D&D 5e BMG Moon MD 05 Fleeing Snowdown Oef, 2024-04-25

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m o o n sh a e isle s

F
LEE
INGS
NOWD
OWN

BMG-
MOON-
MD-
05
BMG-MOON-MD-05

FLEEING SNOWDOWN
A Moonshae Isles:
Malefic Delusions Adventure
The true nature of the Caer Westphal’s viceroy has been unveiled and High King
Derid Kendrick must know about it as soon as possible. However, those who
survived the castle’s horrors must first escape the isle of Snowdown.

Part Two of the Fangs of Snowdown Trilogy.

A Four-Hour Adventure for 5th- through 10th-Level Characters


Optimized for APL 8

CONTENT WARNING: This adventure contains themes of Loss of Limbs, Interrogation and
Torture (Mention/Overhearing), and Suffocation (Possible). Player discretion is advised.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast.
©2024 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro, De Entrée 240,
1101 EE Amsterdam, NL. Hasbro UK Ltd., P.O. Box 43 Newport, NP19 4YH, UK
CREDITS
Project Leads: Paul Gabat, Savannah Houston-McIntyre
Writer: Brian Balagot
Editor: Ashley Michaela “Navigator” Lawson
Graphic Designer: Rich Lescouflair
Cover Illustration: Julian Kok
Cartographer: Lori Krell
Playtesters: Bird, Kurt Hoffstaetter, Ryan Lanphere,
Marik Montalvan, Spencer N. C., Johnny Smith,
Shu Qing Tan

bmg-moon-md-05 fleeing snowdown


2 Not for resale. Permission granted to print or photocopy this document for personal use only.
Adventure Primer Overview
Fleeing Snowdown begins with a Call to Action scene,
They’re walking into a trap. Your orders are to deliver a message call- has three parts, and ends with a Wrap-Up scene. The
ing off tomorrow morning’s attack. If you fail, it will be a massacre. adventure takes approximately 4 hours to play.
—General Erinmore, 1917 Call to Action: To Llandrain! (15 mins). The adventure
begins in Caer Westphal. The characters are traveling
with Captain Conwirdin or have been just now recruited
Fleeing Snowdown is designed for three to seven 5th-
by him to help the survivors of the infiltration team
through 10th-level characters, and optimized for five
flee Snowdown.
characters with an average party level (APL) of 8.
Part 1: All Eyes on You (20 mins). Under Lady Erliza’s
Characters outside this level range can’t participate in this
orders, mercenaries, the Watch, and Amnian assassins
adventure.
are looking for the party. The characters must escape
Fleeing Snowdown occurs on the Moonshae Isle of
Caer Westphal without being caught. Leaving Caer
Snowdown, in the settlements of Caer Westphal and
Westphal is Story Objective A.
Llandrain, and in the wilderness between the two.
Part 2: Into the Wilds (140 mins). The characters must
Background select a route to the port town Llandrain. Their venture
through the wilderness reveals how far the Amnian
LADY ERLIZA DARESSIN, the Viceroy of WESTPHAL occupation’s butchery of Snowdown’s natural resources
and ruler of SNOWDOWN, plans to seize the isle of extends, and the twisted, evil nature of the remaining
GWYNNETH for herself. To accomplish this, she intends wilds. Reaching Llandrain is Story Objective B.
to weaken the rest of the Moonshaes’ military strength by Part 3: They’re All Dead (60 mins). The characters must
distracting HIGH KING DERID KENDRICK with news find a Kendrick Loyalist who owns a ship—before Wallis
of the death of his son, PRINCE OWAREN KENDRICK. the Red and his Clean Up Crew can murder them too. If
However, High King Derid would only believe news of this the characters don’t reach the next loyalist before Wallis
gravity if it came directly from people whom he trusts. does, they may be stranded on Snowdown. Finding an
Everything is going according to Lady Erliza’s plan. She ally with a ship is Story Objective C.
tricked High King Derid into thinking the defenses of Wrap-Up: Beyond the Horizon (5 mins). The characters
Snowdown were weakening. Sensing it as an opportunity board the Wildrith’s Reach and finally set sail toward
to finally rescue Prince Owaren, the High King sent an Alaron to inform the High King of what has happened.
infiltration team consisting of adventurers and his best
soldiers—the CALLIDYRR DRAGOONS—to sneak into
Caer Westphal and rescue the prince.
Adventure Hooks
The rescue mission was a complete failure. This team Fleeing Snowdown follows on directly from BMG-MOON-
has just witnessed Prince Owaren’s death at the hands of MD-04 Lair of Deceit. The following hooks provide ways to
a powerful undead. Additionally, they discovered a sizable involve the characters in the scenario:
undead army hidden beneath CAER WESTPHAL. The New to the Moonshaes. Your first experience with the
survivors are trying to flee Snowdown and report their Moonshaes is on Snowdown. Having traveled seeking
findings about the true nature of Lady Erliza and her forces adventure, you were roaming Caer Westphal’s streets
of evil to High King Derid in ALARON as soon as possible. when the commotion from the castle erupted and you
Unfortunately, the infiltration team’s ship has been had a fateful meeting with Captain Conwirdin.
torched, and the crew arrested. To make matters worse, Played BMG-MOON-MD-04 Lair of Deceit. You have
Lady Erliza has just completed the BLOOD MOON just witnessed the death of Prince Owaren and fled
RITUAL to fortify Snowdown’s defenses, making escape Lady Erliza’s castle in Caer Westphal. You are with
near-impossible. Lady Erliza needs the adventurers to Captain Conwirdin when the adventure begins and must
believe she doesn’t want news about Prince Owaren’s death flee to Alaron with all urgency to bring news to High
to reach High King Derid, and so she exerts a great deal of King Derid.
effort to make escaping the island difficult. Played Previous Moonshae Adventures but Not BMG-
The surviving Callidyrr dragoon, CAPTAIN STEFFAN MOON-MD-04 Lair of Deceit. High King Derid sent
CONWIRDIN, knows the terrain of Snowdown well you to Snowdown as a backup to the infiltration team.
enough to navigate to the port town of LLANDRAIN—all You were undercover, waiting in the shadows of Caer
the way on the other side of the isle—where he knows Westphal for the rest of the infiltration team, when the
KENDRICK LOYALISTS the team could borrow a ship commotion from the castle erupted.
from to sail to Alaron with. However, most of their allies
are dead. Lady Erliza has sent her loyal crew of assassins,
led by WALLIS THE RED, to quietly eliminate as many
loyalists of High King Derid as possible.

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Call to Action:
To Llandrain!
Estimated Duration: 15 minutes Dark Alley Features

W
hile in Caer Westphal, the characters are
The dark alley has the following features:
recruited by Captain Conwirdin—a Callidyrr
dragoon—to help him and the survivors of his Dimensions and Terrain. This 5-foot wide, 20-foot-long
infiltration team (any characters who have played BMG- alley runs between two 20-foot-tall structures.
MOON-MD-04 Lair of Deceit) escape Snowdown and bring Lighting. A full blood moon fills the evening sky with dim
their disturbing news about Caer Westphal and Prince red light. The alley, however, is dark.
Owaren to High King Derid on the isle of Alaron. Sounds. The tolling of watchtower bells and the marching
of patrols echo through the city. The locals, not wanting
Call to Action any trouble, create near-simultaneous sounds of
Agree to help Captain Conwirdin return to the isle windows closing and doors being barred.
of Alaron.

Blood Moon Ritual


Continuing the Story and Albular Beans Lady Erliza’s Blood Moon ritual has just been completed over
The conclusion of BMG-MOON-MD-04 Lair of Deceit and the Snowdown (BMG-MOON-MD-04 Lair of Deceit) to strengthen
events of this adventure both take place in the same night. the isle’s defenses. Every person on the isle, except those
Players who have played Lair of Deceit may question whether selected by Lady Erliza Daressin, are under the ritual’s effects.
their character would have received the usual long rest Aside from turning the moon blood red, every creature has
between adventures, as spending 8 hours to rest wouldn’t been marked with a red arcane symbol resembling the moon
make sense—enter the albular bean. on the back of their dominant hand. The symbol radiates an
Captain Conwirdin gives each character an albular bean to aura of abjuration magic, but can’t be dispelled or otherwise
consume during the Call to Action. These rare magical beans removed until dawn.
only grow in the moonwell groves of Alaron and Captain This ancient ritual was originally made by a powerful hag
Conwirdin was gifted them by the druids of Alaron, whom who lives in the isle of Gwynneth’s Winterglen Forest, but
Callidyrr dragoons are closely associated with. Creatures that knowledge of how to perform the ritual has passed down to
consume an albular bean gain the benefits of a long rest. the Viceroy of Westphal, Lady Erliza Daressin.
As the albular beans will become nonmagical after the Under the Blood Moon ritual’s influence, magical travel
Call to Action, Captain Conwirdin urges the characters to doesn’t work on Snowdown. Magical flight (including
consume them immediately and fortify themselves for the using summoned creatures as mounts), teleportation, and
long night ahead. extradimensional travel simply fail. Magical communication,
such as the sending spell, is similarly foiled—it has no
effect and the caster only hears a distant, feminine laugh

A Dark Alley in in response.


The restrictions on magical travel also extend to

Caer Westphal summoning creatures and objects onto the Material Plane
or banishing them from it. A summoned creature who was
The adventure begins in a dark alley in Caer Westphal. The already present (except familiars and creatures granted by
characters have already agreed to help Captain Conwirdin class features) is reduced to 0 hit points and immediately
return to Alaron. When you are ready to begin, read or reaches the end of its summoned duration, turning into a
corpse that withers to dust as it rapidly ages.
paraphrase the following:
Creatures with a flying speed can’t fly over water or higher
than 20 feet above the ground; if they try to exceed that
Chaos erupts through Caer Westphal as the city goes on altitude, or start from a higher elevation, they are gently
pulled down to the surface.
high alert. Watchtower alarm bells and the heavy-booted
footfalls of guards on patrol fill the air. In the skies above
the dark alleyway that shields you from the roaming
guards, the moon is blood red.

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4 Not for resale. Permission granted to print or photocopy this document for personal use only.
The Last Dragoon If the characters ask for a monetary reward, Captain
Conwirdin tells them he has no money left on him, but
Captain Conwirdin (noncombatant Callidyrr dragoon) the characters will be properly rewarded once they have
is in a hurry to leave Caer Westphal and bring his team’s escorted him to the High King.
findings about Lady Erliza Daressin to High King Derid
Kendrick in Alaron. Given the gravity and outlandishness of
the news, he knows High King Derid would only believe it Captain Steffan Conwirdin
LG Male (He/Him) Human (Ffolk) Callidyrr Dragoon
from a trusted individual such as himself.
The captain has recruited the characters to this cause A native of Alaron, this 30-year-old captain is on track to
success. He keeps his head down and works hard to keep
and knows success is only possible if they work together.
everyone safe. Born the first son in a long line of farmers,
He suspects they have at most 5 minutes before the guards
he has a practical head on his shoulders and knows his way
arrive. In the escape from the castle, the captain lost his around a map and the wilderness.
sword hand (and his druid-blessed sword Lone Sentinel). What They Want. Return to the isle of Alaron immediately
Because the trauma of losing his hand is very recent, he is and report what happened in Caer Westphal to High
unable to wield a weapon effectively. King Derid.
With everyone assembled in the alley, this is a perfect Burden of Command. The oldest of six siblings, Captain
time for character introductions. Afterward, Captain Conwirdin, is no stranger to command and has the maturity
Conwirdin briefs the characters about the following: and patience to keep peace in a chaotic household whether it
• They are the survivors of a team of Callidyrr dragoons be his family or those under his command.
and adventurers sent to rescue Prince Owaren Kendrick DM Note: Steffan Must Survive
(Or Captain Conwirdin is the sole survivor if none of Captain Conwirdin plays a crucial role in later Malefic
the characters have played BMG-MOON-MD-04 Lair Delusions adventures. He travels with the characters and, due
of Deceit). to recent injuries, stays out of combat.
• The mission was a total failure. Prince Owaren is dead,
slain by a powerful undead just minutes ago!
• Lady Erliza Daressin has an army of undead hidden Development
beneath Caer Westphal. High King Derid Kendrick, the When the characters are ready to begin their escape from
ruler of the Ffolk, must know about all this immediately. Caer Westphal, proceed to part 1.
• The team has just escaped from the castle after blasting
a hole through one of its walls, during which Captain
Conwirdin lost his hand.
• The Caer Westphal Guard has destroyed the merchant
ship the infiltration team arrived via and arrested its
crew. Guards and (primarily vampiric) undead are
hunting for us.
• Dillon Ródach, a Kendrick Loyalist, lives thirty miles
away in Llandrain, approximately 10 hours of travel.
(Give the players handout 1.) Ródach’s ship, and other
ships from Llandrain, typically set sail at first light
(roughly 11 hours from now), giving the party a window
to divert Ródach’s ship to Alaron.
• Snowdown Ride (the main road across the isle) is
heavily patrolled. A path through the wilderness must be
taken to reach Llandrain.
• To begin the journey, we must first leave Caer Westphal
unnoticed.

bmg-moon-md-05 fleeing snowdown


Not for resale. Permission granted to print or photocopy this document for personal use only. 5
Part One:
All Eyes on You
Estimated Duration: 20 minutes Caer Westphal Features

T
he characters must figure a way out of Caer
Caer Westphal has the following features:
Westphal. They learn about the effects of the
Blood Moon ritual as they explore options for Terrain. Most of the architecture follows the square and
escaping the city. functional Amnian style. Few structures with Ffolk
architecture remain.
Story Objective A Armored Fist of Rulership. Instead of a Moonshavian
Escape Caer Westphal. militia, Amnian troops and foreign mercenaries act
as guards. The mercenaries mostly include humans,
goblins, hobgoblins, orcs, drow, and a few cambions and
Pursuit Points and the Undead
ogres. The local Ffolk walk with shoulders slumped and
Countless squads of undead pursue the characters and
respond to the guards in fearful obedience, the pride
will reach them if they dawdle in their escape. Each squad
is composed of a jiangshi in wolf form and two vampirate gone from their eyes.
mages (with the adjustments listed in Creature Statistics). Crowded Metropolis. The filthy cramped streets wouldn’t
Thanks to the Blood Moon ritual, the pursuit squads have feel out of place in Baldur’s Gate or Waterdeep;
advantage on saving throws against effects that turn Undead. Caer Westphal is much more crowded than other
During the adventure, the party can gain pursuit points (see Moonshavian cities.
appendix D), which represent how close a squad of undead
is to catching them. Whenever the characters accumulate
3 pursuit points, a squad catches up to them and initiates
Getting a Move On
combat. The squad can reach the characters without dashing As the characters consider their options for leaving
when the encounter begins. The characters can resolve and start testing methods of travel, they learn about the
this encounter by defeating all the enemies or by running defensive effects of Lady Erliza’s Blood Moon ritual.
away. Characters who flee combat must succeed on a DC Characters who attempt methods such as teleportation
16 Constitution check or gain 1 level of exhaustion from find that it fails. Characters who succeed on a DC 16
the strain of their flight. Once resolved, their pursuit points Intelligence (Arcana) check determine that the failure is
reset to 0. related to the blood moon and the arcane symbol on their
Alternatively, if it will give the players a fun and challenging
hand—both effects of a powerful ritual infused with dark
time, considering placing this encounter at a thematically
appropriate location instead. Fey magic.
Captain Conwirdin suggests two options: exiting through
Adjusting the Scene one of the minor city gates (see “City Gates”) or through
Suggestions for adjusting this scene: the sewers (see “Sewers”). Taking a ship from the docks
• Very Weak: Remove one vampirate mage. Remove the is impossible as guards have already destroyed the team’s
vampirate mage’s Spellcasting action. ship and are on high alert.
• Weak: Remove one vampirate mage. To reach a minor city gate or the sewers unnoticed, the
• Strong: Add one vampirate mage. characters must succeed on a DC 16 Dexterity (Stealth) or
• Very Strong: Add two vampirate mages. Charisma (Deception, Intimidation, or Persuasion) group
check to hide or blend in with the crowd. Consider granting
advantage or an automatic success for inventive use of
Caer Westphal spells or features. Also consider a group-wide automatic
success if they find a way to blend in completely. On a failed
The isle of Snowdown has been occupied by Amn for about group check, the party gains 1 pursuit point.
a century and Lady Erliza Daressin rules as its viceroy
from Caer Westphal. Amn means to wring out every drop
of Snowdown’s natural resources and bring them to the Involving Players in a Group Check
mainland on Faerûn. This adventure has multiple group checks where the
characters must determine how to travel through a location
or overcome a problem. Consider going around the table and
asking what ideas or features each character plans to use and
base their check on that.

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6 Not for resale. Permission granted to print or photocopy this document for personal use only.
City Gates Adjusting the Scene
Several gates lead out of Caer Westphal. The two main Suggestions for adjusting this scene:
gates lead to the towns of Pengram (southwest) and • Very Weak: Replace one cambion and one drow elite warrior
Harloch (northeast), and are the most heavily guarded. The with one hobgoblin devastator.
various minor gates lead to the suburbs, slums, and farms • Weak: Remove one cambion.
beyond the city walls. • Strong: Add one drow elite warrior.
Dimensions and Terrain. The minor city gate is 20 feet • Very Strong: Add one drow elite warrior and one hobgoblin
wide and 25 feet tall. The city’s 40-foot-tall fortified walls devastator.
flank it on either side.
Lighting. A full blood moon fills the sky with dim
red light. Sewers
Sounds. The sounds of watchtower bells tolling.
The sewers carry Caer Westphal’s waste out of the city. By
Through the Gates. The final batches of commoners are
navigating through the putrid sewers, the characters can
still entering the city as night falls, and the city gates will
avoid scrutiny and find an exit that leads to the suburbs,
close 5 minutes after the characters arrive. Each minor
slums, and farms directly beyond the walls.
gate is guarded by two hobgoblin devastators atop the
Dimensions and Terrain. A warren of tunnels filled with
walls, a cambion, and a drow elite warrior. With the city
all manner of flowing filth lies beneath the city. The tunnels
on high alert, they scrutinize those leaving the city with an
are 5 feet tall, 5 feet wide, and filled with 3 feet of sludgy
extra level of suspicion.
filth. The area is difficult terrain.
Consider granting an automatic success for the clever
Lighting. The sewer tunnels are dark, but remote spots
use of features and resources as the characters pass
of dim light filter through the grates above.
through the gate. The options below provide guidance on
Putrid Filth. The sludge and the stench are noxious.
how they might pass through this location.
Each hour a creature spends in the sewers, it must succeed
Once the party has cleared the checkpoint, proceed to
on a DC 16 Constitution saving throw or be poisoned
“Development.”
for 4 hours.
Playing the Pillars Leaving the Sewers. If the characters succeed on a DC
16 Wisdom (Survival) group check, they exit the city in 30
Suggestions for this encounter:
minutes; otherwise, it takes 1 hour and they gain 1 pursuit
Combat. The party can fight its way through the gate, but point (and run afoul of the putrid filth). As the characters
gains 2 pursuit points for causing a commotion. leave the sewers, they hear the howls and growls of wolves
Exploration. The characters can sneak through with a and undead behind them. Proceed to “Development.”
successful DC 16 Stealth (Dexterity) group check (e.g.,
by hiding in wagons and objects that are leaving the city). Development
On a failed group check, the party gains 1 pursuit point.
Once the characters leave Caer Westphal, proceed
Social. The characters can bluff their way through with a
to part 2.
successful DC 16 Charisma (Deception) group check
(e.g., by posing as commoners who live outside the city).
If the ruse fails, the party gains 1 pursuit point.

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Part Two:
Into the Wilds
Estimated Duration: 140 minutes Polluted Waters. The excessive logging has changed the

T
he characters must reach Llandrain while flow of water in Snowdown, causing soil erosion and
keeping a safe distance away from pursuit squads excessive nutrient build-up. The Harloch has a surface
of undead, facing the dangers of the wilderness, growth of algae and a marked decrease in plant and
and withstanding the effects of the Blood Moon ritual. animal biodiversity.
A Simplified Hexcrawl. The characters must traverse 30
Story Objective B miles (broken into five 6-mile hexes) to reach Llandrain
Reach the port town of Llandrain. (see map 1). Some hexes call for a group check to
represent how well the characters traverse the hex
or deal with the complications there. Consider giving
Running Part 2
advantage or an automatic success, to a character or
The characters start in A: Outskirts of Caer Westphal and
the group as a whole, for appropriate use of features or
move to B: Clear-Cut Wasteland. From there, they must choose
resources as they travel.
between C: Andover Heights, D: The Nameless Forest, or E:
The Harloch and the River. They then arrive at F: Outskirts Hex Travel Time. Captain Conwirdin insists on being
of Llandrain before reaching Llandrain in part 3. Although cautious and moving at a normal pace, meaning travel
taking a long rest isn’t possible during the adventure, certain through each hex takes 2 hours. Take note of travel
outcomes allow the party to take a short rest. durations when keeping track of character features used
to traverse hexes. The characters gain 2 pursuit points
Time Constraints?
if they pause for 10 minutes, and 3 pursuit points if they
Consider selecting a path for the characters rather than having
pause for 1 hour. Attempts to take a short or long rest are
them evaluate each one. To do this, use Captain Conwirdin as
interrupted and the characters gain 3 pursuit points.
a voice of reason and experience, urging the party toward a
favorable path, or to provide an explanation for why the other
paths are inaccessible or unsuitable. Each path features two
Leveraging Exploration Features
encounters; feel free to omit either one if time is short.
The characters will constantly be traveling through locations
of varied terrain, and this is a great situation for characters
who have exploration-focused features to shine. Consider
Snowdown Wilderness granting advantage to checks when characters have features
that enable them to move faster, or with greater ease, through
Amn’s deforestation and strip-mining of Snowdown has certain locations (e.g., the ranger’s Natural Explorer feature
destroyed the homes of many good Fey, forcing most of when in favored terrain, or a barbarian who has selected the
them to retreat to the Feywild. The festering land, however, Elk Aspect of the Beast from the Sword Coast Adventurer’s
has attracted Unseelie Fey, whose presence has twisted the Guide). Consider going around the table after presenting the
surroundings, filling it with corrupted creatures and undead. location and have each character talk about what features or
abilities they can use to ease the journey.
Snowdown Wilderness Features
The wilderness of Snowdown has the following features:
Lighting and Weather. A full blood moon fills the sky with
A: Outskirts of Caer Westphal
dim red light. The night sky is hidden behind clouds The characters must sneak through suburbs, slums, and
except for the blood moon and the Tears of Selûne. The farms to reach the wilderness of Snowdown.
autumn climate is chilly. Hex Representation. The path through the outskirts of
Sounds and Smells. The calls of nocturnal wildlife are Caer Westphal covers one hex.
rare as many animals have fled or died out due to the Terrain. These outskirts are the slums, farmlands, fields,
mass deforestation. The air smells of dry earth and and countryside immediately outside Caer Westphal. The
decomposing plants. ground becomes more cracked and barren farther away
Desolate and Barren. The Amnians have scarred the land from Caer Westphal.
and mountains with gorges and trenches. The ground is Life Beyond the Walls. The buildings are mostly in the
cracked and dead. Only hardy plants and weeds remain. architectural style of the native Ffolk, implying that wealthy
Logging debris fills the rivers and streams. Amnians have pushed them outside the city. Suburbs and
Twisted and Deformed. The large Unseelie Fey presence slums composed of densely packed shacks and makeshift
has changed the appearance of the plants and trees. housing extend for a mile beyond the city walls, the farms
Their twisted stems and branches sport dark withered extend another three miles beyond that. After the farms,
leaves, and they cast shadows that flicker and move the wilderness begins. Signs of corruption become more
unnaturally. Otherworldly fungus is present where the frequent closer to the wilds.
transformation and corruption is strongest.

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8 Not for resale. Permission granted to print or photocopy this document for personal use only.
Creature Information. This area is barely guarded. As inspection of Aernos’s belongings uncovers 10 gp and the
the party passes through, Captain Conwirdin comments weed (pot of awakening) he took.
on the state of the Ffolk of Snowdown and Caer Westphal; Selecting a Path. As the characters trek through the
pushed out of their own cities and into slums. clear-cut wasteland, Captain Conwirdin shares what he
The pursuing undead exit Caer Westphal from the sewers knows about paths to Llandrain.
and dash through the streets and alleys, ignoring the locals C: Andover Heights. They must climb the peaks and
as they are focused on the characters. The residents in traverse the mountains. From that height, key landmarks
the slums shut their doors and hide in fear as the undead that could aid navigation should be visible.
race by. The characters can clearly see multiple groups of D: The Nameless Forest. They must navigate through
vampires and “wolves” are pursuing them. forests and face whatever possible dangers lie within.
Traversing this Hex. The characters can slow their
E: The Harloch and the River. They must figure out a way
pursuers or attempt to lose them by succeeding on a DC
across this lake and river. By crossing over water, the
16 group check using appropriate skills of each character’s
party could lose its pursuers and perhaps take a brief
choice. Suggestions include sticking to the shadows with
rest on the other side.
a Dexterity (Stealth) check, using debris to block pathways
with a Strength (Athletics) check, running away with a Traversing this Hex. The characters hear the pursuing
Constitution check, or losing their pursuers in the mazelike undead behind them: baying wolves, chilling howls, and
slums with a Wisdom (Survival) check. Consider granting snapping twigs. The low fog makes it hard to navigate
advantage or an automatic success for appropriate use of through this location. The characters can increase their
resources. If at least half the characters exceed DC 21 with distance from the undead or find ways to hinder them. The
their check result, deduct 1 pursuit point as their escape characters must succeed on a DC 16 group check using
is very effective. On a failed group check, the party gains 1 appropriate skills of each character’s choice. For example,
pursuit point. they might navigate through the fog with a Wisdom
(Survival) check. If at least half the characters exceed DC
Development 21 with their check result, deduct 1 pursuit point as they
Once the party has crossed beyond the outskirts, go to B: navigate particularly well. On a failed group check, the
Clear-Cut Wasteland. party gains 1 pursuit point.

B: Clear-Cut Wasteland Treasure


Aernos’s corpse carries Amnian coins worth 10 gp and
Deep in the wilderness, the characters see the destruction a dark twisted weed in a small Amnian-style vase— by
of the lands and come across a logger’s corpse. placing this weed into the vase, Aernos unwittingly made a
Hex Representation. The path through the Clear-Cut pot of awakening.
Wasteland covers one hex.
Terrain. Once lush forest, now wasteland. Low dead Development
stumps, dead twigs, and shallow trenches stretch across Once the party has selected a path, go to section C, D, or
this rolling landscape. E, as appropriate.
Sounds. No wildlife calls. It is deathly quiet.
Weather. A low fog has formed, lightly obscuring C: Andover Heights
everything and reducing visibility to 1 mile.
A Corrupted Landscape. The immensity of the land’s With the return of many good Fey to the Feywild,
destruction begins to become apparent. Captain Conwirdin fomorians and other giants who once lived underground
comments angrily on the Amnians’ clear-cutting of the land. have resurfaced. King Bharok, their greedy ruler, has
Characters who have a passive Wisdom (Perception) score led the fomorians in eliminating the surface giants and
of 14 or higher notice that the remaining weeds and plants claiming the mountains as their home. Now, they control
are twisted and bear dark withered leaves. They also notice the mountain range and collect mining taxes from the
that the plants’ shadows flicker and move. Characters who Amnians. King Bharok has no intention of losing this land
succeed on a DC 16 Intelligence (Nature) check attribute to the Amnians. As such, fomorians guard the mountains
this phenomenon to the strong presence of Unseelie Fey. day and night.
Aernos’s Corpse. Near the middle of this location, the Hex Representation. The path over Andover Heights
characters find Aernos’s corpse (a human Amnian logger). covers two hexes.
While working to clear the Nameless Forest (see “D: Terrain. The mountainsides are barren and tree stumps
Nameless Forest”), Aernos was looking for interesting extend in all directions. The ground is gravelly and
plants to bring home to Caer Westphal, became lost, unstable. Amnian mining operations have scarred the land
and was separated from his group. When he took a dark with gorges.
twisted weed and put it in his vase, vine-like plant creatures
attacked him and he sustained devastating injuries. He
C1: Climbing Andover Heights
died trying to crawl back to Caer Westphal. Characters The characters make it to the base of the mountain before
who succeed on a DC 16 Wisdom (Insight or Survival) the pursuit squads do. A steep climb over unstable ground
check infer that Aernos was fleeing the forest. The bruises follows. The characters have the high ground and can see
all over his corpse are obvious. Characters who succeed the various groups of vampires and “wolves” pursuing
on a DC 16 Wisdom (Medicine) check deduce that the them. They can slow the undead down by using the terrain
bruises were made by branches and vines; and that he had or their features, or maintain their distance by climbing
been poisoned when he died. If no character succeeds on up quickly.
the check, Captain Conwirdin shares this information. An Traversing this Hex. The party must succeed on a DC

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Not for resale. Permission granted to print or photocopy this document for personal use only. 9
18 group check using appropriate skills of each character’s descent. Roll initiative! On initiative count 10, the rockslide
choice. Suggestions include sending boulders hurtling moves 30 feet closer to the characters. The rockslide is
toward the undead with a Strength (Athletics) check, or 1,000 feet wide, 200 feet tall, and lasts for 7 rounds.
climbing hurriedly with a Strength (Survival) check— Actions. The characters can move during their turn and
creatures who have a climbing speed have advantage on take actions as normal. Characters can Dash a number of
this check. Consider an automatic success for characters or times equal to their Constitution modifier without penalty.
the group with the appropriate use of resources. If at least For each additional Dash action they take, they must
half the characters exceed DC 21 with their check result, succeed on a DC 10 Constitution check or gain 1 level of
deduct 1 pursuit point as they navigate particularly well. exhaustion. Remember that the Blood Moon ritual imposes
On a failed group check, the party gains 1 pursuit point. severe restrictions on flight and magical travel.
Evidence of Giants. After making the climb, the party Engulfed by the Rockslide. Creatures caught by the
reaches the mountain paths high up in Andover Heights. rockslide must make a DC 14 Dexterity saving throw,
Characters who have a passive Wisdom (Perception) taking 19 (3d12) bludgeoning damage on a failed save, or
score of 14 or higher notice large tracks all over the area. half as much damage on a successful one. Afterward, they
Characters who succeed on a follow-up DC 16 Wisdom are pushed 30 feet forward. Creatures reduced to 0 hit
(Survival) check attribute the tracks to multiple patrols points this way are buried beneath the rockslide instead of
of giants. being pushed. Recovering a buried creature takes 1 hour.
Fomorian Patrols. Patrols of two fomorian brawlers Complications. Consult the Rockslide Complications
(b’rohgs who speak Giant and have darkvision out to 120 table below at the start of each creature’s turn to see what
feet ) and two fomorians handle sectors of the mountains. affects them.
Not only do they guard their assigned territories, but
they also collect taxes for their greedy king. In the middle Rockslide Complications
of this location, a patrol is walking in the characters’ d20 Complication
direction. Once they spot the fomorians, Captain Conwirdin
comments on how it is uncommon for subterranean 1–10 No complication.
fomorians to be on the surface. 11–14 You must succeed on a DC 14 Strength (Athletics)
check to leap across a gorge in your way; otherwise
Playing the Pillars you slide into the ravine and must use your full
Suggestions for this encounter: movement to climb out.
Combat. The characters can fight the fomorian patrol head 15–18 The ground beneath you starts to collapse and it is
on. If the fight lasts 3 rounds or longer, the sounds of unclear which path forward (if any) is stable. You
combat draw the attention of the pursuit squads, and the must succeed on a DC 13 Intelligence (Investigation
characters gain 1 pursuit point. or Nature) check to identify the stable ground or be
Exploration. To sneak past the patrol, the characters must unable to move this round.
succeed on a DC 16 Dexterity (Stealth) group check.
19–20 The ground slides beneath you. If you succeed on
They encounter two more patrols before leaving this area
a DC 15 Dexterity (Acrobatics) check, you ride the
and must repeat their checks to continue sneaking. On a
wave and are carried forward 30 feet.
failed group check, the patrol spots the party and attacks.
Social. One character who understands Giant can try to
bluff, bribe, or trick the patrol into letting them through. Traversing this Hex. Because the landmarks that point
If that character succeeds on a DC 16 Charisma the way to Llandrain are visible from this elevation, the
(Deception or Persuasion) check, the giants demand characters can travel through this hex without further
tribute to King Bharok for safe passage. This can complication. If the characters don’t need to unearth any
come in the form of one permanent magic item (the characters buried by the rockslide, then they also create
item is removed from the donor’s character sheet), ten enough distance from the pursuit squads that they may
consumable magic items, or 5,000 gp. If the party can’t take a short rest before continuing.
agree terms or pay the tribute, the patrol attacks.
Adjusting the Scene
Suggestions for adjusting this scene:
Adjusting the Scene
• Weak or Very Weak: The rockslide deals 13 (2d12)
Suggestions for adjusting this scene:
bludgeoning damage.
• Very Weak: Remove one fomorian. • Strong or Very Strong: The rockslide deals 26 (4d12)
• Weak: Remove one b’rohg. bludgeoning damage.
• Strong: Add one b’rohg.
• Very Strong: Add one fomorian.

Development
Once the party passes through Andover Heights, proceed to
Treasure F: Outskirts of Llandrain.
The giants carry Amnian coins worth 20 gp.

C2: Descending Andover Heights D: The Nameless Forest


The Nameless Forest is the last forest on Snowdown;
Due to the destructive mining and the unstable ground, a
plants and angry Fey guard every square inch of it. Amnian
rockslide occurs right behind the characters during their
loggers faced immense challenges clear-cutting this forest

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10 Not for resale. Permission granted to print or photocopy this document for personal use only.
due to the strong presence of good Fey. With the woods Aria
now primarily occupied by wicked Unseelie Fey, it has NE Nonbinary (They/Them) Unseelie Fey (Dryad)
become even more difficult than before. However, the Aria is a timeless being who was a peaceful creature of the
greedy Amnians are relentless. They keep sending loggers woods. The destruction of Snowdown has angered Aria and
and soldiers even though not all of them return. Each other dryads like them. The growing presence of Unseelie Fey
attempt to clear these woods is a skirmish between Amnian and the malevolence they collectively bring has turned their
forces, Unseelie Fey, and awakened plants. heart to darkness. Aria’s corruption has transformed their
Hex Representation. The path through the Nameless body to be covered in obsidian bark, withered leaves, and
Forest covers two hexes. fungal protrusions.
What They Want. For all who wander into the woods
Nameless Forest Features to suffer.
The Nameless Forest has the following features: Wrath of Nature. Aria serves as a voice for the anguish of
the forest. They believe this forest belongs to the Fey alone
Terrain. These overgrown woods have ancient trees that and use every means of deception and trickery to ensure that
are hundreds of feet tall. trespassers never escape.
Lighting and Visibility. The thick canopy shuts out most
of the moon’s blood-red light and shrouds the forest in
darkness. A thick fog has also formed, lightly obscuring
everything and reducing visibility to 30 feet.
Playing the Pillars
Suggestions for this encounter:
Sounds. Eerily melodic wildlife calls that sound like
laughter, made of owls hooting and wolves howling. Combat. If nobody notices Aria, then they and the plants
Unseelie Woods. The strong presence of Unseelie Fey has ambush the characters. Characters who have a passive
corrupted the trees, and their bark and branches twist Wisdom (Perception) score of 17 or higher aren’t
and turn when no one is looking. Navigating through the surprised by the ambush. Aria tries to entice characters
woods is harder because of it. These labyrinthine woods who have been hypnotized by the forest (see “Unseelie
have a hypnotizing effect subconsciously caused by the Woods”) to defend them via their Fey Charm action. Aria
Unseelie Fey wanting to draw wanderers deeper into the also tries to entangle the characters to make it easier for
woods. Characters who succumb to this hypnotism have the plant creatures to eliminate them.
their mental defenses weakened. Exploration. It is impossible to sneak past Aria through
these woods as it is their domain.
D1: Into the Forest Social. Characters who notice Aria can call out to them
before the ambush. Characters who succeed on a DC
The thick fog and shifting trees make navigation immensely 11 Intelligence (Nature) check, or who have met a dryad
challenging; and the glimpses of pursuing vampire and wolf before, know dryads are defenders of the forests. With
silhouettes don’t help matters. The party’s path through a successful DC 17 Charisma (Persuasion) check, one
the woods passes through a region under the dryad Aria’s character can convince Aria that they too are angry with
protection. the callous devastation of nature across Snowdown
Traversing this Hex. The characters must succeed and that the party only wishes to pass through. If the
on a DC 16 group check using appropriate skills of each characters have Aernos’s pot of awakening with them,
character’s choice. Suggestions include keeping to terrain Aria senses this plant from the forest and demands it be
that makes tracking more difficult using Wisdom (Survival) left here under their care. If the party can’t agree terms,
or sticking to the shadows using Dexterity (Stealth). Aria and the plants attack the characters.
Consider granting automatic success for characters or
the group for appropriate use of resources. On a failed
group check, the party gains 1 pursuit point. If at least Adjusting the Scene
half the characters exceed DC 21 with their check result, Suggestions for adjusting this scene:
deduct 1 pursuit point as they are effective at keeping • Very Weak: Remove one tree blight.
their distance. Additionally, characters who fail this check • Weak: Remove two assassin vines.
feel the hypnotizing effects of the Unseelie Woods and • Strong: Replace two assassin vines with one tree blight.
have disadvantage on Intelligence, Wisdom, and Charisma • Very Strong: Add one tree blight.
ability checks and saving throws while in this forest.
Forest Guardians. Halfway through this section of the
forest, Aria takes notice of the characters and begins Treasure
monitoring them stealthily with the aid of pass without The flowers on Aria’s head are rare black aconites (a flower
trace. Aria is preparing to ambush the characters along representing hatred) worth 500 gp.
with a tree blight and three assassin vines covered in
fungal growth, who use their False Appearance trait to
their advantage. Characters who have a passive Wisdom
(Perception) score of 19 or higher notice Aria stalking the
party. See “Playing the Pillars” for more information.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 11
D2: Cabin in the Woods pursuit squads away from the characters and the party’s
pursuit points are reset to 0.
In an unusual fey transition partway through the woods, Refusal Often Offends. If the character refuse the
the characters stumble upon a clearing that suddenly hags’ offer, the hags express regret but let them leave the
opens in front of them. Within the clearing (see map 2) clearing peacefully. However, in the background, they divert
are a homey cabin and a coven of disguised hags brewing a squad of undead directly onto the party’s trail—giving the
a draft in the front garden. The coven, which has influence characters 3 pursuit points.
over which routes interlopers in the forest may take, has
sensed the characters' approach and has an interesting
proposal for them. Adjusting the Scene
Traversing this Hex. The characters make it through this Suggestions for adjusting this scene:
location without any complication—unless they refuse the • Very Weak: Remove one leucrotta. Remove the hags’ 4th-,
hags’ deal. 5th-, and 6th-level coven spells.
Dimensions and Terrain. The clearing (approximately • Weak: Remove the hags’ 4th-, 5th-, and 6th-level
coven spells.
70 feet in diameter) is surrounded by thick trees. The
• Strong: Add one leucrotta.
cabin in the center of the clearing is 40 feet wide and 25
• Very Strong: Add two leucrottas.
feet long.
Lighting. The fire under the bubbling cauldron
illuminates the clearing with bright light.
Development
Eternal Youth Coven Once the party has traveled through the Nameless Forest,
Freda, Niamh, and Mair are a coven of three green hags proceed to D: Outskirts of Llandrain.
with this change:
Shared Spellcasting. While Freda, Niamh, and Mair are within E: The Harloch and the River
30 feet of one another, they can each cast the following spells, The Harloch’s shift in biodiversity and expanded pollution
using Intelligence as the spellcasting ability (spell save DC 11, +3 has drastically changed its ecology, turning many of
to hit with spell attacks), but must share the spell slots among its creatures into opportunistic hunters. Plants and
themselves: Aberrations have formed symbiotic relationships as they
1st level (4 slots): identify, ray of sickness work together to consume the lake’s remaining animal life.
2nd level (3 slots): hold person, locate object Hex Representation. The path through the Harloch
3rd level (3 slots): bestow curse, counterspell, lightning bolt covers two hexes.
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying Harloch and River Features
6th level (1 slot): eyebite The Harloch and the river have the following features:
The trio are working on a potion of youth and are Dimensions and Terrain. The Harloch is 5 miles wide,
experimenting on the potion’s elements in a bubbling 433 feet deep on average, and has a maximum depth of
cauldron in their garden when they sense the party’s 745 feet. Amnian logging debris litters its shores.
approach and disguise themselves as sweet Ffolk women Lighting and Visibility. It is dark beneath the lake’s
using their Illusory Appearance. The hags’ three pet surface. A low fog has formed over the lake, lightly
leucrottas lounge about the garden and laugh at everything obscuring everything and reducing visibility to 1 mile.
the hags say like hyenas, sounding like cackling human Smells. The murky water has a muddy earthen smell.
children as they do. The hags aren’t violent, but defend Strong Currents. Strong currents move toward the
themselves if attacked. If any character is rude to the hags, Harloch’s shores and the rivers that flow to the sea and
they respond with wickedly sharp wit and cutting insight. Snowdown’s other lakes. Sadly, these currents aren’t
The hags can sense the characters’ heroic abilities (e.g., strong enough to clear the rampant pollution.
high Charisma, high Constitution, etc.) and they want to
use this quality in their potion. They endearingly welcome
the characters and express (insincere) worry over the
E1: The Harloch
pursuing undead. Knowing how urgent things are for the To cross the Harloch, the characters must push against
party, they cut straight to their proposal. the currents while navigating correctly and succeed on
The Proposal. The hags offer the party safety from the a DC 18 Constitution (Survival) group check. Creatures
pursuit squads and an opportunity to rest. In exchange, the who have a swimming speed or are aboard a vehicle make
characters must part with a morsel of their youth. At least this check with advantage. Consider granting advantage
half the characters must offer up their youth for the hags to or an automatic success for appropriate use of features
obtain sufficient ingredients to experiment with. and resources. On a failed group check, the characters
The Price. Characters who offer up their youth have gain 1 level of exhaustion as they push themselves beyond
their highest ability score reduced to 8 until the end of the their limits to travel across the rough currents. This check
adventure. Ability scores set to a specific value by a magic represents travel through one hex.
item such as gauntlets of ogre power are ignored as the The party’s pursuit points are reset to 0 as the pursuit
hags can sniff through these items—the next highest ability squads are unable to cross. The characters can spot the
score is reduced instead. raging undead left behind on the shore. For the remainder
The Rewards. The hags let the characters sit by the fire of this adventure, the characters don’t earn pursuit points.
and everybody instantly gains the benefits of a short rest.
The hags use their influence over the woods to divert the

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12 Not for resale. Permission granted to print or photocopy this document for personal use only.
Creature Information. Lying in wait for unsuspecting Dimensions and Terrain. The river is 4 miles long and
prey are five slithering trackers, who speak Sylvan and 50 feet deep on average. Its width varies between 2,000
were spawned from cesspools of filth courtesy of the strong and 3,000 feet.
Unseelie Fey presence, lurking beside a shambling mound High Banks. The wide northern banks rise 100 feet
that has this change: and provide little cover from patrols on Snowdown Ride
False Appearance. While the shambling mound is motionless (the main road). They are muddy and overgrown with
at the start of combat, it has advantage on its initiative roll. fungus. Because the terrain is so awkward, moving 1 foot
Moreover, if a creature hasn’t observed the shambling mound along the banks costs 4 feet of speed. Traveling along the
move or act, the creature must succeed on a DC 18 Intelligence banks would not only slow the party greatly, but leave
(Investigation) check to discern that the shambling mound isn’t a them exposed to patrols on Snowdown Ride. It is obvious
collection of lake plants. that using the river raft will allow the party to arrive in
Llandrain before first light.
The lake creatures leverage the dark waters to attack River Raft. The raft is 25 feet long, 10 feet wide, and
characters who can’t see them first and typically have can transport ten Medium or smaller creatures. It has
surprise at the start of combat. Characters who are 50 hit points, immunity to poison and psychic damage,
traveling in the water and have a passive Wisdom a speed of 30 feet, and a paddle at the stern (rear) for
(Perception) score of 18 or higher notice unusual water steering. Despite its derelict appearance, the raft is, in fact,
movement right before the creatures pounce on them and river worthy.
aren’t surprised when combat begins.
The creatures are ravenously hungry and attack until River Rapids
destroyed, refusing to negotiate (but the slithering trackers Halfway down the river, the water suddenly forms into
may taunt the characters about their imminent watery rapids. These rapids stretch for 1,050 feet and violently
demise in Sylvan). During combat, the creatures try as propel the raft—and any unfortunate swimmers—forward
much as possible to keep the fight underwater (see the 150 feet per round (i.e., the rapids last 7 rounds).
rules for Underwater Combat in the Player’s Handbook). If Working As a Team. While the characters travel on the
the characters are on a vehicle, the creatures try to grapple raft, they can act in any order they choose. During this
them and drag them underwater. river ride, characters must spot obstacles in order to avoid
them. One character, the pilot, can use the paddle to steer
Adjusting the Scene the raft and the raft can only be maneuvered this way once
Suggestions for adjusting this scene: per round. Characters who have the sailor background or
• Very Weak: Remove four slithering trackers. proficiency with water vehicles can add their proficiency
• Weak: Remove two slithering trackers. bonus to checks to steer the raft.
• Strong: Replace one slithering tracker with one Obstacles. At the start of each round, ask which
shambling mound. characters are looking for obstacles. These characters
• Very Strong: Add one shambling mound. must use their action now to make a DC 16 Wisdom
Suffocating (Perception) check. On a successful check, the character
spots an upcoming obstacle and grants the pilot advantage
Use the following guidance if a character must hold their
breath underwater. on checks to steer the raft this turn. Once that has been
Holding Your Breath. A creature can hold its breath for a dealt with, roll on the River Rapids Obstacles table.
number of minutes equal to 1 + its Constitution modifier
(minimum of 30 seconds). River Rapids Obstacles
Running Out of Breath. A creature that has run out of d8 Complication
breath can survive for a number of rounds equal to its
Constitution modifier (minimum of 1 round). At the start of 1–2 No complication.
its next turn, it drops to 0 hit points and is dying, and it can’t 3–5 Waterfall! Everyone on the raft must succeed on a DC
regain hit points or be stabilized until it can breathe again. 15 Strength saving throw or be thrown overboard. If
Example. A creature who has a Constitution score of 14 the pilot succeeds on a DC 15 Strength check to steer
can hold its breath for 3 minutes, and can survive another 2
the raft, creatures have advantage on their saving
rounds without air before it drops to 0 hit points.
throw. The water is extra fast in this stretch, propelling
the raft and overboard creatures 150 feet further.
6–7 Rocks! The pilot must succeed on a DC 15 Strength
Treasure
check to steer the raft or it slams into the rocks, taking
A half-digested halfling corpse inside the shambling mound
20 bludgeoning damage.
wears a ruby worth 1,000 gp. The unfortunate halfling is
revealed upon the shambling mound’s defeat. 8 Tree Stumps! The pilot must make a DC 15 Strength
check to steer the raft clear of the worst impacts. On
E2: River to Mal Sul a successful check, the raft takes 10 bludgeoning
damage. On a failed check, the raft slams head on into
After crossing the Harloch, the characters reach the mouth
the stumps and everyone is thrown overboard.
of the unnamed river leading to Mal Sul. The northern
banks lead to Snowdown Ride and Llandrain. Docked on
the riverbanks is an old, abandoned wooden raft. The river
affords the characters an opportunity to travel to Llandrain
faster—if they can ride the rapids, that is.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 13
Overboard! A creature who has been flung overboard Outskirts of Llandrain Features
is swept forward 150 feet per round (keeping pace with The outskirts of Llandrain have the following features:
the raft). Creatures that start their turn in the rapids
Dimensions and Terrain. Mal Sul and its shores cover
take 16 (3d10) bludgeoning damage. Creatures can pull
most of this hex. Mal Sul is roughly two miles wide and
another creature aboard the raft by using their action and
has a significant growth of fungus along its shores.
succeeding on a DC 12 Strength (Athletics) check. An
overboard creature who uses their action to pull themself Smells. The murky water has a muddy earthen smell.
aboard must succeed on a DC 11 Strength check to do so. Weather. A low fog has formed over the area, lightly
Remember that the Blood Moon ritual prevents magical obscuring everything and reducing visibility to 1 mile.
travel such as misty step or fly. Clear-Cut Surroundings. The trees around Mal Sul have
been cut down. This has changed the flow of water
locally, leaving it polluted much like the Harloch.
Adjusting the Scene Still and Poisonous Lake. The water is still and stagnant.
Suggestions for adjusting this scene: The noxious miasma above it is surely poisonous.
• Weak or Very Weak: Creatures who fall overboard take 11
(2d10) bludgeoning damage at the start of their turns.
• Strong or Very Strong: Creatures who fall overboard take 22
Creature Information
(4d10) bludgeoning damage at the start of their turns. Some plants have been so afflicted by the Unseelie Fey
presence that they have transformed into corrupted
myconids. These myconids spread spores that poison the
land and animate corpses. Kwente-Nerys has been hunting
Development the myconids down in her efforts to cleanse the land.
In traveling by water, the characters completely leave the A band of myconids she was tracking has recently
pursuit squads behind. The characters have enough time animated a behir corpse. Kwente-Nerys is fighting them
to take a short rest before they reach Llandrain. Once they when the party arrives on the northern banks of Mal Sul.
have traveled through the Harloch and the river, proceed to Corpses of several myconids lie around her. Only two
F: Outskirts of Llandrain. myconid sovereigns and a behir spore servant (with the
adjustments listed in Creature Statistics) remain. Kwente-
F: Outskirts of Llandrain Nerys (archdruid with the adjustments listed in Creature
Statistics) is wounded and has 66 hit points remaining.
On the northern banks of the lake, a wounded woman
with druid vestments, tightly curled hair, and a white staff Adjusting the Scene
is battling the fungus-infested creatures that surround Suggestions for adjusting this scene:
her. Seeing you, she calls out: “You there! Will you help a • Very Weak: Remove two myconid sovereigns.
• Weak: Remove one myconid sovereign.
stranger in need?” • Strong: Add one myconid sovereign and two fungus-
covered mummies that are Plants.
• Very Strong: Add one myconid sovereign and three fungus-
Across Mal Sul a skirmish between Kwente-Nerys and the covered mummies that are Plants.
creatures that sow corruption into the land is in progress.
Note: Kwente-Nerys must survive this encounter.
Hex Representation. The path through the Outskirts of
Llandrain covers one hex.

Aftermath
Kwente-Nerys of Snowdown With the destruction of the remaining myconids and the
CG Female (She/Her) Human (Chultan, Ffolk) Druid
corrupted behir, this section of the land can finally heal
Kwente-Nerys is the druid of the White Well, the only
itself. The poisonous and corrupted fungi quickly shrivel
surviving moonwell on the isle of Snowdown. The daughter
and the air begins to feel fresher. Kwente-Nerys thanks the
of a Moonshavian adventurer who settled in Chult, Kwente-
Nerys came to the Moonshaes to fulfill her father’s dying wish characters for helping her and taps into the healing power
to be buried at his family’s steading in Alaron. Kwente-Nerys of the cleansed land to bolster them. If the characters
fell in love with the Moonshaes and heard the call of the haven’t taken a short rest during the adventure, they
Earthmother, who led her to the White Well. She now seeks instantly receive the benefits of a short rest; otherwise,
to counter the influence of Amn in general and Lady Erliza each character receives the following boon that expires at
Daressin in particular. the end of the adventure:
What They Want. Protect the moonwell and the rest
Blessing of the Earthmother. As an action, you can expend this
of Snowdown.
Bad Omen. Kwente-Nerys feels that another big change is boon. For 1 hour after activating it, you gain 10 temporary hit
coming to the Moonshaes. However, winter must come first, points that last for 1 hour. For the same duration, you are under
before spring arrives. the effect of the bless spell (no concentration required). This boon
expires at the end of the adventure.
Additionally, Kwente-Nerys shares the following, favoring
any character she has met before, such as in CCC-BMG-
MOON11-2 A Darkened Court, or the druid-blessed
Callidyrr dragoon Captain Conwirdin, if none of the
characters know her:

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14 Not for resale. Permission granted to print or photocopy this document for personal use only.
• Snowdown’s lands have grown more corrupted and If necessary, she heals the characters with mass cure
dangerous over the last five years. wounds and cures their afflictions with greater restoration
• The myconids are key agents in spreading corruption. and lesser restoration before sending them off with a
This group’s destruction will help a great deal in hibiscus flower that functions as a potion of greater healing.
cleansing this sector.
• Kwente-Nerys knows how—Amnian destruction and a Moonwells
growing Unseelie Fey presence—and why Snowdown’s Moonwells are spring-fed pools of fresh clear water found
lands (Andover Heights, the Nameless Forest, and the in locations around the Moonshaes. They usually appear in
Harloch) have changed and shares this with the party. the middle of a forest, providing the flora and fauna with
• The Earthmother has been asleep for the last five years unspoiled water. These moonwells are thought to be gifts
from the Earthmother. Those who worship her, especially
and Kwente-Nerys feels the pain the destruction of this
druids, keep sacred vigil over these places. The waters of the
land is causing to the Moonshaes.
moonwells have magical powers, although what those powers
• Kwente-Nerys continues to work from the shadows, are isn’t common knowledge. You can read more about
foiling Lady Erliza’s plans without drawing attention moonwells in the Moonshae Isles Regional Guide.
to herself.
• Lazy Erliza has grown brash and more aggressive over
the last few years. Amn’s pillaging and destruction of the Treasure
land has accelerated. Kwente-Nerys gives the characters a hibiscus flower that
• Kwente-Nerys is doing everything she can to protect functions as a potion of greater healing.
the White Well, Snowdown’s last remaining moonwell,
and nurture the land as best as she can in the Development
Earthmother’s dormancy. After crossing the outskirts of Llandrain, proceed to part 3.
Moving On. If asked to accompany the characters to
Llandrain, Kwente-Nerys explains that she must stay
behind to continue protecting the lands of Snowdown. If
the characters ask about the White Well and using it as a
place to rest, Kwente-Nerys describes its general location—
back into the forest and toward the pursuing squads
of undead.

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Part Three:
They’re All Dead
Estimated Duration: 60 minutes Hidden Notes. Characters who search for notes or

T
he characters discover that Dillon Ródach, clues and succeed on a DC 18 Intelligence (Investigation)
the Kendrick Loyalist they were to borrow a ship check find a secret compartment that hasn’t been opened
from, is dead. He, along with fellow loyalist Gail for multiple tendays judging by the fine layer of dust. It
Cragg, were killed by Wallis the Red and his Clean Up contains Dillon’s records of some of his allies in a secret
Crew, who were sent to Llandrain by Lady Erliza Daressin code that Captain Conwirdin can decipher. Among
three days ago to assassinate High King Derid’s allies. The other allies, the notes list Gail as a clerk who lives in the
assassins are now on their way to kill Gwendolyn Tides—a Merchant district, and Gwendolyn as a ship captain who
merchant ship captain who can help the characters sail to also lives in the Docks district.
the isle of Alaron.
Gail Cragg’s Residence
Story Objective C The Cragg residence is in the Merchant district, 20
Find an ally with a ship. minutes away from the Ródach residence. The windows
are closed, and the front door unlocked.
Llandrain The party is the first to arrive at the murder scene. Gail
lived alone and was tortured by Wallis for entertainment.
Llandrain is the northmost settlement on Snowdown and
Characters who succeed on a DC 16 Wisdom (Medicine)
is home to the largest and most rapidly growing group
check determine that Gail has been dead for a day and was
of patriots loyal to House Kendrick. Captain Conwirdin
subjected to the same methods that killed the Ródachs.
shares that Dillon Ródach is an ally of House Kendrick who
Gail hasn’t left behind any clues.
owns a ship. Ródach lives the Docks district and Captain
Conwirdin knows his address.
The Peg-Legged Mermaid
Llandrain Features This simple tavern in the Docks district is open at all hours
to serve arriving and departing sailors. It takes 10 minutes
Llandrain has the following features:
to get here from the other locations in the Docks district.
Lighting. A full blood moon fills the sky with dim red light. The barkeep knows Gwendolyn is a ship captain and can
First light is less than an hour away. tell the characters where to find her residence.
Port Town. Llandrain has the standard landmarks of a
port town: docks, warehouses, inns, taverns, temples, The Tides Residence
markets, a customs office, and residential structures.
This residence (see map 3) is near the edge of the Docks
The Peg-Legged Mermaid. This is the only establishment
district. The windows are closed and the front door is
in the Docks district still open at this hour.
locked. It takes 10 minutes to get here from locations
in the Docks district, and 20 minutes from the Cragg
Dillon Ródach’s Residence residence.
The Ródach residence is in the Docks district. The If the party takes longer than 20 minutes to arrive, Wallis
windows are closed, and the front door unlocked. the Red is in the middle of interrogating Gwendolyn
Dillon’s Death. Dillon Ródach was a Ffolk shipmaster Tides and her partner (see “Arriving First”). Otherwise,
who also worked as a scribe for Miles Maddoch, the leader Gwendolyn and her partner are asleep, and Wallis and
of the Kendrick Loyalists in Llandrain. Three days ago, his crew stealthily arrive to scout the place right after the
Wallis and his crew ambushed Dillon and his spouse in their characters do (see “Arriving Second”).
sleep. They were interrogated in separate rooms, instructed Creature Information. Gwendolyn Tides is a
to write the names of the other loyalists on the floor in swashbuckler and her partner is a noncombatant. The
their own blood, and promised their cooperation would Clean Up Crew consists of Wallis the Red (bugbear
ensure their survival. “Gail Cragg” and “Gwendolyn Tides” assassin), Tingting (aarakocra martial arts adept),
appeared in both lists, making Wallis consider them as valid Tambo (aarakocra mage) and Linus (half-orc druid). Each
leads for the next loyalists to assassinate. Wallis then killed member of the Clean Up Crew has adjustments listed in
Dillon and his spouse before hunting down Gail Cragg. Creature Statistics.
Murder Scene. The party is the first to arrive at this
murder scene. Characters who succeed on a DC 16
Wisdom (Medicine) check determine that Dillon and his
spouse were tortured, killed with poison and stab wounds,
and have been dead for two days. The motives of the
interrogation (generating leads) are obvious.

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16 Not for resale. Permission granted to print or photocopy this document for personal use only.
Captain Gunnhild Arriving Second
“Gwendolyn Tides” Geirrdottir The muffled voices of Gwendolyn and her partner can
LN Female (She/Her) Human (Northlander) Swashbuckler be heard from right outside the house. They are both
Gunnhild is the daughter of the Northlander Jarl Geirr.
restrained while Wallis interrogates them. His crew is
Longing for a life away from the duties of her house, wary of any who might sneak up on them and they can’t be
Gunnhild made a bargain with a hag to put a Fey surprised. The characters can enter the cramped house
doppelgänger in her place. After leaving her home in secret, and fight the Clean Up Crew there or draw them out and
Gunnhild now sails out of Llandrain as captain of the fight outside.
Wildrith’s Reach. When the characters and Wallis finally meet, read or
While among the Ffolk, Gunnhild became a strong Kendrick paraphrase the following.
Loyalist, hiding her true name and garnering a reputation in
the Strait of Alaron. She takes bold risks in combat, trusting
her allies to defend her. The red-furred bugbear with malevolent eyes—clearly the
What They Want. To live a free life of adventure on the seas. leader of this band—calls out, “Aha! You’ve made my job
Battle Maiden. Gunnhild’s training in combat and war
easier by coming to me. I’ll clean you all up nice and easy.”
has made her a formidable ship captain. Pirates have come
to know the reputation of the fierce “Captain Gwendolyn.”
Merchants trust her the most with their precious cargo.
Wallis the Red
Tricks of the Trade
CE Male (He/Him) Bugbear Assassin Here are useful tactics for handling the encounter and
turning up the threat level:
Wallis the Red is an assassin known for cleaning up any list of
targets he is given. He was born with red fur, a rarity among Assassination. Wallis tries to use his Assassinate trait on
bugbears. His band of assassins—the Clean Up Crew—helps a surprised character. On top of getting critical hits on
him eliminate his targets with ease. Sneak Attack, his Surprise Attack also applies, dealing
What They Want. To spill the blood of a worthy adversary. extra damage.
A Formidable Foe. Having grown up in fighting pits, Teamwork for Advantage. Tingting and Linus help Wallis
he longs to meet a worthy opponent. Killing defenseless attack with advantage as much as possible. Tingting uses
“sheep” targets is boring, and so Wallis tortures them for
Unarmed Strike to Knock Down their opponents and
entertainment.
Linus may use faerie fire or entangle.
Street Ambush. If the characters are ambushed in the
streets, the Clean Up Crew leverages the environment.
Arriving First Tingting and Tambo are atop 20-foot-tall buildings when
Banging on the door or the windows wakes Gwendolyn, they spring the ambush. The narrow streets are only 20
who is concerned about the disturbance. Captain feet wide and Wallis prioritizes attacking a surprised
Conwirdin exchanges a secret Kendrick Loyalist greeting character.
with Gwendolyn, putting her at ease. She accepts his
explanation of the situation as reason enough to sail for
Alaron immediately. She just needs a few minutes to Adjusting the Scene
prepare her things. Suggestions for adjusting this scene:
If the characters all wait in her residence, Wallis • Very Weak: Wallis uses the master thief stat block. Remove
ambushes them inside. If the characters split up or wait Tambo (mage).
outside, Wallis instead ambushes them in the streets (see • Weak: Wallis uses the master thief stat block. Tambo (mage)
map 4) on the way to Gwendolyn’s ship, the Wildrith’s has expended their 4th- and 5th-level spell slots.
Reach. Either way, the Clean Up Crew employs Linus’s • Strong: Linus uses the frost druid stat block.
pass without trace spell to help them ambush their targets. • Very Strong: Linus uses the frost druid stat block and
Seeing the characters and Gwendolyn (swashbuckler) Tambo uses the diviner wizard stat block. Add one martial
together excites Wallis as he can kill them all in one fell arts adept.
swoop. If the crew ambushes the party, characters who Note: Captain Gwendolyn must survive this encounter.
have a passive Wisdom (Perception) score of 21 or higher
aren’t surprised at the start of combat.
When the characters and Wallis finally meet, read or Treasure
paraphrase the following. Tingting wears a pit champion’s +2 dragonhide belt made
from gold dragon hide. The Clean Up Crew carries Amnian
The red-furred bugbear with malevolent eyes—clearly the coins worth 2,000 gp.
leader of this band—calls out, “Aha! You’ve made my job Development
easier by coming to me. I’ll clean you all up nice and easy.” Notes found on Wallis’s body detail orders to kill the
Kendrick Loyalists in Llandrain and confirm that Gail
Cragg is dead. With Wallis and the Clean Up Crew out of
the way, proceed to the Wrap-Up.

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Wrap-Up: Gold
Treasure (including items that have a monetary value but
Beyond the Horizon aren’t equipment, such as art objects and gems) remaining
at the end of the adventure is converted to gold pieces and
Estimated Duration: 5 minutes divided equally among the characters.
The characters make it to the docks and, with Captain Part 2
Gwendolyn, set sail to Alaron aboard the Wildrith’s Reach. • Aernos’s coins worth 10 gp (hex B)
Characters who first met Captain Conwirdin in Caer
• Fomorian patrol’s coins worth 20 gp (hex C1)
Westphal are encouraged to accompany him all the way to
Alaron—High King Derid would find adventurers like them • Aria’s black aconite flowers worth 500 gp (hex D1)
most valuable. The characters can all rest easier knowing • A ruby inside a shambling mound worth 1,000
they have also stopped the purge of the Kendrick Loyalists gp (hex E1)
in Llandrain. Part 3
• Amnian coins from the Clean Up Crew worth 2,000 gp
Rewards
At the end of the session, everyone receives rewards based Magic Items and Miscellany
on their accomplishments. The characters can keep the following items, which are
described in handout 2:
DM Rewards • Dragonhide belt, +2
For running this adventure, you earn service awards. See • Potion of greater healing
the D&D Adventurers League Service Awards document • Pot of awakening
for more information.

Player Rewards
Advancement
Characters who participate in this adventure gain one level.

Optional: Declining Advancement


Players can decline advancement if they wish. This has its
benefits: it is possible for a character to advance beyond
an adventure’s level range, leaving them unable to play an
adventure as planned.

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18 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix A: Player Handouts
Handout 1: Map of Snowdown (Call to Action)

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Handout 2: Character Rewards (Wrap-Up)
The characters can earn the following rewards during this adventure.

Magic Items
Dragonhide Belt, +2
Wondrous Item, Rare (Requires Attunement by a Monk)
This pit champion’s belt is made from gold dragon hide.
This finely detailed belt is made of dragonhide. While
wearing it, you gain a bonus to the saving throw DCs of
your ki features. The bonus is determined by the belt’s
rarity. In addition, you can use an action to regain ki points
equal to a roll of your Martial Arts die. You can’t use this
action again until the next dawn.

Potion of Greater Healing


Potion, Uncommon
This hibiscus with extraordinary healing properties was
gifted to you by Kwente-Nerys, the druid of the White Well.
You regain 4d4 + 4 hit points when you drink this potion.
The potion’s red liquid glimmers when agitated.

Pot of Awakening
Wondrous Item, Common
This small Amnian-style vase contains a small, twisted
weed and has the name Aernos carved on its base.
If you plant an ordinary shrub in this 10-pound clay pot
and let it grow for 30 days, the shrub magically transforms
into an awakened shrub (see the Monster Manual) at the
end of that time. When the shrub awakens, its roots break
the pot, destroying it.
The awakened shrub is friendly toward you. Absent
commands from you, it does nothing.

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Appendix B: Dungeon Master Maps

Map 1: Routes to Llandrain (Part 2)

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Map 2: Hag Coven Clearing (Part 2)

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Map 3: The Tides Residence (Part 3)

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Map 4: Llandrain Streets (Part 3)

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24 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix C: Friends and Foes
Dramatis Personae Aria
NE Nonbinary (They/Them) Unseelie Fey (Dryad)
The following NPCs feature prominently in this adventure.
Aria is a timeless being who was a peaceful creature of
the woods. The destruction of Snowdown has angered
Roleplaying Identities You Don’t Share Aria and other dryads like them. The growing presence of
Concerns about respectfully portraying identities are Unseelie Fey and the malevolence they collectively bring
natural; it shows you care. Omitting identities wouldn’t has turned their heart to darkness. Aria’s corruption has
be respectful. Instead, use correct pronouns, describe transformed their body to be covered in obsidian bark,
appearances, respond to incorrect assumptions, research withered leaves, and fungal protrusions.
what you are unsure of, and remember that marginalized
identities shouldn’t be made fun of, shamed, or othered. What They Want. For all who wander into the woods
Representation matters, and identifying the NPCs as to suffer.
described could have a significant impact on players you Wrath of Nature. Aria serves as a voice for the anguish
may encounter at your table. Leaving identities unspoken of the forest. They believe this forest belongs to the Fey
leads to a bias that they are of a binary gender, and could be alone and use every means of deception and trickery to
interpreted as omission. Please take care in this regard. ensure that trespassers never escape.

Captain Gunnhild
Pronunciation Guide “Gwendolyn Tides” Geirrdottir
LN Female (She/Her) Human (Northlander) Swashbuckler
Name Pronunciation
Gunnhild is the daughter of the Northlander Jarl Geirr.
Andover AN-duh-ver
Longing for a life away from the duties of her house,
Aria ARE-ree-uh Gunnhild made a bargain with a hag to put a Fey
Bharok Bhah-roc doppelgänger in her place. After leaving her home in
secret, Gunnhild now sails out of Llandrain as captain of
Caer kay-er
the Wildrith’s Reach.
Derid Kendrick DAY-rid KEN-drik While among the Ffolk, Gunnhild became a strong
Dillon Ródach DIL-uhn RO-dack Kendrick Loyalist, hiding her true name and garnering a
Freda FREY-da reputation in the Strait of Alaron. She takes bold risks in
combat, trusting her allies to defend her.
Gunnhild Geirrdottir GUN-hild GARE-doth-tir
What They Want. To live a free life of adventure
Gwendolyn GWEN-do-lin on the seas.
Kwente-Nerys KWEN-teh NER-is Battle Maiden. Gunnhild’s training in combat and war
Linus LEE-nihs has made her a formidable ship captain. Pirates have
come to know the reputation of the fierce “Captain
Llandrain HLAN-dren
Gwendolyn.” Merchants trust her the most with their
Mair MY-er precious cargo.
Niamh NEEV
Owaren O-wa-REN
Steffan Conwirdin STEFF-n CON-wir-dun
Tambo TAM-bho
Tingting TING-TING
Wallis WAH-las

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Captain Steffan Conwirdin Wallis the Red
LG Male (He/Him) Human (Ffolk) Callidyrr Dragoon CE Male (He/Him) Bugbear Assassin
A native of Alaron, this 30-year-old captain is on track to Wallis the Red is an assassin known for cleaning up any
success. He keeps his head down and works hard to keep list of targets he is given. He was born with red fur, a rarity
everyone safe. Born the first son in a long line of farmers, among bugbears. His band of assassins—the Clean Up
he has a practical head on his shoulders and knows his way Crew—helps him eliminate his targets with ease.
around a map and the wilderness. What They Want. To spill the blood of a worthy adversary.
What They Want. Return to the isle of Alaron immediately A Formidable Foe. Having grown up in fighting pits, he
and report what happened in Caer Westphal to High longs to meet a worthy opponent. Killing defenseless
King Derid. “sheep” targets is boring, and so Wallis tortures them for
Burden of Command. The oldest of six siblings, Captain entertainment.
Conwirdin, is no stranger to command and has the
maturity and patience to keep peace in a chaotic
household whether it be his family or those under
his command.

Kwente-Nerys of Snowdown
CG Female (She/Her) Human (Chultan, Ffolk) Druid
Kwente-Nerys is the druid of the White Well, the only
surviving moonwell on the isle of Snowdown. The daughter
of a Moonshavian adventurer who settled in Chult, Kwente-
Nerys came to the Moonshaes to fulfill her father’s dying
wish to be buried at his family’s steading in Alaron. Kwente-
Nerys fell in love with the Moonshaes and heard the call of
the Earthmother, who led her to the White Well. She now
seeks to counter the influence of Amn in general and Lady
Erliza Daressin in particular.
What They Want. Protect the moonwell and the rest
of Snowdown.
Bad Omen. Kwente-Nerys feels that another big change is
coming to the Moonshaes. However, winter must come
first, before spring arrives.

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26 Not for resale. Permission granted to print or photocopy this document for personal use only.
Creature Statistics Assassin
Medium Humanoid, Any Alignment
The following creatures appear in this adventure.
Armor Class 15 (studded leather)
Archdruid Hit Points 78 (12d8 + 24)
Medium Humanoid (Druid), Any Alignment Speed 30 ft.

Armor Class 14 (hide armor) STR DEX CON INT WIS CHA
Hit Points 154 (28d8 + 28) 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Speed 30 ft.
Saving Throws Dex +6, Int +4
STR DEX CON INT WIS CHA Skills Acrobatics +6, Deception +3, Perception +3, Stealth +9
14 (+2) 14 (+2) 12 (+1) 12 (+1) 20 (+5) 11 (+0) Damage Resistances poison
Senses passive Perception 13
Saving Throws Int +5, Wis +9 Languages Thieves’ cant plus any two languages
Skills Medicine +9, Nature +5, Perception +9 Challenge 8 (3,900 XP) Proficiency Bonus +3
Senses passive Perception 19
Languages Druidic plus any two languages
Assassinate. During its first turn, the assassin has advantage on
Challenge 12 (8,400 XP) Proficiency Bonus +4
attack rolls against any creature that hasn’t taken a turn. Any hit
the assassin scores against a surprised creature is a critical hit.
Actions Evasion. If the assassin is subjected to an effect that allows it to
Multiattack. The archdruid makes three Staff or Wildfire attacks. make a Dexterity saving throw to take only half as much damage,
It can replace one attack with a use of Spellcasting. the assassin instead takes no damage if it succeeds on the saving
throw, and only half as much damage if it fails, provided the
Staff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
assassin isn’t incapacitated.
5 (1d6 + 2) bludgeoning damage plus 21 (6d6) poison damage.
Sneak Attack (1/Turn). The assassin deals an extra 14 (4d6)
Wildfire. Ranged Spell Attack: +9 to hit, range 120 ft., one target.
damage when it hits a target with a weapon attack and has
Hit: 26 (6d6 + 5) fire damage, and the target is blinded until the
advantage on the attack roll, or when the target is within 5 feet
start of the druid’s next turn.
of an ally of the assassin that isn’t incapacitated and the assassin
Spellcasting. The archdruid casts one of the following spells, doesn’t have disadvantage on the attack roll.
using Wisdom as the spellcasting ability (spell save DC 17):
Actions
At will: beast sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride Multiattack. The assassin makes two Shortsword attacks.
1/day each: commune with nature (as an action), mass cure wounds Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage, and the target must
Bonus Actions make a DC 15 Constitution saving throw, taking 24 (7d6)
Change Shape (2/Day). The archdruid magically transforms into a poison damage on a failed save, or half as much damage on a
Beast or an Elemental with a challenge rating of 6 or less and can successful one.
remain in that form for up to 9 hours. The archdruid can choose
Light Crossbow. Ranged Weapon Attack: +6 to hit, range 80/320
whether its equipment falls to the ground, melds with its new
ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target
form, or is worn by the new form. The archdruid reverts to its true
must make a DC 15 Constitution saving throw, taking 24 (7d6)
form if it dies or falls unconscious. The archdruid can revert to its
poison damage on a failed save, or half as much damage on a
true form using a bonus action.
successful one.
While in a new form, the archdruid’s stat block is replaced by
the stat block of that form, except the archdruid keeps its current
hit points, its hit point maximum, this bonus action, its languages
Wallis the Red
and ability to speak, and its Spellcasting action.
The new form’s attacks count as magical for the purpose of Apply these changes to the assassin stat block:
overcoming resistances and immunity to nonmagical attacks. Senses darkvision 60 ft., passive Perception 13
Fey Ancestry. Wallis has advantage on saving throws he
makes to avoid or end the charmed condition on himself.
Kwente-Nerys Long-Limbed. When Wallis makes a melee attack on his turn,
Apply these changes to the archdruid stat block: his reach for it is 5 feet greater than normal.
Spellcasting (At Will): absorb elements (XGE; see appendix D), Sneaky. Wallis can, without squeezing, can move through and
beast sense, speak with animals stop in a space large enough for a Small creature.
Spellcasting (3/Day Each): faerie fire, greater restoration, Surprise Attack. If Wallis hits a creature with an attack roll,
guardian of nature (XGE; see appendix D), lesser restoration the creature takes an extra 7 (2d6) damage if it hasn’t taken a
turn yet in the current combat.

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Assassin Vine Behir
Large Plant, Unaligned Huge Monstrosity, Typically Neutral Evil

Armor Class 13 (natural armor) Armor Class 17 (natural armor)


Hit Points 85 (10d10 + 30) Hit Points 168 (16d12 + 64)
Speed 5 ft., climb 5 ft. Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (−5) 10 (+0) 1 (−5) 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)

Damage Resistances cold, fire Skills Perception +6, Stealth +7


Condition Immunities blinded, deafened, exhaustion, prone Damage Immunities lightning
Senses blindsight 30 ft., passive Perception 10 Senses darkvision 90 ft., passive Perception 16
Languages — Languages Draconic
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 11 (7,200 XP) Proficiency Bonus +4

False Appearance. While the assassin vine remains motionless, it Actions


is indistinguishable from a normal plant.
Multiattack. The behir makes one Bite attack and one
Actions Constrict attack.
Constrict. Melee Weapon Attack: +6 to hit, reach 20 ft., one Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit:
creature. Hit: The target takes 11 (2d6 + 4) bludgeoning damage, 22 (3d10 + 6) piercing damage.
and is grappled (escape DC 14). Until this grapple ends, the target
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large
is restrained, and it takes 21 (6d6) poison damage at the start of
or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus
each of the vine’s turns. Until this grapple ends, the assassin vine
17 (2d10 + 6) slashing damage. The target is grappled (escape DC
can’t use its Constrict attack on another target.
16) if the behir isn’t already grappling a creature, and the target is
Entangling Vines. The assassin vine can animate normal vines restrained until this grapple ends.
and roots in a 15-foot square within 30 feet of it. These plants
Lightning Breath (Recharge 5–6). The behir exhales a line of
turn the ground into difficult terrain. A creature in the area when
lightning that is 20 feet long and 5 feet wide. Each creature in that
the effect begins must succeed on a DC 13 Strength saving
line must make a DC 16 Dexterity saving throw, taking 66 (12d10)
throw or be restrained by entangling vines and roots. A creature
lightning damage on a failed save, or half as much damage on a
restrained by the plants can use its action to make a DC 13
successful one.
Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute, or when the assassin vine dies or Swallow. The behir makes one Bite attack against a Medium or
uses its Entangling Vines again. smaller target it is grappling. If the attack hits, the target is also
swallowed, and the grapple ends. While swallowed, the target
is blinded and restrained, it has total cover against attacks and
other effects outside the behir, and it takes 21 (6d6) acid damage
at the start of each of the behir’s turns. A behir can have only one
creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from
the swallowed creature, the behir must succeed on a DC 14
Constitution saving throw at the end of that turn or regurgitate
the creature, which falls prone in a space within 10 feet of
the behir. If the behir dies, a swallowed creature is no longer
restrained by it and can escape from the corpse by using 15 feet of
movement, exiting prone.

Behir Spore Servant


Apply these changes to the behir stat block:
Metadata Huge Plant, Unaligned
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Blood Parasites. At the start of each of the behir’s turns,
each creature it has swallowed must succeed on a DC 19
Constitution saving throw, taking 36 (8d8) necrotic damage
on a failed save, or half as much damage on a successful
one. (This is in addition to the acid damage described in the
Swallow action.)

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B’rohg Cambion
Huge Giant, Any Alignment Medium Fiend, Typically Lawful Evil, Neutral Evil, or Chaotic Evil

Armor Class 14 (natural armor) Armor Class 19 (scale mail, Fiendish Blessing)
Hit Points 92 (8d12 + 40) Hit Points 82 (11d8 + 33)
Speed 40 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 14 (+2) 21 (+5) 5 (−3) 10 (+0) 7 (−2) 18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)

Skills Athletics +8, Survival +6 Saving Throws Str +7, Con +6, Int +5, Cha +6
Senses passive Perception 10 Skills Deception +6, Intimidation +6, Perception +4, Stealth +7
Languages — Damage Resistances cold, fire, lightning, poison; bludgeoning,
Challenge 6 (2,300 XP) Proficiency Bonus +3 piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Infernal
Actions Challenge 5 (1,800 XP) Proficiency Bonus +3
Multiattack. The b’rohg makes four Fist attacks or two
Rock attacks. Fiendish Blessing. The AC of the cambion includes its
Fist. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: Charisma bonus.
12 (2d6 + 5) bludgeoning damage.
Actions
Rock. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one
Multiattack. The cambion makes two melee attacks or two Fire
target. Hit: 23 (4d8 + 5) bludgeoning damage.
Ray attacks.
Hideous Rend. The b’rohg uses all four of its hands to target one
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or
Large or smaller creature it can see within 10 feet of itself. The
range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or
target must succeed on a DC 16 Dexterity saving throw or be
8 (1d8 + 4) piercing damage if used with two hands to make a
grappled (escape DC 16). Until this grapple ends, the b’rohg can’t
melee attack, plus 3 (1d6) fire damage.
make Fist attacks or Rock attacks, and the target takes 49 (8d10 +
5) bludgeoning damage at the start of each of its turns. A creature Fire Ray. Ranged Spell Attack: +7 to hit, range 120 ft., one target.
reduced to 0 hit points by this damage is ripped into four pieces. Hit: 10 (3d6) fire damage.
Fiendish Charm. One Humanoid the cambion can see within
Callidyrr Dragoon 30 feet of it must succeed on a DC 14 Wisdom saving throw or
be magically charmed for 1 day. The charmed target obeys the
Medium Humanoid, Typically Lawful Good
cambion’s spoken commands. If the target suffers any harm from
Armor Class 16 (breastplate) the cambion or another creature or receives a suicidal command
Hit Points 36 (8d8) from the cambion, the target can repeat the saving throw, ending
Speed 30 ft. the effect on itself on a success. If a target’s saving throw is
successful, or if the effect ends for it, the creature is immune to
STR DEX CON INT WIS CHA the cambion’s Fiendish Charm for the next 24 hours.
12 (+1) 15 (+2) 10 (+0) 16 (+3) 16 (+3) 15 (+2) Spellcasting. The cambion casts one of the following spells,
requiring no material components and using Charisma as the
Saving Throws Dex +4, Wis +5 spellcasting ability (spell save DC 14):
Skills Intimidation +4, Survival +5
Senses darkvision 60 ft., passive Perception 13 3/day each: alter self, command, detect magic
Languages Common, Elvish, Sylvan 1/day: plane shift (self only)
Challenge 3 (700 XP) Proficiency Bonus +2

Find Steed (Recharges after a Long Rest). The dragoon casts find
steed (Fey steeds only), using Wisdom as the spellcasting ability.

Actions
Multiattack. The dragoon makes two Longsword or
Longbow attacks.
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage
when used with two hands, plus 10 (3d6) fire damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 10 (3d6)
fire damage.

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Diviner Wizard Drow Elite Warrior
Medium Humanoid, Any Alignment Medium Humanoid (Elf ), Any Alignment

Armor Class 12 (15 with mage armor) Armor Class 18 (studded leather, shield)
Hit Points 90 (20d8) Hit Points 71 (11d8 + 22)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 18 (+4) 12 (+1) 11 (+0) 13 (+1) 18 (+4) 14 (+2) 11 (+0) 13 (+1) 12 (+1)

Saving Throws Int +7, Wis +4 Saving Throws Dex +7, Con +5, Wis +4
Skills Arcana +7, History +7 Skills Perception +4, Stealth +10
Senses passive Perception 11 Senses darkvision 120 ft., passive Perception 14
Languages any four languages Languages Elvish, Undercommon
Challenge 8 (3,900 XP) Proficiency Bonus +3 Challenge 5 (1,800 XP) Proficiency Bonus +3

Actions Fey Ancestry. The drow has advantage on saving throws it makes
to avoid or end the charmed condition on itself, and magic can’t
Multiattack. The diviner makes three Arcane Burst attacks. put it to sleep.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or Sunlight Sensitivity. While in sunlight, the drow has disadvantage
range 120 ft., one target. Hit: 20 (3d10 + 4) radiant damage. on attack rolls, as well as on Wisdom (Perception) checks that
Overwhelming Revelation (Recharge 5–6). The diviner magically rely on sight.
creates a burst of illumination in a 10-foot-radius sphere centered
on a point within 120 feet of it. Each creature in that area must Actions
make a DC 15 Wisdom saving throw. On a failed save, a creature Multiattack. The drow makes two Shortsword attacks.
takes 45 (10d8) psychic damage and is stunned until the end of
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
the diviner’s next turn. On a successful save, the creature takes
one target. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6)
half as much damage and isn’t stunned.
poison damage.
Spellcasting. The diviner casts one of the following spells, using
Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120
Intelligence as the spellcasting ability (spell save DC 15):
ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target
At will: light, mage hand, message, prestidigitation must succeed on a DC 13 Constitution saving throw or be
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning poisoned for 1 hour. If the saving throw fails by 5 or more, the
bolt, locate object, mage armor, Rary’s telepathic bond target is also unconscious while poisoned in this way. The target
1/day: true seeing wakes up if it takes damage or if another creature takes an action
to shake it awake.
Reactions
Spellcasting. The drow casts one of the following spells, requiring
Portent (3/Day). When the diviner or a creature it can see makes
no material components and using Charisma as the spellcasting
an ability check, an attack roll, or a saving throw, the diviner rolls
ability (spell save DC 12):
a d20 and chooses whether to use that roll in place of the d20
rolled for the ability check, attack roll, or saving throw. At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Tambo Reactions
Apply these changes to the diviner wizard stat block: Parry. The drow adds 3 to its AC against one melee attack that
Speed 30 ft., fly 30 ft. would hit it. To do so, the drow must see the attacker and be
Senses darkvision 60 ft. (from Linus’s darkvision), passive wielding a melee weapon.
Perception 11
Spellcasting (2/Day Each): cone of cold, counterspell (as a
reaction), detect magic, detect thoughts, greater invisibility,
lightning bolt, locate object, mage armor
Spellcasting (1/Day): globe of invulnerability

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30 Not for resale. Permission granted to print or photocopy this document for personal use only.
Druid Dryad
Medium Humanoid, Any Alignment Medium Fey, Typically Neutral

Armor Class 11 (16 with barkskin) Armor Class 11 (16 with barkskin)
Hit Points 27 (5d8 + 5) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)

Skills Medicine +4, Nature +3, Perception +4 Skills Perception +4, Stealth +5
Senses passive Perception 14 Senses darkvision 60 ft., passive Perception 14
Languages Druidic plus any two languages Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2

Spellcasting. The druid casts one of the following spells, using Magic Resistance. The dryad has advantage on saving throws
Wisdom as the spellcasting ability (spell save DC 12, +4 to hit against spells and other magical effects.
with spell attacks):
Speak with Beasts and Plants. The dryad can communicate with
Cantrips (at will): druidcraft, produce flame, shillelagh Beasts and Plants as if they shared a language.
1st level (4 slots): entangle, longstrider, speak with animals,
Spellcasting. The dryad casts one of the following spells, requiring
thunderwave
2nd level (3 slots): animal messenger, barkskin no material components and using Charisma as the spellcasting
ability (spell save DC 14):
Actions At will: druidcraft
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with 3/day each: entangle, goodberry
shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 1/day each: barkskin, pass without trace, shillelagh
damage, or 4 (1d8) bludgeoning damage if wielded with two Tree Stride. Once on their turn, the dryad can use 10 feet of their
hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh. movement to step magically into one living tree within their
reach and emerge from a second living tree within 60 feet of the
first tree, appearing in an unoccupied space within 5 feet of the
Linus second tree. Both trees must be Large or bigger.
Apply these changes to the druid stat block:
Senses darkvision 60 ft., passive Perception 14 Actions
Relentless Endurance (1/Day). When Linus is reduced to 0 hit Club. Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh),
points but not killed outright, he drops to 1 hit point instead. reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 8
Telling Blow. When Linus scores a critical hit with a melee (1d8 + 4) bludgeoning damage with shillelagh.
weapon attack, roll the weapon’s damage die three times Fey Charm. The dryad targets one Beast or Humanoid they can
instead of twice. see within 30 feet of them. If the target can see the dryad, it
Spellcasting (1st Level): entangle, faerie fire, longstrider, must succeed on a DC 14 Wisdom saving throw or be magically
thunderwave charmed. The charmed creature regards the dryad as a trusted
Spellcasting (2nd Level)*: darkvision, pass without trace friend to be heeded and protected. Although the target isn’t
*Linus has expended two 2nd-level spell slots casting under the dryad’s control, it takes the dryad’s requests or actions
darkvision on Tambo and Tingting and possibly a third slot in the most favorable way it can.
sustaining pass without trace before combat. Each time the dryad or its allies do anything harmful to the
target, it can repeat the saving throw, ending the effect on itself
on a success. Otherwise, the effect lasts 24 hours or until the
dryad dies, is on a different plane of existence from the target,
or ends the effect as a bonus action. If a target’s saving throw is
successful, the target is immune to the dryad’s Fey Charm for the
next 24 hours.
The dryad can have no more than one Humanoid and up to
three Beasts charmed at a time.

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Fomorian Frost Druid
Huge Giant, Typically Chaotic Evil Medium Humanoid (Human), Any Alignment

Armor Class 14 (natural armor) Armor Class 13 (hide armor)


Hit Points 149 (13d12 + 65) Hit Points 67 (9d8 + 27)
Speed 30 ft. Speed 30 ft., 40 ft. (wolf form only), burrow 5 ft. (fox form only),
climb 30 ft. (goat form only), fly 60 ft. (owl form only)
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 20 (+5) 9 (−1) 14 (+2) 6 (−2) STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 16 (+3) 10 (+0) 16 (+3) 9 (−1)
Skills Perception +8, Stealth +3
Senses darkvision 120 ft., passive Perception 18 Saving Throws Int +3, Wis +6
Languages Giant, Undercommon Skills Nature +3, Perception +6, Survival +6
Challenge 8 (3,900 XP) Proficiency Bonus +3 Damage Resistances cold
Senses darkvision 60 ft. (beast form only), passive Perception 16
Languages Common, Druidic
Actions Challenge 5 (1,800 XP) Proficiency Bonus +3
Multiattack. The fomorian makes two Greatclub attacks. It can
replace one attack with a use of Evil Eye. Spellcasting (Humanoid Form Only). The druid casts one of the
Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one following spells, using Wisdom as the spellcasting ability (spell
target. Hit: 19 (3d8 + 6) bludgeoning damage. save DC 14):
Evil Eye. The fomorian magically forces a creature it can see Cantrips (at will): druidcraft, guidance, resistance
within 60 feet of it to make a DC 14 Charisma saving throw. The 1st level (4 slots): animal friendship, fog cloud, speak with animals
creature takes 27 (6d8) psychic damage on a failed save, or half as 2nd level (3 slots): animal messenger, moonbeam, pass
much damage on a successful one. without trace
3rd level (3 slots): conjure animals, sleet storm, wind wall
Curse of the Evil Eye (Recharges after a Short or Long Rest). 4th level (3 slots): hallucinatory terrain, ice storm
With a stare, the fomorian uses Evil Eye, but on a failed saving 5th level (1 slot): awaken
throw, the creature is also cursed with magical deformities. While
deformed, the creature’s speed is halved and it has disadvantage Actions
on ability checks, attack rolls based on Strength or Dexterity, and Multiattack. The druid makes two melee attacks.
saving throws.
Ice Sickle (Humanoid Form Only). Melee Weapon Attack: +4 to
The transformed creature can repeat the saving throw whenever
hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage plus 5
it finishes a long rest, ending the effect on a success.
(2d4) cold damage.
Maul (Beast Form Only). Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Change Shape. The druid magically polymorphs into a Beast
form—fox, mountain goat, owl, or wolf—or back into its
Humanoid form. Any equipment it is wearing or carrying is
absorbed or borne by the Beast form (the druid’s choice). It
reverts to its Humanoid form when it dies. The druid’s statistics
are the same in each form, except where noted in this stat block.

Linus
Apply these changes to the frost druid stat block:
Senses darkvision 60 ft., passive Perception 14
Relentless Endurance (1/Day). When Linus is reduced to 0 hit
points but not killed outright, he drops to 1 hit point instead.
Telling Blow. When Linus scores a critical hit with a melee
weapon attack, roll the weapon’s damage dice three times
instead of twice.
Spellcasting. Replace Linus’s listed spells with the following:
Cantrips (at will): druidcraft, guidance, resistance
1st Level (4 slots): fog cloud, longstrider, speak with animals
2nd Level (3 slots)*: darkvision, hold person, pass without trace
3rd Level (3 slots): sleet storm, tidal wave (XGE; see
appendix D), wind wall
4th Level (3 slots): ice storm, polymorph
5th Level (1 slots): wall of stone
*Linus has expended two 2nd-level spell slots casting
darkvision on Tambo and Tingting and possibly a third
sustaining pass without trace before combat.

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32 Not for resale. Permission granted to print or photocopy this document for personal use only.
Green Hag Hobgoblin Devastator
Medium Fey, Typically Neutral Evil Medium Fey (Goblinoid), Typically Lawful Neutral

Armor Class 17 (natural armor) Armor Class 13 (studded leather)


Hit Points 82 (11d8 + 33) Hit Points 45 (7d8 + 14)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 16 (+3) 13 (+1) 11 (+0)

Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Skills Arcana +5
Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 11
Languages Common, Draconic, Sylvan Languages Common, Goblin
Challenge 3 (700 XP) Proficiency Bonus +2 Challenge 4 (1,100 XP) Proficiency Bonus +2

Amphibious. The hag can breathe air and water. Army Arcana. When the hobgoblin casts a spell that causes
damage or that forces other creatures to make a saving throw,
Mimicry. The hag can mimic animal sounds and Humanoid
it can choose itself and any number of allies to be immune to
voices. A creature that hears the sounds can tell they are
the damage caused by the spell and to succeed on the required
imitations with a successful DC 14 Wisdom (Insight) check.
saving throw.
Actions Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit:
Multiattack. The hobgoblin makes two Quarterstaff or
13 (2d8 + 4) slashing damage.
Devastating Bolt attacks.
Illusory Appearance. The hag covers herself and anything she is
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one
wearing or carrying with a magical illusion that makes her look
target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1)
like another creature of her general size and Humanoid shape.
bludgeoning damage if used with two hands, plus 13 (3d8)
The illusion ends if the hag takes a bonus action to end it or
force damage.
if she dies.
The changes wrought by this effect fail to hold up to physical Devastating Bolt. Ranged Spell Attack: +5 to hit, range 60 ft.,
inspection. For example, the hag could appear to have smooth one target. Hit: 21 (4d8 + 3) force damage, and the target is
skin, but someone touching her would feel her rough flesh. knocked prone.
Otherwise, a creature must take an action to visually inspect the
Spellcasting. The hobgoblin casts one of the following spells,
illusion and succeed on a DC 20 Intelligence (Investigation) check
using Intelligence as the spellcasting ability (spell save DC 13):
to discern that the hag is disguised.
At will: mage hand, prestidigitation
Invisible Passage. The hag magically turns invisible until she 2/day each: fireball, fly, fog cloud, gust of wind, lightning bolt
attacks or casts a spell, or until her concentration ends (as if
concentrating on a spell). While invisible, she leaves no physical
evidence of her passage, so she can be tracked only by magic. Any
equipment she wears or carries is invisible with her.
Spellcasting. The hag casts one of the following spells, requiring
no material components and using Charisma as the spellcasting
ability (spell save DC 12):
At will: dancing lights, minor illusion, vicious mockery

Eternal Youth Coven


Apply these changes to the green hag stat block:
Shared Spellcasting. While Freda, Niamh, and Mair are within
30 feet of one another, they can each cast the following spells,
using Intelligence as the spellcasting ability (spell save DC
11, +3 to hit with spell attacks), but must share the spell slots
among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite

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Not for resale. Permission granted to print or photocopy this document for personal use only. 33
Jiangshi Leucrotta
Medium Undead, Typically Lawful Evil Large Monstrosity, Typically Chaotic Evil

Armor Class 16 (natural armor) Armor Class 14 (natural armor)


Hit Points 119 (14d8 + 56) Hit Points 67 (9d10 + 18)
Speed 20 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 3 (−4) 18 (+4) 17 (+3) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 15 (+2) 9 (−1) 12 (+1) 6 (−2)

Saving Throws Con +8, Int +7, Wis +6, Cha +5 Skills Deception +2, Perception +5
Condition Immunities charmed, exhaustion, frightened, Senses darkvision 60 ft., passive Perception 15
paralyzed, poisoned Languages Abyssal, Gnoll
Senses darkvision 120 ft., passive Perception 12 Challenge 3 (700 XP) Proficiency Bonus +2
Languages any languages it knew in life
Challenge 9 (5,000 XP) Proficiency Bonus +4
Mimicry. The leucrotta can mimic Beast sounds and Humanoid
voices. A creature that hears the sounds can tell they are
Jiangshi Weaknesses. The jiangshi has the following flaws: imitations only with a successful DC 14 Wisdom (Insight) check.
Fear of Its Own Reflection. If the jiangshi sees its own reflection, Stench. Any creature other than a leucrotta or gnoll that starts
it immediately uses its reaction, if available, to move as far away its turn within 5 feet of the leucrotta must succeed on a DC 12
from the reflection as possible. Constitution saving throw or be poisoned until the start of the
Susceptible to Holy Symbols. While the jiangshi is wearing or creature’s next turn. On a successful saving throw, the creature is
touching a holy symbol, it automatically fails saving throws immune to the Stench of all leucrottas for 1 hour.
against effects that turn Undead.
Unusual Nature. The jiangshi doesn’t require air. Actions
Actions Multiattack. The leucrotta makes one Bite attack and one
Hooves attack.
Multiattack. The jiangshi makes three Slam attacks and uses
Consume Energy. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8
(1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: rolls the damage dice three times, instead of twice.
13 (2d8 + 4) bludgeoning damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Consume Energy. The jiangshi draws energy from a creature Hit: 11 (2d6 + 4) bludgeoning damage.
it can see within 30 feet of it. The target must make a DC 16
Constitution saving throw, taking 18 (4d8) necrotic damage Bonus Actions
on a failed save, or half as much damage on a successful one.
Kicking Retreat. Immediately after the leucrotta makes a Hooves
The jiangshi regains hit points equal to the amount of necrotic
attack, it takes the Disengage action.
damage dealt. After regaining hit points from this action, the
jiangshi gains the following benefits for 7 days: its walking speed
increases to 40 feet, and it gains a flying speed equal to its
walking speed and can hover.
A Humanoid slain by this necrotic damage rises as a wight at
the end of the jiangshi’s turn. The wight acts immediately after
the jiangshi in the initiative order. If this wight slays a Humanoid
with its Life Drain, the wight transforms into a jiangshi 5
days later.
Change Shape. The jiangshi polymorphs into a Beast, a
Humanoid, or an Undead that is Medium or Small or back into
its true form. Its statistics, other than its size, are the same in
each form. Any equipment it is wearing or carrying is absorbed or
borne by the new form (the jiangshi’s choice). It reverts to its true
form if it dies.

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34 Not for resale. Permission granted to print or photocopy this document for personal use only.
Mage Martial Arts Adept
Medium Humanoid (Wizard), Any Alignment Medium Humanoid (Monk), Any Alignment

Armor Class 12 (15 with mage armor) Armor Class 16 (Unarmored Defense)
Hit Points 40 (9d8) Hit Points 60 (11d8 + 11)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Int +6, Wis +4 Skills Acrobatics +5, Insight +5, Stealth +5
Skills Arcana +6, History +6 Senses passive Perception 13
Senses passive Perception 11 Languages any one language (usually Common)
Languages any four languages Challenge 3 (700 XP) Proficiency Bonus +2
Challenge 6 (2,300 XP) Proficiency Bonus +3
Unarmored Defense. While the adept is wearing no armor and
Spellcasting. The mage casts one of the following spells, using wielding no shield, its AC includes its Wisdom modifier.
Intelligence as the spellcasting ability (spell save DC 14, +6 to hit
with spell attacks): Actions
Cantrips (at will): fire bolt (2d10 damage), light, mage hand, Multiattack. The adept makes three Unarmed Strikes or five
prestidigitation Dart Attacks.
1st level (4 slots): detect magic, mage armor, magic missile, shield Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one
2nd level (3 slots): misty step, suggestion target. Hit: 7 (1d8 + 3) bludgeoning damage. Once per turn, the
3rd level (3 slots): counterspell, fireball, fly adept can cause one of the following additional effects (choose
4th level (3 slots): greater invisibility, ice storm one or roll a d4):
5th level (1 slot): cone of cold
1–2: Knock Down. The target must succeed on a DC 13 Dexterity
Actions saving throw or be knocked prone.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or 3–4: Push. The target must succeed on a DC 13 Strength saving
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. throw or be pushed up to 10 feet directly away from the adept.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
Tambo
Apply these changes to the mage stat block: Reactions
Speed 30 ft., fly 30 ft. Deflect Missile. In response to being hit by a ranged weapon
Senses darkvision 60 ft. (from Linus’s darkvision), passive attack, the adept deflects the missile. The damage it takes from
Perception 11 the attack is reduced by 1d10 + 3. If the damage is reduced to 0,
the adept catches the missile if it is small enough to hold in one
hand and the adept has a hand free.

Tingting
Apply these changes to the martial arts adept stat block:
Speed 40 ft., fly 30 ft.
Senses darkvision 60 ft. (from Linus’s darkvision), passive
Perception 13
Special Equipment. Tingting is wearing and attuned to a +2
dragonhide belt.
Unarmed Strike. Increase the DCs to avoid being knocked
prone or pushed to DC 15.

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Master Thief Mummy
Medium Humanoid, Any Alignment Medium Undead, Typically Lawful Evil

Armor Class 16 (studded leather) Armor Class 11 (natural armor)


Hit Points 84 (13d8 + 26) Hit Points 58 (9d8 + 18)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)

Saving Throws Dex +7, Int +3 Saving Throws Wis +2


Skills Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand Damage Vulnerabilities fire
+7, Stealth +7 Damage Resistances bludgeoning, piercing, and slashing from
Senses passive Perception 13 nonmagical attacks
Languages any one language (usually Common) plus thieves’ cant Damage Immunities necrotic, poison
Challenge 5 (1,800 XP) Proficiency Bonus +3 Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Evasion. If the thief is subjected to an effect that allows it to make Languages the languages it knew in life
a Dexterity saving throw to take only half as much damage, the Challenge 3 (700 XP) Proficiency Bonus +2
thief instead takes no damage if it succeeds on the saving throw
and only half as much damage if it fails, provided the thief isn’t
incapacitated. Unusual Nature. The mummy doesn’t require air, food,
drink or sleep.
Actions
Multiattack. The thief makes three Shortsword or
Actions
Shortbow attacks. Multiattack. The mummy uses Dreadful Glare and makes one
Rotting Fist attack.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
poison damage. target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on
Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 a DC 12 Constitution saving throw or be cursed with mummy
ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) rot. The cursed target can’t regain hit points, and its hit point
poison damage. maximum decreases by 10 (3d6) for every 24 hours that elapse. If
Bonus Actions the curse reduces the target’s hit point maximum to 0, the target
dies, and its body turns to dust. The curse lasts until removed by
Cunning Action. The thief takes the Dash, Disengage, or the remove curse spell or other magic.
Hide action.
Dreadful Glare. The mummy targets one creature it can see
Reactions within 60 feet of it. If the target can see the mummy, it must
Uncanny Dodge. The thief halves the damage that it takes from an succeed on a DC 11 Wisdom saving throw against this magic
attack that hits it. The thief must be able to see the attacker. or be frightened until the end of the mummy’s next turn. If the
saving throw fails by 5 or more, the target is also paralyzed for
the same duration. A target that succeeds on the saving throw is
Wallis the Red immune to the Dreadful Glare of all mummies (but not mummy
Apply these changes to the master thief stat block: lords) for the next 24 hours.
Senses darkvision 60 ft., passive Perception 13
Fey Ancestry. Wallis has advantage on saving throws he
makes to avoid or end the charmed condition on himself.
Long-Limbed. When Wallis makes a melee attack on his turn,
his reach for it is 5 feet greater than normal.
Sneaky. Wallis can, without squeezing, can move through and
stop in a space large enough for a Small creature.
Surprise Attack. If Wallis hits a creature with an attack roll,
the creature takes an extra 7 (2d6) damage if it hasn’t taken a
turn yet in the current combat.

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36 Not for resale. Permission granted to print or photocopy this document for personal use only.
Myconid Sovereign Shadow
Large Plant, Typically Lawful Neutral Medium Undead, Typically Chaotic Evil

Armor Class 13 (natural armor) Armor Class 12


Hit Points 60 (8d10 + 16) Hit Points 16 (3d8 + 3)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 13 (+1) 15 (+2) 10 (+0) 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)

Senses darkvision 120 ft., passive Perception 12 Skills Stealth +4 (+6 in dim light or darkness)
Languages — Damage Vulnerabilities radiant
Challenge 2 (450 XP) Proficiency Bonus +2 Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Distress Spores. When the myconid takes damage, all other Condition Immunities exhaustion, frightened, grappled,
myconids within 240 feet of it can sense its pain. paralyzed, petrified, poisoned, prone, restrained
Sun Sickness. While in sunlight, the myconid has disadvantage on Senses darkvision 60 ft., passive Perception 10
ability checks, attack rolls, and saving throws. The myconid dies if Languages —
it spends more than 1 hour in direct sunlight. Challenge 1/2 (100 XP) Proficiency Bonus +2

Actions Amorphous. The shadow can move through a space as narrow as


Multiattack. The myconid uses Hallucination Spores or Pacifying 1 inch wide without squeezing.
Spores, then makes one Fist attack.
Sunlight Weakness. While in sunlight, the shadow has
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 disadvantage on ability checks, attack rolls, and saving throws.
(3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.
Unusual Nature. The shadow doesn’t require air, food,
Hallucination Spores. The myconid ejects spores at one creature drink, or sleep.
it can see within 5 feet of it. The target must succeed on a DC
12 Constitution saving throw or be poisoned for 1 minute. The Actions
poisoned target is incapacitated while it hallucinates. The target Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
can repeat the saving throw at the end of each of its turns, ending one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s
the effect on itself on a success. Strength score is reduced by 1d4. The target dies if this reduces
Pacifying Spores. The myconid ejects spores at one creature it its Strength to 0. Otherwise, the reduction lasts until the target
can see within 5 feet of it. The target must succeed on a DC 12 finishes a short or long rest.
Constitution saving throw or be stunned for 1 minute. The target If a non-evil Humanoid dies from this attack, a new shadow
can repeat the saving throw at the end of each of its turns, ending rises from the corpse 1d4 hours later.
the condition on itself on a success.
Bonus Actions
Animating Spores (3/Day). The myconid targets one corpse of
Shadow Stealth. The shadow takes the Hide action while in dim
a Humanoid or a Large or smaller Beast within 5 feet of it and
light or darkness.
releases spores at the corpse. In 24 hours, the corpse rises as a
spore servant. The corpse stays animated for 1d4 + 1 weeks or
until destroyed, and it can’t be animated again in this way.
Rapport Spores. A 30-foot radius of spores extends from the
myconid. These spores can go around corners and affect
only creatures with an Intelligence of 2 or higher that aren’t
Constructs, Elementals, or Undead. Affected creatures can
communicate telepathically with one another while they are within
30 feet of each other. The effect lasts for 1 hour.

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Not for resale. Permission granted to print or photocopy this document for personal use only. 37
Shambling Mound Slithering Tracker
Large Plant, Unaligned Medium Ooze, Typically Chaotic Evil

Armor Class 15 (natural armor) Armor Class 14


Hit Points 136 (16d10 + 48) Hit Points 39 (6d8 + 12)
Speed 20 ft., swim 20 ft. Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3) 16 (+3) 19 (+4) 15 (+2) 10 (+0) 14 (+2) 11 (+0)

Skills Stealth +2 Skills Stealth +8, Survival +6


Damage Resistances cold, fire Damage Vulnerabilities cold, fire
Damage Immunities lightning Damage Resistances bludgeoning, piercing, and slashing from
Condition Immunities blinded, deafened, exhaustion nonmagical attacks
Senses blindsight 60 ft. (blind beyond this radius), passive Condition Immunities blinded, deafened, exhaustion, grappled,
Perception 10 paralyzed, petrified, prone, restrained, unconscious
Languages — Senses blindsight 120 ft., passive Perception 12
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages understands languages it knew in its previous form
but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
Lightning Absorption. Whenever the shambling mound is
subjected to lightning damage, it takes no damage and regains a
number of hit points equal to the lightning damage dealt. False Appearance. If the slithering tracker is motionless at the
start of combat, it has advantage on its initiative roll. Moreover, if
Actions a creature hasn’t observed the slithering tracker move or act, that
Multiattack. The shambling mound makes two Slam attacks. If creature must succeed on a DC 18 Intelligence (Investigation)
both attacks hit a Medium or smaller target, the target is grappled check to discern that the slithering tracker isn’t a puddle.
(escape DC 14), and the shambling mound uses Engulf on it. Liquid Form. The slithering tracker can enter an enemy’s space
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: and stop there. It can also move through a space as narrow as 1
13 (2d8 + 4) bludgeoning damage. inch wide without squeezing.
Engulf. The shambling mound engulfs a Medium or smaller Spider Climb. The slithering tracker can climb difficult surfaces,
creature grappled by it. The engulfed target is blinded, including upside down on ceilings, without needing to make an
restrained, and unable to breathe, and it must succeed on a DC ability check.
14 Constitution saving throw at the start of each of the mound’s
turns or take 13 (2d8 + 4) bludgeoning damage. If the mound
Actions
moves, the engulfed target moves with it. The mound can have Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
only one creature engulfed at a time. 8 (1d10 + 3) bludgeoning damage.
Life Leech. One Large or smaller creature that the slithering
tracker can see within 5 feet of it must succeed on a DC 13
Harloch Shamblers Dexterity saving throw or be grappled (escape DC 13). Until
Apply this change to the shambling mound stat block: this grapple ends, the target is restrained and unable to breathe
False Appearance. While the shambling mound is motionless unless it can breathe water. In addition, the grappled target takes
at the start of combat, it has advantage on its initiative 16 (3d10) necrotic damage at the start of each of its turns. The
roll. Moreover, if a creature hasn’t observed the shambling slithering tracker can grapple only one target at a time.
mound move or act, the creature must succeed on a DC While grappling the target, the slithering tracker takes only half
18 Intelligence (Investigation) check to discern that the of any damage dealt to it (rounded down), and the target takes the
shambling mound isn’t a collection of lake plants.
other half.

Bonus Actions
Watery Stealth. If underwater, the slithering tracker takes the
Hide action, and it makes the Dexterity (Stealth) check with
advantage.

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38 Not for resale. Permission granted to print or photocopy this document for personal use only.
Swashbuckler Tree Blight
Medium Humanoid, Any Alignment Huge Plant, Typically Neutral Evil

Armor Class 17 (leather armor, Suave Defense) Armor Class 15 (natural armor)
Hit Points 66 (12d8 + 12) Hit Points 138 (12d12 + 60)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) 23 (+6) 10 (+0) 20 (+5) 6 (−2) 10 (+0) 3 (−4)

Skills Acrobatics +8, Athletics +5, Persuasion +6 Condition Immunities blinded, deafened
Senses passive Perception 10 Senses blindsight 60 ft. (blind beyond this radius), passive
Languages any one language (usually Common) Perception 10
Challenge 3 (700 XP) Proficiency Bonus +2 Languages understands Common and Druidic but doesn’t speak
Challenge 7 (2,900 XP) Proficiency Bonus +3
Suave Defense. While the swashbuckler is wearing light
or no armor and wielding no shield, its AC includes its False Appearance. While the blight is motionless at the start
Charisma modifier. of combat, it has advantage on its initiative roll. Moreover, if a
creature hasn’t observed the blight move or act, that creature
Actions must succeed on a DC 18 Intelligence (Investigation) check to
Multiattack. The swashbuckler makes one Dagger attack and two discern that the blight is animate.
Rapier attacks. Siege Monster. The blight deals double damage to objects and
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or structures.
range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Multiattack. The blight makes one Branch attack and one
Hit: 8 (1d8 + 4) piercing damage.
Grasping Root attack.
Bonus Actions Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Lightfooted. The swashbuckler takes the Dash or Hit: 16 (3d6 + 6) bludgeoning damage.
Disengage action. Grasping Root. Melee Weapon Attack: +9 to hit, reach 15 ft., one
creature not grappled by the blight. Hit: The target is grappled
(escape DC 15). Until the grapple ends, the target takes 9 (1d6 +
6) bludgeoning damage at the start of each of its turns. The root
has AC 15 and can be severed by dealing 6 slashing damage or
more to it in one attack. Cutting the root doesn’t hurt the blight
but ends the grapple.

Bonus Actions
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature
grappled by the blight. Hit: 19 (3d8 + 6) piercing damage.

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Vampirate Mage Wight
Medium Undead, Typically Lawful Evil Medium Undead, Typically Neutral Evil

Armor Class 14 (natural armor) Armor Class 14 (studded leather)


Hit Points 68 (8d8 + 32) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 18 (+4) 13 (+1) 14 (+2) 15 (+2) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

Saving Throws Wis +5, Cha +5 Skills Perception +3, Stealth +4


Damage Vulnerabilities radiant Damage Resistances necrotic; bludgeoning, piercing, and
Damage Immunities cold, necrotic, poison slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed, exhaustion, poisoned Damage Immunities poison
Senses darkvision 120 ft., passive Perception 12 Condition Immunities exhaustion, poisoned
Languages the languages it knew in life Senses darkvision 60 ft., passive Perception 13
Challenge 5 (1,800 XP) Proficiency Bonus +3 Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2
Explode. When the mage is reduced to 0 hit points, it explodes
in a cloud of ash. Any creature within 5 feet of it must succeed Sunlight Sensitivity. While in sunlight, the wight has disadvantage
on a DC 14 Constitution saving throw or take 11 (2d10) on attack rolls, as well as on Wisdom (Perception) checks that
necrotic damage. rely on sight.
Spider Climb. The mage can climb difficult surfaces, including Unusual Nature. The wight doesn’t require air, food,
upside down on ceilings, without needing to make an drink, or sleep.
ability check.
Actions
Unusual Nature. The mage doesn’t require air or drink.
Multiattack. The wight makes one Life Drain attack and one
Actions Longsword attack, or it makes two Longsword attacks or two
Longbow attacks.
Multiattack. The mage makes two Ray of Cold attacks.
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Ray of Cold. Ranged Spell Attack: +5 to hit, range 120 ft., one
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
target. Hit: 11 (2d8 + 2) cold damage.
succeed on a DC 13 Constitution saving throw or its hit point
Energy Drain. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. maximum is reduced by an amount equal to the damage taken.
or range 30 ft., one creature. Hit: 22 (4d10) necrotic damage. A This reduction lasts until the target finishes a long rest. The target
Humanoid reduced to 0 hit points by this attack dies and instantly dies if this effect reduces its hit point maximum to 0.
transforms into a free-willed shadow under the DM’s control. A Humanoid slain by this attack rises 24 hours later as a zombie
Spellcasting. The mage casts one of the following spells, using under the wight’s control, unless the Humanoid is restored to life
Charisma as the spellcasting ability (spell save DC 13): or its body is destroyed. The wight can have no more than twelve
zombies under its control at one time.
At will: mage hand, message
1/day each: darkness, dimension door, fly, hypnotic pattern Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing
damage if used with two hands.
Pursuit Squads Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one
Apply these changes to the vampirate mage stat block: target. Hit: 6 (1d8 + 2) piercing damage.
Condition Immunities charmed, exhaustion, frightened,
paralyzed, poisoned
Spellcasting (1/Day Each): blight, counterspell (as a reaction),
fireball, hold person

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40 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix D: Dungeon Master Miscellany
Pursuit Point Tracker (Parts 1 and 2)
Part Location Circumstance Pursuit Points Earned?

Fail group check to reach the city gates or


City Gates or Sewers 1
the sewers unnoticed

City Gates Enter combat 2


Part 1
Fail to sneak or bluff way through
City Gates 1
city gates

Sewers Fail to navigate out of the sewers 1

Anywhere Pausing for 10 minutes 2


Anywhere Pausing for 1 hour 3

Anywhere Try to take a short or long rest 3

Fail group check to run away from or


A: Outskirts of Caer Westphal 1
slow undead

Fail group check to navigate to the


B: Clear-Cut Wasteland 1
intended destination or slow undead
Part 2
Fail group check to climb up
C: Andover Heights 1
mountainside or slow undead

Combat against the giants lasts for 3


C: Andover Heights 1
rounds or longer

Fail group check to navigate the woods or


D: The Nameless Forest 1
slow undead

D: The Nameless Forest Refuse the hags’ deal 3

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Non-Player’s Handbook Spells (Parts 2 and 3)
Absorb Elements Tidal Wave
1st-Level Abjuration 3rd-Level Conjuration

Casting Time: 1 reaction, which you take when you take Casting Time: 1 action
acid, cold, fire, lightning, or thunder damage Range: 120 feet
Range: Self Components: V, S, M (a drop of water)
Components: S Duration: Instantaneous
Duration: 1 round You conjure up a wave of water that crashes down on an
The spell captures some of the incoming energy, lessening area within range. The area can be up to 30 feet long, up
its effect on you and storing it for your next melee attack. to 10 feet wide, and up to 10 feet tall. Each creature in that
You have resistance to the triggering damage type until area must make a Dexterity saving throw. On a failed save,
the start of your next turn. Also, the first time you hit with a creature takes 4d8 bludgeoning damage and is knocked
a melee attack on your next turn, the target takes an extra prone. On a successful save, a creature takes half as much
1d6 damage of the triggering type, and the spell ends. damage and isn't knocked prone. The water then spreads
At Higher Levels. When you cast this spell using a spell out across the ground in all directions, extinguishing
slot of 2nd level or higher, the extra damage increases by unprotected flames in its area and within 30 feet of it, and
1d6 for each slot level above 1st. then it vanishes.

Guardian of Nature
4th-Level Transformation

Casting Time: 1 bonus action


Range: Self
Components: V
Duration: Concentration, up to 1 minute
A nature spirit answers your call and transforms you into a
powerful guardian. The transformation lasts until the spell
ends. You choose one of the following forms to assume:
Primal Beast or Great Tree.
Primal Beast. Bestial fur covers your body, your facial
features become feral, and you gain the following benefits:
• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force
damage on a hit.
Great Tree. Your skin appears barky, leaves sprout from
your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with
advantage.
• While you are on the ground, the ground within 15 feet
of you is difficult terrain for your enemies.

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42 Not for resale. Permission granted to print or photocopy this document for personal use only.
Appendix E: Dungeon Master Tips
To run an adventure as a DM, you must have 3 to 7 players,
each with their own character within the adventure’s level
Adjusting the Adventure
range (see the Adventure Primer). To determine whether you should consider adjusting the
adventure, assess the party strength by consulting the
New to D&D Adventurers League? table below. To determine the group’s average party level
(APL), add up the characters’ levels and divide the result by
Head to https://dnd.wizards.com/ddal_general for more the number of characters (rounding .5 or greater up; .4 or
information about the D&D Adventurers League such as less down).
supporting resources and documents, how to find places to
play, and how to organize events. The following links may
Determining Party Strength
also prove useful:
• https://discord.gg/dnd Party Composition Party Strength
• https://yawningportal.dnd.wizards.com/ 3–4 characters, APL less than Very Weak
3–4 characters, APL equivalent Weak
Preparing the Adventure 3–4 characters, APL greater than Average
Before you start play, consider the following: 5 characters, APL less than Weak
• Read through the adventure, taking notes of anything 5 characters, APL equivalent Average
you want to highlight or remind yourself of while 5 characters, APL greater than Strong
running it, such as how you want to portray an NPC
or a tactic you want to use during combat. Familiarize 6–7 characters, APL less than Average
yourself with the adventure’s appendixes and handouts. 6–7 characters, APL equivalent Strong
• Gather any aids you want to use while running the 6–7 characters, APL greater than Very Strong
adventure, such as note cards, a DM screen, miniatures,
and battle maps.
• Ask the players for relevant character information
Safety Tools
such as name, race, class, and level; passive Wisdom
These tools can help you and your players have a fun game:
(Perception) score; and any backgrounds, story awards,
or similar that the adventure specifies as notable. • Code of Conduct: This group agreement outlines desired
and prohibited behaviors, confidential reporting, and
Players can play an adventure they have run as a DM possible consequences.
or played before, but may do so only once with a given • Be Welcoming: Encourage respectful and open
character. Make sure each player has their character’s conversations about issues before and as they arise. Show
adventure logsheet (if not, obtain one from the organizer) you are listening and avoid defensive responses.
with their starting values for level, gold, and downtime • Pregame and Postgame Discussions: Use the time before
days. These values are updated at the end of the session. the game to explain content warnings, set boundaries,
The adventure information and your information are and collaborate on a safety plan. At the end of the game,
decompress and discuss improvements.
also added then, whether the character completed
• DM Empowerment: If someone is uncomfortable with
the adventure or not. Each player is responsible for
a specific theme in any content warning, description,
maintaining an accurate logsheet. encounter, or trap, make adjustments that remove the
If you have time, you can do a quick scan of a player’s negative experience. Keep settings, major story details, and
character sheet to ensure nothing looks out of order. If you key NPCs largely the same. Don’t change challenge ratings
see magic items of high rarities or strange ability score and keep character rewards in line with guidelines and the
arrays, you can ask players to provide documentation for adventure’s text.
the irregularities. If they can’t, feel free to restrict item use • More Safety Tools: A broad range of tools are available
or ask them to use a standard ability score array. Point online. You can also reach out to your event organizer or
players to the D&D Adventurers League Players Guide [email protected].
for guidance.
If players wish to spend downtime days and it is the
beginning of an adventure or episode, they can declare
their activity and spend the days immediately, or they can
do so at the end of the adventure or episode.
Players should select their characters’ spells and other
daily options prior to the start of the adventure unless
the adventure specifies otherwise. Feel free to reread the
adventure description to help give the players hints about
what they might face.

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Congratulations on completing this adventure,
but the journey has only just begun!!

CONTINUE THE JOURNEY


From daring expeditions to magical quests, our full
collection of modules is available for purchase at:
Baldman.link/Adventures

To find out more about other adventures in this series, or


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JOIN THE COMMUNITY


From online to in-person, Baldman Games is the largest
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Thank you, DMs and Players, for bringing the


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44 Not for resale. Permission granted to print or photocopy this document for personal use only.

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