. Wolfsbane is described below.

BROKEN MOON



Weaverwurm

Huge abberation, Neutral Evil


  • Armor Class 18 (natural armor)
  • Hit Points 130 (13d12+52)
  • Speed 30 ft. Climb 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 13 (+1) 14 (+2) 17 (+3)

  • Skills Decpetion +9, Perception +5, Performance +9
  • Senses Darkvision 60 ft, passive Perception 15
  • Languages Common
  • Challenge 8 (3900 XP)

Spider Climb: The Weaver can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense: While in contact with a web, the Weaver knows the exact location of any other creature in contact with the same web.

Web Walker: The Weaver ignores Movement restrictions caused by webbing.

Actions

Multiattack. The Weaverwurm makes one bite and two paralytic claw attacks on its turn. It can replace one of these claw attacks with Ensnare.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 16 (2d10 + 5) piercing damage.

Paralytic Claw. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 15 (3d6+5) piercing and the player must make a DC 16 Fortitude save or be poisoned for one round as the nail breaks off in their body. While poisoned, the creature is also paralyzed. A poisoned creature must repeat the saving throw at the beginning of their next turn or remain poisoned. The effect ends on a successful save. The effect can also be ended by digging out the nail, which takes one action and deals 1d4 piercing damage to the target. If a DC 12 Medicine check is passed, the action deals no damage.

Ensnare. Ranged Weapon Attack: +7 to hit, reach 30/60 ft., one creature. The target is restrained by webbing and at the beginning of the Weaverwurm's turn is pulled 20 feet towards the Weaverwurm. As an action, the restrained target can make a DC 16 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 16; hp 15; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Only one target can be ensnared by the Weaverwurm at a time.

Weaver's Song. A weaverworm can play its webs like a grotesque musical instrument. When doing so, all non-weaverwurms within 300 feet must make DC 17 Wisdom saves. Those who make their saves are unaffected. Those who fail are charmed, and on their turn, move toward the weaverwurm by the most direct means available. If the path leads into a dangerous area, such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. The creature also receives a second saving throw if it takes damage before the song ends. A victim within 5 feet of the weaverwurm simply stands and listens. This effect continues for as long as the weaverwurm performs and for 1 round afterwards. If the creature succeeds on their save or the effect ends, the creature is immune to the same weaverwurm’s song for 24 hours.

New Event: The Harrowing

This is a new event based off one in the original module involving a fortune reading performed by Madame Ivanja. In the original, this reading is optional. In this conversion, the Harrowing occurs at the beginning of the adventure to better set up the events to come.

When this event occurs, read the following to the players:

On the road ahead of you is a garishly decorated wagon, flanked by four extravangently dressed guardsmen and women, two on each side. The guards keep their hands near the hilts of their swords. One more guard is using an axe to chop at a tree that has fallen in the road. They've clearly been at this for some time, judging by the pile of wood stacked to one side of the road, yet they still have a ways to go before the road is clear again.

In the wagon sit two women, one young and beautiful, one older yet still striking in appearance. The older one looks up as you approach: "Thank the gods," she says with a distinct Varisian lilt in her voice. "We've been bored out of our minds waiting for this road to be cleared. Can you believe it? Barely an hour from the comforts of the Lodge and yet divine intervention keeps us here. It's enough to make one pull her hair out. Come keep us company and I will make it worth your while."

The wagon belongs to Madame Ivanja, she is the older lady. The younger one is Niama, she is a courtesan. Both of them use Commoner (MM 345) statistics, but have Wisdom 14 (+2) and Charisma 18 (+4). The five guards use Veteran (MM 350) statistics. The guards won't turn away help chopping at the tree, if offered. They've been working in shifts and all five are suffering from one level of exhaustion.

BROKEN MOON

Wolfsbane


Wolfsbane is a tall plant with blue flowers that give off a strong, sharp scent which is unpleasant to Lycanthropes. If digested by a humanoid, it requires a DC 12 Consitution save or deals 2d6 poison damage and poisons the target for 1d4 rounds. The damage and length of time is halved on a save. Lycanthropes fail this save automatically.

The plant is also thought to be able to cure Lycanthropy, though it must be concentrated first and mixed with the proper ingredients. Only skilled herbalists and alchemists are able to concoct such a potion. Failed concotions may poison or kill the individual digesting them.

A true potion of Wolfsbane allows its drinker, if they have been inflicted with Lycanthropy for less than three turnings of the full moon, to remake their save against becoming a were-creature. If successful, the affliction is cured. Lycanthropes who have been afflicted longer than this can use the potion to hold off the affliction for one turn of the moon, if their save is successful. But after this, the affliction returns and they must drink another such potion if they wish to retain its effects.

Ivanja is being entirely honest: she is bored and eager new faces (she's been traveling with her guards and Niama for over a week and the conversations have run dry). She is a good audience: she will listen to anything the players have to say with obvious and attentive relish. If players seem interested in Niama's "services" and Ivanja discovers they are heading to the lodge as well, she will quickly try to arrange a rendezvous for when they arrive. If the conversation turns to her, she will talk of dark portents she has seen in her cards, which will lead her to bring up her skill at reading the Harrow. She will insist on doing a reading for the players. The basic description of this can be found on page 28 of the original module and it has been altered slightly for this conversion.

Ivanja begins by laying out cards in a pattern in front of the players, then begins drawing cards. The first few cards lead to descriptions of the past: here she finds hints of adventures the players have had and makes recognizable references to these.

Then she shuffles her deck again and begins laying cards in front of her, saying that next she is going to read the near future. First she draws three cards: the Tyrant, the Fiend, and the Joker.

Ivanja's eyes narrow as she stares at the three cards. "These speak of death," she says. "Death, and three murderers." She points as she continues. "The Tyrant, his servant the Fiend, and the hapless scapegoat." She shuffles again and holds out the deck for one of you to take. "Draw," she commands. "For every difficult situation there is an ally, someone to help guide you, whether they intend to or not. This person will be revealed by the card you draw. Seek them out, and they shall lead you to your goal."

The next card she draws is done at random, via a roll of a D8 (consult the table below). This person she names as the "ally," someone they must seek out who will lead them to what they seek. See the next page for the table describing the results of this drawing.

Whomever the ally ends up being, make sure you bring this NPC into play early on in Ascanor lodge. This is going to be the adventure's tour guide, the one who takes the most interest in the players and keeps them on the right path. You don't need to be overly subtle about this, you want the player to realize early on who their ally is, though it is okay if they have to debate between a couple key NPCs (like mistaking Duristan for Delgros as the "master of the hunt"). The goal for the players should be to gain this ally's assistance in hunting down the information they need on The Whispering Way. They may also assist them in hunting for the truth behind the murders. If you draw Paucy or Belik, they will not willingly help the players, but will still take an interest in them (probably on Estovian's orders). In this case, tricking the "ally" or tracking them can lead players to Estovian and the knowledge they seek.

With this drawing complete, Madame Ivanja shuffles the deck and draws another card, a half-lidded eye. "You seek great knowledge," she says and draws again, revealing a tower. "And what's more: you shall find it, in a place where books gather dust." Then she holds the deck out to you. "Now we shall see exactly where your journey ends," she says, and nods to one of you to draw a card. When the card is drawn, you hold it up and stare at the disturbing picture on it. It is a skull, bits of rotten flesh and tufts of hair still clinging to its grim vissage. Most notably, the skull has a gag stuffed in its jaws. Madame Ivanja takes the card from you and almost instantly hisses, dropping the card and making the sign of warding against evil. "That card is not part of my deck," she says, her voice a mixture of disgust and fear. She glares at you, anger in her eyes. "I do not know what trickery you are attempting, but this reading is over."

Madame Ivanja will not answer any more questions now, though players can approach her later in the lodge and she may be more talkative then (see Investigation #3). Almost immediately after the reading, the road is cleared and Ivanja curtly bids the players good day.

BROKEN MOON

The Drawing

Result Card The Fortune Who it means
1 The Rabbit Prince The true master of the hunt. His deeds are great but he seeks ever greater game to give him a reason to notch his arrows. Set him on the trail of the greatest hunt and you will find your quarry. Delgros Kroitzcer
2 The Rakshasa Treachery can recognize treachery. The tiger hunts her own kind of prey. But they will help you, if only to avoid their own suspicions. Markiza Welgory
3 The Unicorn She has her own herd to attend to, but though she works in the house of evil, her heart is pure. She will remain steadfast if you seek her out. Quiene (key-ann) Steymor
4 The Survivor He sits alone. The fate of the survivor is to continue on where others do not, his curse to live. Now he has outlived another and it weighs heavy on his mind. Cilas Graydon
5 The Carnival Galantry lies close to foolishness, and bravery close to recklessness. Yet they are in themselves powerful forces that you should take care to harness. Duristan
6 The Courtesan Beauty often blinds those who would see beyond the body. Look further and you will find someone able to gather secrets. Niama
7 The Idiot This one sees and knows and chuckles to his rats over the knowing. Getting him to share his secrets will require trickery. But how to trick a fool? Paucy Troabs
8 The Liar The seneschal of lies secretly serves the murderers but will never reveal what they know, not willingly. He does not want you to enter. Follow their footsteps, however, and you will find the dragon's den. Belik of Courtaud

Ascanor Lodge

  • Remember that three times Estovian has killed at the lodge using the vilkacis. Though no one knows the truth of the murders, they still relish telling the stories as ghost stories. This can help set the mood for the murder, if players are told that the lodge is haunted.
  • Cilas' scar can be recognized with a DC 12 History check.
  • Listening through a chimney imposes disadvantage on the roll.
  • The portculis to the lodge cannot be damaged by conventional means, it is too large and sturdy.
  • The door to the beast pens is AC 15, HP 20. The padlock requires Deligros' key or a DC 18 Dexterity check with lockpicks to unlock. The collection he has uses the following stats: Brown Bear (MM 304), Giant Badger (MM 323), Giant Boar (MM 323), a Dire Wolf (MM 305) which is old and only has 10 hitpoints, an Ettercap (MM 131) which cannot cast web and is docile, 4 Wolves (MM 341), with 25 hitpoints each, and a giant tarantula who later attacks the lodge and whose stats are listed in Event 5: The Wilding.
  • The main entrance doors are not destructible by conventional means.
  • Being stealthy on the stairs at D16 has disadvantage.
  • In the trophy room, a DC 15 Perception check will see that one of the kills, a mature Ankheg, is attributed to the noble Adivion Addrisant of Caliphas, and the beast was killed nearly seven years ago.
  • All of the doors to the guest rooms as well as the door in D27, are AC 15, HP 15, DC 18 Dexterity check with lockpicks to unlock without Estovian's master key or the guest's copy of that key.
  • The trapdoor at D31 is AC 15, HP 20, DC 20 Dexterity check with lockpicks to unlock without Estovian's master key.

NPCS at the lodge

  • Estovian = Conjurer (VG 212) with Intelligence 20 (+5) and the spell list below. Of the gear listed in the module, he only has the following: potion of greater healing, scroll of dimension door, canopic stone, master keys to every room in Ascanor Lodge, and a spellbook with all prepared spells and four additional spells of levels 1–4, and 130 gp.
  • Duristan = see appendix A.
  • Duristan's hunting companions = Thugs (MM 350).
  • Corvin = see appendix A.
  • Deligros = see appendix A.
  • Cilas = Veteran (MM 350).
  • Markiza = Noble (MM 348).
  • Ostavach = Scout (MM 349) with four Wolves (MM 341)
  • Belik = halfling Spy (MM 349) with speed of 25 feet and advantage on any saves/contests against being frightened or intimidated. He can reroll all 1s he makes on attacks, saves, or skill checks, but must take the second die result.
  • Quiene = Scout (MM 349) with Animal Handling +5.
  • Mercenaries = Bandit Captains (MM 344).
  • Paucy = Commoner (MM 345) with Intelligence 6 (-2), Charisma 14 (+2) and Deception +4.
  • Ivanja and Niama = Commoner (MM 345) statistics, but with Wisdom 14 (+2) and Charisma 18 (+4).
  • Ivanja's 5 guards = Veterans (MM 350)

All other NPCs, such as the servants, use the commoner (MM 345) statistics, though feel free to give them appropriate proficiencies for their positions (for instance, the cook would have proficiency in anything related to cooking).

BROKEN MOON

Estovian Spell List


  • Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation.
  • 1st Level (4 slots): mage armor, magic missile, shield.
  • 2nd level (3 slots): darkvision, detect thoughts, scorching ray, web.
  • 3rd level (3 slots): conjure animals, gaseous form, lightning bolt, stinking cloud.
  • 4th level (3 slots): Evard's black tentacles, stoneskin
  • 5th level (2 slots): Dominate Person, Conjure Elemental

Purchasing Items at the Lodge

For the entire time they are in the Shudderwood, the players will lack the opportunity to purchase most items. Later on, on their way to Feldgrau, they can stop in several small towns and do some basic resupplying. Use the list below to determine what can be purchased at the lodge:

  • Food and drink cost money at the wealthy level, though the lodging is free
  • Duristan sells silver sheen at a cost of 30gp per dose. He has five doses for sale.
  • Madame Ivanja offers Niama's services for a base fee of 100gp plus 50 gp per player who wishes to be "entertained" by her.
  • Madame Ivanja sells common potions at 50gp per potion: 4 common healing potions, 1 potion of climbing, 1 potion of friends (used by having the target ingest it), 3 potions of Blade Ward, 2 potions of true strike, 1 potion of minor illusion (the illusion emerges from the opened or smashed potion).

Event 1: Arrival at Ascanor

  • DC 16 Persuasion check to convince Belik to let them in, or an opposed Deception v Insight.
  • Showing the bloodstained invitation immediately leads Belik to believe the players murdered Echtmoor and it will take a DC 25 Persuasion check to convince him otherwise.
  • The coat of arms can be identified with a DC 13 History check.

Event 2: The Flayed Carcass

  • DC 14 Survival to see all of the prints.
  • DC 12 Nature on the wolf prints to recognize they are unusual for werewolf prints.
  • DC 12 Nature on the other prints recognizes that they belong to a dire boar.
  • DC 15 Survival picks up the trail
  • There are 3 Dire Boars. They use Giant Boar (MM 323) stats with the following change: they can use tusk twice as an attack on their turn.
  • Duristan joins this combat but is mostly ineffectual. He spends his turns making noise, trying to attract the attention of the boars and failing. He'll charge in at some point, mostly getting in the players' way as he tries to over emphasize every attack with an almost insane glee. If the players are in real trouble, luck will end up on Duristan's side and he'll manage to kill one of the boars with an unexpected critical hit.
  • DC 16 Medicine check differentiates the two types of wounds.

Event 3: The Moon Hunt

  • It is possible that your players get drunk on the brandy. Duristan definitely does. Anyone who keeps drinking with him may get drunk, see the sidebar on the next page. The DC for this Brandy is 15 and the effects last for the remainder of the night.
  • DC 13 Perception identifies and locates the sounds.
  • Spotting the second werewolf initially requires an opposed Perception vs Stealth, but only allow players to make this roll if they announce they are looking for other combatants. Alternatively, you can use their passive perception if you'd like to secretly see if they spot the second werewolf.
  • Right before the werewolves attack, a number of Dire Wolves (really other Primals in Dire Wolf form) surround the glade and howl. The two hybrid-form Vollensags laugh and one says "We are the Primals and in our veins runs the blood of Dire Wolves. Do not tempt us to violence. It is a temptation we will not deny for long." This interaction helps introduce the Primals and associates them with Dire Wolves.
  • The 2 Primal Stalkers are uncommonly strong, because of their Dire Wolf ancestry. Their stat block is in appendix B. Their goal is to make a point, so they will try to kill a single player, focusing their attacks on them if they knock them unconscious to force them to fail their death saves. Then they will leave. They will also leave if both are reduced to fewer than half their hit points or if one of them is killed.

Event 4: Return to Ascanor

  • Use the paranoia table as presented in the module. No changes are necessary.
  • If the players were not sent on this mission by the Order of the Palantine Eye, then you should change Estovian's response to them appropriately.
  • If the players go with Duristan on a hunt at this point, use the random encounter table at the end of this document to determine what they find. For this hunting trip, no werewolves will be encountered. If a werewolf encounter is rolled, they instead find only traces of a battle between werewolves: great torn tufts of fur and swathes of blood. Perhaps even a bitten off arm or leg, reverted to human shape, or a dead Werewolf. Duristan will love it!
  • Duristan is your "werewolf plot" character. He should make sure the players know that there is a war going on in the Shudderwood and that there are at least five different tribes, each supposedly with different lycanthropic powers, fighting against each other.

BROKEN MOON



Drunk Rules

Being drunk is a new poison condition for your D&D 5 games. Someone who is drunk is considered to be poisoned and incurs the same detriments: disadvantage on attack rolls and ability checks while the effect lasts. If the poisoned condition is removed, the character is no longer drunk. Otherwise, the condition lasts for an amount of time determined by the alcohol.

If a player is at risk of becoming drunk, have them make a Consitutition check (not a saving throw). If they have resistance or immunity to poison, they gain advantage on this check. Failing the check means they have become drunk. Success means they may be tipsy, but they are clear headed enough (or enough of a lush) to avoid the ill effects.

When determining the DC for the roll, consider what they have been drinking. A couple of beers might only carry a DC of 5, while polishing off a bottle of moonshine could very well be a DC 20 check. In general, it is up to the DM to determine at what point the check is required (one beer probably doesn't require a check, but a couple shots of brandy might). If the drinking continues for a long time, you may decide the check needs to be made multiple times. In general, this check should get harder each time, increasing the DC by 2 each time it is made. Different alcohols may also impose different effects along with the normal drunken penalties.

Following are some sample drinks and their DCs...

Alcohol Table
Alcohol DC Extra Effect Effect length
Watered Down Wine 8 None 1d4 hours
Winter Ale 10 None 1d4 hours
Bard's Song Whiskey 15 Creatures drunk on Bard's Song tend to like to attract attention to themselves and everything they do will be accompanied by flourishes and proclamations 1d6 hours
Berserker's Brandy 18 Creatures drunk on Berserker's Brandy become loud and aggressive. They actively seek out fights and are immune to fear. 1d6 hours
Sweet Wheat Syrup 18 Failing the save by 5 or more causes the drinker to fall unconcious for the duration of the effect 2d8 hours
Dwarven Gold Brew 22 This drink is famously strong, said to be able to kill lesser men. Anyone who fails their Constitution save against becoming drunk also takes 4d10 poison damage. Dwarves are immune to this effect of Gold Brew (though not to getting drunk on it). 12 hours


Lycanthropy Affliction

Lycanthropy is discussed on page 207 of the Monster Manual. Remember: it is not meant to be a player bonus. If they do not rid themselves of the disease, they go under DM control whenever they transform. Note that some of the bonuses only affect a player when they are in hybrid form.

The only addition to those rules here is that the effects change a little based on which tribe gave the affliction, as seen below:

  • Broken Ones When in hybrid or wolf form, the afflicted's Dexterity becomes 18 if it isn't already higher and they gain pack tactics (the creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated). The afflicted turns into a normal wolf, but with red fur.

  • Demon Wolves All afflicted become evil worshippers of Baphomet, gain Unerring Tracker (as listed on page 30 of Mordenkainen's Tome of Foes) and can cast Hunter's Mark and Hellish Rebuke once a day each as 1st level spells. The afflicted turns into a normal wolf, but with black fur and red eyes.

  • Silverhides The afflicted's Wisdom and Charisma scores go up by 2, to a total of 20. They prefer to eschew manmade weapons and when in hybrid form they can use their claw attack twice in addition to their bite. They transform into a normal wolf with silver fur.

  • Prince's Wolves All aflicted gain a 3d6 sneak attack, which they can use once a turn, and (while in hybrid or wolf form) uncanny dodge. Both abilities are described on page 96 of the PHB. They transform into normal wolves with gray or brown fur.

  • Primals When in hybrid or wolf form, the afflicted's STR score becomes 20, if it it isn't already higher. The afflicted transforms into large, gray, Dire Wolves instead of a normal wolf.
  • This is the section where you should really bring the ally from the new The Harrowing event into play. Rather than set the players on a "question everyone" quest, have their ally either approach them or drop some major hint that connects the fortune they got to the ally, so they know to talk to them. Belik, for instance, may be heard skulking around in the coridor outside of a player's room one night. If succesfully followed, they'll hear him reprimand one of the servants and he may say something like "Obey him, for he is our master, and we his seneschals!"
  • All of the potential allies are given detailed explanations in the original module of what they know and how they react to the players, except for one: Paucy. He has been detailed below.
  • The ally should be used as described in the module but also as a tool for the DM to point players in the right direction. For instance, maybe Quiene mentions that Belik has been acting supiciously and she is willing to follow Belik for the players. Maybe Niama will make an "appointment" with Estovian and agrees to snoop around in his office for the players. Or maybe Deligros, despite not knowing much himself, can suggest talking to both Quiene and Ivanja, knowing that they deal with pretty much everyone who comes to the Lodge. He may also fight alongside the players during any fight scenes that occur in the Lodge.

Paucy as an ally


Paucy is an odd creature, definitely not right in the head, but also more clever than he appears at first. The biggest piece of information he knows is that the vilkacis has killed here before and could do so again. Too dimwitted to put all the pieces together, he believes the vilkacis is a ghost that haunts the lodge and that his kind master, Estovian, controls it with a special book in his library.

Paucy might not have the the full story, but he knows his master enjoys his privacy and so Paucy won't share what he knows easily. Getting Paucy to talk requires a bit of trickey. He might have to be goaded into talking about the ghosts. Taunting him by telling him that his precious master cannot keep the guests safe, for instance, will incite him to share his "proof" of the master's prowress.

Becoming friendly with Paucy is harder and requires indulging him in his odd cruelties, mostly by bringing him rats to skin or even helping him do the deed. This still has to be combined with a DC 19 Charisma check to win him over enough so that he'll excitedly warn his new "friends" of the ghosts and share the secret of how his master will protect them all.

  • Making Belik comfortable enough to talk requires a DC 19 Charisma check and can only be done before Estovian has warned him not to say anything to the players.
  • If the players visit Ivanja she will say she has been expecting them, that the cards have continued to show her their fates no matter what else she tries to see, and that this means she is destined to guide them. She will hand each player a card as described in the module under The Choosing (note that each player should get a different card). The bonus for the drawn encounter is that the player gains advantage on the initiative roll for that combat, advantage on wisdom saves for that combat, and a single inspiration which can be used to reroll any of their dice during that combat only.
  • Ivanja is also willing to set up an appointment with Niama as described in the module.
  • If the players ask about the reading they had on the road, it's up to you to decide how much she knows. Did she know that the "guests" who came to meet with Niama were members of the Whispering Way and that is why she fears to talk of them? Or does she simply hold the symbol in superstitious fear as do most Varisians?

Investigation #1: The Libraries

  • DC 16 Investigation in the reference library leads to Estovian's note.
  • The reference library grants advantage on checks made to discover information about the Whispering Way, the Palantine Eye, and the Werewolves. Use the information in the modules (Palantine Eye info can be found in Trial of the Beast) to reward players who achieve rolls higher than 15.
  • The information on werewolves is given out on a search for such information and at the following DCs, as described in the module: DC 12, 15, 18.

Investigation #2: Estovian's Office

  • The module doesn't provide much information on what it takes to sneak into Estovian's office, so it's left to the DM to make this up on the spot. I suggest turning this into a mini-heist: have them recruit the help of their ally to distract Estovian or watch for when he is away and give the players a signal so they can make their move. Three or four rolls should be sufficient to simulate this (ie. bluff roll to distract Belik, stealth roll to get to the office, dexterity roll to pick the lock on the office door, investigate roll to find the information)...
  • ... and, of course, throw in a complication: Estovian returns early, or something diastrous happens in his office, like they knock over a glass bauble and it shatters and the players have to scramble to fix it or hide the evidence of having been there.
  • DC 13 Perception check to find Halo of Dreams, if they have the name of it. If they don't have the name of it, just happening across the book is much harder, a DC 25 Investigation check.
  • Estovian's notes are only located if the players are alone (otherwise Estovian refuses to allow the search), but they are found on a DC 10 Perception check. If this check is beaten by 5 or more, they find his most recent journal.

Investigation #3: Ivanja's Guests

  • If Niama is the player's ally from The Harrowing, she automatically assists them. Otherwise, it takes a DC 17 Charisma check to turn her to their cause.

BROKEN MOON

Event 5: The Wilding

  • The stats for the Giant Tarantula are described in the side bar.

Event 6: Spirit of the Wolf

  • DC 15 Medicine check on Cilas' body confirms he was torn apart by the claws and teeth of some beast. A subsequent DC 10 Nature check can match the marks to that of a wolf.
  • Searching Corvin's room and succeeding at a DC 15 Perception check reveals the evidence.
  • While fighting the vilkacis-possessed attacker a DC 13 insight check reveals the signs of possession.
  • Rules for handling the Vilkacis possession are presented on the following pages, along with statistics for the possessed Corvin (for ease of use, though any humanoid can be possessed by the vilkacis).
  • The Ioun stone you can get as a gift is on page 177 of the DMG.

And then there was One

If the players aren't quick to determine who the killer is, then the vilkacis will strike again the following night! This sounds exciting, but it can get frustrating if the players don't have any idea how to proceed. The module doesn't give a lot of information for this section, no alibis to use and no decent clues to follow to the real killer so it puts a lot of the work on the DM. I suggest three things to help this.

First, use the ally from The Harrowing. The whole point of the ally is to lead the players through the adventure. If the players seem stuck, maybe the ally saw something. Maybe the ally even gets murdered next but leaves a vital clue as to the identity of their killer.

Second, you can up the ante of this entire scenario by having Estovian lock down the lodge and refuse to let anyone leave until the murderer is caught. Of course, he is bluffing: really, he just wants to prevent the players from leaving until he can successfully murder them with the vilkacis. Each night, another guest falls and the remaining guests begin to fight amongst themselves, each one of them knowing that the person sitting next to them could be a crazed killer! This scenario won't get boring, as the longer it goes on, the more tense things become.

Third, if you really want to turn up the heat fast, have the vilkacis use its possession ability on one of the player characters (they automatically fail the save in this case). When the next murder occurs, the player will wake up afterwards and while they won't remember what they did, the evidence of their crime will be all over them in the form of their victim's blood.


Giant Tarantula

Large Beast, Neutral


  • Armor Class 16 (natural armor)
  • Hit Points 123 (13d10+52)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 18 (+4) 4 (-3) 12 (+1) 4 (-3)

  • Saving Throws Dexterity +6, Constitution +7
  • Skills Perception +4, Stealth +3
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 14
  • Languages None
  • Challenge 7 (2,900 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Barbed Hairs. A creature that attacks a giant tarantula with a melee attack while within five feet of the tarantula takes 7 (2d6) piercing damage and must make a DC 16 Constitution save or become poisoned until the end of their next turn. A creature who attempts to grapple the spider takes the damage and must make the save when they attempt the grapple and at the beginning of every turn while1 they maintain the grapple.

Actions

Multiattack. The Giant Tarantula makes two attacks, using its bite once and its launch barbs attack once.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 18 (3d8 + 5) and the target must make a DC 16 Constitution save or take 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Launch Barbs. Ranged Weapon Attack: +6 to hit, range 20/40 ft. Hit 7 (2d6) piercing damage and target must make a DC 16 Constitution save or become poisoned until the end of their next turn.

BROKEN MOON



Possessed Corvin

Medium Possessed Human, Chaotic Evil


  • Armor Class 15 (studded leather armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 18 (+4)

  • Saving Throws Dexterity +6, Charisma +7
  • Damage Resistance Bludgeoning, Piercing, Slashing damage from non-magical weapons
  • Condition Immunity Charmed, Frightened
  • Skills Deception +7, Persuasion +7, Sleight of Hand +6
  • Senses passive Perception 10
  • Languages Common, Varissian
  • Challenge 8 (3,900)

Legendary Resistance (3/Day). If the Possessed fails a saving throw, it can choose to succeed instead.

Cunning Action. The duelist can take a Bonus Action on each of their turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Possessed. The vilkacis is possessing this humanoid, replacing its statistics and abilities with its own. If a spell specifically states it ends possession (such as Dispel Evil and Good), it can be used on this humanoid to end the possession. If successful, the vilkacis is driven out of Corvin's body and it will flee back to the Stairway.

If the possessed humanoid is brought to 0 hitpoints, they do not make death saving throws. Instead, the shock of the experience kills them outright.

Sensitive to Silver. Another way to drive out the vilkacis is to use silver weapons. Each time a creature possessed by the vilkacis takes damage from silver, they can make a DC 17 Wisdom save. If successful, the vilkacis is driven out of their body and will flee back to the Stairway.


Actions

Multiattack. The possessed makes a bite attack and two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 12 (2d6 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) slashing damage.

Legendary Actions

The possessed can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The possessed regains spent legendary actions at the start of their turn.

Move The possessed moves up to their speed.

Bite (2 actions) The possessed makes a Bite attack.

Dodge (2 actions) The next attack against the possessed is made at disadvantage.

Part Three: The Stairs of the Moon

  • Note that unless otherwise stated in the module, all werewolves here fight in hybrid form and do not shape change.
  • So, the history to this place is dark and awesome, and if the players don't find the journals in the shrine, it goes entirely unused in the game. It behooves a good GM to allow this history to get out somehow if they miss those journals. My favorite place to put it is as a monologue for Mathus Mordinacht while he fights the players. It's creepy for him to relate the story here and helps break up the combat and make him more memorable. "Do you know the history of this place? You should, if you are to die here."
  • Players who try to rest during this section will meet with some difficulty. Once the werewolves knows they are there, they will not stop hunting the players to get them away from their sacred ground. The Vilkacis, too, is here and very territorial. Even if defeated, it reforms as long as its canopic stone remains intact, and will hunt down the players as relentlessly as any flesh and blood werewolf.

Wolves in the Wood

  • This part of the wood is always under the effects of dim light (PHB 183) so creatures without Darkvision have disadvantage on Perception checks that rely on vision.
  • The Primal Stalkers are given stats in Appendix B. Two arrive at first, but more will come in 1d4 rounds, as described in the module.
  • If players attempt to retreat from the shrine, they will encounter more random werewolves (use Appendix B) who will try and block their retreat.

E1: Shrine of the Vilkacis

  • The Vilkacis will surprise players on the first round, emerging from a pillar and getting the chance to attempt to possess one of them. If the possession fails, it will turn aggressive, using its withering touch until it recharges possession and then try to possess someone else. If the Vilkacis has less than half its life, it will enter the ethereal plane and wait for its possession to recharge before re-emerging and trying to possess again. If the players leave the area during this time, thinking they have defeated it, it will follow, trying to be stealthy, which could mean they become possessed in the middle of another fight. The Vilkacis is described in Appendix B.

BROKEN MOON


Vilkacis Possession


The vilkacis can attempt to possess a humanoid by forcing the target to make a DC 17 Wisdom save. On a success, the target isn't possessed and is immune to the vilkacis' possession for 24 hours. On a failure, the target is possessed for 1d6 hours and falls under the DM's control for the duration. Once possessed, a number of changes occur in the target as follows:

  • Once in combat, the possessed physically changes to become more beastial in appearance.
  • Their Strength score becomes 20 unless it is already higher.
  • The target gains resistance against non-magical bludgeoning, piercing, and slashing damage.
  • They lose the ability to cast spells.
  • They gain an immunity to charm and fright.
  • The possessed creature gains access to any remaining uses of Legendary Resistance. These uses do not recharge on a successful possession. They only recharge the next day as stated in the ability.
  • They also gain access to the legendary abilities of move, bite, and dodge. See Possessed Corvin's stat block for details.
  • When the target uses the attack action on their turn, they make one bite attack and two claw attacks. They will not attack with other weapons.
  • The bite attack is a melee attack that uses strength and deals 2d6 + STR piercing damage. The claw attack is a melee attack that uses strength and deals 2d4 + STR slashing damage. Increase the number of dice rolled for damage for each attack by one for every size category the creature is larger than medium.
  • A successful bite attack carries the threat of cursing the target with lycanthropy. The roll to resist this curse is a DC 12 Constitution saving throw.
  • Class and racial abilities can still be used.
  • If the target takes damage from a silver weapon, they make a DC 17 Wisdom saving throw, ending the possession on a successful roll. In this case, the vilkacis is driven out and will flee back to the Stairway.

    If a spell specifically states it ends possession (such as Dispel Evil and Good), it can be used on this humanoid to end the possession. If successful, the vilkacis is driven out of the target's body and it will flee back to the Stairway.

    If the possessed humanoid is brought to 0 hitpoints, they do not make death saving throws. Instead, the shock of the experience kills them outright and the vilkacis will try to possess the nearest target. If the target succeeds on their Wisdom save, the vilkacis flees back to the Stairway.

E2: Dormitory

  • Perception DC 12 to notice tracks.
  • DC 15 religion check reveals the Whispering Way's relation to the symbols.
  • DC 15 arcana reveals the use of the onyxes.
  • DC 12 History check reveals the locations at the coordinates.

E3: Trapped Dormitory

  • DC 13 Perception check reveals the secret passage.
  • The trap here functions as a Symbol of Discord as per the spell on page 280 of the PHB. The save DC is 18. Discovering the trap requires the players announcing they wish to search the area before they enter the archway, and then succeeding on a DC 20 Perception check. Disabling the trap requires a DC 20 Arcana roll to successfully dispell the magic. If the roll is at least a 15, they understand what the trap does.

E4: Adytum

  • 1d6 of the bottles here are failed Wolfsbane that function as Potions of Poison (153 PHB).
  • 1d3 bottles contain true potions of Wolfsbane, as described earlier in this module.
  • The gruesome bite on Estovian's arm is automatically noticeable.
  • If Estovian was alerted by the trap in the adjoining room, he has summoned 2 Dire Wolves using Conjure Animals, who attack immediately upon the players entering the room. Otherwise, this is his first action in combat. Note that he cast Mage Armor 6 hours ago and it is still active.
  • Perception DC 10 to find the lockbox. It requires a DC 18 Sleight of Hand check with lockpicks to open.
  • The items in the lockbox are as described. The wand of spider climb is described below. The scroll is Lesser Restoration as per the spell. In addition, I suggest adding in 2 Potions of Superior Healing if your players are hurting, and/or allow them to take a short rest here.

E5: Pronaos

  • The 4 Broken One werewolves are described in Appendix B. They use silver bolts in their crossbow and act as described in the module.

E6: Spiral Stairs

  • It requires a DC 13 Athletics check to climb the stairs without falling, taking 7 (2d6) bludgeoning damage from the fall.

Silver Sheen

Wondrous Item, Common

This silvery oil (which looks like liquid metal) gives a weapon the silver property when poured over it as a bonus action, allowing it to bypass appropriate damage resistances and immunities. After one successful strike, the effect wears off. If this attack does not occur within an hour, the effect is wasted.

BROKEN MOON

E7: Skychamber

  • The 3 Silverhide Rangers are given stats in appendix B. Remember they have advantage on their initiative roll.

E8: Highthrone

  • Don't have Mathus attack the players right away. He will try to intimidate them first, trying to demoralize them by pointing out the foolishness of assaulting werewolves on their sacred ground. Such banter will also give players a chance to try and convince Cybrisa to turn against Mathus. They are both given stats in Appendix B. If you care to, have Mathus actually roll intimidate checks on the first round of combat and anyone who fails to beat him with their own charisma check will be frightened for one round.
  • In combat, Mathus likes to focus his efforts on a single party member at a time, using his hunter's mark or ensnaring strike to do more damage to them. If he sees someone healing, he'll focus on them.
  • In combat, Cybrisa first uses conjure animals to summon eight wolves. She will then cast shillelagh on her club and use the wolves to surround her enemies and give her advantage on her strikes, casting spells as needed to supplement her attacks. If the wolves die, she will use call lightning. If she is reduced to 20 or fewer hit points she turns into an eagle and uses her movement to immediately fly away. She will return after combat to parley for peace with the players.
  • If Mathus is defeated, players can find the following items on him: potion of superior healing, magical greatsword +1, x4 silversheen, 163 gold pieces. The chain shirt becomes too damaged in combat to salvage.
  • If Cybrissa is killed, players can find the following items on her: potion of superior healing, potion of barkskin, potion of lesser restoration, scroll of conjure animals.
  • If the players take more than three hours to complete their assault on the tower, Mathus will have already killed Cybrisa when they arrive. In this case, he is accompanied by 2 Silverhide Rangers (see appendix B).
  • Activating the Dusk Moth requires cleaning and consecrating the temple, a task that takes a full 16 hours of work or a casting of the spell Hallow (PHB 249). Knowing to do this is a DC 14 Religion check.
  • Activating the Dusk Moth blindly is a DC 18 Arcana check. Having the scroll or being a worshipper of the god/goddess that the Dusk Moth communicates with gives advantage on the roll.
  • The god/goddess offers each player individually either a Blessing of Understanding (Wisdom +2, up to a maximum of 22) or a Blessing of Beauty (Charisma +2, up to a maximum of 22). These blessings are permanent unless the players take direct, purposeful action against the followers of the god/goddess.

Ambush Outside the Temple

  • There are two Primal Stalkers (Appendix B).

The Prince's Wolves

  • DC 14 Perception check or a DC 10 Survival check uncovers the signs of carnage around Duristan's camp.
  • The 5 prince's wolves are detailed in Appendix B. The Prince himself uses their stats, but has 75 hitpoints, a 4d6 sneak attack, and a leadership ability: All Prince's Wolves within 30 ft of him who can see him gain +3 to their attack rolls. He also has Regeneration (5): The wolf lord regains 5 hit points at the start of its turn. If the wolf lord takes silver damage, this trait doesn't function at the start of the wolf's next turn. The Prince will run from a fight if reduced to 20 or less hitpoints.
  • If the Prince is killed and hasn't used them yet, he has two potions: 1x superior healing and 1x invisibility (he may use these to escape combat or fight longer). He also has masterwork thieves tools, whose picks will not jam a lock even on a failed lockpick roll, along with 253 gp.

Part Four: Race to Feldgrau

  • It is a four day journey by horse or a six day journey on foot. The module urges speed but provides no penalty for going slo0w. If you wish to impose a penalty, you can raise the percentage chance of encounters in Feldgrau from 50% to 60%, if the players do not arrive within five days.
  • You can use the random encounter tables at the end of this guide to see if combat occurs in the Shudderwood or in Ardeal whlie the players race to Feldgrau. Roll for encounters in the Shudderwood three times a day and twice a day in Ardeal.
  • There are three towns that players may pass through on their way to Feldgrau. Each is described in more detail in the module on page 83. While the descriptions of the towns lend themselves to side adventures, you probably will want to keep the focus on Feldgrau at this point, to keep to the sense of urgency. The biggest use of the towns is to restock. Each town sells all the equipment listed in the equipment section of the player's handbook, as well as 1d4 common healing potions per town. Each town also sells a number of magical items, as detailed in the list below.
  • Use the towns as a chance to give the players dark rumors about Feldgrau and the horrors suspected to be found there.

Shops Along the Way

  • For each of the towns, roll as if making a persuasion check using the Buying Magic Items rules from XG page 126. However, instead of the players making the roll, the DM rolls and each town gets its own bonus as described below.
  • Berus: +3 to roll.
  • Chastel: roll twice, using both results seperately, once with no bonus to roll, once with +5.
  • Morcei: -3 to roll.

Abandoned Farm

  • A DC 20 Nature check will remind players that werewolves revert to human form upon death.
  • The tree uses its hallucinatory spores as soon as the players are close. Anyone who fails sees the tree as a normal tree and falls under its spell.
  • The Hangman's Tree is detailed on the next page.

BROKEN MOON


Hangman's Tree

Huge Plant, neutral evil


  • Armor Class 13 (natural armor)
  • Hit Points 150 (12d12 + 72)
  • Speed 10ft.

STR DEX CON INT WIS CHA
25 (+7) 8 (-1) 23 (+6) 7 (-2) 12 (+1) 10 (+0)

  • Saving Throws Str +10, Constitution +9
  • Damage Resistance Bludgeoning, Piercing
  • Damage Vulnerabilities Lightning
  • Condition Immunities Blinded, Charmed, Deafened, Grappled, Prone, Restraind
  • Senses Blindsight 120 ft (blind beyond this radius), passive perception 11
  • Languages None
  • Challenge 8 (3,900)

False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree.

Actions

Multi-attack. The tree makes three attacks with its vines.

Vines. +10 to hit, 25 ft. reach. Hit 13 (1d12+7) bludgeoning damage and the target is grappled (escape DC 18). The tree can have any number of creatures grappled at one time.

Swallow. One grappled creature must succeed on a DC 18 Strength save or be swallowed. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the tree, and it takes 21 (6d6) bludgeoning damage at the start of each of the tree's turns. A tree can have only one creature swallowed at a time. If the tree takes 30 damage or more from the swallowed creature, the tree must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the creature, which falls Prone in a space within 5 feet of the tree. If the damage is lightning damage, the tree fails the save automatically. If the tree dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 15 feet of movement, exiting Prone.

Hallucinatory Spores (Recharge 6): All creatures within 150 feet of the tree must succeed on a DC 18 Constitution save or become poisoned. While poisoned, the creature is charmed by the tree and will not take action to harm the tree and must use movement on their turn to get as close to the tree as possible. Every turn the affected creature may repeat the save, gaining advantage on the roll if the tree attacked them or an ally since the end of their last turn.

Feldgrau

  • Each time the players enter a building they have a 50% chance of spawning a Demon Wolf or Whispering Way patrol. Use the table to determine what is encountered. Note that if a patrol is spawned, it is spawned in a building near to the players and the monsters will make perception checks every round to see if they hear or see the players (the DC is 10 unless the players are specifically being stealthy, in which case use the party's lowest stealth roll).
  • Uninhabited buildings have a 15% chance of containing 1d3 human corpses, signs of the ongoing war here.
  • The Whispering Way need time in Feldgrau to collect what they need. If players need long rests to recover from their battles here, allow them to do so as long as they are smart about where they do it.
  • Spotting the runes takes a DC 14 Perception Check.
  • A DC 15 Arcana or Religion check reveals that the runes were part of a ritual using abjuration and necromantic magics. If the Arcana check was a 20 or more, they recognize the runes as being used to control the spirits of this town. Any party member who noted the runes at Harrowstone will recognize these as the same without needing a check.
Encounters in Feldgrau
d% roll Result Source
1-20 12 Burning Skeletons see appendix C
21-25 1d4 Menadoran festrogs see appendix C
26-30 8 Burning Skeletons + 1 Whispering Way Cultist see appendix C
31-35 4 skeletal champions + 1 Whispering Way Cultist see appendix C
36-45 2d4 Menadoran festrogs see appendix C
46-55 8 skeletal champions see appendix C
56-65 12 burning skeletons + 1 Whispering Way curate see appendix C
66-75 3 Menadoran festrogs + 1 Whispering Way cultists see appendix C
76-85 2 Menadoran festrogs + 1 Whispering Way curate see appendix C
86-95 4 skeletal champions + 1 Whispering Way curate see appendix C
96-100 2 Demon Wolf Zealots (treat as no encounter on the second time this result is rolled) see appendix B

BROKEN MOON

F1: Old Farmstead

  • The shrine is to Baphomet, DC 15 Religion check to recognize this.
  • DC 12 Survival check spots the tracks.

F2: Blacksmith's Forge

  • Duristan's human stats are in Appendix A and he uses these to attack, with the addition that he can transform into a hybrid or wolf form (like the other Demon Wolves, he becomes a black-furred wolf with red eyes). While in hybrid or wolf form he gains immunity to bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered. He also gains the bite action and can use it as part of his multi-attack each turn: Bite: Melee Weapon Attack. +6 to hit, reach 5 ft, one target. Hit 1d8+3 piercing damage and the target must succeed on a DC 11 Constitution saving throw or be inflicted with werewolf lycanthropy.
  • If attacked in human form, he uses an action to shift into hybrid form as his first action. If forced back into human form by some spell (like Moonbeam) he will try to shift again as soon as he has a chance; otherwise, he continues to fight in human form.
  • To permanently cure Duristan, he must be subdued and must have the Ceremony spell (XG 151) cast on him to restore his alignment.

F3: Chandlery


The Burnt Chandler


  • Trigger As soon as a single player enters the chandlery

  • Effect The players see themselves as the chandler, as described in the module. The Wisdom save is DC 15 or else the player pulls themselves across the room and slams their face into one of the kettles and then screams as burns erupt over their face, dealing 3 (1d6) bludgeoning damage and 28 (8d6) fire damage. After this, the haunt ends.

  • Weakness The haunt cannot be damaged, it can only be destoryed by either using a haunt siphon in the Chandlery, casting Ceremony (XG 151), or giving the bodies in Feldgrau a proper burial.

  • Reset 1 minute.

F5: Dyer's Shop

  • The shop's doors are barred from the inside (AC 15 with 37 hitpoints). Bashing on it alerts the werewolves inside, who take cover behind objects, gaining half-cover, a +2 bonus to AC and Dexterity saving throws.
  • The werewolves can be made friendly with a DC 15 Persuasion check. If the players have signs of Rhakis' favor the check is made with advantage. At the DM's discretion, Bluff can be used as well. Intimidate checks will not work and will only incite the wolves to violence.
  • There are 6 Prince's Wolves (Appendix B) here. They carry light crossbows and act as described in the module. This could be a safe place for the players to rest, if they befriend the wolves.

F6: Glassblower's Shop

  • The 2 Cultists and 8 Burning Skeletons are detailed in Appendix C.
  • There are 1d6 useable acid vials (PHB 148) here, identifiable by anyone with proficiency in Alchemy tools or with a DC 15 Intelligence check.

F7: Butcher Shop

  • The Festrog, Curate, and 2 Skeletal Champions are detailed in Appendix C. This Festrog is carrying Sewer Plague (DMG 257) and anyone who engages in combat with it has a risk of catching the disease.

F8: Haunted Inn and Provisioner's Shop

  • Ulcris can be made friendly with the right roleplaying and a DC 20 Charisma check. Feel free to give advantage if players are trying to offer ways to put things right in the town or mention that they are hunting the Whispering Way, whom Ulcris does not like because they are despoiling the town.
  • If Ulcris finishes his task without being made friendly, he turns into a powerful ghost, using the statistics of a Wraith (MM 302) except that instead of Create Specter he uses the Banshee's Wail (MM 23) with a DC 15 Constitution saving throw. The Wail has a recharge of 6 and he uses it whenever it is charged. He cannot travel outside of the building: his ghostly noose holds him back.
  • If defeated, Ulcris reforms in 24 hours. He will forget having fought the players and will repeat his task, giving players another chance to befriend him.
  • The loose floorboards are found with a DC 17 Perception check. Inside are a pair of Goggles of Detection and 1,800 gold pieces.

F9: The Mill

  • If Duristan leads the players here, he chats loudly the whole time to alert the Demon Wolves. Otherwise, the players can make stealth checks contested by the werewolves' perception check (make one check for the whole group). If the players don't announce that they are using stealth then the perception check is DC 12.
  • If the werewolves are alerted they take the actions as described in the module. The 2 Demon Wolves are given statistics in Appendix B.

F9a: Upper Floor of the Mill

  • Adimarus Ionacu and the 2 Demon Wolves are given statistics in Appendix B.

BROKEN MOON


Goggles of Detection

Wondrous Item, Rare, requires attunement




These bizarre looking contraptions are worn over the eyes and allow the studying of minute details via a variety of adjustable eye pieces that can magnify vision and magically draw the eye towards certain details. They give advantage on Perception checks that rely on sight. They also give advantage on Survival checks made to follow tracks.

F10: Tavern

  • The 1 Whispering Way Curate is detailed in Appendix C. She hangs back in this battle, not taking any action unless the players truly overmatch her 2 Undead Hill Giants (MM 155), which come snuffling after the players on all fours like hideous monstrous dogs. If they are defeated, the Curate flees (she is later killed and eaten by Demon Wolves by F9, players can find her corpse there).
  • The giants do not have multi-attack but they do have Undead Fortitude: If damage reduces the giant to 0 hit points, it must make a Constitution saving throw with DC of 5+ damage taken, unless the damage is radiant or from a critical hit. On a success, the giant drops to 1 hit point instead.

F11: Apothecary

  • Each player that makes a DC 15 Perception check locates one of the following items (roll a d4 to determine which is found):
Treasure
D4 Result Reference
1 4 vials of anti-toxin PHB 151
2 Jar of Keogthom's Ointment DMG 179
3 Dust of sneezing DMG 166
4 Oil of Slipperiness DMG 184

F12: Gravedigger's Shed

  • The 4 Skeletal Champions are detailed in Appendix C. The 8 Bloody Skeletons use skeleton statistics (MM 272) but they also have regeneration 3.

F13: Town Sqaure

  • The swarm of skeletons blocks sight of Eugenie and Vicenith. It requires a DC 15 Perception roll to notice the two Curates before they attack.
  • The 18 Skeletons (MM 272) are without armor or weapons (AC 12, though their claws still do the same amount of slashing damage and they cannot use ranged attacks).
  • The skeletons are meant to act like cover for Eugenie and Vicenith (Curates), giving them three-quarters cover and acting as a physical barrier to reaching them for melee attacks. The skeletons will not leave their positions to attack unless compelled to do so by magic. Eugenie and Vicenith will stay in their midst as long as possible, using ranged spells to target the players. See the module for more details on their tactics.

F14: Armory

  • Acrietia is a Dread Wight, detailed in Appendix C. Under her command are 4 Wights (MM 300).
  • The enemies here are hiding when the players arrive and it requires a DC 22 Perception check to see them. Once all players are in the room, the enemies move in to attack, gaining a surpise round if they weren't spotted.
  • Oddly, the module mentions a treasure beneath a map but no mention of a map is given. So instead, the Marvelous Pigments (DMG 183) can be found in a corner of the armory with a DC 16 Perception check.

G1: Tower Entrance

  • The stone doors are AC 17 with 30 Hit Points. They are barred from the inside and so must be broken or magicked through.
  • The archers in G5 will see anyone trying to entering here and will begin to fire arrows at them. These are 8 Skeletal Champions with the statistics given in Appendix C, but they use longbows (PHB 149).

G2: Foyer

  • A ritual alarm spell has been cast on this area (PHB 211) and so Vrood is automatically notified if anyone enters the tower this way.

G3: Lower Tower

  • Any archers from G5 not defeated will continue to attack targets passing through here.

BROKEN MOON

G4: Northern Antechamber

  • Anyone who reads the notes must make a DC 15 Wisdom save or gain a Short-Term madness for 1d10 minutes (DMG 259).
  • Auren Vrood uses the Necromancer (VG 217) stats except his spell list is changed as listed below. Fleshwort uses the statistics of a Hommunculis (MM 188) with some special tactics, see below. The Giant Crawling Hands are detailed in Appendix C.
  • Auren Vrood has none of the equipment listed in the module, except for the spellbook and his Whispering Way amulet. Unless surprised, assume he goes into battle with Mage Armor, a level 4 False Life, and either Stoneskin or Fly cast on himself (be sure to mark off the appropriate spell slots). He attacks with Melf's Acid Arrow to start with then uses spells as seem to fit the challenge the players present. He saves his remaining 4th level slot for casting Greater Invisibility, which he casts if he is brought to half health. He will then use his most powerful magic to finish off the players.
  • The Giant Crawling Hands target spellcasters first if possible, trying to catch them in their grapple attack and keep them from casting spells.
  • Fleshwort looks like a mostly developed fetus with stunted wings and a large head with wide black eyes. He tries to stay out of the combat by keeping perched on Vrood's shoulder, but can aid his master in dodging magical spells, giving Vrood advantage if the saving throw is Dexterity based and Fleshwort uses his reaction. He can also fly to the shoulder of a target and use his action to distract them, giving Vrood advantage on attack rolls against that target until the end of Vrood's turn.
  • Players find the Carrion Crown poem and the notes automatically (after all, this is the tie in for the whole campaign, don't make them roll for it). The notes still require a DC 20 Intelligence check to decipher, but if they fail they will recall one of their allies is a master linguist, either Kendra or Judge Daramid in Lepidstadt. Start your next adventure with either the travel to one of these characters or skip ahead to finding them.
  • The treasure chest requires a DC 20 Sleight of Hand check with lockpicks to open (Vrood uses magic to open it). The rest of the items are as described (DC 15 Arcana check to recognize the material components). The scroll of control undead is described below (this level of the spell has a DC 17 Charisma saving throw).

Auren Vrood's Spell list

  • Cantrips: Chill Touch, Dancing Lights, Infestation (XG 158), Mage Hand, Ray of Frost
  • 1st level (4 slots): Alarm, False Life, Mage Armor, Shield
  • 2nd level (3 slots): Melf's Acid Arrow
  • 3rd level (3 slots): Animate Dead, Dispel Magic, Fly, Vampiric Touch
  • 4th level (3 slots): Greater Invisibility, Stoneskin
  • 5th level (2 slots): Cloudkill, Enervation (XG 155), Telekinesis
  • 6th level (1 slot): Circle of Death, Eyebite

Deathgag Elixer

Potion, Uncommon

Death cults such as the Whispering Way use this elixir to prevent their enemies from stealing their members’ secrets, even after death. Once someone has drank this potion, they gain the disease of Deathgag. When someone afflited with this disease hits 0 hitpoints, their eyes boil and run down their cheeks as red streaks and their jaw dissolves. This prevents anyone with knowledge of spells like Speak with Dead from pulling their secrets from the afterlife.

G5: Second Floor

  • There are 8 Skeletal Champions here, as described in Appendix C. If you wish to make the combat against Auren Vrood harder, any surviving skeletons come and join him once combat has broken out or at any point during the battle that you deem appropriate.
  • If Auren Vrood is defeated, these Skeletal Champions collapse into dust, Fleshwort disappears, and the Giant Crawling Hands wither and die.

Control Undead

7th-level necromancy

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (pinch of grave dust, a fragment of skull, and a gemstone worth at least 100 gold)
  • Duration: Until dispelled or the save is beaten
  • Class: Wizard

As an action, choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this spell on it again for 100 days. If it fails, the creature becomes friendly to you and obers your commands until you cast this spell on another creature or release this creature as a free action.

Intelligent creatures are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an intelligence of 12 or higher, it can repeat the saving throw at the end of evry hour until it succeeds and breaks free.

BROKEN MOON

Concluding the Adventure

  • The module describes how to handle interrogations of Cultists and what can be done with Auren Vrood's head.
  • The check to recognize the Whispering Way symbol is automatically successful (seriously, you think they wouldn't recognize it after all this?)

What if the Players Die?

Broken Moon is one of the easier adventures to bring new players or even entire parties into in case of untimely demise. They could be hunters, come to the lodge to hunt werewolves. They could be agents of the Palantine Eye, come to investigate the Whispering Way. They could arrive in Feldgrau to investigate rumors of disturbances occuring there and the establishment of a camp of undead. They could just be adventurers who stumble into something bigger than they expected.

A GM willing to put in a bit more work could even suggest the players be werewolves, come to Feldgrau to kill Auren Vrood and claim the heart for their packlord. Continuing the campaign after that could be explained by the werewolves seeking to expand their territory, or seeking revenge on the Whispering Way for bringing strife to their territory.

Alternatively, if players die near the the end of the campaign, the situation could be left unresolved and Auren Vrood could live to fight another day, being brought back as a villain for a future installment.

BROKEN MOON

Random Encounter Tables

These tables can be used as described in the module to interrupt the players' journeys through the Shudderwood and their race to Feldgrau.

Page 83 of the original module lists two tables for random encounters . These have been converted to the tables below:

Encounters in the Shudderwood
d% roll Result Source
1-8 1d4 grizzly bears use polar bear stats MM 334
9-20 1d6 scouts MM 349
21-23 4 will-o-the-wisps MM 301
24-33 1d8 werewolves led by a Silverhide Ranger MM 211 and Appendix B
34-47 2d4 Dire Wolves led by a Primal Stalker MM 321 and Appendix B
48-55 2d10 Varisian Wanderers (commoners) MM 345
56-59 2d6 Werebats Dungeon of the Mad Mage 317
60-67 3d8 Ettercaps MM 131
68-71 1 Giant Tarantula see event 5
72-74 3 Green Hags MM 177
75-81 1 Corpse Flower MTOF 127
82-83 1 Weaverwurm see area B
84-96 2d8 werewolves led by a Broken One Sniper MM 211 and Appendix B
97-100 1 Witchfire see below


Witchfire: A Witchfire uses the statistics of a ghost (MM 147) with the following changes:

  • They have the appearance of a naked woman wreathed in sickly green flame.
  • They have 90 hitpoints.
  • Their Charisma is 20 (+5)
  • They have immunity to fire damage
  • The Witchfire has advantage on saving throws against spells and other magical effects.
  • Their Withering Touch is a ranged weapon attack: +7 to hit for 19 (4d6+5) fire damage and the target must make a DC 15 Charisma save or be wreathed in green flame. This affects them as per the Fairie Fire Spell and the target is vulnerable to fire damage while affected. The effect ends after 1d10 minutes or after a spell which removes a curse is cast upon the target.
  • Once per day, the Witchfire can summon 1d4 Will-O-the-Wisps (MM 301) to join her in combat.

Encounters in Ardeal
d% roll Result Source
1-3 1 Redcap VG 188
4-18 2d6 farmers (commoners) MM 345
19-21 1 Nightmare carrying 1 Bearded Devil MM 235 and MM 70
22-23 1 Allip MTOF 116
24-36 2d6 Varisian Wanderers (commoners) MM 345
37-42 2d6 Ankhegs MM 21
43-46 2d6 Death Dogs MM 321
47-49 2d6 Derros MTOF 158
50-53 1d6 Animated Armor MM 19
54-61 2 Shambling Mounds MM 270
62-71 2d8 Scarecrows MM 268
72-79 2d8 werewolves led by Demon Wolf Zealot MM 211 and Appendix B
80-84 2d10 Zombies with Infection MM 316 and see below
85-89 A grove of 1d4 hangman trees see Part Four: Race to Feldgrau
90-95 2d10 giant wasps MM 329
96-100 1d4 Gorgons MM 171



Zombie with Infection: A zombie with infection gains the following traits:

  • Whenever this zombie deals damage to a target, that target must make a DC 12 Constitution saving throw. If they fail, they become infected with the zombie rot disease. This disease prevents immediately lowers their maximum hitpoints by 1d12. Every morning, the player lowers their maximum hitpoints by another 1d12. This effect persists until they are cured of the disease by an appropriate spell or potion that removes disease. If a creature's hit point maximum reaches 0, they instantly die and turn into a zombie. If they die by other means while infected with zombie rot, they rise as a zombie within 1d4 minutes of death.
  • The zombie can make a second attack as part of its action, using Bite: Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) piercing damage.

BROKEN MOON

Appendix A: NPCs at Ascanor


Duristan Silvio Ariesir (Fighter)

Medium Human, Chaotic Neutral


  • Armor Class 18 (studded leather, shield)
  • Hit Points 104 (16d8+32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 14 (+2) 13 (+1) 8 (-1) 14 (+2)

  • Skills Bluff +5, Survival +2
  • Senses passive Perception 9
  • Languages Common, Varisian
  • Challenge 5 (1,800)

Shapechanger hunter Duristan gains +3 to attack and damage against shapechangers.

Uncanny Luck Any critical hits rolled against Duristan must be rerolled. The second result, even another critical hit, must be kept.

Actions

Multi-attack. Duristan makes three attacks on his turn, two with his longsword and one shield bash.

Silver Longsword Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage.

Shield Bash. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) bludgeoning damage and target must succeed on a DC 14 Strength check or be pushed back five feet.

Longbow with Silver Arrows Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit 8 (1d8 + 4) piercing damage.


Corvin Tergsvor (Duelist)

Medium Human, neutral


  • Armor Class 15 (Studded Leather Armor)
  • Hit Points 55 (10d8 + 10)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 16 (+3) 10 (+0) 18 (+4)

  • Saving Throws Dexterity +5, Charisma +6
  • Skills Deception +6, Persuasion +6, Sleight of Hand +5
  • Senses passive Perception 10
  • Languages Common, Varissian
  • Challenge 4 (1,100)

Cunning Action. The duelist can take a Bonus Action on each of their turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Precise Strike. When the duelist is wielding a melee weapon in one hand and no other Weapons, they gain a +2 bonus to Damage Rolls with that weapon (already calculated in actions below).

Weapon of Choice (rapier). The duelist has a +2 to attack rolls when using their weapon of choice (already calculated in actions below).


Actions

Multi-attack. The duelist makes three attacks with the rapier on their turn.

Rapier. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage.

Reactions

Parry. The duelist adds 2 to their AC against one melee attack that would hit them. To do so, the duelist must see the attacker and be wielding a melee weapon.

BROKEN MOON


Delgros Kroitzcer (Ranger)

Medium Human, Lawful Neutral


  • Armor Class 16 (scale mail)
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+2) 14 (+2) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +5, Perception +3 Stealth +4, Survival+5
  • Senses passive Perception
  • Languages Common, Varisian
  • Challenge 3 (700)

Keen Hearing and Sight Delgros has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Natural Explorer Deligros ignores difficult terrain. He has advantage on initiative rolls. On his first turn in combat, he has advantage on attack rolls against creatures that have not yet acted.

Hunter When Deligros uses Hunter's Mark, the damage increases to 2d6.

Spellcasting Delgros is a level 7 spellcaster. He uses Wisdom as his ability score. His DC is . His attack bonus is . He knows the following spells, which he can cast without need for components:

  • 1st Level (4 slots): Alarm, Hail of Thorns, Hunter's Mark
  • 2nd Level (3 slots): Darkvision, Protection from Poison

Actions

Multi-attack. Delgros makes two melee attacks or two ranged attacks.

Shortsword Melee Weapon Attack: + to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage.

Longbow with Silver Arrows Ranged Weapon Attack: + to hit, range 150/600 ft., one target. Hit 6 (1d8 + 2) piercing damage.

Reactions

Reposte As a reaction, Delgros can make a melee attack against one creature within 5 feet that has attacked him and either hit or miss.

BROKEN MOON

Appendix B: Werewolves


Primal Stalker (hybrid form)

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 14 (hide armor)
  • Hit Points 67 (9d8+27)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 8 (-1)

  • Skills Perception +4, Stealth +4, Survival +4
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 4 (1,100 XP)

Shapechanger. The werewolf can use its action to polymorph into a dire wolf, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or Greatsword.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) slashing damage.

Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage.


Broken One Sniper (hybrid form)

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 15 (leather armor), 14 in wolf form.
  • Hit Points 39 (6d8+12)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Acrobatics +6, Perception +4, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 3 (700 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf with red fur, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated.

Sniper If the Sniper does not move during their turn, they add 1d4 to their attack roll with their crossbow.


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or longsword or crossbow.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) slashing damage.

Heavy Crossbow (Humanoid or Hybrid Form Only). Ranged Weapon Attack: +6 to hit, range 100/400 ft., one creature. Hit: 9 (1d10 + 4) piercing damage.

BROKEN MOON


Silverhide Ranger (hybrid form)

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 14 (Chain Shirt), 11 in wolf form.
  • Hit Points 58 (9d8+18)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 15 (+2) 18 (+4)

  • Skills Athletics +5, Deception +6, Intimidate +6, Stealth +4
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 12
  • Languages Common (can't speak in wolf form)
  • Challenge 4 (1,100 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf with silver fur, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Freedom of Movement The Ranger has the following benefits: they ignore difficult terrain; they have advantgae on initiative rolls; on their first turn during combat, they have advantage on attack rolls against creatures that have not yet acted.

Spellcasting The ranger is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following ranger spells prepared:

  • 1st level (3 slots): cure wounds, ensnaring strike, hunter's mark

Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes three attacks: one with its bite and two with its claws.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage.


Prince's Wolf (hybrid form)

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 14 (padded armor), 13 in wolf form.
  • Hit Points 58 (9d8+18)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Perception +2, Stealth +5, Survival +2
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 12
  • Languages Common (can't speak in wolf form)
  • Challenge 4 (1,100 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf with brown or gray fur, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Sneak attack (once per turn) Once per turn, the werewolf can deal an extra 3d6 damage to one creature they hit with an attack if they have advantage on the Attack roll or if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and the werewolf doesn't have disadvantage on the Attack roll.


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 3) slashing damage.

Reactions

Uncanny Dodge When an attacker that the werewolf can see hits it with an Attack, the werewolf can use its reaction to halve the attack's damage against it.

BROKEN MOON



Demon Wolf Zealot (hybrid form)

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 15 (chain shirt), 12 in wolf form.
  • Hit Points 52 (8d8+16)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 6 (-2)

  • Skills Perception +4, Stealth +4, Religion +4
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 14
  • Languages Common (can't speak in wolf form)
  • Challenge 4 (1,100 xp)

Shapechanger. The werewolf can use its action to polymorph into a wolf with black fur and red eyes, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Unerring Tracker. As a bonus action, the werewolf can leave a psychic impression on a creature that it sees. For the next hour, as a bonus action the wolf learns the current distance and direction to the target if it is on the same plane of existence. The link ends if the wolf is incapacitated or if it uses this ability on a different target.

Spellcasting. The Zealot uses Wisdom as its spell casting ability. Its spell DC is 12 and its attack bonus is +4. The Zealot knows the following spells, which it can cast as 1st level spells without components:

Once per day: Hellish Rebuke, Hunter's Mark


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its forceful bite and one with its Glaive.

Forceful Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. The target must also make a DC 15 Strength check. If they fail, they are knocked prone and the Zealot can make a Bite attack as a bonus action.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Glaive (Humanoid or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 9 (1d10 + 4) slashing damage.

Claws (Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.

BROKEN MOON



Mathus Mordinacht (hybrid form)

Medium humanoid (human, shapechanger), chaotic evil


  • Armor Class 15 (chain shirt), 13 in wolf form.
  • Hit Points 102 (12d8+48)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 18 (+4) 10 (+0) 18 (+4) 16 (+3)

  • Saving Throws Constitution +7, Strength +6
  • Skills Athletics +6, Deception +6, Intimidate +6, Percpetion +6, Stealth +6
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Condition Immunity Frightened
  • Senses passive Perception 16
  • Languages Common (can't speak in wolf form)
  • Challenge 8 (3,900 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Regeneration (5). The wolf lord regains 5 hit points at the start of its turn. If the wolf lord takes silver damage, this trait doesn't function at the start of the wolf's next turn.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Freedom of Movement The Ranger has the following benefits: they ignore difficult terrain; they have advantagae on initiative rolls; on their first turn during combat, they have advantage on attack rolls against creatures that have not yet acted.

Colossus Slayer. Mathus' attacks do an extra die of damage.

Spellcasting Mathus is an 8th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). He has the following ranger spells prepared:

  • 1st level (4 slots): ensnaring strike, hunter's mark, longstrider
  • 2nd level (3 slots): silence, spike growth

Actions

Multiattack (Humanoid or Hybrid Form Only). Mathus makes three attacks: one with its bite, and two with his greatsword.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Magical +1 Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 14 (3d6 + 4) magical slashing damage.

BROKEN MOON



Cybrisa Dorzhanev (hybrid form)

Medium humanoid (human, shapechanger), neutral evil


  • Armor Class 16 (studded leather armor), 14 in wolf form.
  • Hit Points 66 (12d8+12)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 12 (+1) 12 (+1) 20 (+5) 8 (-2)

  • Saving Throws Constitution +3, Wisdom +7
  • Skills Investigation +3, Insight +7, Medicine +7, Survival +7
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 18
  • Languages Common, Druidic (can't speak in wolf form)
  • Challenge 5 (1,800 XP)

Shapechanger. The werewolf can use its action to polymorph into a wolf, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Regeneration (5). The wolf lord regains 5 hit points at the start of its turn. If the wolf lord takes silver damage, this trait doesn't function at the start of the wolf's next turn.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics Cybrisa has advantage on an attack roll against a creature if at least one of her allies is within 5 feet of the creature and the ally isn't incapacitated

Wild Shape As an action, Cybrissa can transform into a creature of CR 1 or less. While in this form, she gains all of the stats of that creature, except for her Intelligence, Wisdom, and Charisma which all stay the same. Cybrissa cannot cast spells in this form. If she is reduced to 0 hitpoints, she reverts back to her normal form and any leftover damage is carried over to her. She prefers to rely on this ability to escape a bad situation rather than engage in combat, turning into something small and fast like an eagle if battle goes against her.

Spellcasting Cybrissa is a 5th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Shillelagh, Produce Flame
  • 1st level (4 slots): entangle, fairie fire, fog cloud
  • 2nd level (3 slots): barkskin, flame blade, flaming sphere, gust of wind, heat metal, spider climb
  • 3rd level (2 slots): call lightning, conjure animals, plant growth

Actions

Multiattack (Humanoid or Hybrid Form Only). Cybrisa makes two attacks: one with her bite, and one with her greatclub.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.

Greatclub (Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

BROKEN MOON



Adimarus Ionacu (hybrid form)

Medium Humanoid (human, shapechanger), chaotic evil


  • Armor Class 18 (plate mail), 12 in wolf form.
  • Hit Points 75 (10d8+30)
  • Speed 30ft. (40 ft. in wolf form)

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 17 (+3) 10 (+0) 15 (+2) 16 (+3)

  • Skills Atheltics +8, Insight +5, Intimidate +4, Perception +5, Religion +5
  • Damage Immunities bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered
  • Senses passive Perception 15
  • Languages Common (can't speak in wolf form)
  • Challenge 6 (2,300)

Shapechanger. The werewolf can use its action to polymorph into a wolf with black fur and red eyes, or back into its true form, which is humanoid. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Regeneration (5). The wolf lord regains 5 hit points at the start of its turn. If the wolf lord takes silver damage, this trait doesn't function at the start of the wolf's next turn.

Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Undeniable Command (recharges after a short or long rest). As a bonus action, the werewolf can immediately allow all allies within 30 feet to make a single weapon attack against a target as a reaction.

Spellcasting. Adimarus is a 10th level spellcaster, using Charisma as his spell casting ability. His spell DC is 14 and his attack bonus is +6. He has the following spells prepared:

1st level (4 slots): command, protection from evil and good, searing smite, thunderous smite

2nd level (3 slots): branding smite

3rd level (2 slots): blinding smite, dispel magic


Actions

Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite, and one with its Greatsword.

Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with werewolf lycanthropy.

Greatsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) slashing damage.

BROKEN MOON



Vilkacis

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 45 (10d8)
  • Speed 50ft. fly

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 10 (+0) 8 (-1) 15 (+2) 22 (+6)

  • Damage Resistance Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical or nonsilver Weapons
  • Damage Immunities Cold, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Skills Intimidate +9, Stealth +6
  • Senses Darkvision 60 Ft., passive Perception 12
  • Languages Any Languages It Knew In Life
  • Challenge 7 (2,900)

Legendary Resistance (3/Day). If the Vilkacis fails a saving throw, it can choose to succeed instead.

Ethereal Sight: The Vilkacis can see 60 ft. into the Ethereal Plane when it is on The Material Plane, and vice versa.

Incorporeal Movement: The Vilkacis can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Rejuvinate: If slain, the vilkacis rejuvenates in 2d4 days. The only way to permanently kill the spirit is to destroy its canopic stone and the destruction must occur in room E4 of the Stairway to the Moon.


Actions

Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) necrotic damage.

Etherealness. The Vilkacis enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Possession (Recharge 6). One humanoid that the Vilkacis can see within 5 ft. of it must succeed on a DC 17 Wisdom saving throw or be possessed by the Vilkacis; the Vilkacis then disappears, and the target is incapacitated and loses control of its body. The Vilkacis now controls the body. The Vilkacis can't be targeted by any attack, spell, or other effect. It otherwise uses the possessed target's statistics, but affects them as described in the possession sidebar above. The possession lasts until the body drops to 0 hit points, the Vilkacis ends it as a bonus action, or the Vilkacis is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the Vilkacis reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Legendary Actions

The possessed can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The possessed regains spent legendary actions at the start of their turn.

Move The possessed moves up to their speed.

Withering Touch (2 actions) The Vilkacis uses their Withering Touch attack.

Dodge (2 actions) The next attack against the possessed is made at disadvantage.

BROKEN MOON

Appendix C: Whispering Way and the Undead


Whispering Way Cultist

Medium Humanoid, Lawful Evil


  • Armor Class 16 (13 without mage armor)
  • Hit Points 49 (11d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 16 (+3) 13 (+1) 16 (+3)

  • Saving Throws Dex +5, Int +5
  • Skills Arcana +5, Deception +5, Insight +3, Investigation +5, Perception +3, Religion +5, Stealth +5
  • Senses passive Perception 13
  • Languages Common, Draconic, Necril, Abyssal
  • Challenge 4 (1,100)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Grim Harvest When a cultist kills a creature that is neither a constuct nor an undead with a spell of 1st level or higher, the cultist regains hitpoints equal to twice the spell's level or three times if it is a necromancy spell.

Sneak Attack (once a turn). Once a turn, the cultist can deal an extra 2d6 damage to one creature they hit with a weapon attack if they have advantage on the Attack roll or if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and the cultist doesn't have disadvantage on the Attack roll.

Spellcasting. The Cultist is a 5th level spellcaster. Their spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Cultist has the following wizard spells prepared:

  • Cantrips: Acid Splash, Chill Touch, Ray of Frost, Toll the Dead (XG 169)
  • 1st level (4 slots): Detect Magic, False Life, Mage Armor, Ray of Sickness
  • 2nd level (3 slots): Invisibility, Ray of Enfeeblement, Scorching Ray
  • 3rd level (2 slots): Animate Dead

Actions

Multi-Attack The cultist can make two attacks with their short sword.

Short Sword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.

Light Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320ft., one target. Hit 7 (1d8 + 3) piercing.


Whispering Way Curate

Medium humanoid, lawful Evil


  • Armor Class 14 (Half-Plate)
  • Hit Points 66 (12d8+12)
  • Speed 30 ft

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 13 (+1) 10 (+0) 18 (+4) 14 (+2)

  • Saving Throws Wisdom +6
  • Skills Arcana +2, Insight +6, Medicine +6, Persuasion +4, Religion +2
  • Senses passive Perception 16
  • Languages Common
  • Challenge 4 (1,100 xp)

Undying Devotion (recharges after a short or long rest). IF the curate is reduced to 0 hitpoints, they immediately makes a DC 10 Constitution saving throw. If they succeed, they are instead reduced to 1 hit point.

Mastery of Corruption. Necrotic damage dealt by the Curate ignores a target's resistance (not immunity) to necrotic damage.

Insightful Strike. Curates add their Wisdom modifier to all weapon attack rolls.

Spellcasting. The Curate is an 8th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The Cultist has the following cleric spells prepared:

  • Cantrips: Resistance, Sacred Flame, Thaumaturgy, Toll the Dead (XG 169)
  • 1st level (4 slots): Bless, Command, Detect Evil and Good, False Life, Inflict Wounds, Ray of Sickness, Shield of Faith
  • 2nd level (3 slots): Blindness/Deafness, Hold Person, Ray of Enfeeblement, Ray of Sickness, Silence, Spiritual Weapon
  • 3rd level (3 slots): Aid, Animate Dead, Bestow Curse, Dispel Magic, Vampiric Touch
  • 4th level (2 slots): Blight, Death Ward

Actions

Scythe. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit 5 (1d10 + 2) slashing damage + 9 (2d8) necrotic daamge.

BROKEN MOON


Burning Skeleton

Medium Undead, Lawful Evil


  • Armor Class 12 (no armor)
  • Hit Points 18 (3d8 + 6)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Vulnerabilitie Bludgeoning
  • Damage Immunities Poison, Fire
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft, passive perception 9
  • Languages Understands all languages it spoke in life but can't speak
  • Challenge 1/2 (100 xp)

Fiery Aura Creatures adjacent to a burning skeleton take 1d4 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d4 points of fire damage when they hit.

Fiery Death A burning skeleton explodes into a burst of flame when it dies. Any creature adjacent to the skeleton when it is destroyed takes 2d6 points of fire damage. A DC 10 Dexterity save halves this damage.

Actions

Fire-blade. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage and 3 (1d6) fire damage.


Skeletal Champion

Medium undead, Lawful Evil


  • Armor Class 17 (splint mail)
  • Hit Points 58 (9d8 + 18)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 6 (-2) 8 (-1) 12 (+1)

  • Vulnerabilitie Bludgeoning
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft, passive perception 9
  • Languages Understands all languages it spoke in life but can't speak
  • Challenge 2 (450 xp)

Actions

Multi-attack. The Skeletal Champion can attack twice with its longsword and once with its shortsword if it has it drawn.

Longsword Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) slashing damage, or 8 (1d10+3) slashing damage if used with both hands.

Shortsword Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.

Heavy Crossbow Ranged Weapon Attack: +3 to hit, range 100/400ft., one target. Hit 6 (1d10 + 1) piercing damage.





Menadorian Festrog

Large Undead, Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 52 (8d10 + 8)
  • Speed 50ft.

STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 12 (+1) 6 (-2) 12 (+1) 17 (+3)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Skills Atheltics +7, Perception +3, Survival +3
  • Senses Darkvision 60ft, passive Perception 13
  • Languages Common
  • Challenge 3 (700 xp)

Diseased Pustules. Whenever the Festrog takes piercing or slashing damage a spray of vile pus strikes the attacker if they are within 5 feet. The attacker takes 7 (2d6) poison damage and is poisoned until the end of their next turn.

Pounce. If the Festrog moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Festrog can make one bite Attack against it as a Bonus Action.

Actions

Multi-attack. The festrog makes two attacks with its claws on its turn.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8 + 5) piercing damage and the Festrog gains 5 temporary hit points.

Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) slashing damage.

BROKEN MOON


Dread Wight

Medium undead, Lawful Evil


  • Armor Class 17 (Studded Leather)
  • Hit Points 75 (10d8+30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 16 (+3) 12 (+1) 14 (+2) 17 (+3)

  • Saving Throws Dexterity +8
  • Skills Acrobatics +11, Athletics +7, History +4, Perception +5, Stealth +8
  • Damage Resistance necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses Darkvision 60 Ft., passive Perception 15
  • Languages Common, Necril
  • Challenge 5 (1,800)

Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Command Wights As a bonus action a dread wight can command all wights within 30 feet of it to immediately make a single weapon attack against a target as a reaction.

Actions

Multiattack. The dread wight makes three attacks with her claws. She can replace one of these attacks with a Life Drain and one with Stunning Fist.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit 10 (2d4+5) slashing damage.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 8 (1d6 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 1d4 rounds later as a wight under the dread wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than five wights under its control at one time. If the dread wight is at its maximum, one of its current wights dissolves into dust as a new one arrises.

Stunning Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 6 (1d4+4) bludgeoning damage and the target must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.


Giant Crawling Hand

Medium undead, neutral evil


  • Armor Class 14 (natural armor)
  • Hit Points 36 (8d8)
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Languages Understands common but cannot speak
  • Challenge 2 (450 xp)

Turn Immunity. The Hand is immune to effects that turn undead.

Diseased Pustules. Whenever the Hand takes piercing or slashing damage a spray of vile pus strikes the attacker if they are within 5 feet. The attacker takes 7 (2d6) poison damage and is poisoned until the end of their next turn.

Actions

The Hand that Closes. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (1d8+5) bludgeoning damage and the target must succeed on a DC 15 Strength saving throw or become grappled. While grappled, the target has their arms pinned to their sides and cannot take any actions except to speak or try to escape the grapple in a contested roll. On subsequent turns, the Hand deals 9 (1d8+5) blugdeoning damage to the target without needing to roll to hit it. The Hand can release the grapple on its turn as a bonus action. It can only have one target grappled at a time.

BROKEN MOON