Campaign Core Rise of The Red Moon
Campaign Core Rise of The Red Moon
Campaign Core Rise of The Red Moon
Grimmeran and begins to hear various Following clues left in the werewolf
rumors. Tales of werewolf attacks and den, the party begins to uncover a greater
abductions can be heard coming from a plot between werewolf packs, and come into
couple of villages spread through the conflict with other cells of this lycanthropic
province. Grimmeran is heavily disputed cult, trying the destabilize the region and
between the two powers to the East and create more werewolves. In time, they
West of it, and there are stories aplenty uncover the legend of the Red Moon and the
covering topics from long-ago battles to war First Werewolf, as well as reference to a
machines unearthed on a nearby farm. The spell: the Ritual of the Red Moon.
party may even witness patrols from both As their conflict with the Cult of the
Alimep and Siloron as they venture through Red Moon continues, the party comes across
when a werewolf pack attacks the village the amulets, and are able to control their
shapeshifting abilities. They may find allies name, and slay or subdue the Chosen. Upon
in their war against the lycanthropes, doing so, the influence of the First Werewolf
discussed later on. is ended, his disciples’ power begin to wane,
The party learns that the cult is and those forced to change against their will
attempting to perform the Ritual of the Red regain control.
Moon, and makes their way to a hidden
sanctuary of the cult. There, the Ritual of the
Red Moon is performed at a temple devoted Incorporating Good Were-Creatures
to the First Werewolf, and all of the infected While werewolves in the lore provided are
lycanthropes in Grimmeran are forced into closely connected to the demonic First Werewolf,
their shifted form and driven feral. The not all were-creatures need be connected to this
cultists who wear the moonstone amulets curse. Good-aligned, or at least non-evil,
retain their minds, and direct the new feral were-creatures may be the disciples of different
horde in the conquest of Grimmeran, and the nature gods or practitioners of shamanistic
people who do not flee the onslaught are traditions. Consider how this might play a role in
enslaved, killed, or systemically infected. the story: they may serve as valuable allies,
The party is forced to flee, either to sources of information, or even quest-givers in
the mystic Alimep Dynasty to the East, or this campaign core. Do they carry moonstone
the devout Siloron States to the West, and amulets that grant them control, like the cultists
take part in the defense against the werewolf do? When the Ritual of the Red Moon occurs,
army. However it quickly becomes clear that how does it influence them? Is there any backlash
conventional warfare will not see them against these communities early in the Campaign
through. Core when werewolf attacks are increasing, or
The party learns that the Ritual of the later after the Red Moon Ritual?
Red Moon needs to be maintained through a
living conduit, a Vessel or Chosen of the
First Werewolf, an apex predator. Their only
chance of winning this war is to infiltrate
Grimmeran, and its capital city of the same
Altering Assets Adventure Hooks
If you enjoy the Campaign Core, but are not a fan This adventure is easy enough to start,
of some of these assets, consider replacing them especially if you are beginning with the
to suit your needs. For my home campaign, I werewolf attack on the village the party is
wanted a region that was not well controlled, and passing through. However, there are
created the St. Petersburg-esque Grimmeran, with alternatives that might suit your party and
an international struggle that matched its historic make the adventure more personal:
template. I also wanted to use a traditional ● Favor for a Friend: An ally from
creature and utilize its mechanics differently. the party’s past has either been
Here are some suggestions on how to switch up injured in a werewolf attack or has
● Replace the Werewolves with Ghouls. A frequency of the attacks, and has
infects and curses the populace, and the ● An Ancient Evil: A druidic enclave
alter them. The political conflict over chaos, and called the party for aid.
Provide clues that indicate one of the neighboring countries, has enlisted
neighboring countries is working with the the help of the party to stop the
Note: You may need to adjust or skip the encounter goes, the werewolves may be
first two paragraphs if you are running inclined to capture at least some party
one of the alternative adventure hooks. members. In either case, the party soon find
enough, as the party arrives in a small Whether they are brought to the
village within the Province of Grimmeran. werewolf lair against their will, or
Allow the opportunity for the players to get deliberately follow the monsters there, the
a feel for the region. The province has been party makes their way to one of the
disputed for several hundred years, well province’s many abandoned fortresses